Chronojet – Breaking a way to the future

The future starts here. This time the Vanguard of Gear Chronicle strides back.

Here is the updated Chronojet Deck Guide ! With Clan Selection Support and some new information! Written by Cipher , zaee , zellious with contribution by zero2pass!

HISTORY

Chronojet Dragon is the avatar of the main protagonist of the Vanguard G anime, Chrono Shindou. It is the trailblazer of the clan, being the central unit of the clan in the very first G-Trial Deck, while Chronodragon Nextage released in G-BT04.

Being the first of its clan, Chronojet has been used as the testing point for many mechanics involving Striding overall as well as the many playstyles within Gear Chronicle. This includes sending your opponents units back to their deck, guard restrict, time leap and even later had new forms like Chronojet Dragon G and Z to promote a playstyle built around Zodiac Time Beasts which it was fully integrated in by the time of Divine Dragon Apocrypha.

In the lore, Chronojet is the leader of Gear Chronicle and is a master of space and time, granting him full control over Stride – a technique which calls upon powerful units from various dimensions and times. The form of the Grade 3 that we see is actually a suppressed form he chooses to take while on Cray so as to not damage spacetime. Chronodragon Nextage is one of many possible forms it can achieve by unleashing its power. As the leader of Gear Chronicle, he has been involved in many battles to maintain the peace that the disruptions in space and time have caused. He would eventually find himself at the front of the final war against Dragon Deity of Destruction, Gyze.

PLAYSTYLE

In standard format, Chronojet Dragon, much like the rest of Gear Chronicle, takes inspiration from the G Era where it can easily “stride” into its powerful Grade 4s from the main deck to quickly put pressure on the opponent. Chronojet excels during the mid-late game once all of its skills are fully live. Once you hit Grade G3, you are able to start playing off each other easily much like a Generation Break based deck in the G era.

A good analogy for Chronojet is that it functions very much like an engine – it needs some time to warm up but once it gets going, it can ride on the pace of the game rather well and eventually it becomes impossible to counterplay.

The highlight of the deck is, of course, Chronodragon Nextage, which is able to unleash multiple Vanguard attacks in a turn whilst also generating more Force markers during the battle phase. This gives the deck very strong kill turns once Nextage can be fully resolved. On top of that, when paired with Chronojet’s sentinel restriction skill the combination of their skills can easily steal games. The deck can choose either Force marker depending on the situation, Force 2 generates more pressure which is especially useful with the battle phase force generation of Nextage, while Force 1 turns Chronojet into a very strong beater that, as the game goes on, eventually becomes unguardable.

DECK BUILDING

Main Cards

Chronodragon Nextage

Its Stride fusion is back, now in theme with Standard GC as a Grade 4 in the deck. Its skill mirrors its original skill – if your opponent has a Grade 3 or higher Vanguard, you may pay the cost of discarding 2 cards and retiring himself to ride a Chronojet Dragon from the soul as Stand. It gains 15k power and cannot be rode upon for the rest of the turn. This pseudo-restand skill is among the cheapest Vanguard restands in the game and grants 4 drive checks for that turn. As the cost is paid only after the Vanguard attacks, this skill can easily be used when you have nothing left in hand at the start of your battle step so your opponent can do nothing to deny it. While it stops you from riding at the end of the turn (With Chronojet’s skill), re-riding back into Chronojet during the battle phase also means it gets the additional gift marker immediately unlike Chronofang Tiger or Lost Legend which only gets it at the end of the turn, meaning you get an extra attack of value from the newly generated token.

It is also important to note that this skill works even if you ride it from your hand, unlike other Grade 4s. You will still revert your Vanguard to Jet regardless if you resolve its effect. This means the card is never dead if drawn into like other GC G4s can be.

Chronojet Dragon

The leader of Gear Chronicle is finally back in Standard. Its first skill is similar to Chronofang Tiger and Lost Legend – it can ride a Grade 4 from deck by discarding a sum of cards equal to Grade 3 or above.

Its 2nd skill is reminiscent of its old Generation Break 2 skill where it is able to gain +5k power and restricts Sentinel calling. Coupled with Nextage, this 33k or above Vanguard attack is really dangerous as it can threaten for the game really early, especially as it still has another 2 drive checks. It’s worth noting and is often missed that this skill can even work on the rearguard, making it a target for your Vanguard to give trigger power to if attack is unguarded for a second unguardable attack that turn.

