Hello one and all, welcome to the Hitchhiker's guide to Planet Cray. I will be your guide, The Mau5. Today we will be starting with the clan that is either loved, or hated by cardfighters everywhere (and a personal favorite of mine), the Gold Paladins. This clan's lore is derived from the void that was taking over Cray. The remaining members of the Royal and Shadow Paladins were united by Fang of Light, Garmore, who then was chosen by the armor of the Silver Wolf, becoming The Great Silver Wolf, Garmore. But enough of the back story, let me tell you why this clan won the World Tournament.
Clan Breakdown:
The clan can be broken down into 6 different decks. These decks are:
-Blond Ezel and Garmore
-Platinum Ezel and Garmore
-Garmore and Pellinore
-Spectral Duke Dragon
-Chrome Jailer Dragon and Spectral Duke Dragon
-Chrome Jailer Dragon and Garmore
Now, if you look at the list, you may be wondering, "Why is Garmore in so many decks?" I'll tell you why, because he is arguably the best grade three in the Gold Paladin clan. Here's a list of all the top grade 3 Gold Paladins and their effects:
Great Silver Wolf, Garmore
Incandescent Lion, Blond Ezel
White Hare in the Moon's Shadow, Pellinore
Spectral Duke Dragon
Blazing Lion, Platinum Ezel
Convicting Dragon, Chrome Jailer Dragon
Those are the main Gold Paladin grade 3 units. The decks are build around one or more of those, usually by ones that work together.
However, each deck needs a good starting Vanguard. There are 3 good to choose from, Spring Breeze Messenger, Crimson Lion Cub, Kyrph, and Black Dragon Whelp, Vortimer.
Spring Breeze Messenger
Crimson Lion Cub, Kyrph
Black Dragon Whelp, Votimer
Trigger Lineups
"Which triggers should I run, Mau5y-kun!?" Calm yourself young padawan, the trigger lineups for Gold Paladins are easy. Seeing as you can call units from your deck in every deck type, you do not need Stand triggers. That leaves only 3 options. 4 Heal, 4 Draw and 8 Critical or 4 Heal, 6 Draw, 6 Critical, or 4 Heal, 12 Critical.
Support cards
Support cards are needed with clans, luckily, the Gold Paladin support cards don't vary too much. Here are the staples:
Grade 3:
Gigantech Destroyer - Gains 2k when you have a Gold Paladin vanguard, so allows for a 20k column with an 8k booster.
Grade 2:
Lop Ear Shooter - When this unit is called from the deck, discard 1 card to check the top 3 cards from your deck and call one card.
Knight of Superior Skills, Beaumains - 10k beater, goes in every deck.
Mage of Calamity, Tripp - Damage Unflipper, valuable in counterblast heavy decks.
Player of the Holy Bow, Viviane - counter blast 1, when her attack hits the vanguard, call the top card of your deck.
Grade 1:
Knight of Elegant Skills, Gareth - vanilla 8k
Listener of Truth, Dindrane - When she's called from the deck, you can soul blast 1 to draw 1 card.
Sleygal Dagger - When you have at least 4 rear guards, and some spare cards to counterblast with, he can reach upwards of 11,000 power boost. (1 CB = +1000 power)
Halo Shield, Mark - He's a perfect guard, no need for explanation
Thank you for reading chapter 1 of the Hitchhiker's Guide to Cray, look for the next chapter sometime soon!
Clan Breakdown:
The clan can be broken down into 6 different decks. These decks are:
-Blond Ezel and Garmore
-Platinum Ezel and Garmore
-Garmore and Pellinore
-Spectral Duke Dragon
-Chrome Jailer Dragon and Spectral Duke Dragon
-Chrome Jailer Dragon and Garmore
Now, if you look at the list, you may be wondering, "Why is Garmore in so many decks?" I'll tell you why, because he is arguably the best grade three in the Gold Paladin clan. Here's a list of all the top grade 3 Gold Paladins and their effects:
Great Silver Wolf, Garmore
- Code:
[AUTO](VC) Limit Break 4 (This ability is active if you have four or more damage):
When this unit attacks a vanguard, this unit gets [Power]+5000 until the end of that battle.
[AUTO]:[Counter Blast (2)] When this unit is placed on (VC), you may pay the cost.
If you do, search from your deck for up to one grade 2 or less «Gold Paladin», call it to (RC),
and shuffle your deck.
Incandescent Lion, Blond Ezel
- Code:
[ACT](VC) Limit Break 4 (This ability is active if you have four or more damage):[Counter Blast (2)] Look at the top card of your deck, search for up to one «Gold Paladin» from among them, call it to an open (RC), put the rest on the bottom of your deck, and increase this unit's [Power] by the original [Power] of the unit called with this effect until end of turn.
[CONT](VC):During your turn, this unit gets [Power]+1000 for each of your «Gold Paladin» rear-guards.
White Hare in the Moon's Shadow, Pellinore
- Code:
[AUTO](VC): Limit Break 4 (This ability is active if you have four or more damage): [Choose two of your «Gold Paladin» rear-guards, and put them on the bottom of your deck in any order] When this unit attacks, you may pay the cost. If you do, choose up to two of your «Gold Paladin», and those units get [Power]+5000 until end of turn.
