If the heavens should stand in my way, I shall surpass the heavens.


The White Knight of the Blue Sky leads the fray!




hiStory and introduction


Altmile is one of the most recognisable units in the Royal Paladin clan to anyone who played during the G era (2014-2018). He was the Generation Break build for Royal Paladin during those years and is the avatar of Shion Kiba, one of the main protagonists of the G Anime. As such it received consistent support throughout that era, from its debut in the trail deck "Divine Swordsman of the Shiny Star" through to the final main G booster set "Divine Dragon Apocrypha".


Altmile’s support also tends to focus on calling and supporting their Grade 2 units which often support one another by giving power or calling more allies. Altmile also eventually introduced the “brave” mechanic which was themed around gaining more power by risking it all as Brave only activates when you have 3 or less cards in hand. While not exactly the same, Altmile’s new gimmick of gaining effects when all of your damage is facedown reflects Altmile by rising to the challenge despite the odds similarly to how Brave felt.


In the lore, Altmile is one of the main heroes of the G-era. Having humble beginnings in a border town of the United Sanctuary, working with his friends-turned-comrades he would eventually take part in many wars to protect the people. He reached the rank of Grandmaster of the Royal Paladins and eventually given the title “Higher Deity”, when he led his nation in the final war versus Gyze. What is his drive to achieve all this? Well it's simple - his wish to protect everyone.


PLAYSTYLE


Altmile, much like its many earlier iterations, remains a steady beatdown deck that utilises many grade 2s, powering them up to form large columns to quickly push the opponent to high damage. To enable this, Altmile has abilities to consistently fetch out any of the pieces required for the given situation. In its current iteration, Altmile also has a new focus of gaining powerful bonus effects when there are no face up cards in the damage zone with Aerial Divine Knight, Altmile acting as the crux of the deck to finish games as it adds, power, shield and critical to all its G2 units, allowing the deck to have a strong balance of offence and defence.


DECK BUILDING


As the deck revolves around superior calling Grade 2s, the optimal deck builds are skewed towards utilising this advantage engine, leading to a 15-17 grade 2 card count in the deck. Due to Altmile's vast history throughout the G-Era, much of his past support has followed him to V series.



core cards

Aerial Divine Knight, Altmile

Originally a G4 Stride, it is the cornerstone of the deck, acting as its Grade 3 boss card. A lot of power comes from its passive CONT skill, which grants Grade 2s +10k power/+5k shield when there are no face up cards in the damage zone and, if there is an Altmile in soul, it also gives those units an additional critical. This benefit is a big part of the power of the entire deck, as it forms big columns and has defensive power despite having only 3 attacks, unlike its Stride equivalent. The ACT skill superior calls 2 Grade 2 units, 1 each from the drop zone and deck, which is an easy +2 advantage for just CB1 and SB1.


Blue Sky Knight, Altmile

Altmile's base form is a flexible card both a Vanguard or rearguard. It acts as a reliable backup ride and a good first ride as well. It may not be as strong as Aerial Altmile but it does help in getting Grade 2s out of the deck with its ACT skill - CB 1 and discard 1 to add 2 Grade 2s from deck to hand. This is important for cards that only activate for when called from hand. Its other skill is a passive +15k power to itself when there are no face up cards in the damage zone, making it a strong beater at any stage of the game.


Starlight Violinist

Previously a staple card for Royal Paladin, he too has made his way to standard as a key card in the deck. It is another large part of the deck’s power with a simple but effective skill. Its CONT skill allows all Grade 2s to Boost and Intercept even in the back row as long as there are no face up cards in the damage zone. Combined with Aerial Altmile, it allows all the Grade 2s in the back row to benefit from the power and shield gained. Easily one of your key cards and should always be on your board.


Absolute Blade Knight, Livarot

Altmile's loyal companion who has followed him since their initial release where he was merely a 10k vanilla unit. When placed from the hand, it calls a Grade 2 to an open rearguard circle from the deck and works both on Vanguard and Rearguard, allowing you to rush early game reliably. It also has another clause where you can SB1 instead if there are no face-up cards in the damage zone, which makes it a very efficient card, especially when trying to meet Altmile's no face up cards in the damage zone requirement. It also means you can still use its effect without taking early damage from attacks you might be better off guarding.


