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* HeroicSecondWind: While Final Rush is active, Bruce's ability can, for a cost of Soulblast 5, stand all of the player's front row rearguards.


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!Master of Gravity, Baromagnes
-> Until either side falls! That's what battle is, right?

----
* GravityMaster: If his title isn't enough indication, Baromagnes is shown using his powers to make debris fly up in the air.
* StatusBuff: Baromagnes can gain an additional critical and 10000 Power if its ability is used while there are 10 or more cards in the soul. The units called by the the third effect of said ability gain an additional 10000 power as well.


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* MookMaker: Orfist can call up to three Shadow Army tokens using its second ability.


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* AllYourPowersCombined: The additional effect granted by Blessfavor, Stoicheia's Over Trigger, is a combination of the unique effects of a critical, front, draw and heal trigger.
* BackFromTheDead: Stoicheia has several cards that can retrieve units from the drop zone.


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* {{Planimal}}: True to their name, the Sylvan Horned Beasts are animals with horns made of wood and other plant-life features.


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!Sylvan Horned Beast King, Magnolia
-> Surpassing admiration. In order to protect the place of importance.

----
* OurDragonsAreDifferent: Magnolia is a wild dragon and as such, has a more animalistic appearance with it resembling a large canine with feathered wings.
* StatusBuff: Magnolia's ability let it empower a rear-guard with an additional 5000 Power and the ability to attack from the back row. If Persona Ride was used during the turn, it can empower up to three rear-guards at once instead.
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!Trickstar/Vairina/Vairina Arcs/Vairina Valiente

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!Trickstar/Vairina/Vairina Arcs/Vairina ValienteValiente/Vairina Erger




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-> Responding to screaming prayers in a fierce battle.



** Vairina Valiente being a Grade 3 unit with the ability to restand itself if its attack hits at the cost of discarding a card has immediatly drawn comparison to Dragonic Overlord.
* HeroicSecondWind: Vairina Valiente can Counterblast one and discard a card when its attack hits to stand and attack again.

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** Vairina Valiente being a Grade 3 unit with the ability to restand itself if its attack hits at the cost of discarding a card has immediatly immediately drawn comparison to Dragonic Overlord.
* HeroicSecondWind: Vairina Valiente can Counterblast one and discard a card when its attack hits to stand and attack again. Meanwhile Vairina Erger can Superior Overdress onto Trickstar at the end of the latter's attack.




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** Vairina Erger can Superior Overdress on top of a Trickstar at the end of its attack and provides a Countercharge for doing so, also passively gaining an additional 10000 Power and Shield to make it something of an all-rounder.




A hero from the days of old before the Deity-less Era, the longevity of dragons allowed Dragonic Overlord to survive even to the present day. Though ancient and wizened on account of his long vigil, he persists in honor of a promise made to his ancient rival.

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\n-> The dragon of apocalypse carved its name into various annals of history.

A hero from the days of old before the Deity-less Era, the longevity of dragons allowed Dragonic Overlord to survive even to the present day. Though ancient and wizened on account of his long vigil, he persists in honor of a promise made to his ancient rival.
rival from long ago.

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* MechanicalLifeforms: Underneath Messiah's Epitaph on Brandt's surface, Link Joker unearthed the 'coffins', tetrahedral living machines that reacted to one's will and had the power to distort causality. These coffins are now wielded by the special unit Cardinal in their fight against otherworldly invaders.



* SpacePolice: Part of Brandt Gate's aesthetic is futuristic warriors who resemble contemporary emergency services, with their headline unit even wielding giant handcuffs. In story terms, they regulate traffic entering Cray from space and other dimensions, by force if necessary, and mechanically they lock away criminals in their prison but allow the opposing fighter to pay a bail to release them.

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* SpacePolice: Part of Brandt Gate's aesthetic is the Aurora Battle Princesses, futuristic warriors who resemble contemporary emergency services, with their headline unit Seraph Snow even wielding giant handcuffs. In story terms, they regulate traffic entering Cray from space and other dimensions, by force if necessary, and mechanically they lock away criminals in their prison but allow the opposing fighter to pay a bail to release them.
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The encounter ride line of Dragonic Overlord retains the classic focus on restanding, using Dragon Knight, Nehalem to empower Overlord for multiple Vanguard attacks in a single turn. Overlord himself now prevents the opponent from guarding when he attacks a rear-guard, guaranteeing those multiple attacks and an additional drive in the process.


