Showing posts with label Budget Deck. Show all posts
Showing posts with label Budget Deck. Show all posts

Monday, September 21, 2020

Mill Colon - The "Hah! Tim was wrong!" RPS deck.

(I was going to make a video, but my saved games were against CFA randos playing bad decks like DRobos and Deletors, so I opted to not include them.  I was able to get a very solid feel for the deck and I can conclude, as many already have, how it will perform in the meta.  I was going to see if I could get better videos, but then someone guessed the deck based on vague clues, so since the cat's out of the bag, here we are.)

So, in my previous perceptions of milling viability, I never gave it particularly high ratings for two specific reasons:

1.  With two of the better mill cards being Killerleaf and Cyclomatooth, a zero damage strategy wasn't in my field of vision.

2.  The game has become disgustingly fast, with DOtX ending games on turn 3 with moderate consistency.

Those were my big reasons for believing that mill Colon was not viable.  I was wrong (although I made my judgment before the set was entirely revealed).  It turns out that one of the two cards (the other being Scatterhorn) that I originally said were the "Game changers" of the set in my Vanguard inner circle chats happened to be the card that made Mill Colon viable.

The card in question is Turbulent Signal.  Turbulent Signal is CB1, retire Turbulent Signal, your opponent mills 1, and you Cradle one RG for each grade of the milled unit.  A CB1 -1 Cradle is honestly pretty viable.  This averages out (assuming a 14/11/8 ratio, which is a conservative ratio) to 1.22 cradles per use of the skill, which is pretty awesome.

The low roll is very bad, at CB1 -1 to mill a trigger.  The high roll is amazingly good.  Each time they call over or retire a rear guard to get rid of the 0 power body, you get a free card.  They make excellent targets to swing into with Hercules to either force out two cards (which they should probably do) or you get to countercharge and pick the same grade unit from your deck.

 Before getting too crazy with specifics, let's post the list:

1x Starter - Young Mutant, Worectus

4x Critical 1 - Sharp Nail Scorpio
4x Critical 2 - Shelter Beetle
4x Sentinel Crit - Scissor-shot Mutant, Bombscissor
4x Heal - Large Snowflake Mutant, Snow Trick

4x Grade 3 Searcher - New Face Mutant Little Dorcas
4x Countercharger - Small Captain, Butterfly Officer
4x Mill 1 Cradler/MVP - Turbulent Signal
3x Mill 1 - Brawny Jerk

4x Grade 3 Searcher - Machining Mantis
4x Countercharger - Bloody Hercules
2x Tech Choice - Nasty Smog

4x Lead boss, mills 1-2 cards per turn, extra drive check - True Demonic Rifle Rogue, Gunningcoleo
4x Mill 2 - Destruction Spear Mutant, Dovaspeed


The list is pretty basic.  We're running all of the good mill cards that don't require attacking Vanguard.  The general strategy is to not attack turn 1 unless you ride Butterfly Officer and can guarantee you won't hit with a grade 1 booster in the back to pass triggers to.  Each turn, you swing into a RG, or if your VG has lower power than theirs, swing at VG and pass triggers to a back row unit.  Naturally, there is an advantage against force decks in never being unable to swing with your VG.

Typically, you just mill whenever you're able.  The only exception is waiting for the opponent to have a board to use Turbulent Signal.  Cradling anything spirals the game wildly into your favor as they have few outs to do anything with the unit without counterblasts that don't involve giving you a card back.  If you cradle a grade 1, you either nullify a back row slot the entire game or get another free Turbulent Signal, which is mega memes.  Cradling 3s is also a priority to fish out Dovaspeeds.

You'll find yourself opting not to use your non-mill cards' effects a large chunk of the time.  This is fine.  You don't want to be spamming counterblasts to get 3s once you've seen your first few, as your odds of hitting get progressively worse.  Butterfly should be played strictly as a countercharge 1 or to shove a RG Dovaspeed to soul for an additional mill.