Counteroffensive Knight, Suleiman

Debuting with the "Brave" mechanic, Suleiman has returned with a rather different utility effect. When ridden it is able to search the top 7 cards for Altmile, superior calling it to a Rearguard Circle. This ties in to its other skill that works both on Rearguard and Vanguard, which is being able to return a Rearguard from a different column field to hand and getting +5k to hit stronger numbers. Using both skills together helps out the ride consistency of the deck. Its bouncing skill has some applications which will be discussed later.


Laurel Knight, Sicilus

The old Stride fodder for Altmile returns. Similar to its stride fodder companions who have also returned to G, its main purpose is to search out for Grade 3s from the deck. Also, it can serve as a great early game 13k attacker or booster as it is easy to have no face-up cards in the damage zone.



tech cards

Due to the amazing search toolbox potential of the deck from the combined generic search potential from Aerial Altmile, Altmile and Livarot, it allows any Grade 2 unit to be used to some degree, acting as tools in your deck to be called upon when needed. Here are some of the more common ones that most people play.


(Disclaimer: The number of each tech cards represents just what is commonly being played. Try out the cards yourself and adjust the ratios to suit your preference)


Grade 2s


High Dog Breeder, Akane - (includes Pongal at 3-4 off if played in the deck)

This card just serves as a Pongal superior caller, Pongal’s soul charge being is its main use. It does help with deck thinning and builds a decent 21k column on Grade 2 turns. A play on Grade 2 that is possible is riding Akane and using its skill, then call Livarot from hand. Assuming no face up damage, Livarot can use SB 1 instead of CB 1 to call a Grade 2 from deck. Soul-charging a trigger gives Pongal +5k which makes the column bigger but randomly soul-charging any Altmile is really good as it gets all of Aerial Altmile’s skills active immediately which can accelerate the engine significantly.


Dia-Connect Dragon - 1-2 off

It serves as a soul charger as the deck has a lot of cards that want to SB. Soul-charging a trigger gives +10k which does make its column bigger. But, again, randomly soul-charging any Altmile is a huge advantage gain for you.


Knight of Grand Scheme, Degnuz (PR, Part of Fighters Pack Vol 8)

This card allows a free Counter Charge on the condition that there are no face-up cards in the damage zone, which can come in clutch in situations where there is no counterblast for your skills. It also gains 5000 power at the start of the main phase.


Knight of Determination, Lamorak

There will be moments when there are a lot more face-up cards in the damage zone than can be spent that turn but the deck still wants those cards turned face down. This is where this card comes in as its ACT skill can be used as many times as needed, which is CB1 to get +10k power when there are 5 or more units.


Hope Song Angel

A simple skill to call a Starlight Violinist from the deck for CB1. Used as an extra Grade 2 that can call Violinist when needed or to use up the CB to meet the no face-up cards in the damage zone requirements of the rest of the deck.


Great Sage, Barron

A rather unique option, as its main use is to power up 1 unit with +5k power only but can also choose to pay CB1 and retire itself to also grant +1 critical. It has powerful early game potential with Blue Sky Knight, Altmile, as Barron targets it and pays its cost, to give the Blue Sky Altmile an additional Critical with its power.


Blaster Blade

A removal tech option, likely to go in and out of the deck depending on if there is a need to remove an opponent front row-unit. It can also function as a possible ride target on the Grade 2 turn, where the extra Critical can be a sneaky way to push for the game early. Pluck Enchanter can be played as a way to play around with your counterblast if you do adopt multiple Blaster Blades in your deck.


Knight of Magnificence, Lucus (or any 10k power/10k shield vanilia)

Being 10k shield means with Aerial Altmile it becomes a 15k shield that can intercept from anywhere. Deceptively useful as attacks that require 15k shields are the most common in the game right now.


Knight of Dignity, Caratacus

Its 9k base may be a turn off but being able to be a 20k shield with Aerial Altmile’s skill is a consideration to run it as attack columns that require 20k shields are getting more common.


Matchup knowledge is key here as certain tech cards can help some make ups easier.

