DBT11 has rehashed a lot of the old BT05 Glitter cards into new forms, while activating the ability of Persona ride. One such deck that has received a major upgrade is in the form of Eva, who uses her signature skill Poison in Paradise.
By riding over the original Eva in BT05, this version of Eva is able to fetch up to 1 Research card, then activating Persona Ride. A relatively simple effect, but ensures consistency in playing at least 1 order every turn as long as you have orders left to play. Thins the deck out, ensuring better drive checks.
The second part of Eva's effect is crucial to her maintaining her presence in the meta. Eva binds the BT05 version of Eva from soul, allowing her to search the deck, hand or drop for an Obscudeid in name, and call it to RG. Both units gain +5000 Power, and Eva rides the bound unit for the cost at the end of the turn, in rest. This allows Eva to get multi-attacks up just as the old skill did, allowing for stronger damage pushes or front-row wipe depending on which Obscudeid you called for this skill.
Albeit being a BT10 card, I felt like Habitable Zone was a necessary inclusion in the article for an Eva deck.
Being the standard ride phase cycle card, the effect where he gets dumped and cycled back into the deck for SB1 is worth the card draw, since the new Eva requires so little soul.
His second effect allows you to play 2 orders on Persona ride turns, which allows you to play 2 of The World is a Blue Research Lab on the same turn and fish for 2 cards (better if it's 2 Obscudeid, allowing both Obscudeid to trigger their call-by-effect skills). The turn push from this is insane and it's very likely the opponent does not have sufficient resources to deal with it, especially with the Persona Ride power increase for 4 attacks.
What a mouthful.
I frankly considered running Absage Adler over this, but I enjoy my Blitz Orders a little too much. Fluctuate is very value in an Eva deck since you're forced to call 2 G2 or higher cards with different names to the GC and you'd most likely be calling out your Obscudeids to make it a 30k guard. A sentinel of old (remember the sentinel 30k heals? yeah), so I felt like it was more likely to be run over Absage Adler for me.
Poison in Paradise, Eva doesn't change how base Eva is played too much (frankly speaking, Eva was already in a really good place after Habitable Zone came out) but I do enjoy the extra power she grants to the called Obscudeid, just a little. The deck's still really good without Poison, so you can still consider not running Poison in Paradise, Eva. It does require practically no cost so you can run more cost-heavy cards though. There's an argument for playing 1 more old Eva and 1 less new Eva, so do try out and see for yourself what is the ratio you enjoy more!
A fun fancy rideline has become a terror to many players.
The Mushiking rideline started out as a fun and interesting way to have a collab clan. The barcode is actually scannable (from some videos that I've seen) and it invokes a lot of nostalgia in older players.
But that's where the fun ends.
The Mushiking decks have a powerful ability to utilize their Move Orders in order to perform special and unique attacks, and each rideline has a specific signature move that can apply all the effects of a move to them based on each of their parameters, like their Technique, Finishing Move type, and Super Finishing Move. For example, for the Obsidian Stag Beetle, the optimal order to use would be the Machine Gun Punches order, which is a hitting move, with 20 Technique and fits that as the title.
What a mouthful (again).
The deck revolves around this crest, so even if it's not in the deck log PLEASE don't forget to bring it around when you play the deck (like Chronjet and Messiah).
What does the crest enable?
It prevents you from riding into anything other than <Bug> cards, prevents you from playing Set Orders and prevents you from putting set orders other than through the effect of this crest. You enable 3 of your Set Order moves that you plan on using through the game, then you place them in the order zone.
Throughout the game, when your <Bug> vanguard attacks, you may use a Move inside the order zone. If you discard a Move, you may use the Super Finishing Move. It's pretty straightforward a deck to use.
A move that fits the parameters for Obsidian Stag beetle perfectly, it grants the Obsidian Stag Beetle +10000 Power and the ability to restand. If you drop another copy of the Machine Gun Punches, it gets a single drive, giving it a total of 3 drive checks.
3 Drive checks are wild, but here's a spicy addition: With Gather Upon Me, Ye Wandering Souls, Obsidian Stag Beetle gets 3 drives on its first attack and 2 more drives on the next attack, granting it a total of 5 drive checks a turn! That is a pain to deal with, and some spicy tech to consider.
The Obsidian Stag Beetle gives players a new way to play Vanguard while experiencing the joys of their childhood of Mushiking. It's actually a pretty competitive deck to use, and very much capable of topping local scenes. Do give it a try for a fresh take on the game.
DBT11 brings a host of new revamped Glitter rideline units, and one I find pretty noteworthy of other than Eva is Tamayura.
A lot of the decks have altered some issues from the former ridelines, and Tamayura's one changes it so that you no longer play with Stealth units (this has mostly gone to Shojidoji) and they focus solely on Ririmi and Rarami, which is entirely fine since the deck no longer has space to fit other stuff.
This allows your deck to run essentially costless in terms of VG cost, which is something the Glitter decks have been focused on doing. You can save all your counterblasts and soulblasts for the doll twins and it'll be fine.
Earlier I did not feature this card at all in the DBT08 booster, so I think it's perfect to feature this card even though it doesn't come in the DBT11 booster (there aren't alot of solo Tamayura boosts in DBT11 unfortunately).
This sets up the field for an almost full field play with the G2 twins in the drop. If you have the G1 twins in the soul, you can SB2 and blast out the G1 twins, set up the G2 twins with this order then play the G1 twins from their own effect behind the G2 twins. It's 1 card into 4 RGs. Perfect.
It is yet another old card that I have not featured before, but this is an incredibly powerful Blitz order. By Soul Blasting (2), you effectively have 30k guard power by reducing your opponent's power by 10k each. It's a continuous effect granted to your VG, so any new incoming front row RG gets its power reduced. Very strong against multiattacker decks that call new units in (like Ezel).