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* Nubatama would have been worth a complete ban... had the clan been given more than four cards. The clan's entire premise is based around forcing the opponent to discard if they have more cards than you do. The only problem is that the hand is the primary source of defence. If this clan had ever been completed, it would have been more difficult to deal with than Barcgal-powered Soul Saver Dragon.

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* Nubatama would have been worth a complete ban... had the clan been given more than four cards. The clan's entire premise is based around forcing the opponent to discard if they have more cards than you do. The only problem is that the hand is the primary source of defence.defense. If this clan had ever been completed, it would have been more difficult to deal with than Barcgal-powered Soul Saver Dragon.


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** They do have another critical trigger, however it is only given out as a promo card and thus difficult to obtain.


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**** It should also be noted that [[http://cardfight.wikia.com/wiki/Mecha_Trainer Mecha Trainer]] does the exact same thing as Conroe except he is used with the Spike Brothers clan. The only reason why Mecha Trainer has not seen a ban or a restriction at all is simply because the Spike Brothers clan simply does not have the wide and versatile Grade 0 or 1 pool that the Kagero clan has. In other words, Conroe is banned and Mecha Trainer is not simply because the Kagero clan is better.
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* [[http://cardfight.wikia.com/wiki/Cat_Butler Cat Butler]] has been restricted to two in Japan due to its interactions with Legion vanguards such as [[http://cardfight.wikia.com/wiki/Ultimate_Raizer_Mega_Flare Mega Flare]].

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* [[http://cardfight.wikia.com/wiki/Cat_Butler Cat Butler]] has been restricted to two in Japan due to its interactions with Legion vanguards such as [[http://cardfight.wikia.com/wiki/Ultimate_Raizer_Mega_Flare Mega Flare]].Flare]].
*The Thing Saver "Abyss" deck. A variant of Royal Paladin decks centered around [[http://cardfight.wikia.com/wiki/Seeker,_Sing_Saver_Dragon Seeker, Thing Saver Dragon]] that used the Shadow Paladin legion unit [[http://cardfight.wikia.com/wiki/Revenger,_Phantom_Blaster_%22Abyss%22 Phantom Blaster "Abyss"]] to build up soul, so that Thing Saver's skill could be used twice per turn. It consistenly topped tournaments, causing Bushiroad to put a term to the deck's existence by changing the rule that allowed Royal Paladin players to have up to 10 Shadow Paladin cards in their deck to a new one that allows them to have up to four "Blaster Dark" in their decks.
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Moar info on Nubatama.


** As of Booster Set 13: Catastrophic Outbreak, it is now possible to have a mono-clan Nubatama deck. However, they now have support that has been slightly toned down from their original strategy, and only have one of each type of trigger.

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** As of Booster Set 13: Catastrophic Outbreak, it is now possible to have a mono-clan Nubatama deck. However, they now have support that has been slightly toned down from their original strategy, going from outright discarding to binding with the potential for card loss, and currently only have one of each type of trigger.
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Pointing out moar info on why Nouvelle Vauge is a big deal.

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***Note that Nouvelle Vauge is the ''only'' legal Grade 4 card in existence, and [[http://cardfight.wikia.com/wiki/Epitome_of_Knowledge,_Silvest only one other]] has been printed - and it can be argued that Nouvelle Vauge is highly superior.
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*** It has finally been unrestricted.



** Conroe eventually joined Barcgal as one of the only Grade 0s banned for use as a starting Vanguard. The tipping point was the rise of [[http://cardfight.wikia.com/wiki/Transcendence_Dragon,_Dragonic_Nouvelle_Vague Dragonic Nouvelle Vague]] decks that would circumvent the deck's inherent Grade imbalance by using Conroe to search for [[http://cardfight.wikia.com/wiki/Nouvelleroman_Dragon Nouvelleroman Dragon]], a card that would essentially turn all of your Grade 4s into Grade 3s.

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** Conroe eventually joined Barcgal as one of the only Grade 0s banned for use as a starting Vanguard. The tipping point was the rise of [[http://cardfight.wikia.com/wiki/Transcendence_Dragon,_Dragonic_Nouvelle_Vague Dragonic Nouvelle Vague]] decks that would circumvent the deck's inherent Grade imbalance by using Conroe to search for [[http://cardfight.wikia.com/wiki/Nouvelleroman_Dragon Nouvelleroman Dragon]], a card that would essentially turn all of your Grade 4s into Grade 3s.3s.
* [[http://cardfight.wikia.com/wiki/Cat_Butler Cat Butler]] has been restricted to two in Japan due to its interactions with Legion vanguards such as [[http://cardfight.wikia.com/wiki/Ultimate_Raizer_Mega_Flare Mega Flare]].
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pulling to discussion page


** Conroe eventually joined Barcgal as one of the only Grade 0s banned for use as a starting Vanguard. The tipping point was the rise of [[http://cardfight.wikia.com/wiki/Transcendence_Dragon,_Dragonic_Nouvelle_Vague Dragonic Nouvelle Vague]] decks that would circumvent the deck's inherent Grade imbalance by using Conroe to search for [[http://cardfight.wikia.com/wiki/Nouvelleroman_Dragon Nouvelleroman Dragon]], a card that would essentially turn all of your Grade 4s into Grade 3s.
* Link Jokers get a lot of hate, due to having the best combined abilities of both Kagero (controlling the opponent's field) and Royal Paladins (powering up your units). However, this card takes the cake: [[http://cardfight.wikia.com/wiki/Star-vader,_Infinite_Zero_Dragon Star-Vader, Infinite Zero Dragon]] due to the fact that it can make cards that are average at best become horribly terrifying with no cost at all has caused some serious issues at tournaments and an outcry by many to see the card restricted or banned.

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** Conroe eventually joined Barcgal as one of the only Grade 0s banned for use as a starting Vanguard. The tipping point was the rise of [[http://cardfight.wikia.com/wiki/Transcendence_Dragon,_Dragonic_Nouvelle_Vague Dragonic Nouvelle Vague]] decks that would circumvent the deck's inherent Grade imbalance by using Conroe to search for [[http://cardfight.wikia.com/wiki/Nouvelleroman_Dragon Nouvelleroman Dragon]], a card that would essentially turn all of your Grade 4s into Grade 3s.
* Link Jokers get a lot of hate, due to having the best combined abilities of both Kagero (controlling the opponent's field) and Royal Paladins (powering up your units). However, this card takes the cake: [[http://cardfight.wikia.com/wiki/Star-vader,_Infinite_Zero_Dragon Star-Vader, Infinite Zero Dragon]] due to the fact that it can make cards that are average at best become horribly terrifying with no cost at all has caused some serious issues at tournaments and an outcry by many to see the card restricted or banned.
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* Link Jokers get a lot of hate, due to having the best combined abilities of both Kagero (controlling the opponent's field) and Royal Paladins (powering up your units). However, two cards in specific take the cake: [[http://cardfight.wikia.com/wiki/Star-vader,_Infinite_Zero_Dragon Star-Vader, Infinite Zero Dragon]] and [[http://cardfight.wikia.com/wiki/Star-vader,_Nebula_Lord_Dragon Star-Vader, Nebula Lord Dragon]]. To understand why these two cards are drawing a lot of ire from players, you have to understand the mechanic behind them, that is, Locking. Unlike Binding, which only lasts for a turn, and Retiring, which gets rid of a rear-guard unit, Locking turns the card face down and makes it unable to do anything until the end of the owner's turn. Which means, no retiring, no intercepting, no boosting, nothing, the cards are just clogging space. Infinite Zero, when another Link Joker rides on top of it, locks a front and back-row rear guard and gives whatever rode it an additional 10,000 power for no cost. Combined with Nebula Lord's ability to lock additional rear-guards, up to two more in one turn, plus the following three cards [[http://cardfight.wikia.com/wiki/Demon_Claw_Star-vader,_Lanthanum Demon Claw Star-Vader, Lanthanum]], [[http://cardfight.wikia.com/wiki/Furious_Claw_Star-vader,_Niobium Furious Claw Star-Vader, Niobium]] and [[http://cardfight.wikia.com/wiki/Schrodinger%27s_Lion Schrodinger's Lion]], whomever is facing the Link Joker player is likely facing down three attacks of well over 35,000 power each, easily. (Nebula Lord gives +12000, Lanthanum gets +8000, as well as Niobium and Schrodinger's Lion is already 12000 before the boosts) Even if you somehow survive the attacks, you're left with a field that is essentially worthless due to the fact that the Lock does NOT end until YOUR turn ends, so, in effect, your cards are Locked for two turns.

