Table of Contents
Supplementary Graphics By: MachinaBlau and Cipher
All Card Art is owned by Bushiroad.
Last Set Update: D Booster Set 01: Genesis of the Five Greats
The first Brandt Gate Deck introduced in D Start Deck 05: Tomari Seto -Aurora Valkyrie- was Cosmo Security Prison Deck. This deck primarily focuses on imprisoning the opponent’s units temporarily and gaining benefits depending on how many units in the prison. Units that are imprisoned can be freed from the opponent by paying the appropriate cost.
This is currently the main Prison, Galaxy Central Prison, Galactolus.
To pay the cost, if you are going first, you may rest your Vanguard, but going second you will need an additional rear-guard as you can attack. By activating this, you will Soul-Charge 3, which the extra soul can be used to pay cost to imprison.
The cost of bail using this Prison:
Soul-Blast 1 for 1 prisoner
Counter-Blast 1 for 2prisoners
Now for our ride chain, starting off we have as for our main Vanguard is Aurora Battle Princess Seraph Snow.
As a Vanguard, Snow gains +10000 if there is at least 1 imprisoned and an additional drive for having 3 or more imprisoned.
On both Rear-Guard and Vanguard Circles, you may Counter-Blast 1 to imprison two of your opponent’s rear-guards.
Next up is the Grade 2 ride, Risatt Pink.
Primarily, she is used for her on ride skill, which detains one of your opponent’s cards in hand. This card can also be a Order Card.
As a rear-guard, she gains +2000 for at least 1 imprisoned, however, in comparison to other rear-guards, there are stronger candidates.
Finally, we have our Grade 1, Kyanite Blue, which on ride can search out the Prison Order to be able to use it on the first turn.
By placing it on Rear-Guard and if you have at least 1 detainee, you may pay the cost of Counter-Blast 1 & Soul-Blast 1 to draw 1 card.
When building a Prison deck, there should be a balance of Imprisoners and Beneficiaries. Certain Imprisoners can only imprison certain Rear-Guards depending on their position on the board. Now there is the idea you can mix this deck with the currently other Brandt Gate Deck, Orfist, but will be covered in a separate deck study.
As for Beneficiaries, the deck should have benefits at every level. Here is the current list of each type of card:
- Grade 3
- Aurora Battle Princess, Seraph Snow – Counter-Blast 1 to Imprison 2 Rear-guards as Vanguard or Rear-Guard
- Alert Guard Gunner – As Rear-Guard and when this unit hits, Imprison 1 Rear-Guard
- Granaroad Fairtigar – On Rear-Guard once per turn you may pay Soul-Blast 1 during Main Phase to Imprison 1 Front Row Rear-Guard
- Grade 2
- Aurora Battle Princess, Agra Rouge – When placed on Rear-Guard you may Soul-Blast 1 to imprison 1 Front Row Rear-Guard
- Aurora Battle Princess, Risatt Pink – When placed on Vanguard, your opponent chooses 1 card to imprison from hand. (This can be an Order Card)
- Aurora Battle Princess, Spark Limone – When this unit attack hits, you choose 2 units from the opponent’s drop zone and put it in Prison
- Security Patroller – When placed on Rear-Guard, you may Soul-Blast 1 to Imprison 1 Rear-Guard
- Grade 1
- Hyperspeed Robo, Chevalstud – On Rear-Guard once per turn during Main Phase, you may Counter-Blast 1 and Soul-Blast 1 to Imprison 1 Rear-Guard
- 1 Prisoner or more
- Aurora Battle Princess, Seraph Snow – Gains an additional 10000 power
- Autonomic Caution – Gains an additional 2000 power and 5000 shield
- Aurora Battle Princess, Risatt Pink – Gains an additional 2000 power
- Grapple External – Gains an additional 5000 power
- Aurora Battle Princess, Kyanite Blue – When placed on Rear-Guard, Counter-Blast 1 and Soul-Blast 1 to draw 1
- 2 Prisoners or more
- Aurora Battle Princess, Agra Rouge – Gains an additional 5000 power and 5000 Shield
- 3 Prisoners or more
Other Cards to Consider
- Detonation Mutant, Bobalmine – After boosting for an attacking, you may put this into soul to Counter-Charge 1
- Lightning Barrier, Emergency Deployment! – A Blitz Order to give the Vanguard 30000 additional power at the cost Counter-Blast 2 during the Battle it was attacked.
- Fighting Dragon, Goldog Dragon – Can be discarded during Ride Phase to Superior Call himself for Counter-Blast 1
- Electrode Monster, Adapton – As a booster, this unit gains 2000 power consistently without the need of a Prisoner.
In terms of picking which offensive triggers you should have Critical Triggers are recommended over Front Triggers. Critical Triggers have more of an advantage of progressing the game faster.
As for the Brandt Gate Over Trigger, we have Star Dragon Deity of Infinitude, Eldobreath which has the additional effect grants the entire front row double of the current power and critical. This encourages to have cards out on field early to grant power via this ability. Since the power is from the Over Trigger is granted before the additional effect, this makes the power gain to one unit 200 million instead of 100 million.
The remaining triggers are support with the Standard 4 Heal Triggers. Draw Triggers are viable as there currently is not a way to search out the units for a field. However, the last slots could also use Fronts Triggers if the draw effects from units can meet the demand for hand and field resources.