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Their encounter ride line with Phantom Blaster Dragon naturally focuses upon generating advantage only to sacrifice that advantage to fuel Phantom Blaster Dragon's ''Damned Charging Lance'', while consistently retiring the opponent's rear-guards in the process to grind out victory.
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A nation carried on the back of a flying whale, not much else is yet known about the mysterious Lyrical Monasterio, though it appears to be descended from the Bermuda Triangle Clan of old.

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A nation carried on the back of a flying whale, not much else is yet known about whale. When the mysterious Lyrical Monasterio, though it appears other clans of Zoo and Magallanica combined to be descended from form Stoicheia, the Bermuda Triangle Clan clan decided not to join, instead these divas decided on a different path. This path lead them to create their own nation on top of old.the flying whale. Unlike the mermaid idols before them, the nation is open to all races and backgrounds allowing for anyone who wishes to become an idol to join and live out their dreams.

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!Dragonic Overlord

A hero from the days of old before the Deity-less Era, the longevity of dragons allowed Dragonic Overlord to survive even to the present day. Though ancient and wizened on account of his long vigil, he persists in honor of a promise made to his ancient rival.

----
* ElderlyImmortal: His extreme age has left his scales white and purple.
* WorthyOpponent: Even posthumously, Overlord considers Blaster Blade this to the point that he dedicated himself to watching over the Blaster Blade sword for ''3000 years''.
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* ImprobableAge: The Battle Princesses are, to a woman, ''in their teens'' with the oldest being Seraph Snow at 17.

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* BadassCape: As Trickstar, it has a white hooded cape.
* BadassLongcoat: While as Vairina, that cape has lost the hood and become a coat.

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* BadassCape: As Trickstar, it has a white hooded cape.
* BadassLongcoat: While as As Vairina, that cape coat has lost loses the hood and become a coat.hood.


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* InTheHood: As Trickstar, it wears a white hooded coat.
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-> Possibilities are infinite. Change your form in every aspect.

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-> Possibilities are infinite. Change your form in every aspect.Limitless potential. Capable of taking on any form.

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-> The prayers have the power to change the world.

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-> The prayers Prayers have the power to change the world.


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* TheEmperor: With the royal line extinguished long ago, Keter Sanctuary is now ruled by an unknown emperor.


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!Apex Ruler, Bastion
-> Fulfilling one's mission is the pride of knights. Raise it high above the heavens.

The leader of Keter Sanctuary's Cloud Knights, who protect the law and order on Keter Sanctuary's surface beneath Keter Gear. Clad in all-encompassing armor, he's said to be human but his age is unknown. Wielding a holy sword and riding on a pegasus, Bastion commands an awe-inspiring presence.

----
* CallBack: Design-wise, he's inspired by both Gancelot and Mordred Phantom, a sword-wielding knight atop a pegasus, combining the Royal Paladin aesthetic of the former with the black pegasus of the latter.
* TheFaceless: He's always clad in armor that covers his whole body, including his face. Only his card's race text and his lore stating it suggest that he's a human underneath.
* HeroicSecondWind: Bastion's skill allows him to discard a card to restand one of his rear-guards and give it an extra 10000 Power after a battle in which you drive checked a grade 3 card.
* {{Pegasus}}: Like several knights of the ancient knightly orders, most prominently Gancelot and Mordred Phantom, Bastion rides on one.
* ThePowerOfFriendship: Bastion passively grants all of your grade 3 Units an extra 2000 Power.

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Mechanically, Dragon Empire unsurprisingly retains its focus upon high Power columns and retiring the opponent's rear-guards, but with a new twist. Using the [[TitleDrop Overdress]] mechanic, Dragon Empire decks can evolve certain Units on the rear-guard into more powerful forms, using the blessing of Chakrabarti Divine Dragon, Nirvana to empower such Units further. Their alternative ride line focuses on retiring the opponent's rear-guards and building Soul to enable the skill of Heavy Artillery of Dust Storm, Eugene, calling a unit from the top of the deck for each of your opponent's open rear-guard circles.