Smokegear Dragon

Originally G2 vanilla but now it returns as a key card in the deck. Its first skill is simple, it gets +5k if it attacks a Vanguard and, if you rode a Grade 4 this turn, SB 1 to draw 1. A 15k attacker that can draw cards via a resource (soul) that is not in great demand for this deck is very strong. As the skill only checks if you have rode a G4 and does not require your vanguard to be a G4, this allows it to use its skill after Nextage is retired, meaning you can use it as a target for excess trigger power.

Its 2nd skill is also really powerful, as long as Chronojet Dragon is your Vanguard, any cards you discard can be discarded as a Grade 3. This skill means that any card, even triggers, can count as a discard for Chronojet’s riding skill. It also has incredible synergy with Steam Fighter, Memenne as it will always activate its skill fully regardless of what card was dropped.

Steam Breath Dragon

Like its Stride fodder brethren, when placed you can look at the top 5 cards of the deck for a Grade 3 and add it to hand – if you do, Discard one. As Gear Chronicle decks tend to prefer running less grade 3s to make space for G4s, having a searcher is perfect for the deck. This is an essential card not only for Chronojet but Gear Chronicle in general. In addition, the requirement for its +5k power skill is achievable at any point during the game, you just need to discard a card from hand.

Due to how Gear Chronicle works in standard, a consistent base is needed for the deck to run smoothly with its unorthodox grade ratios. Amongst all of the cards, these cards are the ones you’ll want to be considering and are regarded as the most consistent cards in the clan.

Chronotooth Tigar

Debuting in the Astral Force and part of the Chronofang archetype, this Grade 1 is one of their strongest ones currently available. It aids in building hand and field for CB1 when discarded by any means during your turn. This allows you to go through your deck and build up advantage quickly and effectively. On the Vanguard circle, it also gives you a free draw at the start of your ride phase which makes it your optimal first ride target.

  • Ride Target
  • Discard Fodder to build advantage

Arguably a staple card in all Gear Chronicle decks for the Standard Format.

Steam Maiden, Ribbul

A powerful G1 promo card for Gear Chronicle that is reprinted ( well first print for the english side of things ). When discard from your hand , it can call itself to the field for a SB1 if you return a normal unit back to the deck. On top of that it gains 5000 and draw 1 to replace itself. With Nextage this can create attacks during battle phase while also maintaining advantage. It is also able to put back Grade 4 units back into the deck to ensure you have a target to stride into next turn. A key player for sure in Chronojet decks !

Consistency Tools

On top of the these cards , Gear Chronicle has access to many powerful cards to help the deck be more consistent , this comes in the form of extra draws and search which will help Chronojet mantain advantage and set up for its plays consistently, lets cover some of the most significant ones.

Bearing Rover / Wedgemove Dragon

Simple but effective, these cards can be discarded as Grade 3 and have a Vanguard skill that can filter if their attack hits. Amongst the two I would recommend Bearing Rover as it discards instead of binding the card which synergises better with the deck.

  • Decent first ride
  • Discard Fodder

Lost Gear Dog , Eight ( NEW CARD )

A new grade 1 unit released in Clan Selection with a very useful skill a Unlike Steam Breath Dragon , Eight is able to search the entire deck for a G3 unit as long as you reveal a G3 or higher unit from hand, adding another layer of consistency in securing your ride target. Then you can discard any cards from your hand so as long they add up to G3. Still as this does require you to keep to reveal a G3 or higher in hand , it may not be as reliable as steam breath as you usually prefer to mulligan your g4s back into your deck.

In hand it can also be discarded as a G3 to meet conditions like Chronojet’s superior ride like the prior cards

Steam Scara, Irkab

A powerful Grade 2 unit that can grant a Vanguard extra drives for a CB1 and discard 1, it also can be discarded as a G3 for the superior ride cost of Chronojet. A simple and effective card.

  • Grants additional drive
  • Counts as G3 discard for stride cost

Steam Mechanic, Nabu

Another powerful Grade 2 unit which can prevent the opponent from guarding with G1 or higher for its battle. It also fuels the soul and draws you a card, when combined with Force Markers this can potentially cheese out wins in the later stages of the game. Also useful for avoiding removal by converting itself to hand and also reduces the number of bind targets for Vanquisher.