If your opponent attempts to damage deny you, you can't mill as effectively, but if they don't deal any damage, you will win by decking them out.  If they don't call front row RGs, you can easily get away with not attacking with your VG, especially with getting Protect 1s each turn.  If they're Force, then you can attack with VG and still damage deny them.  If they attempt to bash your face in, other than your first damage check, ALL of your heals are ALWAYS live.  Finally, if they're low on cards in deck, keep in mind that each damage you deal is also a card from deck (two if they hit a draw).  It may be worth going in later in the game to ping them for one or two damage as they reach single digits.  Other than this, there aren't many strategies, it's just rock, paper, scissors. 

This deck beats any deck that relies heavily on counterblasts to do anything.  This includes DOtX, Sharhrot, Nightrose, and many other such decks.  This deck loses severely to no counterblast aggro decks such as Blaus or Thavas.  The big question (which I haven't done enough testing on) is "does it beat Luard?"  I'm not 100% sure.  Luard can still superior ride and get Force 1 spam and grade 1s with bonus crit super easily, especially with you shoving the 1s into their drop.  However, Luard cannot superior call 1s with Nemain gone and his calling being CB locked.  I think it's a coinflip on whether or not Turbelent Signal hits.  Which is a coinflip that the Megacolony player should win more often than not in theory.

Since most of the decks that would cause potential issues for the deck are either non-meta or not out yet, I think there's a LOT of potential for this deck to see real play.  Potentially tier 1.5.  Maybe even tier 1 with such a dominantly favorable matchup to Scharhrot.  I will leave it for the community to decide before this deck gets bonked by robits and saylers.


Monday, January 27, 2014

Dungatama

Starter - DanDan (lets you bind an extra card with your Dungarees)

Grade 0

12/16 crits, 0-4 Heals

Grade 1
4x Stealth Dragon, Dreadmaster
4x Wyvern Guard, Guld
2x Red River Dragoon
2x Photon Bomber Wyvern
2x Rising Phoenix

Grade 2
4x Lightning Axe Wielding Exorcist Knight
4x Stealth Beast Chigasumi
3x Hex Cannon Wyvern

Grade 3
4x Stealth Dragon, Voidmaster
4x Sealed Demon Dragon, Dungaree

The idea is to abuse single counterblasts to force out a card from your opponent. You swing with a Void/Dread row first into a rear guard. If they don't guard it, they lose 3 cards. If they do guard it, they lose 10k shield. They already lost one of their units from Dungaree. Dungaree is 21k with a large amount of criticals backing his drive checks, forcing your opponent to have to guard him for a null guard or 20k shield. After losing an interceptor and having to guard two attacks (or losing more cards/dying) you swing in with all of your triggers passed to the final row for a final attack requiring even more cards to guard.

Tuesday, December 17, 2013

This Shall Be an Overwhelming Victory!! Tyrant Tempest!

Starter

Flag of Raijin, Corposant

Triggers

4x Malevolent Djinn
4x Eradicator Criticals
4x Eradicator Draws
4x Eradicator Heals

Grade 1's

4x Eradicator Guld
4x Eradicator, Demolition Dragon
4x Red River Dragoon
2x Eradicator Kougaji

Grade 2's

4x Eradicator Cho-ou
4x Eradicator Zuitan
3x Hex Cannon Wyvern/Eradicator Thunderboom Dragon

Grade 3's

4x Eradicator Rai-Oh
4x Martial Arts General, Daimu

The purpose of this deck is to toss excess triggers/draws/grade 1's/Rai-Oh in the soul with Cho-Ou or Rai-Oh to force retirement. This also gives you a +1 to soul. Zuitan gives you a soul when it hits. This gives you access to plenty of soul charging capabilities to trigger Daimu's effect, on top of forcing your opponent to continuously field front row units. When you've established yourself, your megablast will retire as many of your opponent's units as you have units fielded. Yup. That's about it.