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* Link Jokers get a lot of hate, due to having the best combined abilities of both Kagero (controlling the opponent's field) and Royal Paladins (powering up your units). However, two cards in specific take this card takes the cake: [[http://cardfight.wikia.com/wiki/Star-vader,_Infinite_Zero_Dragon Star-Vader, Infinite Zero Dragon]] and [[http://cardfight.wikia.com/wiki/Star-vader,_Nebula_Lord_Dragon Star-Vader, Nebula Lord Dragon]]. To understand why these two cards are drawing a lot of ire from players, you have to understand the mechanic behind them, that is, Locking. Unlike Binding, which only lasts for a turn, and Retiring, which gets rid of a rear-guard unit, Locking turns the card face down and makes it unable to do anything until the end of the owner's turn. Which means, no retiring, no intercepting, no boosting, nothing, the cards are just clogging space. Infinite Zero, when another Link Joker rides on top of it, locks a front and back-row rear guard and gives whatever rode it an additional 10,000 power for no cost. Combined with Nebula Lord's ability to lock additional rear-guards, up to two more in one turn, plus the following three cards [[http://cardfight.wikia.com/wiki/Demon_Claw_Star-vader,_Lanthanum Demon Claw Star-Vader, Lanthanum]], [[http://cardfight.wikia.com/wiki/Furious_Claw_Star-vader,_Niobium Furious Claw Star-Vader, Niobium]] and [[http://cardfight.wikia.com/wiki/Schrodinger%27s_Lion Schrodinger's Lion]], whomever is facing the Link Joker player is likely facing down three attacks of well over 35,000 power each, easily. (Nebula Lord gives +12000, Lanthanum gets +8000, as well as Niobium and Schrodinger's Lion is already 12000 before the boosts) Even if you somehow survive the attacks, you're left with a field that is essentially worthless due to the fact that the Lock does NOT end until YOUR turn ends, so, in effect, your it can make cards that are Locked for two turns.average at best become horribly terrifying with no cost at all has caused some serious issues at tournaments and an outcry by many to see the card restricted or banned.
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* Link Jokers get a lot of hate, due to having the best combined abilities of both Kagero (controlling the opponent's field) and Royal Paladins (powering up your units). However, two cards in specific take the cake: [[http://cardfight.wikia.com/wiki/Star-vader,_Infinite_Zero_Dragon Star-Vader, Infinite Zero Dragon]] and [[http://cardfight.wikia.com/wiki/Star-vader,_Nebula_Lord_Dragon Star-Vader, Nebula Lord Dragon]]. To understand why these two cards are drawing a lot of ire from players, you have to understand the mechanic behind them, that is, Locking. Unlike Binding, which only lasts for a turn, and Retiring, which gets rid of a rear-guard unit, Locking turns the card face down and makes it unable to do anything until the end of the owner's turn. Which means, no retiring, no intercepting, no boosting, nothing, the cards are just clogging space. Infinite Zero, when another Link Joker rides on top of it, locks a front and back-row rear guard and gives whatever rode it an additional 10,000 power for no cost. Combined with Nebula Lord's ability to lock additional rear-guards, up to two more in one turn, plus the following three cards [[http://cardfight.wikia.com/wiki/Demon_Claw_Star-vader,_Lanthanum Demon Claw Star-Vader, Lanthanum]], [[http://cardfight.wikia.com/wiki/Furious_Claw_Star-vader,_Niobium Furious Claw Star-Vader, Niobium]] and [[http://cardfight.wikia.com/wiki/Schrodinger%27s_Lion Schrodinger's Lion]], whomever is facing the Link Joker player is likely facing down three attacks of well over 35,000 power each, easily. (Nebula Lord gives +12000, Lanthanum gets +8000, as well as Niobium and Schrodinger's Lion is already 12000 before the boosts) Even if you somehow survive the attacks, you're left with a field that is essentially worthless.

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* Link Jokers get a lot of hate, due to having the best combined abilities of both Kagero (controlling the opponent's field) and Royal Paladins (powering up your units). However, two cards in specific take the cake: [[http://cardfight.wikia.com/wiki/Star-vader,_Infinite_Zero_Dragon Star-Vader, Infinite Zero Dragon]] and [[http://cardfight.wikia.com/wiki/Star-vader,_Nebula_Lord_Dragon Star-Vader, Nebula Lord Dragon]]. To understand why these two cards are drawing a lot of ire from players, you have to understand the mechanic behind them, that is, Locking. Unlike Binding, which only lasts for a turn, and Retiring, which gets rid of a rear-guard unit, Locking turns the card face down and makes it unable to do anything until the end of the owner's turn. Which means, no retiring, no intercepting, no boosting, nothing, the cards are just clogging space. Infinite Zero, when another Link Joker rides on top of it, locks a front and back-row rear guard and gives whatever rode it an additional 10,000 power for no cost. Combined with Nebula Lord's ability to lock additional rear-guards, up to two more in one turn, plus the following three cards [[http://cardfight.wikia.com/wiki/Demon_Claw_Star-vader,_Lanthanum Demon Claw Star-Vader, Lanthanum]], [[http://cardfight.wikia.com/wiki/Furious_Claw_Star-vader,_Niobium Furious Claw Star-Vader, Niobium]] and [[http://cardfight.wikia.com/wiki/Schrodinger%27s_Lion Schrodinger's Lion]], whomever is facing the Link Joker player is likely facing down three attacks of well over 35,000 power each, easily. (Nebula Lord gives +12000, Lanthanum gets +8000, as well as Niobium and Schrodinger's Lion is already 12000 before the boosts) Even if you somehow survive the attacks, you're left with a field that is essentially worthless.worthless due to the fact that the Lock does NOT end until YOUR turn ends, so, in effect, your cards are Locked for two turns.
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** Conroe eventually joined Barcgal as one of the only Grade 0s banned for use as a starting Vanguard. The tipping point was the rise of [[http://cardfight.wikia.com/wiki/Transcendence_Dragon,_Dragonic_Nouvelle_Vague Dragonic Nouvelle Vague]] decks that would circumvent the deck's inherent Grade imbalance by using Conroe to search for [[http://cardfight.wikia.com/wiki/Nouvelleroman_Dragon Nouvelleroman Dragon]], a card that would essentially turn all of your Grade 4s into Grade 3s.

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** Conroe eventually joined Barcgal as one of the only Grade 0s banned for use as a starting Vanguard. The tipping point was the rise of [[http://cardfight.wikia.com/wiki/Transcendence_Dragon,_Dragonic_Nouvelle_Vague Dragonic Nouvelle Vague]] decks that would circumvent the deck's inherent Grade imbalance by using Conroe to search for [[http://cardfight.wikia.com/wiki/Nouvelleroman_Dragon Nouvelleroman Dragon]], a card that would essentially turn all of your Grade 4s into Grade 3s.3s.
* Link Jokers get a lot of hate, due to having the best combined abilities of both Kagero (controlling the opponent's field) and Royal Paladins (powering up your units). However, two cards in specific take the cake: [[http://cardfight.wikia.com/wiki/Star-vader,_Infinite_Zero_Dragon Star-Vader, Infinite Zero Dragon]] and [[http://cardfight.wikia.com/wiki/Star-vader,_Nebula_Lord_Dragon Star-Vader, Nebula Lord Dragon]]. To understand why these two cards are drawing a lot of ire from players, you have to understand the mechanic behind them, that is, Locking. Unlike Binding, which only lasts for a turn, and Retiring, which gets rid of a rear-guard unit, Locking turns the card face down and makes it unable to do anything until the end of the owner's turn. Which means, no retiring, no intercepting, no boosting, nothing, the cards are just clogging space. Infinite Zero, when another Link Joker rides on top of it, locks a front and back-row rear guard and gives whatever rode it an additional 10,000 power for no cost. Combined with Nebula Lord's ability to lock additional rear-guards, up to two more in one turn, plus the following three cards [[http://cardfight.wikia.com/wiki/Demon_Claw_Star-vader,_Lanthanum Demon Claw Star-Vader, Lanthanum]], [[http://cardfight.wikia.com/wiki/Furious_Claw_Star-vader,_Niobium Furious Claw Star-Vader, Niobium]] and [[http://cardfight.wikia.com/wiki/Schrodinger%27s_Lion Schrodinger's Lion]], whomever is facing the Link Joker player is likely facing down three attacks of well over 35,000 power each, easily. (Nebula Lord gives +12000, Lanthanum gets +8000, as well as Niobium and Schrodinger's Lion is already 12000 before the boosts) Even if you somehow survive the attacks, you're left with a field that is essentially worthless.
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* [[http://cardfight.wikia.com/wiki/Lizard_Soldier,_Conroe Lizard Soldier, Conroe]], widely regarded as the best starting Vanguard that the Kagero clan has ever received. The ability to add any Grade 0 or 1 to the player's hand at any time proved to be ridiculously versatile, ''especially'' after the metagame evolved to favour Perfect Defence cards (which are Grade 1s). The effect was good enough to make every other starting Vanguard, even those dedicated to supporting specific archetypes, obsolete.