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Mechanically, Dragon Empire unsurprisingly retains its focus upon high Power columns and retiring the opponent's rear-guards, but with a new twist. Using the [[TitleDrop Overdress]] overDress]] mechanic, Dragon Empire decks can evolve certain Units on the rear-guard into more powerful forms, using the blessing of Chakrabarti Divine Dragon, Nirvana to empower such Units further. further.
Their alternative ride line focuses on retiring the opponent's rear-guards and building Soul to enable the skill of Heavy Artillery of Dust Storm, Eugene, calling a unit from the top of the deck for each of your opponent's open rear-guard circles.



!Chakrabarthi Divine Dragon, Nirvana

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!Chakrabarthi !Sunrise Egg/Chakrabarthi Divine Dragon, Nirvana



* DragonsAreDivine: As its epithet above make it clear, Nirvana is a dragon that is divine in nature.
* FeatheredDragons: Befitting its phoenix motif, Nirvana's wings are bird-like.




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* StatusBuff: Nirvana's second ability lets it increase the power of all units with the overDress keyword as well as its own by 10000 whenever it attacks in exchange for a counterblast.



* {{Expy}}: Of Gargantua Dragon from ''Anime/FutureCardBuddyfight'': a draconic being whose mechanical gimmick revolves around transforming into alternate forms which each have their own specific niche.

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* {{Expy}}: {{Expy}}:
**
Of Jackknife Dragon and Gargantua Dragon from ''Anime/FutureCardBuddyfight'': a draconic being whose mechanical gimmick revolves around transforming into alternate forms which each have their own specific niche.niche.
** In terms of appearance, Vairina resembles Chronojet Dragon and like the latter, has a Grade 0 base form in the form of Trickstar and Chrono Dran respectively.
** Vairina Valiente being a Grade 3 unit with the ability to restand itself if its attack hits at the cost of discarding a card has immediatly drawn comparison to Dragonic Overlord.



* SwissArmyHero: Trickstar's Vairina forms all have different mechanical aspects, with the base Vairina being simply a consistent powerful attacker which can also retire opposing rear-guards, while Vairina Arcs only powers up for the turn it's played but replenishes the fighter's hand to compensate. Vairina Valiente meanwhile can Overdress on top of another Overdress Unit, gains 5000 Power for each card beneath it, and can restand when its attack hits, making it clearly intended as a finisher.

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* SwissArmyHero: Trickstar's Vairina forms all have different mechanical aspects, with the aspects and functions.
** The
base Vairina being is simply a consistent powerful attacker which can also retire opposing rear-guards, while rear-guards. It also has its own support cards in the form of Blaze Maiden, Reiyu and Sunburst Evolution, making it easier to use and re-use.
**
Vairina Arcs only powers up by 5000 for the turn it's played but replenishes the fighter's hand to compensate. compensate.
**
Vairina Valiente meanwhile can Overdress on top of another Overdress Unit, gains 5000 Power for each card beneath it, and can restand when its attack hits, making it clearly intended as a finisher.






Brandt Gate's mechanics focus on the new Imprison mechanic, sealing the opponent's cards in Galaxy Central Prison, Galactolus, but allowing them to call one of those cards for a Soul Blast or two for a Counter Blast. However, while those cards are locked away, Brandt Gate's forces gain Power and stronger abilities the more convicts they have imprisoned. Their alternative playstyle reinforces a general focus on Set Orders, for although the Cardinal series' aesthetic draws on Link Joker, their mechanics revolve around setting multiple World Order cards in their Order Zone to enter first Dark Night and then Abyssal Dark Night states to unlock the full power of their Units.

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Brandt Gate's mechanics focus on the new Imprison mechanic, sealing the opponent's cards in Galaxy Central Prison, Galactolus, but allowing them to call one of those cards for a Soul Blast or two for a Counter Blast. However, while those cards are locked away, Brandt Gate's forces gain Power and stronger abilities the more convicts they have imprisoned.
Their alternative playstyle reinforces a general focus on Set Orders, for although the Cardinal series' aesthetic draws on Link Joker, their mechanics revolve around setting multiple World Order cards in their Order Zone to enter first Dark Night and then Abyssal Dark Night states to unlock the full power of their Units.
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* SwissArmyHero: Trickstar's Vairina forms all have different mechanical aspects, with the base Vairina being simply a consistent powerful attacker which can also retire opposing rear-guards, while Vairina Arcus only powers up for the turn it's played but replenishes the fighter's hand to compensate.