Wednesday, December 11, 2013

No Hand, No Stand!

No Hand, No Stand is a combination budget-mixed deck that focuses on making your opponents hate the two least supported (real) clans in the game, Nubatama and Megacolony.  This deck is significantly more focused on the Nubatama aspect over the Megacolony aspect.

Here's the list:

Grade 0's

Starter - Larva Mutant, Giraffa

4x  Stealth Beast, Hagakure

4x  Sharp Nail Scorpio (Critical)
4x  Shelter Beetle (Critical)
4x  Stealth Dragon, Kurogane (Critical)
4x  Stealth Fiend, Zashikihime (Heal)

Grade 1's

4x  Stealth Beast, Mijingakure (Perfect Guard)
4x  Stealth Dragon, Dreadmaster
4x  Pupa Mutant, Giraffa
2x  Megacolony Battler B

Grade 2's

4x  Stealth Rogue of a Thousand Knives, Oborozakura
2x  Elite Mutant, Giraffa
1x  Bloody Hercules

Grade 3's

4x  Stealth Fiend, Daidarahoushi
4x  Stealth Dragon, Voidmaster

Now, let's answer a few questions.

1.  Why run this over a monoclan Nubatama deck?
2.  Is Voidmaster really worth it?
3.  Why Megacolony?
4.  Why Giraffa?

1.  To answer the first question, there are many reasons.  A monoclan Nubatama deck can't run 4 Hagakure without hurting their own riding ratios.  They often lose their ability to reliably force discards, or are only able to secure on-hit pressure in one row.  There's also the unreliability of having to run rainbow triggers.

There are many good reasons to run monoclan Nubatama, like the amazing break ride, but everything is a tradeoff.  This deck does the original mission of what Nubatama was trying to do far better than the monoclan versions of the deck.

2.  Voidmaster lets you essentially double-up on the on-hit pressure total while also not having any weaknesses in a mixed deck and being a Nubatama Vanguard for Hagakure.  Remember, Hagakure is the best Nubatama card, and there's a reason he's at 4 in here.

3.  Megacolony gives me access to the 12 crit trigger line-up I want.  Stands do nothing for the on-hit pressure that Nubatama is aiming for.  This is because your opponent is likely to guard your Vanguard, and you need to twin-drive to check a stand.  This makes Voidmaster completely lack synergy with stands since if he gets restood, you almost always have more cards in hand than your opponent.

4.  Giraffa's ride chain lets me effectively count drawing the grade 1 Giraffa as drawing the grade 2 Giraffa.  This is why I can run 7 grade 2's and still ride up like a traditional 14/11/8 deck.  Additionally, generation 2 (set 4) ride chains have no downsides for you riding a non-clan unit over the starter over riding a same-clan unit over the starter.  This is the engine that allows us to run 4 Hagakure with few downsides barring a match-up against Seal Dragons.

The deck functions like Nubatama was meant to function.  Hagakure are suicide bombers.  You store them up in your hand, then when your opponent is doing their last attack for a turn, you drop them all to destroy your opponent's hand.  Even if you lose all of your cards doing this, it's still a worthwhile tactic because your opponent loses several cards right before the start of your turn.  After that, you swing in and end the game with your 12 criticals against your otherwise defenseless foe.

For early game, having a Dreadmaster row with a Nubatama attacker swinging into a RG row will force them to lose two cards if they don't guard.  Don't be afraid to call a Nubatama trigger in front of a Dreadmaster.  No matter what they choose to do, they will lose a card from hand.  That's one of the things that makes this deck so incredibly devastating.  If you have a severe card advantage lead, you can swing into their rear guards and cripple their offensive ability for the remainder of the game while using the 12 crits to force their damage up higher.  The combination of raw beat, Nubatama discarding, and a potential Battler B -> Hercules row for stunning units makes the deck a devastating combination of offense and defense.