  • Fuels Soul
  • Draws
  • Guard Restrict can help to win games
  • Avoids removal

Quicky Quicky Worker

Used to recycle cards into the deck. Additionally, if you choose a G3 or higher card, you can SB2 to draw a card. Usually used as a safety net in case you run out of strides or can be used in a pinch to put triggers back if needed or going for the win. Generally Ribbul is prefered but this has a slight advantage of not needing the soul to return units back.

  • Recycles G4s back into the deck
  • Can put triggers back into the deck if you’re desperate
  • Draws a card

REMOVAL OPTIONS

As the deck really comes online in the mid game, its early game can be lacking in some areas when compared to Asha and Altmile from the same set. Playing removal options can disrupt the opponent’s strategies by getting rid of key units in matchups and can slow them down enough for Chronojet to stabilize and play at where it is comfortable. The ability to snipe certain key units from the field is also extremely helpful in some matchups.

Stroboscope Dragon

A G2 unit that is able to discard a card in hand to retire an opponent’s rearguard. Early game, this can be used solely as a removal tool but once you start superior riding G4s, it also draws a card. Its discard cost also synergizes with cards like Chronotooth Tiger.

Maser Gear Dragon

When discarded from the hand during your turn, you may sb1 to retire one of your opponent’s units. It synergises well with what the deck does, as there are many effects that discard cards. Allows your opponent to share in the cost of some of your abilities.https://www.youtube.com/embed/N2YFEKHo_aw

Steam Gunner , Zyad ( NEW CARD )

Coming of Clan Selection 01, Zyad is one of the 3 new supporting cards for the deck. When placed you can soul blast 1 and discard 1, to draw 1 , then you may send back an opponent’s rearguard with a grade less than or equal to card discarded. Generally very useful for discarding disrupting the board similarly to Strobocope , and being on place makes it strong early in the game to curb rush , or when used in combinations with cards such as Ribbul and Chronotooth Tiger.

Additionally when you G4 unit attacks, Zyad soul charges one to refund its cost.

G4 OPTIONS

While Nextage will be your preferred stride when its skill is available, using other G4s can help to fill in the turns Nextage cannot fill, should you go first or your opponent be able to ride down to G2.

Chronotiger Rebellion

While certainly not as effective as it is in its own dedicated deck, Rebellion can actually be played as a backup finisher depending on the matchup and remains a powerful first superior ride option for the deck as it can potentially retire your opponent’s first row for no additional cost. Can be situational as if you cannot meet the conditions for its effects or have no need for a front row retire, you’re discarding a card to gain 10k power when compared to just attacking with Chronojet.

Metallica Phoenix

As a first ride option when Nextage’s skill is unavailable, Metallica is a simple triple drive vanilla. When compared with Mystery Flare it may seem weak but as the deck does not bind as many cards, the deck synergizes better with an easy to use card like this that requires no conditions be met. It is often used as Chronojet’s superior ride when going first and will likely be your default choice for this. It minimises the cost of the superior ride by drive checking an additional card and whilst is not as good as being able to superior ride Nextage, it is generally better to superior ride into this than it is to attack with Chronojet – it basically filters one card (-1 to superior ride, +1 from triple drive) and gains 2k when compared to attacking with Chronojet.


Interdimensional Dragon, Time Leaper Dragon
( NEW CARD )

A new Grade 4 unit released in Clan Selection 01, when it attacks you can send any of your rearguards to the bottom of the deck to call out a card with 1 grade then it and give it +10000. Generally it is reserved as a first stride where Nextage is unable to resolve when your opponent’s vanguard is G2 or below or when your lacking counterblast In combination with other units like Steam Gunner Zayd and Ribbul it is possible to call even more units during the battle phase. Generally recommended to be run over the prior two , as it covers some of the weaknesses of Nextage directly.

Check this video out by Zero2Pass to see the new plays you can do with the Clan Selection cards.!

POWER TOOLS

Of course those are not the only options and they remain tech options which you can play to take advantage of Chronojet’s support and general flexibility, to tech in this cards which can gain their own power.

Steam Fighter , Memenne

Fantastic in Chronojet due to having Smokegear Dragon to add a lot more consistency to the card and lowers the specificity of its discard requirement for its full effect. This is a very effective card in the deck as it can consistently power up your front row as well as filter your hand cards at any point of the game. While 1/Turn , the skill can has many timings where i can activate.

1) Normal Ride into your Vanguard

2)when you superior ride Nextage from the deck

3) Chronojet rides due to Nextage’s skill.