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* SwissArmyHero: Trickstar's Vairina forms all have different mechanical aspects, with the base Vairina being simply a consistent powerful attacker which can also retire opposing rear-guards, while Vairina Arcus Arcs only powers up for the turn it's played but replenishes the fighter's hand to compensate.
compensate. Vairina Valiente meanwhile can Overdress on top of another Overdress Unit, gains 5000 Power for each card beneath it, and can restand when its attack hits, making it clearly intended as a finisher.

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Mechanically, Dragon Empire unsurprisingly retains its focus upon high Power columns and retiring the opponent's rear-guards, but with a new twist. Using the [[TitleDrop Overdress]] mechanic, Dragon Empire decks can evolve certain Units on the rear-guard into more powerful forms, using the blessing of Chakrabarti Divine Dragon, Nirvana to empower such Units further.

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Mechanically, Dragon Empire unsurprisingly retains its focus upon high Power columns and retiring the opponent's rear-guards, but with a new twist. Using the [[TitleDrop Overdress]] mechanic, Dragon Empire decks can evolve certain Units on the rear-guard into more powerful forms, using the blessing of Chakrabarti Divine Dragon, Nirvana to empower such Units further. Their alternative ride line focuses on retiring the opponent's rear-guards and building Soul to enable the skill of Heavy Artillery of Dust Storm, Eugene, calling a unit from the top of the deck for each of your opponent's open rear-guard circles.



!Trickstar/Vairina/Vairina Arcus

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!Trickstar/Vairina/Vairina ArcusArcs/Vairina Valiente




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-> The prayers have the power to change the world.


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* HeroicSecondWind: Vairina Valiente can Counterblast one and discard a card when its attack hits to stand and attack again.
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!!Tropes:

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!!Tropes:----



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--> '''Cardinal Noid, Cubisia:''' "Cardinal" continued protecting the world in the night where the hope disappeared.

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--> '''Cardinal Noid, Cubisia:''' "Cardinal" continued protecting The "cardinals" continue to guard the world in through the night nights where the hope disappeared.has collapsed.
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* ProperlyParanoid: Its flavor text implies that it and the other Cardinals remain eternally vigilant for the return of the Void after fighting tirelessly to

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* ProperlyParanoid: Its flavor text implies that it and the other Cardinals remain eternally vigilant for the return of the Void after fighting tirelessly to defend Cray in the Deity-less Era.
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* AlternativeCharacterReading: The "Cardinal Deus" part of its name translates to "Deity of the Mechanical Coffin" if using just the kanji.

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* AlternativeCharacterReading: AlternateCharacterReading: The "Cardinal Deus" part of its name translates to "Deity of the Mechanical Coffin" if using just the kanji.

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--> O Chakrabarthi, carry the prayers and illuminate the world.

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--> -> O Chakrabarthi, carry the prayers and illuminate the world.


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!Trickstar/Vairina/Vairina Arcus
-> You're interesting. Hey hey, let's play together.
-> The resonance of prayers shall call forth the sprite's new form.
-> Possibilities are infinite. Change your form in every aspect.

!!Tropes:
* BadassCape: As Trickstar, it has a white hooded cape.
* BadassLongcoat: While as Vairina, that cape has lost the hood and become a coat.
* {{Expy}}: Of Gargantua Dragon from ''Anime/FutureCardBuddyfight'': a draconic being whose mechanical gimmick revolves around transforming into alternate forms which each have their own specific niche.
* SwissArmyHero: Trickstar's Vairina forms all have different mechanical aspects, with the base Vairina being simply a consistent powerful attacker which can also retire opposing rear-guards, while Vairina Arcus only powers up for the turn it's played but replenishes the fighter's hand to compensate.


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!Diabolos, "Violence" Bruce
-> Come at me seriously! Or you won't be able to withstand my full power!
The captain of the "Diabolos" Gallows Ball team, Bruce is a demon overflowing with manliness, courage and fighting spirit. Due to this, he leads from the front in uniting his teammates, who can accurately be described as his brothers due to the close bond they all share.

!!Tropes:
* FamedInStory: According to his lore, his name is roared all across Cray.
* OurDemonsAreDifferent: In his case, he's a demonic Gallows Ball player.



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--> '''Cardinal Noid, Cubisia:''' "Cardinal" continued protecting the world in the night where the hope disappeared.