This deck may just be on par with Tom and Jerry for being one of the most lethal mixed decks in existence.  I just hope too many people don't play it, because it's not just devastating.  It's also annoying as fuck.

Sunday, November 24, 2013

Megacolony Decks

So, it surprises me that budget decks have overtaken both mixed and rush decks for the lists that you guys want to see.  Since the economy sucks and money is tight, I'm going to be releasing a quick series of budget decks.  Let's go with the cheapest, and most unreasonably underestimated clan of all, MEGACOLON.  For these budget decks, any card that costs more than a buck will be labelled with a rough pricing, so you can get a good idea of how much the deck will cost you.

Machining Deck:

The Machining build focuses around its soul.  It uses Machining units that are in soul by either giving a rear guard Mantis or Hornet +3000 power if one exists in there, or riding a Stag Beetle and choosing two of the Machining units from soul and bringing them to rear guard circles and giving Stag Beetle their power.  Since they come out at rest, Worker Ant is typically one of the units that is brought out, since it stands a Machining when it gets called.  If used in conjunction with Machining Armor Beetle, you can put Worker Ant back in the soul to stun (prevent standing) an opponent's unit while getting to call Armor Beetle and letting it stay standing, all while making your Vanguard +14000 power.  It's pretty strong.  You can also make 21k on the RG by calling a Hornet (which will be a 10k boost for that turn) behind a Tail Joe or a Mantis that was also called that turn.  Hell Spider is a strong back-up ride.  Vesper lets you get a cheap plus to compensate for using Armor Beetle (or just to be a free plus).

Starter - Machining Worker Ant

Triggers - 8 crit, 4 draw, 4 heal

Grade 1's

4x Paralyze Maddonna ($6)
4x Machining Hornet
4x
Machining Mosquito
2x Megacolony Battler, B <- Best grade 1 MEGACOLON

Grade 2's

4x
Machining Armor Beetle ($3, in the current promo packs) <- Best grade 2 MEGACOLON
4x Machining Mantis
3x Tail Joe

Grade 3's

4x
Machining Stag Beetle ($2)
2x Hell Spider
2x Violent Vesper


COST - $44 + R's and C's


Giraffa Deck:

This deck is really strong at tanking early game.  Generation 2 (set 4) ride chains are over 50% likely to hit their grade 1 and secure you an 8k and 10k Vanguard for your first two turns.  If you miss the grade 1, 3/10 of your back-up rides are 8k, which can give you reasonable tanking early regardless.  If you go first with this deck, it's very easy to shut down any deck that doesn't have the ability to rush you by dropping a 10000 power shield to negate the first attacks they do.  This is because (especially with archetypes) most people will have a 7000 power Vanguard boosted by a 5000 power forerunner, which, even with a trigger, isn't strong enough to break through 8000 + 10000.  Late game, you're all sad that you managed to miss the grade 2, even though the odds of that happening are terrible.  NO WORRIES!  Toss the grade 2 into soul later in the game with Armor Beetle, problem solved.  :D  Okay, now that early guarding and stuff is out of the way, let's talk about the deck.

The grade 1 Giraffa allows you to discard a grade 3 to search your deck for the grade 3 Giraffa.  You have the ability to make 20000 rows with your rear guards by using Iron Cutter, or 18k with Iron Cutter and a Battler B/Giraffa boost.  Both the grade 2 and the grade 3 Giraffa have good on-hit effects.  But there's plenty of tactics with the deck, too.  If your opponent is low in damage, you can disrupt their field heavily if Giraffa hits (retire 2 of your units, retire two of their grade 1's).  If it's boosted by a Battler B, you can also stun one of their front row units.  Priority of stuns should typically be:  Grade 3's > Grade 1's > Grade 2's.  Unless you're against Musketeers.  Then you just don't stun.  Fuck those guys.