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* [[http://cardfight.wikia.com/wiki/Lizard_Soldier,_Conroe Lizard Soldier, Conroe]], widely regarded as the best starting Vanguard that the Kagero clan has ever received. The ability to add any Grade 0 or 1 to the player's hand at any time proved to be ridiculously versatile, ''especially'' after the metagame evolved to favour Perfect Defence cards (which are Grade 1s). The effect was good enough to make every other starting Vanguard, even those dedicated to supporting specific archetypes, obsolete.sub-optimal.
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** Conroe eventually joined Barcgal as one of the only Grade 0s banned for use as a starting Vanguard. The tipping point was the rise of [[http://cardfight.wikia.com/wiki/Transcendence_Dragon,_Dragonic_Nouvelle_Vague Dragonic Nouvelle Vague]] decks that would circumvent the deck's inherent Grade imbalance by using Conroe to search for [[http://cardfight.wikia.com/wiki/Nouvelleroman_Dragon Nouvelleroman Dragon]], a card that would essentially turn all of your Grade 4s into Grade 3s and avoid grade-lock.

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** Conroe eventually joined Barcgal as one of the only Grade 0s banned for use as a starting Vanguard. The tipping point was the rise of [[http://cardfight.wikia.com/wiki/Transcendence_Dragon,_Dragonic_Nouvelle_Vague Dragonic Nouvelle Vague]] decks that would circumvent the deck's inherent Grade imbalance by using Conroe to search for [[http://cardfight.wikia.com/wiki/Nouvelleroman_Dragon Nouvelleroman Dragon]], a card that would essentially turn all of your Grade 4s into Grade 3s and avoid grade-lock.3s.

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* [[http://cardfight.wikia.com/wiki/Lizard_Soldier,_Conroe Lizard Soldier, Conroe]], widely regarded as the best First Vanguard that the Kagero clan has ever received. The ability to add any Grade 0 or 1 to the player's hand at any time proved to be ridiculously versatile, ''especially'' after the metagame evolved to favour Perfect Defence cards (which are Grade 1s). The effect was good enough to make every other First Vanguard, even those dedicated to supporting specific archetypes, obsolete.

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* [[http://cardfight.wikia.com/wiki/Lizard_Soldier,_Conroe Lizard Soldier, Conroe]], widely regarded as the best First starting Vanguard that the Kagero clan has ever received. The ability to add any Grade 0 or 1 to the player's hand at any time proved to be ridiculously versatile, ''especially'' after the metagame evolved to favour Perfect Defence cards (which are Grade 1s). The effect was good enough to make every other First starting Vanguard, even those dedicated to supporting specific archetypes, obsolete.obsolete.
** Conroe eventually joined Barcgal as one of the only Grade 0s banned for use as a starting Vanguard. The tipping point was the rise of [[http://cardfight.wikia.com/wiki/Transcendence_Dragon,_Dragonic_Nouvelle_Vague Dragonic Nouvelle Vague]] decks that would circumvent the deck's inherent Grade imbalance by using Conroe to search for [[http://cardfight.wikia.com/wiki/Nouvelleroman_Dragon Nouvelleroman Dragon]], a card that would essentially turn all of your Grade 4s into Grade 3s and avoid grade-lock.
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** And now, he's back to being unlimited.

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** And now, he's back to being unlimited.unlimited.
* [[http://cardfight.wikia.com/wiki/Lizard_Soldier,_Conroe Lizard Soldier, Conroe]], widely regarded as the best First Vanguard that the Kagero clan has ever received. The ability to add any Grade 0 or 1 to the player's hand at any time proved to be ridiculously versatile, ''especially'' after the metagame evolved to favour Perfect Defence cards (which are Grade 1s). The effect was good enough to make every other First Vanguard, even those dedicated to supporting specific archetypes, obsolete.
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* Hot on The End's heels was [[http://cardfight.wikia.com/wiki/Majesty_Lord_Blaster Majesty Lord Blaster]]. Like The End, it could also force the opponent to defend every turn by having 2 Critical ''permanently'' simply by sacrificing two units, both of which could be easily searched from as early as Turn 3. Add onto the deck's capacity to retire important units with one of those pieces and you had a deck that could gain advantage ridiculously quickly. Like The End, it was soon restricted after a year, but unlike The End, it has still not yet been totally unlimited, with only two copies of it allowed in a Japanese deck.

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* Hot on The End's heels was [[http://cardfight.wikia.com/wiki/Majesty_Lord_Blaster Majesty Lord Blaster]]. Like The End, it could also force the opponent to defend every turn by having 2 Critical ''permanently'' simply by sacrificing two units, both of which could be easily searched from as early as Turn 3. Add onto the deck's capacity to retire important units with one of those pieces and you had a deck that could gain advantage ridiculously quickly. Like The End, it was soon restricted after a year, but unlike The End, it has still not yet been totally unlimited, with only two copies of it allowed in a Japanese deck.deck.
** And now, he's back to being unlimited.
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** As of Booster Set 13: Catastrophic Outbreak, it is now possible to have a mono-clan Nubatama deck. However, they now have support that has been slightly toned down from their original strategy, and only have one of each type of trigger.



* Before Dragonic Descendant, there was the infamous [[http://cardfight.wikia.com/wiki/Dragonic_Overlord_the_End Dragonic Overlord The End]], which was the undisputed king of the Japanese meta ''for a year''. Its self-standing Persona Blast allowed for two Twin Drives if the first attack hit, practically forcing the opponent to guard every single attack from The End. With a power of 13k (when crossridden) it was a powerful defensive Vanguard, and was backed up by a clan that could snipe any Rearguards who posed a threat. The End was finally stopped when it was put onto the Restricted list, and only came off in a (failed) attempt to wrest control away from Draconic Descendant.

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* Before Dragonic Descendant, there was the infamous [[http://cardfight.wikia.com/wiki/Dragonic_Overlord_the_End Dragonic Overlord The End]], which was the undisputed king of the Japanese meta ''for a year''. Its self-standing Persona Blast allowed for two Twin Drives if the first attack hit, practically forcing the opponent to guard every single attack from The End. With a power of 13k (when crossridden) it was a powerful defensive Vanguard, and was backed up by a clan that could snipe any Rearguards who posed a threat. The End was finally stopped when it was put onto the Restricted list, and only came off in a (failed) attempt to wrest control away from Draconic Descendant.Descendant.
* Hot on The End's heels was [[http://cardfight.wikia.com/wiki/Majesty_Lord_Blaster Majesty Lord Blaster]]. Like The End, it could also force the opponent to defend every turn by having 2 Critical ''permanently'' simply by sacrificing two units, both of which could be easily searched from as early as Turn 3. Add onto the deck's capacity to retire important units with one of those pieces and you had a deck that could gain advantage ridiculously quickly. Like The End, it was soon restricted after a year, but unlike The End, it has still not yet been totally unlimited, with only two copies of it allowed in a Japanese deck.

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* Nubatama would have been worth a complete ban... had the clan been given more than four cards. The clan's entire premise is based around forcing the opponent to discard while they have less cards in their hand. The only problem is that the hand is the primary source of defense. If this clan had ever been completed, it would have been more difficult to deal with than Barcgal-powered Soul Saver Dragon.

