Let's start off with an explosive and fiery one, shall we?
One of the most hyped decks to hit the format so far, Gandiva brings his whole gang into the fray. I mean, really, the whole Gang-diva is here.
I apologize for that.
He binds a rear-guard from his drop face down every time an opponent's rearguard is retired, and for each card in the bind zone that's face down the front row gains +2000 power. On top of that, with at least 5 cards in the bind zone, he gets an extra juicy critical.
His own rideline allows him to minimize cards spent, to ride for free as well as to reduce the cost of his first Counter Blast by 1 (which is effectively 0). His own ACT skill targets 5 of your opponent's rear-guards with different grades, then checks the top 5 cards of his deck to retire any card that has the same revealed grade and then shuffle. Furthermore, if he whiffs on his effect by retiring one or less, he gets to bind a card from his drop zone and draw a card.
What an overloaded kit. Seriously. He gets power, crit, draw and retire ALL in one card. His own effect is functionally useful to the point where he's not super dependent on having rearguards to enable himself. Really, one of the better Vanguards in this format. With something as stacked as this, what about the rearguards?
You've got to be kidding me.
Gandiva gets multi-attacks for his deck???
Alfakar allows you to potentially hit for 3 attacks in one turn, by binding itself then letting you check top 3 to call a Grade 3 or lesser card down to a (RC).
With Gandiva enabling extra power to the front row, that newly called rearguard can still hit like a truck even without a boost if you've boosted Alfakar earlier. Cards like Staticrack Dragon can also boost the power of the freshly called rearguard if you wish to play it in the deck, though I'd actually argue that Gandiva may not have that much space in the deck.
Man, all Gandiva really needs is an unflipper, but there's no way they're introducing an unflipper for Gandiva in the same set. It's probably coming as a promo card, I'm sure of it...
Please tell me I'm dreaming.
It took Jheva and XoDress 4 boosters before they got an unflipper and Gandiva gets one here???
Bausen is simple, when Gandiva attacks, if you have 3 or more cards in your bind zone, you may bind this card face down and Counter Charge (1).
Simple, effective, straightforward. Gandiva literally gets everything they want in their first booster.
Gandiva is a pretty straightforward deck. With almost everything you'd need within this booster, you could honestly just buy a few boxes of this and get whatever else that's missing separately and you're good to go.
Some extra tech-ins are: Meteor Flare Dragon (DBT07), Best Harvest [Highly recommend!] (BT03) and Staticrack Dragon (BT08).
Our first Masques feature! A side note: I enjoy the remove from play vibe for the Masques decks. It feels like it's "removing" its original form in favour of a new identity, the Masques.
Okay, extra stuff aside. I really enjoy the art, as well as enjoy playing this deck. There's multiple variants of the deck out there, all with varying levels of success. I know of certain lists that literally winstreak but I'm not a competitive player, so I prefer playing clunky stuff in the hopes that some wild effects and combos go off.
Lianorn Masques' remove from play effect has her searching the drop for a G1 or lower card to call to a (RC), then retiring one of your opponent's rearguards. It's not super big to write home about, but even so, getting a rearguard might be crucial for your triple boost to go off, as well as the added benefit of retiring an opponent's rearguard.
Similar to regular Lianorn, she gets the ability to boost herself with 3 rearguards (for free, might I add). After the attack, you can pay Counter Blast (1) to stand 2 rearguards, effectively making her a 5 attack deck if you wish so.
You can play powerful rearguards like Roaming Prison Dragon if you're splashing in multiple other orders (other than Masque of Hydragrum), or you could play Tide Line for extra power on both attacks. With how Masques decks work, you're very likely to trigger off Persona Ride and Tide Line's effect is really handy for multi-attack decks.
Frankly not a big fan of discussing generics in themed decks, but I really like this card (personal bias here). Margaret is the standard issue ride fodder for draw, which every nation has one in this booster (of course, I'll have to talk about Habitable Zone later since it's insanely good).
Margaret's other effect prevents your opponent from intercepting (includes effects that allow you to intercept from the back row). She also "paralyzes" your opponent's front row rearguards, forcing them to either replace them or have reduced attacks. It's like mini-lock, if you will. Most veteran players will recognize this as a Megacolony effect, which gets me wondering: Is she an insect?
I digress.
She's not anything exceptional in Lianorn, but she's just good enough that I want to add her into my deck. Personal bias, once again.
A Lianorn Masques only card, Amlia allows you to Counter Charge (1) at the cost of retiring itself and Soul Blast (1) after your Vanguard has attacked.
