![]() ![]() Hello, and welcome to my first article for ARG's Cardfight Vanguard article contest. In this article I want to go over one of my favorite clans in the game, Pale Moon. The clan debuted in BT03 and focuses on utlizing your soul to work with your rear guards to either apply pressure or pure offensive power. It's one of my clans mainly because it can do so much with the soul, which is one of Vanguard's most unique mechanics in my opinion. This article, albeit a long read, will cover all of the cards that I feel are relevant when building Pale Moon. ![]() To start off, I'd like to go over the grade 3 bosses, since they establish how the rest of the deck should be built. Silver Thorn Dragon, Luquier is the first grade 3 and my boss of choice. Her first skill is her limit break: by counter blasting three, you can superior call a grade 0, 1, 2, and 3 Pale Moon from your soul. At first look this skill seems absolutely amazing. Welcome to the Pale Moon circus, one that is full of mystery and wonder.For the cost of three counter blast you gain four cards, but this skill comes with a few downsides. In this deck study, we will be taking an in-depth look into the inner workings of premium Harri. As for a brief introduction to this archetype, Masked Magician, Harri first came out with the G-TD07 Illusionist of the Crescent Moon trial deck back in late 2015. This trial deck would reveal Harri’s core mechanic moving forward and the addition of the Ma g ia keyword. ![]() This keyword is based around calling cards from the soul, usually after soul charging, and having said cards return back to the soul at the end of the turn. This keyword would end up becoming what Harri would revolve around for the rest of G era, continuing to introduce impactful Magia cards such as Masked Phantom, Harri and Masquerade Master, Harri. In November 2020, Masked Magician, Harri (V series) would introduce a brand new focus into the Pale Moon clan known as the Stage mechanic. This new ability would put all existing and future accel markers into a single accel circle for the rest of the game. ![]() The stage can give anything on it massive power gain, turning any unit into a powerful threat for the opponent to deal with. With the mechanics and history of Harri covered, let’s begin to get into what decks’ current options are for deckbuilding. (Until end of this fight, the stage becomes your only additional (RC), and move all Accel markers to the stage) (VC): When placed, choose one of your additional (RC), and it becomes the stage until the end of that fight. (VC) 1/Turn : COST, call up to two cards with “ Magia Doll ” in their different card names from your soul to (RC), and they get +5000 until end of turn. Revised Standard Revelation 12:3-4 pictures the dragon that is about to. If your opponent’s vanguard is grade 3 or greater, you may call up to four cards instead of two cards. Turn over the card on top of each deck and you have your first. This version of Harri is the deepest core of the deck, as without it, we do not have access to the stage mechanic. Harri will always be our main ride since having access to the stage is not something worth passing up. Note that when placed, it’ll turn all of your accel markers into a stage. This is important due to Harri being able to not only generate markers itself and create a stage from those, but also turn pre-existing markers into a stage as well. Harri’s secondary skill is not commonly used past Turn 3 due to it being an ACT skill but can be powerful during the early game. ![]()
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