[AUTO]: [Choose a «Gold Paladin» from your hand, and discard it] When this unit is placed on (RC) from your deck, if your opponent has a grade 2 or greater vanguard, you may pay the cost. If you do, put this unit on your (VC).
Spectral Duke Dragon
- Code:
[AUTO](VC) Limit Break 4 (This ability is active if you have four or more damage):[Counter Blast (2) & Choose three of your «Gold Paladin» rear-guards, and retire them] At the beginning of the close step of the battle that this unit attacked a vanguard, you may pay the cost. If you do, [Stand] this unit, and this unit loses "Twin Drive!!" until end of turn.
[CONT](VC):If you have a card named "Black Dragon Knight, Vortimer" in your soul, this unit gets [Power]+1000.
Blazing Lion, Platinum Ezel
- Code:
[ACT](VC) Limit Break 5 (This ability is active if you have five or more damage):[Counter Blast (3)] Choose up to five of your «Gold Paladin» rear-guards, and those units get [Power]+5000 until end of turn.
[CONT](VC):If you have a card named "Incandescent Lion, Blond Ezel" in your soul, this unit gets [Power]+2000.
[CONT](VC/RC): Lord (If you have a unit that doesn't belong to the same clan as this unit, this unit cannot attack)
Convicting Dragon, Chrome Jailer Dragon
- Code:
[ACT](VC) Limit Break 4 (This ability is active if you have four or more damage):[Counter Blast (2) & Choose two of your «Gold Paladin» rear-guards, and retire them] This unit gets [Power]+10000/[Critical]+1 until end of turn.
[ACT](VC):[Counter Blast (1) & Choose a card named "Conviction Dragon, Chromejailer Dragon" from your hand, and discard it] Look at up to four cards from the top of your deck, search for up to two «Gold Paladin» from among them, call them to separate open (RC), and put the rest on the bottom of your deck in any order.
Those are the main Gold Paladin grade 3 units. The decks are build around one or more of those, usually by ones that work together.
However, each deck needs a good starting Vanguard. There are 3 good to choose from, Spring Breeze Messenger, Crimson Lion Cub, Kyrph, and Black Dragon Whelp, Vortimer.
Spring Breeze Messenger
- Code:
[AUTO]: When another «Gold Paladin» rides this unit, you may call this card to (RC).
[AUTO] (RC): [Counter Blast (1) & Put this unit into your soul] When an attack hits a vanguard during the battle that this unit boosted, you may pay the cost. If you do, look at up to three cards from the top of your deck, search for up to one «Gold Paladin» from among them, call it to (RC) as [Rest], and put the rest on the bottom of your deck in any order.
Crimson Lion Cub, Kyrph
- Code:
[AUTO]:When another «Gold Paladin» rides this unit, you may call this card to (RC).
[ACT](RC):[Choose a unit named "Crimson Lion Cub, Kyrph", and a unit named "Knight of Elegant Skills, Gareth" from your (RC), and put them into your soul] If you have a unit named "Knight of Superior Skills, Beaumains" on your (VC), search your deck for up to one card named "Incandescent Lion, Blond Ezel", ride it, and shuffle your deck.
Black Dragon Whelp, Votimer
- Code:
[AUTO]:When a card named "Scout of Darkness, Vortimer" rides this unit, look at up to seven cards from the top of your deck, search for up to one card named "Spectral Duke Dragon" or "Black Dragon Knight, Vortimer" from among them, reveal it to your opponent, put it into your hand, and shuffle your deck. [AUTO]:When a «Gold Paladin» other than a card named "Scout of Darkness, Vortimer" rides this unit, you may call this card to (RC).
Trigger Lineups
"Which triggers should I run, Mau5y-kun!?" Calm yourself young padawan, the trigger lineups for Gold Paladins are easy. Seeing as you can call units from your deck in every deck type, you do not need Stand triggers. That leaves only 3 options. 4 Heal, 4 Draw and 8 Critical or 4 Heal, 6 Draw, 6 Critical, or 4 Heal, 12 Critical.
Support cards
Support cards are needed with clans, luckily, the Gold Paladin support cards don't vary too much. Here are the staples:
Grade 3:
Gigantech Destroyer - Gains 2k when you have a Gold Paladin vanguard, so allows for a 20k column with an 8k booster.
Grade 2:
Lop Ear Shooter - When this unit is called from the deck, discard 1 card to check the top 3 cards from your deck and call one card.
Knight of Superior Skills, Beaumains - 10k beater, goes in every deck.
Mage of Calamity, Tripp - Damage Unflipper, valuable in counterblast heavy decks.
Player of the Holy Bow, Viviane - counter blast 1, when her attack hits the vanguard, call the top card of your deck.
Grade 1:
Knight of Elegant Skills, Gareth - vanilla 8k
Listener of Truth, Dindrane - When she's called from the deck, you can soul blast 1 to draw 1 card.
Sleygal Dagger - When you have at least 4 rear guards, and some spare cards to counterblast with, he can reach upwards of 11,000 power boost. (1 CB = +1000 power)
Halo Shield, Mark - He's a perfect guard, no need for explanation
Thank you for reading chapter 1 of the Hitchhiker's Guide to Cray, look for the next chapter sometime soon!
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