Very straightforward card once again, though clearing itself may not be super great unless you have enough rearguards to boost with.
Lianorn Masques is an honest upgrade over Lianorn personally. I enjoy the playstyle of the deck, even though my own list has consistency issues. Most players have more consistent lists, so do check them out as well online! Some tech-ins I play personally are Horuhoru Mushroom (soul and being able to spawn 2 plant tokens), Prosper (I think many people play this). Some extra techs I've seen over the past week are Radylinas (for grade 2 push), Zorga Rideline with In the Dim Darkness, The Frozen Resentment with Roaming Prison Dragon (spicy techs and honestly pretty good options) as well as Burly Axe Beetle with Burly Saw Stag (cheap and simple beaters, 23k without boost and markers do hit pretty hard).
Drajeweled Masques is one of the few Masques decks that play their own base version at close to maximum copies, because they can get away with it. Without discussing too much of the other support, let's talk about Drajeweled Masques itself.
By removing a Drajeweled from the game (either in the hand, soul or drop) you can fill your soul with 2 cards, and gain a critical.
At the cost of [Counter Blast (1)] and [Soul Blast (4 different grades)], he gains the ability to retire 2 opponent's rearguards and to change the opponent's power to 1. With this, Drajeweled essentially splits his former skill into 2, whilst augmenting them with gaining 2 cards in the soul and retiring 2 of your opponent's rearguards in total.
The soul charging aspect of the card is very important as it allows you to fulfil your 4 different grade conditions. Drajeweled Masques seems to be a very popular deck locally!
Cranium Burner is your all important Counter Charger for Drajeweled. As Drajeweled now requires Counter Blast to activate his skill, this card ensures that you always have sufficient resources to play around with.
Be sure to note the timing for him! He has to attack only after your Drajeweled Masques itself has attacked, otherwise you won't be able to pay the cost to unflip 1.
I don't enjoy featuring promos that are hard to get, but I feel like if you don't include Empousa in the deck it barely functions that much.
Empousa takes the place of Rockagour, as the multiattacker for the deck. Unlike Rockagour however, you can't pull 5 attacks, as her restand requirement is only if no other unit has [Stand] by a card's ability.
Empousa also allows you to retrieve a Grade 2 or higher card from your soul, and you've guessed it, we retrieve copies of Drajeweled Masques or base Drajeweled itself, whichever you need.
By blasting out Masque of Hydragrum every turn, you can effectively persona ride every turn in the main phase, by reriding into base Draj then using the Masque to ride into Draj Masques.
Drajeweled Masques is certainly a deck that is not easy to pilot, but the pay off can be quite fun! Again, as we are not competitive players, most of these decks are solely for fun style. Drajeweled Masques is definitely a very fun deck to play, from what we have tried, and Empousa certainly adds a teensy bit of consistency to the deck!
Hexaorb Sorceress "Aquamarine" is one of the new decks with a rehash of the old former card. It's similar to DressUp which will be featured in DSS05, where the card is recognized as the same as the original card, or the TD versions of Lianorn, Drajeweled and Youthberk.
Trading flexibility for pure pushing power, Aquamarine (Hoshino) gets +1 drive as well as increase the power effects of triggers by 10k on persona. It also allows you to restand your units at the cost of [Soul Blast (1)], giving you multiple attacks.
Of course, Aquamarine being regarded as the original Hexaorb Sorceress means you can essentially play 8 copies for 7 persona ride (8 with the grail) but since Hexaorb has a wonderful toolbox from the multitude of boosters, let's stick to a more conventional number, running 4 Aquamarines in the deck while playing a single copy of regular Hexaorb in the ride deck.
Soul is pretty important for Hexaorb decks, and Aquamarine even more so. In order to facilitate it, Efflugent provides you the choice of putting the top card of your deck into the soul if your VG has not attacked yet.
He also gains +5000 Power after you've checked a trigger, which can rocket and ramp up really fast on Persona ride turns.
All in all, a very simple card but effective.
Old card getting new life in our feature!
She helps with the scrying situation, ensuring that we improve our odds of hitting triggers on drive checks! Putting 2 in hand means we get to return a card to the bottom of our deck which means we can cycle back triggers.
She gains extra damage on Persona Ride turns as well, which means you can try to push for just that little bit more damage.
To be honest, Hexaorb is one of those decks that have always been consistent, just flying under the radar. Aquamarine doesn't change too much of how the deck works in reality, as you're still striving to check extra cards and triggers, while thinning out the deck through scrying and selective soul-charging. Aquamarine just makes it a bit more fun with multi-attacks, but really like Zorga, multi-attacks are a bonus.