Starter - Larva Mutant, Giraffa

Triggers - 8 crit, 4 draw, 4 heal

Grade 1's

4x Pupa Mutant, Giraffa
4x Paralyze Maddonna ($6)
2x Stealth Millipede (NOW we can make 21k, so this is stronk)
 
2x Phantom Black
2x Megacolony Battler, B <- Best grade 1 MEGACOLON
 
Grade 2's

4x Elite Mutant, Giraffa ($6 for all 4)

4x Iron Cutter Beetle
3x Machining Armor Beetle
($3, in the current promo packs) <- Best grade 2 MEGACOLON

Grade 3's

4x Evil Armor General, Giraffa ($6 for all 4)
4x Violent Vesper

COST - $39 + R's and C's


MegaDRAWlony Deck:

This deck focuses on building soul and attacking rear guards with Fraude, typically supported by Battler C initially.  For those unfamiliar with the grade 3's in this list, Ant Lion is their megablast unit.  We use him to feed our soul for rear guard Fraudes.  Fraude's effect is, if he hits anything, you can soul blast 3 and draw.  If you swing with him and a 5k boost into a rear guard, they'll be annoyed.  They have to drop 10000 to guard their rear guard, or lose that rear guard, give me an extra card, and I can choose to stun a unit.  Sadly, even though Battler B is the best grade 1 MEGACOLON, his effect only works if the attack hits the Vanguard.  So place him behind the Vanguard, and if you have extras, behind your other row.  This deck is all about on-hit pressure, so remember, if your opponent doesn't hate their life after playing against this deck, you aren't trolling them hard enough.

The combination of draw power, stalling, and annoying-bugginess is enough to make this deck legitimately close to as likely to lose by decking out as it is by hitting 6 damage.

Starter - Megacolony Battler C

Triggers - WHATEVER THE FUCK YOU WANT SINCE THEY'RE ALL GREAT FOR THIS DECK

Grade 1's

4x Paralyze Maddonna ($6)
4x Machining Mosquito
3x Megacolony Battler, B <- Best grade 1 MEGACOLON
3x Phantom Black

Grade 2's


4x
Machining Armor Beetle ($3, in the current promo packs) <- Best grade 2 MEGACOLON
4x Tail Joe
2x Bloody Hercules
1x Water Gang

Grade 3's

4x Death Warden Ant Lion
4x Master Fraude


COST - $36 + R's and C's

Monday, November 11, 2013

Breakride Dungaree

So, it surprises me that budget decks have overtaken both mixed and rush decks for the lists that you guys want to see.  Since the economy sucks and money is tight, I'm going to be releasing a quick series of budget decks.  For these budget decks, any card that costs more than a buck will be labelled with a rough pricing, so you can get a good idea of how much the deck will cost you.

Starter
Set 11: Spark Kid Dragoon
Set 12: Exorcist Mage, DanDan

Triggers
4-8x Eradicator Critical Triggers (8 post set 10)

0-4x Non-Eradicator Critical Triggers
4x Eradicator Draw Triggers
4x Eradicator Heal Triggers

Grade 1's
4x Red River Dragoon
4x Wyvern Guard, Guld (5)
2x Eradicator, Demolition Dragon
2x Eradicator of Fire, Kohkaiji
2x Rising Phoenix

Grade 2's
4x Hex Cannon Wyvern

4x Fiendish Sword Eradicator, Cho-Ou (8 currently, hopefully this card will drop some more)

3x Dragonic Deathscythe (4)

Grade 3's
4x Eradicator, Vowing Sword Dragon (10)
4x Sealed Demon Dragon, Dungaree (2)

This deck functions like Vermillion, only it does it for a single counterblast and a break ride instead of 3 counterblasts. This opens up more versatility for Deathscythe's ability. Cho-Ou can be used to toss excess draw triggers to soul to do more retirement. Dungaree swings for 21k with Kougaji, and 16k on the RG with any 7k booster. Rising Phoenix hits magic numbers with many, many units, and can even make the VG row swing for 16k if necessary.  All around a solid amount of control that makes Vermillion insanely jealous while still having the option to snipe the backrow with Deathscythe, an option too expensive for Vemillion at the moment.