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* Nubatama would have been worth a complete ban... had the clan been given more than four cards. The clan's entire premise is based around forcing the opponent to discard while if they have less more cards in their hand. than you do. The only problem is that the hand is the primary source of defense.defence. If this clan had ever been completed, it would have been more difficult to deal with than Barcgal-powered Soul Saver Dragon.



* Before Dragonic Descendant, we had the infamy that is [[http://cardfight.wikia.com/wiki/Dragonic_Overlord_the_End Dragonic Overlord The End]]. This deck was infamous primarily because it was the undisputed king of the Japanese meta ''for a year'' before getting reduced to two per deck by the restricted list. Essentially the problem is that The End combined several things which were frankly questionable, firstly its 13k Crossride defense when Ridden over the original Dragonic Overlord meant that at the time, short of the Blaster decks released in the same set, very few decks could create the 18000 Power rear-guard lanes necessary to force more than a 5000 Shield guard from The End. Secondly was that it came from the Clan whose mechanic was ''retiring rear-guards'', so even if an 18000 Power rear-guard line was formed, either the booster or attacker could quickly be sniped off the field by a handy [[http://cardfight.wikia.com/wiki/Berserk_Dragon Berserk Dragon]] or [[http://cardfight.wikia.com/wiki/Demonic_Dragon_Mage%2C_Kimnara Demonic Dragon Mage, Kimnara]]. Thirdly was the deck's starter Vanguard, [[http://cardfight.wikia.com/wiki/Lizard_Soldier%2C_Conroe Lizard Soldier, Conroe]], a card so good it's widely agreed that only the aforementioned Barcgal is better. Conroe allows you to tutor ''any'' Grade 1 or lower Kagero card from your deck, which practically guarantees you anything you need once a game, in fact part of the solution was to put both Conroe and The End on the restricted list, forcing you to choose between Conroe's tutoring or the fourth reason for the End's GameBreaker status: Its Persona Blast. This skill lets you, when The End hits ''anything'' (as a note, normally this sort of skill needs you to hit the opposing Vanguard), you can Counterblast 2 and discard another copy of The End to stand it, allowing it to attack ''again'' with a second Twin Drive. This results overall in a +1 in advantage (rare in itself, even the aforementioned Descendant is technically a -1), except that your opponent will have to put down ''at least'' one card to stop The End's second attack. The Persona Blast is also a GameBreaker factor in that it forces your opponent to be ProperlyParanoid and guard every single one of The End's attacks if you have at least two Damage face-up, simply because even if they know for a fact you don't have another The End in your hand to discard, due to the skill's timing, if you Drive Check another The End, you can use the Persona Blast. This resulted in the terrifying deck which ruled the meta in Japan for a year before Bushiroad finally restricted it (probably due to The End's dominance completely killing sales of Sets 6-8 in Japan, as the new cards in them were seen as not competing with The End and its fellows). And even then, the same list which restricted Descendant completely unrestricted The End. It's widely believed the only reason that The End hasn't outright reclaimed its throne is the vast amount of PowerCreep which has set in from Set 10 onwards.
** In fact, The End is so devastating that Kagero's Break Ride unit, [[http://cardfight.wikia.com/wiki/Dauntless_Drive_Dragon Dauntless Drive Dragon]], had its skill revised likely so that it's harder to combo it with The End.

to:

* Before Dragonic Descendant, we had there was the infamy that is infamous [[http://cardfight.wikia.com/wiki/Dragonic_Overlord_the_End Dragonic Overlord The End]]. This deck was infamous primarily because it End]], which was the undisputed king of the Japanese meta ''for a year'' before getting reduced to two per deck by the restricted list. Essentially the problem is that The End combined several things which were frankly questionable, firstly its 13k Crossride defense when Ridden over the original Dragonic Overlord meant that at the time, short of the Blaster decks released in the same set, very few decks could create the 18000 Power rear-guard lanes necessary to force more than a 5000 Shield guard from The End. Secondly was that it came from the Clan whose mechanic was ''retiring rear-guards'', so even if an 18000 Power rear-guard line was formed, either the booster or attacker could quickly be sniped off the field by a handy [[http://cardfight.wikia.com/wiki/Berserk_Dragon Berserk Dragon]] or [[http://cardfight.wikia.com/wiki/Demonic_Dragon_Mage%2C_Kimnara Demonic Dragon Mage, Kimnara]]. Thirdly was the deck's starter Vanguard, [[http://cardfight.wikia.com/wiki/Lizard_Soldier%2C_Conroe Lizard Soldier, Conroe]], a card so good it's widely agreed that only the aforementioned Barcgal is better. Conroe allows you to tutor ''any'' Grade 1 or lower Kagero card from your deck, which practically guarantees you anything you need once a game, in fact part of the solution was to put both Conroe and The End on the restricted list, forcing you to choose between Conroe's tutoring or the fourth reason for the End's GameBreaker status: year''. Its Persona Blast. This skill lets you, when The End hits ''anything'' (as a note, normally this sort of skill needs you to hit the opposing Vanguard), you can Counterblast 2 and discard another copy of The End to stand it, allowing it to attack ''again'' with a second Twin Drive. This results overall in a +1 in advantage (rare in itself, even the aforementioned Descendant is technically a -1), except that your opponent will have to put down ''at least'' one card to stop The End's second attack. The self-standing Persona Blast is also a GameBreaker factor in that it forces your allowed for two Twin Drives if the first attack hit, practically forcing the opponent to be ProperlyParanoid and guard every single one of The End's attacks if you have at least two Damage face-up, simply because even if they know for a fact you don't have another The End in your hand to discard, due to the skill's timing, if you Drive Check another The End, you can use the Persona Blast. This resulted in the terrifying deck which ruled the meta in Japan for a year before Bushiroad finally restricted it (probably due to The End's dominance completely killing sales of Sets 6-8 in Japan, as the new cards in them were seen as not competing with The End and its fellows). And even then, the same list which restricted Descendant completely unrestricted attack from The End. It's widely believed the only reason With a power of 13k (when crossridden) it was a powerful defensive Vanguard, and was backed up by a clan that could snipe any Rearguards who posed a threat. The End hasn't outright reclaimed its throne is was finally stopped when it was put onto the vast amount of PowerCreep which has set Restricted list, and only came off in a (failed) attempt to wrest control away from Set 10 onwards.
** In fact, The End is so devastating that Kagero's Break Ride unit, [[http://cardfight.wikia.com/wiki/Dauntless_Drive_Dragon Dauntless Drive Dragon]], had its skill revised likely so that it's harder to combo it with The End.
Draconic Descendant.
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* Please Note: Cardfight!! Vanguard is a game that is generally more balanced when it comes to different decks. Any cards that make it onto here are here for a ''very'' good reason.



* Before Dragonic Descendant, we had the infamy that is [[http://cardfight.wikia.com/wiki/Dragonic_Overlord_the_End Dragonic Overlord The End]]. This deck was infamous primarily because it was the undisputed king of the Japanese meta ''for a year'' before getting reduced to two per deck by the restricted list. Essentially the problem is that The End combined several things which were frankly questionable, firstly its 13k Crossride defense when Ridden over the original Dragonic Overlord meant that at the time, short of the Blaster decks released in the same set, very few decks could create the 18000 Power rear-guard lanes necessary to force more than a 5000 Shield guard from The End. Secondly was that it came from the Clan whose mechanic was ''retiring rear-guards'', so even if an 18000 Power rear-guard line was formed, either the booster or attacker could quickly be sniped off the field by a handy [[http://cardfight.wikia.com/wiki/Berserk_Dragon Berserk Dragon]] or [[http://cardfight.wikia.com/wiki/Demonic_Dragon_Mage%2C_Kimnara Demonic Dragon Mage, Kimnara]]. Thirdly was the deck's starter Vanguard, [[http://cardfight.wikia.com/wiki/Lizard_Soldier%2C_Conroe Lizard Soldier, Conroe]], a card so good it's widely agreed that only the aforementioned Barcgal is better. Conroe allows you to tutor ''any'' Grade 1 or lower Kagero card from your deck, which practically guarantees you anything you need once a game, in fact part of the solution was to put both Conroe and The End on the restricted list, forcing you to choose between Conroe's tutoring or the fourth reason for the End's GameBreaker status: Its Persona Blast. This skill lets you, when The End hits ''anything'' (as a note, normally this sort of skill needs you to hit the opposing Vanguard), you can Counterblast 2 and discard another copy of The End to stand it, allowing it to attack ''again'' with a second Twin Drive. This results overall in a +1 in advantage (rare in itself, even the aforementioned Descendant is technically a -1), except that your opponent will have to put down ''at least'' one card to stop The End's second attack. The Persona Blast is also a GameBreaker factor in that it forces your opponent to be ProperlyParanoid and guard every single one of The End's attacks if you have at least two Damage face-up, simply because even if they know for a fact you don't have another The End in your hand to discard, due to the skill's timing, if you Drive Check another The End, you can use the Persona Blast. This resulted in the terrifying deck which ruled the meta in Japan for a year before Bushiroad finally restricted it (probably due to The End's dominance completely killing sales of Sets 6-8 in Japan, as the new cards in them were seen as not competing with The End and its fellows). And even then, the same list which restricted Descendant completely unrestricted The End. It's widely believed the only reason that The End hasn't outright reclaimed its throne is the vast amount of PowerCreep which has set in from Set 10 onwards.