For example

  1. Blaster Blade when facing Asha to efficiently remove Flower Fairy Tokens.

  2. Lamorak when facing Angel Feather can spam CB to get all your damage facedown if you need to meet Altmile requirements immediately when your board goes face up to the damage zone.




grade ones

While not as core to winning formations as your Grade 2s, the Grade 1s play a direct supporting role in the deck and should be chosen as such. Assume Sicilus as a mandatory 4-of due to the importance of drawing Altmiles but here are some other options.


Pongal (3-4-of)

This Grade 1 serves to Soul Charge for the huge soul costs needed in the deck. Soul charging a trigger gives Pongal +5k which makes its column bigger. As was mentioned earlier, Soul charging an Altmile is what you want and can be a huge advantage swing in your favour.


Lunar Crescent Knight, Felax (1-4-of)

It serves a similar role to Suleiman in that it can return units from your rearguard circles to hand. The +5k power it gets can help you push through damage triggers


Knight Squire, Allen/Little Sage, Marron (1-2-of)

Both of these Grade 1s serve the same role, by using CB1 to draw 1 and getting 3k. Mainly used to help make sure there are no face up cards in the damage zone.


Cloud Lancer, Gmoris (1-3-of)

This can be used to help make Aerial Altmile’s ACT skill decision making easier if there are 2 cards from the drop zone that you want to call, or put back Grade 2s in the deck for Livarot or Blue Sky Altmile to pick it up.


Knight of Exemplary Sword, Lucius (2-3-of)

Used as fuel to cover the high soul blast costs but will not be as useful past the first Grade 3 ride unless that game you will be reriding the next turn which you won’t always be.


Flourishing Knight, Edith (NEW)

A new promo card that was announced , its a powerful grade 1 unit that helps make Altmile decks set up its typically turn 4 plays with Aerial Altmile on Turn 3 albeit a little random. Very powerful card and helps Altmile keep up with faster decks. All this while also returning itself to the hand. A definite staple for the deck , but remains in the a Japan Exclusive for now

triggers

The recommendation is 8 criticals and 4 Sentinel Draws right now. However, there have been people experimenting with Belenus, the Sentinel Critical, to increase the Critical count of the deck. Trigger count for such decks are either 8 Critical/4 Sentinel Critical or 8 Critical/2 Sentinel Critical/2 Sentinel Draw.



STRATEGY

FORCE SELECTION

Which Force?

Altmile can make use of either Force marker effectively. Even with Aerial Divine Knight, Altmile giving criticals and power to your Grade 2 units on second ride, I would recommend Force 2 over Force 1 in most scenarios as Aerial Divine Knight’s skill does not give your Vanguard an extra critical due to being a Grade 3. Gaining a Force 2 on your first ride also makes your Vanguard a threat to guard against for either Altmile you may ride first. On subsequent rides it can even form rearguards columns that hit for at least 40k and 3 criticals easily as well.



DEFENDING


defense

When defending, the deck relies on both Aerial Divine Knight, Altmile and Starlight Violinist, granting your Grade 2s intercepts and additional shield value. Both of these skills require all of your damage to be facedown - if you plan to use their skills to defend during that turn, use your free intercepts earlier into the turn because taking damage will cost you the bonus shield value. Always have a plan to refill your board as intercepting to guard and ensure all your damage stays face down can starve you of CB and makes it easy for an opponent to starve you of resources - find the right balance.

Recycling Card Effects



One of the most unique aspects that the deck has access to is the ability to recycle the effects of their units, which Royal Paladin did not previously have access to. The notable 3 cards that can do this are


Lunar Crescent Knight, Felax

Counteroffensive Knight, Suleiman

Aerial Divine Knight, Altmile


With Felax and Suleiman’s ability to bounce units back to the hand, you are able to return units which are already on the board back to your hand for SB1 while increasing the attack power of the column. This allows you to get more value out of a card than normal as you essentially only need to see one copy to use its effect twice.


Amongst the cards that are good targets to reuse are Absolute Blade Knight, Livarot, and Laurel Knight, Sicilus. As Livarot’s skill activates only when its placed from the hand, using these cards can guarantee another way to superior call the next turn, especially if you are low on counterblast for activating Aerial Divine Knight‘s skill, which does happen if your opponent is trying to damage deny (which is a valid strategy against Altmile). Sicilus can be reused early into the game as well to fetch your Aerial Divine Knight as soon as possible. Bouncing G1s can also help you access some shield if you’re low in hand.