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!Cardinal Deus, Orfist
-> They leave their blades unsheathed. In anticipation of the next duel to the death.

!!Tropes:
* AlternativeCharacterReading: The "Cardinal Deus" part of its name translates to "Deity of the Mechanical Coffin" if using just the kanji.
* DeusEstMachina: A Cyber Golem with the title of 'Deus', Latin for God. Despite this, it's not a ''true'' deity, as Nirvana is the only such thus established in the Chakrabarthi Divine Era.
* LivingShadow: In the state of Abyssal Dark Night, Orfist can manifest these in the form of Grade 1 15000 Power Shadow Army Tokens with Boost, building a board immediately without using the player's hand.
* ProperlyParanoid: Its flavor text implies that it and the other Cardinals remain eternally vigilant for the return of the Void after fighting tirelessly to
* SinisterScythe: Orfist's weapon is a scythe with a red blade, reminiscent of that used by Chaos Breaker Dragon in the past era.
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!Chakrabarthi Divine Dragon, Nirvana
--> O Chakrabarthi, carry the prayers and illuminate the world.
The divine dragon whose hatching from the Sunrise Egg heralded the dawn of the Chakrabarthi Divine Era. Though still young, its birth has been awaited since ancient times and it has the potential to become an immensely powerful solar deity.

!!Tropes:
* PhysicalGod: It's an actual deity in spite of appearing just like a dragon, the first to appear on Cray since the Deity-less era began.
* ThePhoenix: Nirvana's design incorporates elements of the phoenix, with feathered wings and an avian body, and its birth represents the rebirth of deities on Cray.
* ThePowerOfTheSun: Although a Flame Dragon, Nirvana's power is more directly tied to the sun.

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Brandt Gate's mechanics focus on the new Imprison mechanic, sealing the opponent's cards in Galaxy Central Prison, Galactolus, but allowing them to call one of those cards for a Soul Blast or two for a Counter Blast. However, while those cards are locked away, Brandt Gate's forces gain Power and stronger abilities the more convicts they have imprisoned.

to:

Brandt Gate's mechanics focus on the new Imprison mechanic, sealing the opponent's cards in Galaxy Central Prison, Galactolus, but allowing them to call one of those cards for a Soul Blast or two for a Counter Blast. However, while those cards are locked away, Brandt Gate's forces gain Power and stronger abilities the more convicts they have imprisoned.
imprisoned. Their alternative playstyle reinforces a general focus on Set Orders, for although the Cardinal series' aesthetic draws on Link Joker, their mechanics revolve around setting multiple World Order cards in their Order Zone to enter first Dark Night and then Abyssal Dark Night states to unlock the full power of their Units.


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* DarkIsNotEvil: Not only do the Cardinals look like the Link Joker of old, but they create states of Dark Night and Abyssal Dark Night as part of their mechanics. However, their flavor text suggests that during the Deity-less Era, they fought to protect Cray.
* GeoEffects: Both of Brandt Gate's ride lines focus on the use of Set Orders to enable their strategy, with the Battle Princesses needing a Prison to begin imprisoning enemy Units, and the Cardinals needing multiple Worlds to achieve their full power in Abyssal Dark Night.

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Mechanically, the Dark States retain their predecessor nation's focus on building the Soul. Their specific mechanic is Final Rush: a state given to the player by various card effects which unlocks or enhances the skills of their Units.

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Mechanically, the Dark States retain their predecessor nation's focus on building the Soul. Their specific mechanic is Final Rush: a state given to the player by various card effects which unlocks or enhances the skills of their Units. Their alterative playstyle focuses in on the Soul-building theme in a manner akin to the Dark Irregulars of old, aiming to accumulate fifteen cards in the Soul to unleash the full power of Master of Gravity, Baromagnes.



Fittingly for their classist society, the Keter Sanctuary's mechanical focus rewards the player for having an abundance of Grade 3 cards in their hand and on the field, weakening their defenses but being rewarded with a powerful offensive push upon riding to Grade 3 as a result.

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Fittingly for their classist society, the Keter Sanctuary's mechanical focus rewards the player for having an abundance of Grade 3 cards in their hand and on the field, weakening their defenses but being rewarded with a powerful offensive push upon riding to Grade 3 as a result. Their alternative playstyle draws on the topdeck manipulation of Oracle Think Tank, aiming to stack Triggers on top of the deck via scrying effects and stacking them from the hand, with Hexaorb Sorceress further empowering the checked Triggers.