to:

* Before Dragonic Descendant, we had the infamy that is [[http://cardfight.wikia.com/wiki/Dragonic_Overlord_the_End Dragonic Overlord The End]]. This deck was infamous primarily because it was the undisputed king of the Japanese meta ''for a year'' before getting reduced to two per deck by the restricted list. Essentially the problem is that The End combined several things which were frankly questionable, firstly its 13k Crossride defense when Ridden over the original Dragonic Overlord meant that at the time, short of the Blaster decks released in the same set, very few decks could create the 18000 Power rear-guard lanes necessary to force more than a 5000 Shield guard from The End. Secondly was that it came from the Clan whose mechanic was ''retiring rear-guards'', so even if an 18000 Power rear-guard line was formed, either the booster or attacker could quickly be sniped off the field by a handy [[http://cardfight.wikia.com/wiki/Berserk_Dragon Berserk Dragon]] or [[http://cardfight.wikia.com/wiki/Demonic_Dragon_Mage%2C_Kimnara Demonic Dragon Mage, Kimnara]]. Thirdly was the deck's starter Vanguard, [[http://cardfight.wikia.com/wiki/Lizard_Soldier%2C_Conroe Lizard Soldier, Conroe]], a card so good it's widely agreed that only the aforementioned Barcgal is better. Conroe allows you to tutor ''any'' Grade 1 or lower Kagero card from your deck, which practically guarantees you anything you need once a game, in fact part of the solution was to put both Conroe and The End on the restricted list, forcing you to choose between Conroe's tutoring or the fourth reason for the End's GameBreaker status: Its Persona Blast. This skill lets you, when The End hits ''anything'' (as a note, normally this sort of skill needs you to hit the opposing Vanguard), you can Counterblast 2 and discard another copy of The End to stand it, allowing it to attack ''again'' with a second Twin Drive. This results overall in a +1 in advantage (rare in itself, even the aforementioned Descendant is technically a -1), except that your opponent will have to put down ''at least'' one card to stop The End's second attack. The Persona Blast is also a GameBreaker factor in that it forces your opponent to be ProperlyParanoid and guard every single one of The End's attacks if you have at least two Damage face-up, simply because even if they know for a fact you don't have another The End in your hand to discard, due to the skill's timing, if you Drive Check another The End, you can use the Persona Blast. This resulted in the terrifying deck which ruled the meta in Japan for a year before Bushiroad finally restricted it (probably due to The End's dominance completely killing sales of Sets 6-8 in Japan, as the new cards in them were seen as not competing with The End and its fellows). And even then, the same list which restricted Descendant completely unrestricted The End. It's widely believed the only reason that The End hasn't outright reclaimed its throne is the vast amount of PowerCreep which has set in from Set 10 onwards.onwards.
** In fact, The End is so devastating that Kagero's Break Ride unit, [[http://cardfight.wikia.com/wiki/Dauntless_Drive_Dragon Dauntless Drive Dragon]], had its skill revised likely so that it's harder to combo it with The End.
Is there an issue? Send a MessageReason:
None


* Before Dragonic Descendant, we had the infamy that is [[http://cardfight.wikia.com/wiki/Dragonic_Overlord_the_End Dragonic Overlord The End]]. This deck was infamous primarily because it was the undisputed king of the Japanese meta ''for a year'' before getting reduced to two per deck by the restricted list. Essentially the problem is that The End combined several things which were frankly questionable, firstly its 13k Crossride defense when Ridden over the original Dragonic Overlord meant that at the time, short of the Blaster decks released in the same set, very few decks could create the 18000 Power rear-guard lanes necessary to force more than a 5000 Shield guard from The End. Secondly was that it came from the Clan whose mechanic was ''retiring rear-guards'', so even if an 18000 Power rear-guard line was formed, either the booster or attacker could quickly be sniped off the field by a handy [[http://cardfight.wikia.com/wiki/Berserk_Dragon Berserk Dragon]] or [[http://cardfight.wikia.com/wiki/Demonic_Dragon_Mage%2C_Kimnara Demonic Dragon Mage, Kimnara]]. Thirdly was the deck's starter Vanguard, [[http://cardfight.wikia.com/wiki/Lizard_Soldier%2C_Conroe Lizard Soldier, Conroe]], a card so good it's widely agreed that only the aforementioned Barcgal is better. Conroe allows you to tutor ''any'' Grade 1 or lower Kagero card from your deck, which practically guarantees you anything you need once a game, in fact part of the solution was to put both Conroe and The End on the restricted list, forcing you to choose between Conroe's tutoring or the fourth reason for the End's GameBreaker status: Its Persona Blast. This skill lets you, when The End hits ''anything'' (as a note, normally this sort of skill needs you to hit the opposing Vanguard), you can Counterblast 2 and discard another copy of The End to stand it, allowing it to attack ''again'' with a second Twin Drive. This results overall in a +1 in advantage (rare in itself, even the aforementioned Descendant is technically a -1), except that your opponent will have to put down ''at least'' one card to stop The End's second attack. The Persona Blast is also a GameBreaker factor in that it forces your opponent to be ProperlyParanoid and guard every single one of The End's attacks if you have at least two Damage face-up, simply because even if they know for a fact you don't have another The End in your hand to discard, due to the skill's timing, if you Drive Check another The End, you can use the Persona Blast. This resulted in the terrifying deck which ruled the meta in Japan for a year before Bushiroad finally restricted it (probably due to The End's dominance completely killing sales of Sets 6-8 in Japan, as the new cards in them were seen as not competing with The End and its fellows). And even then, the same list which restricted Descendant completely unrestricted The End. It's widely believed the only reason that The End hasn't outright reclaimed its throne is the vast amount of PowerCreepPowerSeep which has set in from Set 10 onwards.

to:

* Before Dragonic Descendant, we had the infamy that is [[http://cardfight.wikia.com/wiki/Dragonic_Overlord_the_End Dragonic Overlord The End]]. This deck was infamous primarily because it was the undisputed king of the Japanese meta ''for a year'' before getting reduced to two per deck by the restricted list. Essentially the problem is that The End combined several things which were frankly questionable, firstly its 13k Crossride defense when Ridden over the original Dragonic Overlord meant that at the time, short of the Blaster decks released in the same set, very few decks could create the 18000 Power rear-guard lanes necessary to force more than a 5000 Shield guard from The End. Secondly was that it came from the Clan whose mechanic was ''retiring rear-guards'', so even if an 18000 Power rear-guard line was formed, either the booster or attacker could quickly be sniped off the field by a handy [[http://cardfight.wikia.com/wiki/Berserk_Dragon Berserk Dragon]] or [[http://cardfight.wikia.com/wiki/Demonic_Dragon_Mage%2C_Kimnara Demonic Dragon Mage, Kimnara]]. Thirdly was the deck's starter Vanguard, [[http://cardfight.wikia.com/wiki/Lizard_Soldier%2C_Conroe Lizard Soldier, Conroe]], a card so good it's widely agreed that only the aforementioned Barcgal is better. Conroe allows you to tutor ''any'' Grade 1 or lower Kagero card from your deck, which practically guarantees you anything you need once a game, in fact part of the solution was to put both Conroe and The End on the restricted list, forcing you to choose between Conroe's tutoring or the fourth reason for the End's GameBreaker status: Its Persona Blast. This skill lets you, when The End hits ''anything'' (as a note, normally this sort of skill needs you to hit the opposing Vanguard), you can Counterblast 2 and discard another copy of The End to stand it, allowing it to attack ''again'' with a second Twin Drive. This results overall in a +1 in advantage (rare in itself, even the aforementioned Descendant is technically a -1), except that your opponent will have to put down ''at least'' one card to stop The End's second attack. The Persona Blast is also a GameBreaker factor in that it forces your opponent to be ProperlyParanoid and guard every single one of The End's attacks if you have at least two Damage face-up, simply because even if they know for a fact you don't have another The End in your hand to discard, due to the skill's timing, if you Drive Check another The End, you can use the Persona Blast. This resulted in the terrifying deck which ruled the meta in Japan for a year before Bushiroad finally restricted it (probably due to The End's dominance completely killing sales of Sets 6-8 in Japan, as the new cards in them were seen as not competing with The End and its fellows). And even then, the same list which restricted Descendant completely unrestricted The End. It's widely believed the only reason that The End hasn't outright reclaimed its throne is the vast amount of PowerCreepPowerSeep PowerCreep which has set in from Set 10 onwards.
Is there an issue? Send a MessageReason:
None