Deck cost - 100 dollars + Commons and Rares.  This will drop over time as Deathscythe sees less play and Cho-ou drops after its initial price hike (started at 14 bucks for a RR!),  No real way to curb the cost of Vowing Sword.  Fortunately, 16 of the commons come in a single trial deck, which you would need to purchase to get a single Vowing Sword in the first place.
  All-in-all, an extremely solid control build that's cost effective both in-game and out of game.

Jankride Tachikaze

So, it surprises me that budget decks have overtaken both mixed and rush decks for the lists that you guys want to see.  Since the economy sucks and money is tight, I'm going to be releasing a quick series of budget decks.  We'll start with the one that just won locals for me this last week, Jankride Tachikaze.  For these budget decks, any card that costs more than a buck will be labelled with a rough pricing, so you can get a good idea of how much the deck will cost you.

Starter - Dragon Egg

Triggers - 12 crit, 4 Heal

Grade 1's

4x Sonic Noah
4x Null Guard (5-8 dollars)
4x Winged Dragon, Skyptero

2x Winged Dragon, Beamptero
 
Grade 2's

4x Vanilla 10k

3x Winged Dragon, Slashptero
2x Dragon Cannon Fire, Cannon Gear
2x Savage Archer
 
Grade 3's

4x
Ravenous Dragon, Battlerex (1-4 dollars)
2x Ancient Dragon, Spinodriver (7-10 dollars)
2x Ancient Dragon, Stegobuster

The idea for the deck is to have a very tricky Vanguard row. Even if you miss the break ride, Battlerex's power can shoot up like crazy late game by drive checking a grade 3 and offing a Beamptero or Slashptero for a massive 13k power boost. Additionally, you can compensate for minusing with even more plus-power on your third row if you miss the 21k set-up with Stego and Noah or by bringing units like Dragon Egg and Skyptero back to your hand. If you hit the break ride, awesome. Your backrow (which are tough to target with retirement shifting to mostly front row lately) is where all of your recycling units are, so they can't even really stop your plussing from the break ride by swinging into your units.  Even if they do hit your backrow, you can just counterblast 1 and add them back to your hand regardless.  All-in-all, I've found it to be very consistent in making good rows, and very deadly/trolly lategame with the ability to break a full 15k guard by checking a single grade 3. ~_~ And it's really fun.

Odds of breaking a two-to-pass late game:

Situation A: 8/49 times, you break a two-to-pass on your first check.
Situation B: 16/49 times you hit a trigger which you can stack on your Vanguard because the odds of breaking a two-to-pass are ENORMOUS.
Situation C: 25/49 times you hit nothing.

Situation D: 8/49 times, you break the two-to-pass on your second check.
Situation E: 16/49 times you hit a trigger on the second drive check. If situation B occurred, you just broke the two-to-pass.
Situation F: 25/49 times you hit nothing.

8/49 times you break it with Situation A and any other situation. = 16.32%
16/49 times * 24/49 times you break the two-to-pass by hitting either a double trigger or a trigger into a grade 3. = 16%
Situation C you only hit it if you hit Situation D = 25/49 * 8/49 = 8.33%

Add them together for a total of 40.65%. With standard grade 3 ratios.


Total cost:  (Assuming 6 dollar nulls, 3 dollar Battlerexes, and 8 dollar Spinodrivers)
52 bucks + commons and rares.  Roughly 60-65 total.  This makes it about 30% cheaper than a standard Ancient Dragon deck, which is already known as one of the more budget builds.