Monomodule Dragon

It works especially well with Chronodragon Nextage as you will be riding a minimum of 2 times a turn making this a free 20k attacker during your turn that can potentially gain a critical. Not essential but worth having.

Steam Breaker , Dudu

A simple unit that can power up up all units in the same column as it 5000 power if you do discard a card during this turn. This skill activates once and even powers up units placed afterwards making it a useful card to help your Rgs hit higher , especially if you choose Force 2.

STRATEGY

Playing the Early Game

As with Gear Chronicle in the past, Chronojet does not have the strongest of early games. You will have to learn to play with the limited tools available to you. It is best to focus on cycling and building advantage as much as possible to draw into your Grade 3s. Nabu, Irkab and Chronotooth are all very important during this phase of the game. Your aim is, of course, to guarantee a G3 to ride as well as drawing into a card to ensure you can Superior ride into a G4 with the cost of throwing as little cards as possible as this can and will cost you games if you discard too much. For Chronojet, this is rather simple due to having access to Smokegear Dragon, and is a card you may want to hang on to but do always have a back up plan for it if it does get retired as the clan doesn’t have any reliable way to search out for any grade other than its G4 – just because you have Smokegear doesn’t mean you shouldn’t keep an eye out for your counts-as G3 discard fodder.

Force

Nextage’s superior riding skill rides Chronojet during the battle phase rather than the end phase, as is the case with other Gear Chronicle decks. A Chronojet deck is able to use the Force Marker it gains from Nextage immediately, allowing the deck to use the bonus gift immediately in its offense rather than next turn, effectively granting 1 additional attack of value. Depending on which Force markers you choose, you set your deck into a different gear. When going first especially, this essentially gives you a way to set the pace of the game.

With Force 1 you choose to invest in power and growth. Your formations will get stronger over time and will work to grind your opponent down until he is unable to defend. Especially when you consider Chronojet Dragon’s ability to restrict sentinels, as it can easily hit numbers above 53k which can and can be close to unguardable with little to no set up. Force 1 is more effective in match ups or situations where you expect the game to last longer. Going first, Force 1 can be the better choice as well as it can force a player to guard early, as the numbers will only get stronger from there. The lack of added critical however does set you up for the longer game and gives your opportunity to no guard more of your attacks later into the game.

With Force 2 you’re choosing pressure and speed. While your numbers will certainly be lower, the added critical ensures that your opponent will have to start guarding earlier, albeit for less. It gives you a jumpstart in terms of damage and can grant you 3 attacks with 2 critical on your first ride when going second. This is very powerful and punishes careless rush. It can potentially win a turn or two earlier compared to when you are using Force 1. However, as Force 2 cannot stack, you gain no value from additional markers once you have 3 – Force 1 will continue to gain value from each additional marker throughout the entire game. If your opponent is able to stabilize after your initial attacks, in later stages of the game you will be at a disadvantage as you have limited options for gaining power, even if your attacks have 2 critical.

Both gifts have their uses and it is you the player to decide which fits the situation and metagame.

Force Placement

In general, the first marker should be given to the Vanguard as Nextage allows you to make use of any marker on the Vanguard twice per turn. Unlike with Force 2, there are some considerations to take into account with Force 1 markers regarding their placement that can achieve different results. As the Force marker generated by Nextage is placed during the battle phase, it can be used as you go through your turn as you require. The following should be taken into account

  1. What your opponent guarded with in combination with some basic hand tracking
  2. Damage triggers
  3. Your own trigger potential

Stacking Force on the VG

  • Helps to set up for later in the game as combined with Chronojet Dragon’s sentinel restrict skill can easily win games when your opponent is at high damage

Putting on RGs

  • Creates larger columns which can help the deck to deal more damage quickly, also sets up for a possible play with some degree of guard restriction from a rearguard Chronojet or Nabu.

Nextage’s superior riding skill rides Chronojet during the battle phase rather than the end phase, as is the case with other Gear Chronicle decks. A Chronojet deck is able to use the Force Marker it gains from Nextage immediately, allowing the deck to use the bonus gift immediately in its offense rather than next turn, effectively granting 1 additional attack of value. Depending on which Force markers you choose, you set your deck into a different gear. When going first especially, this essentially gives you a way to set the pace of the game.