* Before Dragonic Descendant, we had the infamy that is [[http://cardfight.wikia.com/wiki/Dragonic_Overlord_the_End Dragonic Overlord The End]]. This deck was infamous primarily because it was the undisputed king of the Japanese meta ''for a year'' before getting reduced to two per deck by the restricted list. Essentially the problem is that The End combined several things which were frankly questionable, firstly its 13k Crossride defense when Ridden over the original Dragonic Overlord meant that at the time, short of the Blaster decks released in the same set, very few decks could create the 18000 Power rear-guard lanes necessary to force more than a 5000 Shield guard from The End. Secondly was that it came from the Clan whose mechanic was ''retiring rear-guards'', so even if an 18000 Power rear-guard line was formed, either the booster or attacker could quickly be sniped off the field by a handy [[http://cardfight.wikia.com/wiki/Berserk_Dragon Berserk Dragon]] or [[http://cardfight.wikia.com/wiki/Demonic_Dragon_Mage%2C_Kimnara Demonic Dragon Mage, Kimnara]]. Thirdly was the deck's starter Vanguard, [[http://cardfight.wikia.com/wiki/Lizard_Soldier%2C_Conroe Lizard Soldier, Conroe]], a card so good it's widely agreed that only the aforementioned Barcgal is better. Conroe allows you to tutor ''any'' Grade 1 or lower Kagero card from your deck, which practically guarantees you anything you need once a game, in fact part of the solution was to put both Conroe and The End on the restricted list, forcing you to choose between Conroe's tutoring or the fourth reason for the End's GameBreaker status: Its Persona Blast. This skill lets you, when The End hits ''anything'' (as a note, normally this sort of skill needs you to hit the opposing Vanguard), you can Counterblast 2 and discard another copy of The End to stand it, allowing it to attack ''again'' with a second Twin Drive. This results overall in a +1 in advantage (rare in itself, even the aforementioned Descendant is technically a -1), except that your opponent will have to put down ''at least'' one card to stop The End's second attack. The PErsona Blast is also a GameBreaker factor in that it forces your opponent to be ProperlyParanoid and guard every single one of The End's attacks if you have at least two Damage face-up, simply because even if they know for a fact you don't have another The End in your hand to discard, due to the skill's timing, if you Drive Check another The End, you can use the Persona Blast. This resulted in the terrifying deck which ruled the meta in Japan for a year before Bushiroad finally restricted it (probably due to The End's dominance completely killing sales of Sets 6-8 in Japan, as the new cards in them were seen as not competing with The End and its fellows). And even then, the same list which restricted Descendant completely unrestricted The End. It's widely believed the only reason that The End hasn't outright reclaimed its throne is the vast amount of PowerCreepPowerSeep which has set in from Set 10 onwards.

to:

* Before Dragonic Descendant, we had the infamy that is [[http://cardfight.wikia.com/wiki/Dragonic_Overlord_the_End Dragonic Overlord The End]]. This deck was infamous primarily because it was the undisputed king of the Japanese meta ''for a year'' before getting reduced to two per deck by the restricted list. Essentially the problem is that The End combined several things which were frankly questionable, firstly its 13k Crossride defense when Ridden over the original Dragonic Overlord meant that at the time, short of the Blaster decks released in the same set, very few decks could create the 18000 Power rear-guard lanes necessary to force more than a 5000 Shield guard from The End. Secondly was that it came from the Clan whose mechanic was ''retiring rear-guards'', so even if an 18000 Power rear-guard line was formed, either the booster or attacker could quickly be sniped off the field by a handy [[http://cardfight.wikia.com/wiki/Berserk_Dragon Berserk Dragon]] or [[http://cardfight.wikia.com/wiki/Demonic_Dragon_Mage%2C_Kimnara Demonic Dragon Mage, Kimnara]]. Thirdly was the deck's starter Vanguard, [[http://cardfight.wikia.com/wiki/Lizard_Soldier%2C_Conroe Lizard Soldier, Conroe]], a card so good it's widely agreed that only the aforementioned Barcgal is better. Conroe allows you to tutor ''any'' Grade 1 or lower Kagero card from your deck, which practically guarantees you anything you need once a game, in fact part of the solution was to put both Conroe and The End on the restricted list, forcing you to choose between Conroe's tutoring or the fourth reason for the End's GameBreaker status: Its Persona Blast. This skill lets you, when The End hits ''anything'' (as a note, normally this sort of skill needs you to hit the opposing Vanguard), you can Counterblast 2 and discard another copy of The End to stand it, allowing it to attack ''again'' with a second Twin Drive. This results overall in a +1 in advantage (rare in itself, even the aforementioned Descendant is technically a -1), except that your opponent will have to put down ''at least'' one card to stop The End's second attack. The PErsona Persona Blast is also a GameBreaker factor in that it forces your opponent to be ProperlyParanoid and guard every single one of The End's attacks if you have at least two Damage face-up, simply because even if they know for a fact you don't have another The End in your hand to discard, due to the skill's timing, if you Drive Check another The End, you can use the Persona Blast. This resulted in the terrifying deck which ruled the meta in Japan for a year before Bushiroad finally restricted it (probably due to The End's dominance completely killing sales of Sets 6-8 in Japan, as the new cards in them were seen as not competing with The End and its fellows). And even then, the same list which restricted Descendant completely unrestricted The End. It's widely believed the only reason that The End hasn't outright reclaimed its throne is the vast amount of PowerCreepPowerSeep which has set in from Set 10 onwards.
Is there an issue? Send a MessageReason:
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** It's also worth noting that his self standing ability comes into play when he's guarded, AND giving him an extra critical to boot, making him deal two damage if the attack hits instead of one (and that's if the user doesn't get any other criticals during any of their drive checks). During the late game when this skill is most likely going to be going any hit from this guy will spell endgame for the opponent.

to:

