Royal Paladins - Deck Breakdown
Royal Paladins are one of the main clans of the Vanguard TCG, being the main character Aichi’s signature deck for the entirety of the first animated series. Royal Paladins where also one of the first clans to have been released as a starter deck and have had continued support in both ‘Descent of the King of Knights’ and ‘Onslaught of the Dragon Souls’.
With so many cards at its disposal from the get go, there have been many options to begin with in the way the deck is built. But in most, there is standard frame that is shown in builds with only the grade 0 and grade 3 brackets differing.
The clan itself carries a strength in numbers vibe as it tends to show a lot of partnership between cards and combos that allow for staggeringly strong attacks. The deck has the potential to flood the field, search out allies when needed and create advantage literally out of nothing.
The starting Vanguard for Royal Paladins is without a doubt one of the best existing Vanguard options within the current release. Every build of Paladins should be playing this grade 0 if able simply for it’s ability to summon free allies and allow the player to flood the field or even access one of the decks main combos:
From the very get go, riding a Paladin allows you to move it to the rear allowing you to either boost for your attack or search out free allies in the form of Flogal or Future Knight, Lew. In doing so, you are paying no cost to create free field presence which can easily pressure the enemy. However, the main advantage of Bargal is the access to Lew:
Future Knight, Lew, with a counterblast cost of 1, can send himself, a copy of both Flogal and Barcgal into soul to superior ride Blaster Blade. This may see counter productive to the strength in numbers concept, but considering all of it is free, it ensures you reach your grade 2 always. But the strength of that combo isn’t seen until later when you consider your grade 3 options.
Your grade 2 options are to an extent, sparse but not much is required with a near guaranteed ride. Your main grade 2 is the Aichi’s main card, his avatar as they call it, Blaster Blade:
Blaster Blade is an average 9000 attack ally but the ease of access and his counterblast ability of 2 is what makes him powerful. He is capable of clearing out the opponents field of interceptors and potential threats, making the Royal Paladin players progression through the game easier.
The grade 3 options for Paladins fall into 2 main cards. One being King of Knights, Alfred and the other being Soul Savior Dragon:
Alfred’s ability shows the strength in numbers aspect as he gains 2000 attack for each other Royal Paladin you have on the field. But as a set back, he can’t be boosted. But this doesn’t necessarily matter as you could still have Bargal behind throwing out easy advantage or you could be using other utility based allies behind him.
Soul Savior Dragon is the second power house of the deck, on a vanguard assault it is a base 13000 attack with the potential to reach 34000 if the player is so lucky with his or her drive checks. The main reason it is good is due to it’s ability. If you’ve been keeping track of previously detailed cards you would have noticed that if your combo with Lew goes off, you’ll have built up a soul of 4 plus your grade 1 that you would have ridden with. Soul blasting the 5 cards you’ll have built up, allows you to power up 3 other allies by 5000 making that turn one hell of an assault guaranteed to either defeat the opponent or drastically whittle down their resources.
Other cards to make note of are:
These 3 allies once again show the unity aspect of the deck. Both Solitary Knight, Gancalot and Pongal have the ability to search out other Paladins, representing a tool box aspect to the deck. Gancelot gives you access to Blaster Blade for later points in the game to take care of your opponents rear guards where as Pongal gives the player easier access to Soul Savior Dragon. Gigantech Charger is weak on stats but makes up for it with his ability to bring out a free ally of the top of the deck, again showing strength in numbers.
The deck itself, as a whole, would be ran as follows:
- 3 - King of Knights, Alfred
- 3 - Gigantech Charger
- 2 - Soul Savior Dragon
- 2 - Solitary Knight, Gancelot
- 4 - Knight of Silence, Gallatin
- 4 - Blaster Blade
- 4 - Little Mage, Marron
- 4 - Lake Maiden, Lien
- 4 - Flash Shield, Iseult
- 2 - Pongal
- 4 - Yggdrasil Maiden, Elaine (Heal)
- 4 - Margal (Draw)
- 4 - Bringer of Good Luck, Epona (Critical)
- 2 - Future Knight, Lew (Critical)
- 2 - Flogal (Stand)
- 1 - Barcgal (Starting Vanguard)
The deck’s trigger line up can be altered at will. It’s possible to up the critical ratio if required but when it comes to Lew and Flogal, you only require 2 in the deck each for the consistency of the combo. 1 of each runs the chance that you may lose it to damage while on the play but I would definitely not run more than 2 Flogals unless you are fond of flooding the field with the use of Bargcal rather than go into the Lew/Savior combo.
So there it is, the first deck breakdown and most likely a little long winded. If anyone has any suggestions or feedback, i’m more than welcome to hear it.