
The only boost she gets is the +1,000 continuously, making 20,000+ attacks very rare. Unlike the first two, it is incredibly hard to make her a relevant center column. While these two skills do seem useful, Mistress Hurricane is flawed a bit more than the first two bosses. As opposed to Luquier and Sarah, this allows Mistress Hurricane to be an 11,000 power vanguard, which gives you extra defense. In addition to this, Mistress Hurricane gains an extra +1,000 during either player's turn if you have eight or more Pale Moon units in your soul. This skill allows you to immediately get compensation for spending a card on your grade 3 ride. When you ride Mistress Hurricane, you can counter blast two to call any Pale Moon from your soul to a rear guard circle. She is still a very solid boss for Pale Moon however.Īfter these two is the more recent (at least in the english game) Mistress Hurricane. The problem with Sarah is that this is all she really does, and outside of gaining extra "triggers", she's just a decent attacker. Being able to attack again with cards like Nightmare Doll, Alice can also put a lot of pressure on your opponent. This skill is useful as it turns every other grade 3 in your deck into pseudo stand triggers which makes them not as useless. What this essentially means is that you can choose a grade 3 that has rested this turn, send it to the soul and call it or anything else back, ready for another attack. When you drive check a grade 3 Pale Moon unit, you can send a grade 3 Pale Moon rear guard to the soul to call a Pale Moon unit from your soul. Her other skill however is akin to Dragon Monk, Goku. This allows her attacks to easily reach 20,000+ with standard boosters. To start, when she is boosted by another Pale Moon as a vanguard, she gains 3,000 power during that battle. The next grade 3 is Sword Magician, Sarah. There are a lot of other units that can power up Luquier too, but I'll also cover those later in the article. This means if you use her limit break, she gains 12,000 power from the four units called. Whenever a unit is called from your soul to the rear guard, Luquier gains +3,000 power until the end of the turn.

There are ways to achieve the limit break easily, and I'll go over them as cards are introduced. You can ride a grade 3, then ride Luquier over it which isn't bad, but playing a grade 0 without Pioneer so it can stay in the soul can hurt your early game. But there's still the matter of getting a grade 0 and a grade 3 in the soul. Riding is the best method of achieving this, as you ride your grade 1 and grade 2 normally and you can just call them out later. Pale Moon essentially have three methods of doing this, which are through riding, random soul charging, and specific soul charging. The first problem is getting the four units into the soul. For the cost of three counter blast you gain four cards, but this skill comes with a few downsides. At first look this skill seems absolutely amazing. 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. Silver Thorn Dragon, Luquier is the first grade 3 and my boss of choice. 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. This article, albeit a long read, will cover all of the cards that I feel are relevant when building Pale Moon. 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. 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.


In this article I want to go over one of my favorite clans in the game, Pale Moon.

Hello, and welcome to my first article for ARG's Cardfight Vanguard article contest.
