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 List of Clans

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Lone Hero

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PostSubject: List of Clans   Mon Aug 29, 2011 6:10 pm

The clans are the card Archtypes if compared to Yugioh. Unlike Yugioh, mixing a large amount of them into a single deck may not work. This is a list of all the Clans as well as descriptions of what they can do. From this, people should be able to choose the ones they want to use.

Royal Paladin: The Elemental Heroes of Vanguard in a sense. These warriors and beasts have the most support of any clan in the game and multiple good ways to use their deck. The Royal Paladins mainly focus on calling their friends quickly from the deck to the field or hand and powering each other up through certain skills. Even if one doesn't choose to use this method, there are still many ways to make a strong Royal Paladin deck.

Kagerou: The second most supported clan in the game and the single most destructive. This clan focuses more on destroying all opposition then building up their own forces. Their effects are mainly on retiring/destroying enemies and clearing the field if possible. These Dragons also gain power from killing the opponent's Rear Guards meaning destruction leads to strength if played a certain way.

Oracle Think Tank: The best deck in terms of hand reinforcement. With the most Draw Triggers a single clan can have in the game and many effects that increase the hand and allow you to draw, this deck's ability to refill your hand is almost unmatched by any other clan. Oracles also have the ability to foresee and alter the future, allowing you to look at the top card of your deck and even rearrange it to increase your chances of getting Triggers or of getting cards you need to your hand. There are also many cards in the deck that gain abilities from having a large hand.

Nova Grapplers: The most powerful deck in the game in terms of absolute brute force. Most cards in this clan are machines built to fight and have power to show it. These Units also have the most Stand Triggers of any other clan, combined with many skills that allow Rear Units to stand again and again and gain multiple attacks. The units within the clan are strong enough to do damage even without being boosted, making this a very aggressive deck.

Grand Blue: A very unique clan in terms of the game. The Grand Blue cards are Zombie Pirates with the power to resurrect themselves from the drop zone through their skills. It's been called Infinite Resurrection Hell in some cases and it allows the uses to all but chose their field from cards that were discarded and normally wouldn't be able to be used.

Tachikaze: A powerful deck of metal Dinosaurs that are so powerful they destroy their comrades just by entering the field or attacking. This may sound bad, but the weaker cards of this deck have the power to either return to the hand or come back to the field from the deck which can sometimes be even more devastating.

Pale Moon: The dark circus is never short on tricks. This deck focuses on putting the cards into the Soul and using them from within there. There's one particular card that can power up others when in the Soul and other cards that can swap places with cards in the Soul when they successfully attack.

Dark Irregular: A wicked clan of monsters that rely on the power of the Soul. Dark Irregulars are the absolute best deck at adding cards to the Soul and have many Soul Blasts and skills that rely on having a lot of cards in the Soul. A skill that needs 6 cards in the Soul may sound like an issue for other decks, but Dark Irregulars can meet that condition in two to three turns if used correctly.

Spike Brothers: This athletic clan of sports stars gains its power from being able to call a large amount of powerful allies from the deck. Some also have Soul Blast skills that allow them to power up to the point where they can battle anything, but doing so forces them to return to the deck. When this happens, you can just sub it out for another Unit with the right skill used at the right time.
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Lone Hero

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PostSubject: Re: List of Clans   Mon Aug 29, 2011 6:51 pm

Clans Without Triggers

Outside of what is mentioned, there are other clans in Vanguard that do not have Triggers to themselves, and therefore would be forced to be used in a mixed deck. Despite this, they are not to be overlooked as they can have powerful abilities.

Megacolony: These insect cards have the power to paralyze your opponent, preventing their cards from Standing during at the start of their next turn. They can still stand if they use a trigger or skill, but these Units definately slow down a foe fast.

Nubatama: The ninjas of Vanguard have the power to lower the strength of their opponents before it is even used. Through stealth tactics, they can lower the number of cards in the foes hand through skills and can even gain power when your hand is larger than your foe's.

Bermuda △: These female mermaids support each other well despite having few units to support. All their skills vary from powering each other up, to returning other Bermuda △ Units to the hand to even reinforcing the hand.

Great Nature: An intelligent clan that experiments on one another to increase their strength. However, the experiments cause the Guinea Pigs to die at the end of that turn.

Dimension Police: While most units in this clan so far have few Skills, they do have power and a Grade 3 with the power to add a second damage to its attack as long as it fights Boosted.
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PostSubject: Re: List of Clans   Mon Aug 29, 2011 6:55 pm

For a list of all individual cards, please use the following link.

List of Cardfight Vanguard Cards (Organized by Pack)
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