With Force 1 you choose to invest in power and growth. Your formations will get stronger over time and will work to grind your opponent down until he is unable to defend. Especially when you consider Chronojet Dragon’s ability to restrict sentinels, as it can easily hit numbers above 53k which can and can be close to unguardable with little to no set up. Force 1 is more effective in match ups or situations where you expect the game to last longer. Going first, Force 1 can be the better choice as well as it can force a player to guard early, as the numbers will only get stronger from there. The lack of added critical however does set you up for the longer game and gives your opportunity to no guard more of your attacks later into the game.

With Force 2 you’re choosing pressure and speed. While your numbers will certainly be lower, the added critical ensures that your opponent will have to start guarding earlier, albeit for less. It gives you a jumpstart in terms of damage and can grant you 3 attacks with 2 critical on your first ride when going second. This is very powerful and punishes careless rush. It can potentially win a turn or two earlier compared to when you are using Force 1. However, as Force 2 cannot stack, you gain no value from additional markers once you have 3 – Force 1 will continue to gain value from each additional marker throughout the entire game. If your opponent is able to stabilize after your initial attacks, in later stages of the game you will be at a disadvantage as you have limited options for gaining power, even if your attacks have 2 critical.

Both gifts have their uses and it is you the player to decide which fits the situation and metagame.

With Chronojet’s attack being your primary method for closing games with its guard restrict, not boosting Nextage and passing any excess trigger power to Chronojet’s booster can be a strong way to enhance your center column especially when you are lacking in attackers and are trying to make a comeback.

Digging for G3s

Due to the low amount of G3s in the deck, it is important to have a plan to cycle through your deck as much as possible, using Cards like Steam Breath Dragon, Nabu and Irkab all can help you search or draw into more cards early. If you go first, Metallica Phoenix also helps to cycle which can grant additional Chronojets to ride – keeping a second Jet in hand for an extra Force 1 can be important when you want to go for a final push.

OVERVIEW

SPEED

The deck is not as fast as some other decks in the meta as the deck does not have any immediate burst options when going first and usually tries to build up its hand early to draw into pieces that it will need later into the game. There also is no reliable advantage engine outside of Chronotooth Tigar which still has to be triggered by another card.

While starting second, however, the deck can use Force 2 and its 4 drive checks to quickly catch up in damage giving the deck some potential to catch up with faster decks. This can backfire if the game starts to drag on so be careful about committing to this strategy.

KILLPOWER

While certainly not the fastest deck, having consistent access to 2 vanguard attacks a turn with few conditional requirements, a low cost and a guard restriction on one of them, Nextage is a reliable finisher and can easily overpower an opponent with little cards in hand or when they are at high damage when used in a combination with a full front row.

That said, if the game does happen to drag on and the Force 1 markers keep building, Chronojet even by itself will be able to turn the tip the scales of the match solely by itself.

FLEXIBILITY

Despite the varying paths the deck can take, the deck’s flexibility is limited by the clan’s demand of having G4 cards in the deck. As such, you often find that you have to make some room for cards to aid in this mechanic leaving limited space in your deck for variation or you risk ruining the delicate balance that your staples can achieve.

That being said, more tech cards can excel in the build as you will be more likely to see them as the game goes due to the advantage that the deck can generate in the early game and the amount of cycling that occurs due to having 4 drive checks per turn.

ADVANTAGE

Once you do hit your Grade 3 turns you will be able to slowly generate card advantage pretty well if you can get and keep Smokegear Dragon on the field. Multiple checks also increases the likelihood of triggers – an average turn once you hit G3 will have 4 drive checks. The worst you’ll ever see is 3 and, with Irkab in the deck, you can go above 4 relatively easily.

WEAKNESSES

The deck is field reliant when pushing damage early and its rearguards do not particularly hit high numbers without Force 1, which takes some time to set up. Still, rushing early can be a valid strategy to make it easier for Nextage to kill earlier if you have the pieces to do it – just be careful not to waste essential cards that you will need later if you aren’t sure you’ll be able to pressure effectively early.

CONCLUSION

Its ability to set the pace of the game with smart Force marker choice and placement is the deck’s defining characteristic and the most important thing to learn about it. This makes for a dynamic deck to play and, while simple to use, understanding the many scenarios you can end up in while playing the deck and what options you have in each is the key to playing the deck effectively. With Chronojet and Nextage, the deck also boasts incredible comeback potential and can turn the tides during crucial moments of the game and should never be counted out.

To stand up against the odds and challenge face head on no matter how many times it takes.

Sample Deck Builds

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