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Deus Ex Machina, Demiurge
Nov. 18, 2016
[Stride]-Stride Step-[Choose one or more cards with the sum of their grades being 3 or greater from your hand, and discard them] Stride this card on your (VC) from face down.
[ACT](VC):[Choose twelve face up with different card names from your bind zone, and put them into your drop zone] Choose twelve cards from your drop zone, put them on the top of your deck in any order, and until end of turn, this unit gets "[AUTO](VC):When this unit attacks, until end of that battle, your opponent cannot call grade 1 or greater cards from hand to (GC).".
Ratings are based
on a 1 to 5 scale.
1 - Horrible 3 - Average. 5 - Awesome
Back to the main COTD
Deus Ex Machina, Demiurge
Oh there it is. The big gun. Demiurge needs 12 Zodiac
Time Beats in the bind zone with different names. You
send them all to the drop zone, then you can choose 12
cards in your drop zone, stack them to the top of the
deck in any order, then for the whole turn, when he
attacks, the opponent cannot guard with Grade 1 or above
units from the hand.
Well, I'm not impressed. I mean, skill's good if you
can use it, but that's a pretty big if. You've either
won or lost before this skill can even happen, I find.
Not surprising though, because this skill just screams
'gimmick'. The only real solution is to play stall just
so you last long enough to use Demiurge, or you play
offensive normally and either win or lose, because to be
frank, Demiurge decks tends to lose steam quite fast,
you can blame the totally vanilla lineup for Zodiac Time
Beasts at the moment.
Not a competitive viable option but fun if he
So, Demiurge commentary has been snuck in to most of
the reviews since the new Gears support dropped. Its
own day has finally come.
So, looking at the kill pressure Chronofang.dek can dish
out (2 Chronotiger turns and 2 Bind Time Dragon turns),
Demiurge just seems like a winmore card, something you
go into simply cause it's extravagant. Sometimes, your
opponent might actually draw into all their PGs and
G-guards though, and since Chronofang.dek doesn't have
any sort of restander, that's where Demiurge is supposed
to come in and deal the final blow. Assuming Demiurge
has a booster and you put three triggers on top of the
deck, your opponent is gonna have to drop around 40k in
shield to actually block Demiurge. The aforementioned
strides should have eaten up the remainder of their good
guards earlier, realistically speaking.
At first, many people assumed there would only be around
12 Zodiac Time Beast cards, since there are 12 animals
in the zodiac. Then we all got reminded on how much
Bushi loves Gears at the moment. Demiurge is gonna have
more to play with than the (mostly) bland cards
contained the new Trial Deck in the upcoming year, and
the blandness of the first wave of ZTB support was the
other initial turnoff to Demiurge. Eventually, you'll be
able to run at least 8 critical triggers in ZTB.dek,
because the Pulsars are the cavalry that makes Demiurge
better. For example, Steam Tamer Arka, a new ZTB
sentinel, is gonna be a great asset to Demiurge's
setup. I'm not gonna go into spoiled cards right now,
because then I'll just be rambling forever.
In summation, Demiurge is consistent but slow. At his
fastest, he could be your fourth stride, but even that's
pushing it. If you're gonna build around him, actually
go deep, read up on and play all the binding support
that'll get you 12 bound cards as fast as you can, grab
your ZTB Trial decks, and wait for the Pulsars. Be
careful though: there's gonna be a lot of aggression
next year that could kill you before you get off your
(not Egyptian) God Card. Aquas, Spike Booty, Tachikaze,
and many others will be coming for that ass. But I know
you edgelords out there are gonna stick with your main
villain boss monster-deity-thing.
P.S. And wipe that silly grin off your face whenever you
sit across the table from a Vanquisher deck. You're
still gonna have a hard time.