Aerial Divine Knight, Altmile is able to call a G2 from the deck and revive a Grade 2 from the drop zone as well which allows you to reuse any retired units during the game allowing you to fix your formation depending on what you need during the turn as well as intercept with the security that you’ll be able to bring the card back next turn.


Need a way to build up more fields?

Hopesong Angel

High Dog Breeder, Akane


Need Soul?

Dia-connect Dragon


Need your formation?

Starlight Violinist


This will only keep growing with the card pool as more Grade 2s with utility effects get printed into the game.



managing the barracks

Due to the deck's general gameplan revolving around attacking with a full field, it's only natural that it requires a lot of resources to manage it throughout the game. Coupled with Altmile’s focus on incentivising you to play with your entire damage zone facedown, this can often lead to a lack of resources after especially when trying to call out a board as soon as possible.


This can put you in scenarios like these:

You may find yourself with only 1 G3 in your soul with Aerial Divine Knight on your vanguard and are now forced to choose between giving up the critical effect of Altmile just to refill your board, which could give your opponent that breathing room he needs to comfortably survive that turn, ultimately costing you the game.

Taking too much damage early on in the game and turning them all facedown to activate skills - this can prevent you from being able to take damage later into the game which you may need to resolve Altmile's skill to rebuild a board.


Managing your damage and soul while juggling your abilities leading up to your finishing turns, is your job as Altmile's Vanguard. It will take some practice for sure, but stay sharp and learn to adapt your tactics on the go.



STRATEGY RESOURCE VIDEOS

STRENGTHS AND WEAKNESSES


SPEED

The deck aims to finish the game by Turn 4. It is an aggressive deck with a strong Grade 2 game, and beatdown with its powerful Grade 3 turns. This deck has no late-game as it is always coming with 3 strong attacks from Grade 3 turns onwards.


KILL POWER

The deck has a really high kill power as the columns range from 33k-40k guaranteed, and with Force 2 and Aerial Altmile’s passive Critical to Grade 2s, it can seal games randomly from a 3 Damage rearguard attack that the opponent cannot guard. As a result of this Altmile gains a


CONSISTENCY

The deck's strong toolbox potential makes it a very consistent deck and it can easily refill the board with ideal units to bolster the deck's defense or offense accordingly. It can easily meet the all face down damage requirements without trouble. When closing a game, having Aerial Altmile critical skill is very important as, without it, you only have single critical columns that your opponent can easily just take them and guard lower columns such as your Vanguard.


FLEXIBILITY

The deck is able to slot so many different Grade 2s or Grade 1s into the deck, to suit the different needs or wants for different players. The deck can be played aggro like many other Royal Paladin decks or can even be played slightly slower where it can excel in grind games due to its high column and potential shield paired with its passive criticals.


ADVANTAGE

The deck boasts impressive field advantage earlier in the game and can easily form entire fields in a single turn. The added intercept and shield that the deck has access to also makes the deck surprisingly resilient at times. Maintaining the lead can be easy provided you have a steady supply of counterblast/soul blast to keep calling your units. Resources can burn away quickly however if you use skills carelessly.


WEAKNESSES

Meeting the facedown damage requirement is easy, but it comes with drawbacks as the deck does not Counter Charge without sacrifice. While having all your damage zone facedown all the time sounds good, that can lead to the deck struggling to rebuild boards and maintaining a lead, notably in situations against retiring clans or opponents who try to grind down your rearguards and limiting your counterblast. It is also possible to be too trigger happy with your intercepting, clear your own board and block so much that you damage deny yourself, denying the resources to replenish your rearguard circles.



CONCLUSION


With the courage to challenge adversity head on, Altmile cements itself as among the most well-balanced Force decks with its release. It’s strength in building up strong formations as well as its amazing toolbox potential makes it a deck that can adapt to many scenarios whilst maintaining strong survivability. However, as mentioned many times before, its facedown damage condition can be a double edged sword. Despite that, with proper planning and solid matchup knowledge, you can plan your formations to fit the situation and rally your men to force your way towards victory. It’s simple really, you just have to believe in your own potential.



Do check out some of these deck profiles and guides to learn more about the deck

WRITTEN BY CIPHER/ZELLIOUS

EDITED BY DRAVOTH

GRAPHICS ZeOW