Thursday, October 17, 2013

Ripple Rush 2.0

Starter - Starting Ripple, Alex

Triggers - 16 Aqua Force Critical Triggers

Grade 1's (15)

4x Tear Knight, Theo
4x Silent Ripple, Stiletto
4x Accelerated Command
3x Emerald Shield, Paschal

Grade 2's (14)

4x Tidal Assault
4x Rising Ripple, Pavroth
4x Twin Strike Brave Shooter
2x Ocean Current Rescuing Turtle Soldier

Grade 3's (4)

4x Roaring Ripple, Genovious

So first, I'll address the major updates.

The new cards:  Tidal Assault, Accelerated Command, Ocean Current Rescuing Turtle Soldier

Tidal Assault:  This guy was something I've been asking for for a while, now.  He can easily hit over grade 1's and 2's twice if you attack unboosted then boosted.  He can do the same to all non-crossridden grade 3's with Accelerated Command.  He essentially lets you secure the original objective of playing Basil before while still being able to hit over 11k's and doubling up on trigger pressure.

Accelerated Command:  This card took over a lot of the slots previously used by other grade 1 techs that got removed.  This unit is used early for forcing out an extra stage where needed.  Late game it just sits behind a Twin Strike or your Vanguard.

Ocean Current Rescuing Turtle Soldier:  This over Callista will probably throw some people for a loop.  Like always, there is a method to my madness.  This deck is comprised of 29 grade 1's and 2's.  That's a 60% chance to check one off the top of my deck for a free card.  Additionally, this card makes an ideal ride when you have Genovious in hand with a Stiletto as Vanguard but have no Pavroth.  Ride Turtle Soldier, call top card of your deck if it's a grade 1/2 for free, check top 7, if there's a Pavroth, ride it.  This combo is pretty much better than sliced bread.

The cards that are now gone:  Storm Rider, Basil.  Storm Rider, Damon.  Many grade 1 techs

Basil is pretty much obsolete for this style of deck in the face of Tidal Assault.  Damon is a more versatile, but weaker Basil.  The grade 1 techs were removed so I could consolidate the grade 1's into a more structured lineup with more focus.

Monday, September 9, 2013

The Saikyou Strongest 10 Dollar Hyper-Budget Rush Deck!!

Grade 0's (21)

Lionet Heat (SVG)

4x Cat Butler (If your Grade 2 or less Nove Grappler vanguard did not hit, you may retire this unit to stand your Vanguard)
16x Nova Grappler Critical Triggers

Grade 1's

4x Tough Boy
4x Burstraizer/Oasis Girl
4x Announcer Shout
4x Claydoll Mechanic

Grade 2's

4x Brutal Jack
3x Cup Bowler
3x King of Sword
3x Hungry Dumpty

The purpose of the deck is to rush hard and get as much damage on the opponent as possible by your first or second turn swinging.  When your opponent gets to 4 or 5 damage, and you have Cat Butlers on the field, they're put in a situation where they must guard each attack from your Vanguard, but each time they do, you retire a Cat Butler to stand your Vanguard and get an additional drive check.  The two Vanguards of this deck are Brutal Jack, who has a solid 11k body for defending and swings for a whopping 23k with a 7k boost and Cup Bowler, who has many, many intricate combos about him.  For Cup Bowler, you can use a Screamin' and Dancin' Announcer Shout, tap it, and replace it with a Cat Butler.  Cup Bowler will keep that 1000 power for each of his swings, and can reach 15k unboosted for each attack.  18k with your starter, Lionet Heat.  Both have advantages and disadvantages as Vanguards.  Jack has higher defense, stronger swings when he's boosted, and better RG ability.  Cup Bowler swings for more unboosted, has more potential power, and doesn't require counterblasts.  All-in-all, the deck rushes fast, strong, and hard, and it has a devastating potential end-game with those Butlers in the mix that can make it extremely hard for your opponent to survive, especially since Cat Butler is a net +-0 for you to restand, which is crazy good.

Link to video of deck