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* GlassCannon: In a mechanical sense, Keter Sanctuary's focus on Grade 3 Units gives them the strongest initial offense of the five nations, with their ace card Bastion even being fully online on turn three rather than the turn four of other boss units who need a Persona Ride or the start of Ride Phase timing to unleash Final Rush. However, the lack of Shield their abundance of Grade 3s have leaves them with a weaker defense in return.
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Their alternative playstyle draws upon the Granblue of old, aiming to put Order cards into the drop zone so that they can be bound for the Alchemagic ability of Mysterious Rain Spiritualist, Zorga, allowing the deck to effectively play two Orders in a single turn by merging the costs and effects of those Orders.


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* MeaningfulName: Stoicheia is Greek for "Elements", reflecting how Stoicheia was born from the merger of earth (Zoo) and sea (Magallanica).

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Brandt Gate's mechanics focus on the new Imprison mechanic, sealing the opponent's cards in Galaxy Central Prison, Galactolus, but allowing them to call one of those cards for a Soul Blast or two for a Counter Blast. However, while those cards are locked away, Brandt Gate's forces gain Power and stronger abilities the more convicts they have imprisoned.



* SpacePolice: Part of Brandt Gate's aesthetic is futuristic warriors who resemble contemporary emergency services, with their headline unit even wielding giant handcuffs. In story terms, they regulate traffic entering Cray from space and other dimensions, by force if necessary.

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* SpacePolice: Part of Brandt Gate's aesthetic is futuristic warriors who resemble contemporary emergency services, with their headline unit even wielding giant handcuffs. In story terms, they regulate traffic entering Cray from space and other dimensions, by force if necessary.
necessary, and mechanically they lock away criminals in their prison but allow the opposing fighter to pay a bail to release them.
* ThemeNaming: The Battle Princess subset of Brandt Gate all have a color for a surname.
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Mechanically, Dragon Empire unsurprisingly retains its focus upon high Power columns and retiring the opponent's rear-guards, but with a new twist. Using the [[TitleDrop Overdress]] mechanic, Dragon Empire decks can evolve certain Units on the rear-guard into more powerful forms, using the blessing of Chakrabarti Divine Dragon, Nirvana to empower such Units further.




to:

Mechanically, the Dark States retain their predecessor nation's focus on building the Soul. Their specific mechanic is Final Rush: a state given to the player by various card effects which unlocks or enhances the skills of their Units.




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Fittingly for their classist society, the Keter Sanctuary's mechanical focus rewards the player for having an abundance of Grade 3 cards in their hand and on the field, weakening their defenses but being rewarded with a powerful offensive push upon riding to Grade 3 as a result.



* EliteArmy: Keter Sanctuary's mechanics reward the fighter for playing many more Grade 3s than normal, with their starter deck having the most of the five at an eye-watering ''sixteen'' total Grade 3 cards.




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Stoicheia's playstyle hearkens back most to the Neo Nectar and Aqua Force Clans of old, swarming the board from the top of the deck, then using the skill of Sylvan Horned Beast King, Magnolia to enable their rear-guards to attack from the back row while empowering them. On a Persona Ride turn, this can result in up to six attacks, beating the opponent through sheer quantity of attacks.
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* Egopolis: A subversion, as the nation ''was'' named after the Great Sage, but only in honor of her after her death.

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* Egopolis: {{Egopolis}}: A subversion, as the nation ''was'' named after the Great Sage, but only in honor of her after her death.

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Once known as Star Gate, Brandt Gate was the first nation to be reformed, with the Clans of Nova Grappler, Dimension Police and Link Joker pooling their forces against a future of despair foretold by Messiah's Epitaph. Brandt Gate's citizens eliminate extradimensional threats and alien invaders at the very boundaries of Cray, continuing to develop and refine highly advanced science and technology as weapons in this battle. Even this constant conflict is secondary to their primary purpose, to prepare for the return of the Void.

!!Nation Tropes:
* ScienceHero: Brandt Gate's forces fight using a high level of technological and scientific advancement as their primary weapon, a nod to how Link Joker wielded technology that was simply beyond understanding in their time.
* SpacePolice: Part of Brandt Gate's aesthetic is futuristic warriors who resemble contemporary emergency services, with their headline unit even wielding giant handcuffs. In story terms, they regulate traffic entering Cray from space and other dimensions, by force if necessary.