** It's also worth noting that his self standing ability comes into play when he's guarded, AND giving him an extra critical to boot, making him deal two damage if the attack hits instead of one (and that's if the user doesn't get any other criticals during any of their drive checks). During the late game when this skill is most likely going to be going any hit from this guy will spell endgame for the opponent.opponent.
*** And even ''with'' being restricted to two per deck, Eradicator decks running Descendant are ''STILL'' topping in most tournaments in Japan.
* Before Dragonic Descendant, we had the infamy that is [[http://cardfight.wikia.com/wiki/Dragonic_Overlord_the_End Dragonic Overlord The End]]. This deck was infamous primarily because it was the undisputed king of the Japanese meta ''for a year'' before getting reduced to two per deck by the restricted list. Essentially the problem is that The End combined several things which were frankly questionable, firstly its 13k Crossride defense when Ridden over the original Dragonic Overlord meant that at the time, short of the Blaster decks released in the same set, very few decks could create the 18000 Power rear-guard lanes necessary to force more than a 5000 Shield guard from The End. Secondly was that it came from the Clan whose mechanic was ''retiring rear-guards'', so even if an 18000 Power rear-guard line was formed, either the booster or attacker could quickly be sniped off the field by a handy [[http://cardfight.wikia.com/wiki/Berserk_Dragon Berserk Dragon]] or [[http://cardfight.wikia.com/wiki/Demonic_Dragon_Mage%2C_Kimnara Demonic Dragon Mage, Kimnara]]. Thirdly was the deck's starter Vanguard, [[http://cardfight.wikia.com/wiki/Lizard_Soldier%2C_Conroe Lizard Soldier, Conroe]], a card so good it's widely agreed that only the aforementioned Barcgal is better. Conroe allows you to tutor ''any'' Grade 1 or lower Kagero card from your deck, which practically guarantees you anything you need once a game, in fact part of the solution was to put both Conroe and The End on the restricted list, forcing you to choose between Conroe's tutoring or the fourth reason for the End's GameBreaker status: Its Persona Blast. This skill lets you, when The End hits ''anything'' (as a note, normally this sort of skill needs you to hit the opposing Vanguard), you can Counterblast 2 and discard another copy of The End to stand it, allowing it to attack ''again'' with a second Twin Drive. This results overall in a +1 in advantage (rare in itself, even the aforementioned Descendant is technically a -1), except that your opponent will have to put down ''at least'' one card to stop The End's second attack. The PErsona Blast is also a GameBreaker factor in that it forces your opponent to be ProperlyParanoid and guard every single one of The End's attacks if you have at least two Damage face-up, simply because even if they know for a fact you don't have another The End in your hand to discard, due to the skill's timing, if you Drive Check another The End, you can use the Persona Blast. This resulted in the terrifying deck which ruled the meta in Japan for a year before Bushiroad finally restricted it (probably due to The End's dominance completely killing sales of Sets 6-8 in Japan, as the new cards in them were seen as not competing with The End and its fellows). And even then, the same list which restricted Descendant completely unrestricted The End. It's widely believed the only reason that The End hasn't outright reclaimed its throne is the vast amount of PowerCreepPowerSeep which has set in from Set 10 onwards.
Is there an issue? Send a MessageReason:
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* [[http://cardfight.wikia.com/wiki/Eradicator,_Dragonic_Descendant Eradicator, Dragonic Descendant]] got slammed onto the Restricted list a mere three months after its release. This may have had something to do with ''almost every professional Japanese player switching to near-identical Eradicator/Dragonic Descendent decks upon release''. The card itself is absurdly effective, having 11000 Power (making it a good defensive card), and a self-standing ability that gives you ''two'' Twin Drives (all but guaranteeing at least one Trigger) and forcing your opponent to guard both attacks.

to:

* [[http://cardfight.wikia.com/wiki/Eradicator,_Dragonic_Descendant Eradicator, Dragonic Descendant]] got slammed onto the Restricted list a mere three months after its release. This may have had something to do with ''almost every professional Japanese player switching to near-identical Eradicator/Dragonic Descendent decks upon release''. The card itself is absurdly effective, having 11000 Power (making it a good defensive card), and a self-standing ability that gives you ''two'' Twin Drives (all but guaranteeing at least one Trigger) and forcing your opponent to guard both attacks.attacks.
** It's also worth noting that his self standing ability comes into play when he's guarded, AND giving him an extra critical to boot, making him deal two damage if the attack hits instead of one (and that's if the user doesn't get any other criticals during any of their drive checks). During the late game when this skill is most likely going to be going any hit from this guy will spell endgame for the opponent.
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None


* [[http://cardfight.wikia.com/wiki/Barcgal Barcgal]] remains the only card in the entire game to occupy a spot on the [[http://cf-vanguard.com/en/howto/bannedrestricted-cards/ official Banned/Restricted list]], and even then, it is ''only'' banned for use as a starting Vanguard. It's not so much Barcgal itself that is broken, but the fact that it can be used in a unstoppable chain with [[http://cardfight.wikia.com/wiki/Flogal Flogal]] and [[http://cardfight.wikia.com/wiki/Future_Knight,_Llew Future Knight, Llew]] to set up a Turn 2 [[http://cardfight.wikia.com/wiki/Blaster_Blade Blaster Blade]] with five cards in the Soul, a perfect set-up for [[http://cardfight.wikia.com/wiki/Soul_Saver_Dragon Soul Saver Dragon]] and its Soulblast 5. This combo was so potent that it ''destroyed'' the Japanese competitive scene at the time, at least in the Senior Division.

to:

* [[http://cardfight.wikia.com/wiki/Barcgal Barcgal]] remains holds the only distinction of being the first card in the entire game to occupy a spot on the [[http://cf-vanguard.com/en/howto/bannedrestricted-cards/ official Banned/Restricted list]], and even then, it is ''only'' banned for use as a starting Vanguard. It's not so much Barcgal itself that is broken, but the fact that it can be used in a unstoppable chain with [[http://cardfight.wikia.com/wiki/Flogal Flogal]] and [[http://cardfight.wikia.com/wiki/Future_Knight,_Llew Future Knight, Llew]] to set up a Turn 2 [[http://cardfight.wikia.com/wiki/Blaster_Blade Blaster Blade]] with five cards in the Soul, a perfect set-up for [[http://cardfight.wikia.com/wiki/Soul_Saver_Dragon Soul Saver Dragon]] and its Soulblast 5. This combo was so potent that it ''destroyed'' the Japanese competitive scene at the time, at least in the Senior Division.
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None


* [[http://cardfight.wikia.com/wiki/Eradicator,_Dragonic_Descendant Eradicator, Dragonic Descendant]] got slammed onto the Restricted list a mere three months after its release. This may have had something to do with ''almost every professional Japanese player switching to an Eradicator/Dragonic Descendent deck''. The card itself is absurdly effective, having 11000 Power (making it a good defensive card), and a self-standing ability that gives you ''two'' Twin Drives (all but guaranteeing at least one Trigger) and forcing your opponent to guard both attacks.

to:

* [[http://cardfight.wikia.com/wiki/Eradicator,_Dragonic_Descendant Eradicator, Dragonic Descendant]] got slammed onto the Restricted list a mere three months after its release. This may have had something to do with ''almost every professional Japanese player switching to an near-identical Eradicator/Dragonic Descendent deck''.decks upon release''. The card itself is absurdly effective, having 11000 Power (making it a good defensive card), and a self-standing ability that gives you ''two'' Twin Drives (all but guaranteeing at least one Trigger) and forcing your opponent to guard both attacks.
Is there an issue? Send a MessageReason:
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* [[http://cardfight.wikia.com/wiki/Eradicator,_Dragonic_Descendant Eradicator, Dragonic Descendant]] got slammed onto the Restricted list a mere three months after its release. This may have had something to do with ''almost every professional Japanese player switching to an Eradicator/Dragonic Descendent deck''. The card itself is absurdly effective, having 11000 ATK (making it a good defensive card), and a self-standing ability that gives you ''two'' Twin Drives (all but guaranteeing at least one Trigger) and forcing your opponent to guard both attacks.

to:

* [[http://cardfight.wikia.com/wiki/Eradicator,_Dragonic_Descendant Eradicator, Dragonic Descendant]] got slammed onto the Restricted list a mere three months after its release. This may have had something to do with ''almost every professional Japanese player switching to an Eradicator/Dragonic Descendent deck''. The card itself is absurdly effective, having 11000 ATK Power (making it a good defensive card), and a self-standing ability that gives you ''two'' Twin Drives (all but guaranteeing at least one Trigger) and forcing your opponent to guard both attacks.
Is there an issue? Send a MessageReason:
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* ''[[http://cardfight.wikia.com/wiki/Eradicator,_Dragonic_Descendant Eradicator, Dragonic Descendant]]'' got slammed onto the Restricted list a mere three months after its release. This may have had something to do with ''almost every professional Japanese player switching to an Eradicator/Dragonic Descendent deck''. The card itself is absurdly effective, having 11000 ATK (making it a good defensive card), and a self-standing ability that gives you ''two'' Twin Drives (all but guaranteeing at least one Trigger) and forcing your opponent to guard both attacks.

to:

* ''[[http://cardfight.[[http://cardfight.wikia.com/wiki/Eradicator,_Dragonic_Descendant Eradicator, Dragonic Descendant]]'' Descendant]] got slammed onto the Restricted list a mere three months after its release. This may have had something to do with ''almost every professional Japanese player switching to an Eradicator/Dragonic Descendent deck''. The card itself is absurdly effective, having 11000 ATK (making it a good defensive card), and a self-standing ability that gives you ''two'' Twin Drives (all but guaranteeing at least one Trigger) and forcing your opponent to guard both attacks.