Grade 3 (4)
4 Aurora Battle Princess, Seraph Snow (Ride Deck)
Grade 1 (16)
Grade 1 (17)
Grade 0 (17)
1 Aurora Battle Princess, Ruby Red (Ride Deck/Start Deck)
4 Cardinal Draco, Barbizonde (Critical)
4 Aurora Battle Princess, Lourus Yellow (Critical)
1 Star Dragon Deity of Infinitude, Eldobreath (Over)
3 Aurora Battle Princess, Fronte Rose (Front)
4 Aurora Battle Princess, Treuse Green (Heal)
This deck type is very reactive to the opponent with detaining the opposing Rear-Guards but has no late game or guaranteed finisher aspects. As a result, the early game is very crucial to make up for the lackluster ending as you may even have to starve the opponent out of resources.
Potentially, you want to have as many early game pieces for an attack on grade as possible while being able to discard a card for the ride phase. If you are going second, you would also want a Grade 1 to be able to call out for the cost of Galactolus Prison.
15000 Early Beater for 1 Prisoner
Call Target to rest for Galactolus cost
Discard Fodder for Ride Deck
10000 Power or Shield for 1 Prisoner
Persona Ride for later or a Rear-Guard to Imprison one
Your typical first turn will be to Ride Aurora Battle Princess, Kyanite Blue to obtain your Prison, Galaxy Central Prison, Galactolus card guaranteed in hand then activating it. Going first will allow you to rest your Vanguard for the cost as you will not be attacking. Going second however will force you to call out a rear-guard otherwise, you must sacrifice your Vanguard attack for the turn, which may have a benefit depending on matchup.
Your second turn is a catalyst for all your Prison effects as you ride Aurora Battle Princess, Risatt Pink to imprison an opponent’s card in hand. With 1 prisoner, effects such as Autonomous Cautious and Grapple External are live. The goal of this turn should be to rush the opponent.
Starting with your first grade 3 ride, your aim now would be to consistently imprison opponents Rear-Guards and pressure with columns reflecting the Magic Number Theory of 10000 or 13000 opposing vanguard depending if you went first or second. Unless the opponent’s unit cannot be imprisoned, you should be able to meet at least 1 prisoner quota required by the beneficiaries.
For the rest of the game, it is a matter of pressuring the opponent down. Do pay attention to the opponents resources as your last resort tactic is to wear him down. If you cannot finish off the opponent during the turn, focus on limiting the choices of being able to free the opponent’s units such as lessening the amount of damage.
Magic Number Guide
Since there are no major power boosts in the game, players should be aware of the Magic Number Theory in overDress. The theory is the amount of cards needed to guard versus the attacking unit. If the attacking unit has a certain value, then it may be difficult to guard either by not having enough or throwing too more than necessary.
The most common shield values are 5000 and 15000 as well as having common defensive damage trigger giving the opponent 10000 power for each one checked.
With this in mind, the columns should reflect the opponent’s Vanguard. For example, 13000 base Vanguard Power would mean looking at 13000 power with increments of 10000 power as a possibility of the damage trigger. With being able to be 10000 more than the opponent, your opponent will normally have to guard with two 5000 shield units or one 15000 shield resulting in 2 cards to guard for the former or 1 large guard but wasting 5000 shield.
The example above shows a formation with ideal columns against an opponent’s Grade 3 Vanguard with 1 Imprisoned and all the effects are used on field as much as possible. However, the Left and Right columns are the same in terms of guarding even thou there is a 2000 difference between the columns. Players should be mindful in terms of making these kinds of formations and if a Rear-Guard is retired where to place.
By wearing down the opponent in this manner, there will be points of the opponent not being able to guard properly due to the potential waste.
When imprisoning the opponent’s units, keep in mind that when imprisoned units are called when freed allowing the opponent to use any on place skills. Priority for imprisonment should go to not any on place skill Rear-Guards.
With certain Imprisoners, you may be limited to the front row Rear-Guards only for example, therefore any restricted imprisonment should also go first. Snow Seraph’s skill can target back and front row, so it is the most valuable player when it comes field detaining.
Imprisonment of opponent’s units may be handy but overdoing it or paying a unnecessary cost to the deck may hinder the deck’s performance in the end game. If you only need to imprison 1, meet the minimum requirement only. However, imprisoning over the minimum requirement can be useful late game to force the opponent to choose between multiple resources.
While the deck uses Counter-Blast and Soul-Blast for detaining the opponent’s units, there is generally enough resources to keep imprisoning through out the game. The more valuable resources are hand and Rear-Guard as they cannot be replenished easily. There may be point in game play where the choices between field and guarding will be hard.
Due to the nature of most of these cards, being able to imprison is essential for the deck. Most commonly opponents would make sure to not have 3 cards imprisoned to prevent Snow Seraph’s triple drive.
Additionally, the deck does not gain higher amount of power easily meaning damage triggers would reduce needed guard on attacks to a Vanguard.
The major weakness of the deck are the Rear-Guards as they cannot be replenished easily. If an opponent grinded out the prison player’s Rear-Guards, the overall attacks will reduce the effectiveness of the prison deck.
Other countermeasures of other decks are units that can not be imprisoned like Trickstar preventing of being targeted or Shadow Army Tokens from Orfist which can be imprisoned but will be removed since Tokens can only exists on field.
- Even if you have two Prison Cards active, this does not mean there are two separate Prison.
- If an overDress unit is imprisoned, both the overDress and originalDress go to the prison.
Version 1.5 – Aurora Battle Princess, Spark Limone was released.