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Uniquely, Stoicheia was formed from the merger of two Nations rather than the political reform of a single one, with Zoo and Magallanica both uniting under the teachings of the Great Sage Stoicheia. This combination resulted in a nation that venerates knowledge and enjoys the bounties of nature, with the world's greatest minds under their banner and the military might of the former Aqua Force and Granblue at their command. Due to the abundance of its natural resources and the unity of its people, Stoicheia has seen its national power increase vastly of late.

!!Nation Tropes:
* Egopolis: A subversion, as the nation ''was'' named after the Great Sage, but only in honor of her after her death.
* FantasyCounterpartCulture: Thus far, to Ancient Greece, a nation rich in both land and sea with a strong philosophical tradition.




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A nation carried on the back of a flying whale, not much else is yet known about the mysterious Lyrical Monasterio, though it appears to be descended from the Bermuda Triangle Clan of old.

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[[foldercontrol]]



[[foldercontrol]]
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Characters appearing in the overDress era of the CollectibleCardGame of ''Anime/CardfightVanguard'', set on an Earth-like planet known as Cray.

3000 years after the events that led to the destruction of Gyze and the seemingly eternal slumber of Messiah, Cray's political landscape has greatly changed as a result of the '[[HaveYouSeenMyGod Deity-less]] era' ravaged by catastrophes. Without the power of imagination, Cray was defenceless in the face of disaster, leading to great upheaval as its people struggled to survive with the ability to Stride lost to them. The Clans that Cray's people once organized into have been erased by three millennia of change, with the six Nations standing in their place. Even those Nations largely differ from those of the past, only Dragon Empire remaining unchanged due to its military might.

[[folder: Dragon Empire]]
The only nation to retain its name, Dragon Empire's borders are in constant flux, but its military might ensures that it remains safe and affluent regardless. At the Red Dawn Manor at the Empire's heart, a legendary dragon egg is tended by priestesses.

!!Nation Tropes:
* TheEmpire: In the name, and the lack of change apparent in the Empire suggests that the Dragon Emperor is likely still its ruler.

[[/folder]]

[[folder: Dark States]]
Once the chaotic Dark Zone, Dark States is a magical nation dominated by dark forces. In the past it was fractured owing to the rival demon lords who warred with each other for dominion, but a certain hero was entrusted with the fading power of the Zodiac Time Beasts and together with Gear Chronicle saw the land united at last. That hero foresaw the need for cooperation with the Dragon Empire, and between the laws brought by Gear Chronicle and a beneficial partnership with the Empire the Dark States have since entered a period of prosperity.

!!Nation Tropes:
* CastingAShadow: The land of the Dark States has been aligned towards the darkness since the very dawn of Cray.
* DarkIsNotEvil: Despite its alignment with darkness, the Dark States are generally speaking one of the more stable and unified nations, even having the only noted positive relationship with another Nation via their cooperation with Dragon Empire.

[[/folder]]

[[folder: Keter Sanctuary]]
Once the United Sanctuary, the royal line was extinguished soon into the Deity-less era, leaving the nation divided in a fierce civil war. Due to the loss of divine blessings, the Sanctuary was left desolate, with the survivors using the Keter Engine device to create a floating island dubbed the Keter Gear. Isolating themselves from other Nations and founding the Keter Sanctuary, the Celestial People of the Keter Gear looked down upon those below, who in turn look up at the island.

!!Nation Tropes:
* FloatingContinent: The Keter Gear island.
* LightIsNotGood: Once the beacon of order and justice to the world and firmly aligned with light, United Sanctuary's descendants are organised into an isolationist, highly stratified society that's outright referred to as a dictatorship.
* TookALevelInCynic: Of all the nations, Keter Sanctuary's changes from its parent are perhaps the most depressing, going from the idealistic and heroic nation that espoused freedom to the world to an isolationist dictatorship as a result of the numerous disasters it suffered in the Deity-less era.
* UrbanSegregation: A particularly extreme example where the higher classes live entirely off the ground on the Keter Gear.

[[/folder]]

[[folder: Brandt Gate]]

[[/folder]]

[[folder: Stoicheia]]

[[/folder]]

[[folder: Lyrical Monasterio]]

[[/folder]]

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