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Changed: 49

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* Thankfully, this was stopped from happening, but Nubatama would have been worth a complete ban... had the clan been given more than four cards. The clan's entire premise is based around forcing the opponent to discard while they have less cards in their hand. The only problem is that the hand is the primary source of defense. If this clan had ever been completed, it would have been more difficult to deal with than Barcgal-powered Soul Saver Dragon.

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* Thankfully, this was stopped from happening, but Nubatama would have been worth a complete ban... had the clan been given more than four cards. The clan's entire premise is based around forcing the opponent to discard while they have less cards in their hand. The only problem is that the hand is the primary source of defense. If this clan had ever been completed, it would have been more difficult to deal with than Barcgal-powered Soul Saver Dragon.Dragon.
* ''[[http://cardfight.wikia.com/wiki/Eradicator,_Dragonic_Descendant Eradicator, Dragonic Descendant]]'' got slammed onto the Restricted list a mere three months after its release. This may have had something to do with ''almost every professional Japanese player switching to an Eradicator/Dragonic Descendent deck''. The card itself is absurdly effective, having 11000 ATK (making it a good defensive card), and a self-standing ability that gives you ''two'' Twin Drives (all but guaranteeing at least one Trigger) and forcing your opponent to guard both attacks.
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* [[http://cardfight.wikia.com/wiki/Barcgal Barcgal]] remains the only card in the entire game to occupy a spot on the [[http://cf-vanguard.com/en/howto/bannedrestricted-cards/ official Banned/Restricted list]], and even then, it is ''only'' banned for use as a starting Vanguard. It's not so much Barcgal itself that is broken, but the fact that it can be used in a unstoppable chain with [[http://cardfight.wikia.com/wiki/Flogal Flogal]] and [[http://cardfight.wikia.com/wiki/Future_Knight,_Llew Future Knight, Llew]] to set up a Turn 2 [[http://cardfight.wikia.com/wiki/Blaster_Blade Blaster Blade]] with five cards in the Soul, a perfect set-up for [[http://cardfight.wikia.com/wiki/Soul_Saver_Dragon Soul Saver Dragon]] and its Soulblast 5. This combo was so potent that it ''destroyed'' the Japanese competitive scene at the time, at least in the Senior Division.

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* [[http://cardfight.wikia.com/wiki/Barcgal Barcgal]] remains the only card in the entire game to occupy a spot on the [[http://cf-vanguard.com/en/howto/bannedrestricted-cards/ official Banned/Restricted list]], and even then, it is ''only'' banned for use as a starting Vanguard. It's not so much Barcgal itself that is broken, but the fact that it can be used in a unstoppable chain with [[http://cardfight.wikia.com/wiki/Flogal Flogal]] and [[http://cardfight.wikia.com/wiki/Future_Knight,_Llew Future Knight, Llew]] to set up a Turn 2 [[http://cardfight.wikia.com/wiki/Blaster_Blade Blaster Blade]] with five cards in the Soul, a perfect set-up for [[http://cardfight.wikia.com/wiki/Soul_Saver_Dragon Soul Saver Dragon]] and its Soulblast 5. This combo was so potent that it ''destroyed'' the Japanese competitive scene at the time, at least in the Senior Division.Division.
*Thankfully, this was stopped from happening, but Nubatama would have been worth a complete ban... had the clan been given more than four cards. The clan's entire premise is based around forcing the opponent to discard while they have less cards in their hand. The only problem is that the hand is the primary source of defense. If this clan had ever been completed, it would have been more difficult to deal with than Barcgal-powered Soul Saver Dragon.
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* [[http://cardfight.wikia.com/wiki/Barcgal Barcgal]] remains the only card in the entire game to occupy a spot on the [[http://cf-vanguard.com/en/howto/bannedrestricted-cards/ official Banned/Restricted list]], and even then, it is ''only'' banned for use as a starting Vanguard. It's not so much Barcgal itself that is broken, but the fact that it can be used in a unstoppable chain with [[http://cardfight.wikia.com/wiki/Flogal Flogal]] and [[http://cardfight.wikia.com/wiki/Future_Knight,_Llew Future Knight, Llew]] to set up a Turn 2 [[http://cardfight.wikia.com/wiki/Blaster_Blade Blaster Blade]] with 5 cards in the Soul, a perfect set-up for [[http://cardfight.wikia.com/wiki/Soul_Saver_Dragon Soul Saver Dragon]] and its Soulblast 5. This combo was so potent that it ''destroyed'' the Japanese competitive scene at the time, at least in the Senior Division.

to:

* [[http://cardfight.wikia.com/wiki/Barcgal Barcgal]] remains the only card in the entire game to occupy a spot on the [[http://cf-vanguard.com/en/howto/bannedrestricted-cards/ official Banned/Restricted list]], and even then, it is ''only'' banned for use as a starting Vanguard. It's not so much Barcgal itself that is broken, but the fact that it can be used in a unstoppable chain with [[http://cardfight.wikia.com/wiki/Flogal Flogal]] and [[http://cardfight.wikia.com/wiki/Future_Knight,_Llew Future Knight, Llew]] to set up a Turn 2 [[http://cardfight.wikia.com/wiki/Blaster_Blade Blaster Blade]] with 5 five cards in the Soul, a perfect set-up for [[http://cardfight.wikia.com/wiki/Soul_Saver_Dragon Soul Saver Dragon]] and its Soulblast 5. This combo was so potent that it ''destroyed'' the Japanese competitive scene at the time, at least in the Senior Division.
Is there an issue? Send a MessageReason:
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* [[http://cardfight.wikia.com/wiki/Barcgal Barcgal]] remains the only card in the entire game to occupy a spot on the official Banned/Restricted list, and even then, it is ''only'' banned for use as a starting Vanguard. It's not so much Barcgal itself that is broken, but the fact that it can be used in a unstoppable chain with [[http://cardfight.wikia.com/wiki/Flogal Flogal]] and [[http://cardfight.wikia.com/wiki/Future_Knight,_Llew Future Knight, Llew]] to set up a Turn 2 [[http://cardfight.wikia.com/wiki/Blaster_Blade Blaster Blade]] with 5 cards in the Soul, a perfect set-up for [[http://cardfight.wikia.com/wiki/Soul_Saver_Dragon Soul Saver Dragon]] and its Soulblast 5. This combo was so potent that it ''destroyed'' the Japanese competitive scene at the time, at least in the Senior Division.

to:

* [[http://cardfight.wikia.com/wiki/Barcgal Barcgal]] remains the only card in the entire game to occupy a spot on the [[http://cf-vanguard.com/en/howto/bannedrestricted-cards/ official Banned/Restricted list, list]], and even then, it is ''only'' banned for use as a starting Vanguard. It's not so much Barcgal itself that is broken, but the fact that it can be used in a unstoppable chain with [[http://cardfight.wikia.com/wiki/Flogal Flogal]] and [[http://cardfight.wikia.com/wiki/Future_Knight,_Llew Future Knight, Llew]] to set up a Turn 2 [[http://cardfight.wikia.com/wiki/Blaster_Blade Blaster Blade]] with 5 cards in the Soul, a perfect set-up for [[http://cardfight.wikia.com/wiki/Soul_Saver_Dragon Soul Saver Dragon]] and its Soulblast 5. This combo was so potent that it ''destroyed'' the Japanese competitive scene at the time, at least in the Senior Division.
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Added DiffLines:

* [[http://cardfight.wikia.com/wiki/Barcgal Barcgal]] remains the only card in the entire game to occupy a spot on the official Banned/Restricted list, and even then, it is ''only'' banned for use as a starting Vanguard. It's not so much Barcgal itself that is broken, but the fact that it can be used in a unstoppable chain with [[http://cardfight.wikia.com/wiki/Flogal Flogal]] and [[http://cardfight.wikia.com/wiki/Future_Knight,_Llew Future Knight, Llew]] to set up a Turn 2 [[http://cardfight.wikia.com/wiki/Blaster_Blade Blaster Blade]] with 5 cards in the Soul, a perfect set-up for [[http://cardfight.wikia.com/wiki/Soul_Saver_Dragon Soul Saver Dragon]] and its Soulblast 5. This combo was so potent that it ''destroyed'' the Japanese competitive scene at the time, at least in the Senior Division.

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