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CEO's Breakdown Pt. 2-Honorary Professor

Ok, so the first wasn't great; let's give it another try when im a little more awake.

In this post I'm gonna talk about Honorary Professor, Great Nature's Breakride focused deck. Bushiroad has given the deck a new notable cards that change how one plays the deck. Specifically, letting you give Breakride abilities to certain G units and proceed to have an explosive turn ending with absurd draw power.

Before we go into the actual plays of the deck, we need to quickly cover the list of cards to consider playing.

Main deck:

-SVG:

Gifted Bear

Telescope Rabbit

-G1s:

Reader Pig

Honorary Assistant, Mikesaburo

Coiling Duckbill

-G2s

Crayon Tiger

Treatis Panther

Go Home Toad

Sleepy Tapir

Binoculus Tiger

-G3s

Honorary Professor, Chatnoir

Honorary Professor, Chatsauvage

Omniscience Dragon, Cath Palug

Immortality Professor, Brahmananda

I left out triggers, other G units, and ratios because certain people are going to have different preferences. I also left out PGs and Stride Assists because I felt those go without saying. I also recommend not using Sibreeze because this deck can function when the opponent is at any grade.

So, what are some of the key points of the deck?

1. The Breakride Turn-Chatsavuage allows you to pass Chatnoir's BR effect to either Cath Palug or Brahmananda, which can lead to "draw 8 or more" end phases. The more rear guards you attack with, the more advantage you gain. Brahmananda can enable can extra attacks and advantage and is quite good even without the Breakride effect.

Now, unfortunately, how this type of turn goes is going to be a little different every time you do it. Before you put the Chatsavuage on the table, think out your turn as much as you can in order to get the most out of said turn. No matter how many times you use the deck, don't rush yourself, you'll end up making misplays if you're not careful. Oh, make sure your math is right, and remember you do pass the 10000 power from Chatnoir to your Cath Palug/Brahmananda. Don't let your opponent try to shark you of your 36k base.

2. Crayon/Reader Pig: after using Aqua Force and Murakumo enough, I can say that I really enjoy the "attack from back row" mechanic. And now GN has it. It's likely due to the Breakride effect rewarding you for getting more attacks. What really makes it look good in this deck are the two above cards. With just that column you give yourself two attacks and trade your pig for 2 end phase draws. It allows you to cycle through your deck a bit without needing to commit a full field, which Great Nature can have issues with early on. When guarding against this, always make sure of each unit's power, not just together. And remember, Reader Pig can only be used the turn it is placed on the field.

3. A little early game: HP can get away with playing some early game cards. Both of their optimal starters can let you do some small things on turns 1 and 2. Gifted bear guarantees you Chatnoir as your initial ride, and let's itself die for cards like Mikesaburo and Duckbill. Another card I did not mention earlier is Lesser Writer. It can retire itself before striding, but it doesn't offer as much aggression as Binoc or Sleepy Tapir. Gaining resist during stride turns can make a difference in some matchups, but does not offer too much outside of that.

The point being that you have options to accelerate your deck a little bit without too much risk.

4. Other tips: because of how the deck is designed, the only optimal way of doing a Breakride turn is to pass it to a G unit. Because of this, if the only G3 in your hand is Chatsavuage and you're at 4 damage, it's better to just stride normally as just break riding won't do that much for you. Well, most of the time it won't help you.

Always watch your CB. After striding Cath Palug, you'll usually be out and rely on Shell master to fix that issue. Just mind the cost of everything and you should be fine.

Don't overextend your big pushes. Aside from Brahmananda, you'll only ever need to retire one rear guard to get your draw power. Depending on the matchup you may need to retire multiple rear guards to avoid certain things, but General GN logic is to retire as few as possible and draw as much off of those retires.

If there's anything I might've missed, feel free to post.

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