Introduction

Table of Contents

Quick Guide

Game Play

 

The Angel Feather clan is a medical group located in United Sanctuary. The medical group employs angels, and high level scientists to combine science and healing magics. Much like the Red Cross, the Angel Feather clan travels the world healing as a neutral third party to anyone who needs it regardless of nationalities or races. 

 

Angel Feather is one of the strongest and most consistent clans out in Standard. The deck has a very high skill ceiling due to large number of decision trees. One of their core mechanics is being able to manipulate the damage zone, and superior call from the drop zone.

 

The deck is very versatile and can adapt to any situation. Due to being a Protect clan, the deck is defensive in nature. Combined with the ability to heal damage with Crimson Impact Metatron the clan can create a wall that may be insurmountable for some decks.

 
  • High adaptability

  • Strong defensive capabilities

  • Heal on ride

  • Finisher has guard restriction

  • Can amass protect markers with superior riding

  • Many lines of play can lead to mistakes

  • Can be somewhat piece reliant (damage swappers)

  • Early pressure can force the deck into a corner

  • Accel clans

 

Pros

Cons

Solidify Celestial, Zerachiel

Grade 3

4 Copies

First Ride

Perdurable Phoenix

Grade 3

1 Copies

Defensive Rearguard

Million Ray Pegasus

Grade 2

3 Copies

Fantastic defensive and offensive unit.

Thousand Ray Pegasus

Grade 1

3 Copies

Fantastic pressure enabler.

Sunny Smile Angel

Grade 0 

4 Copies

Crimson Impact, Metatron

Grade 3

4 Copies

2nd Ride Main G3

Impetus Celestial, Armaiti

Grade 2

4 Copies

Grade 2 pressure enabler.

Marking Celestial, Arabhaki

Grade 1 

4 Copies

Get key pieces from damage.

Critical Hit Angel

Grade 0

4 Copies

Battle Cupid, Nociel

Grade 0 

4 Copies

Mobile Hospital

Grade 3

2 Copies

Finisher

Wild Shot Celestial, Raguel

Grade 2

4 Copies

Recovers finisher or pieces from drop.

Underlay Celestial, Hesediel

Grade 1

4 Copies

Best swapping enabler.

Hot Shot Celestial, Samyaza

Grade 0 

3 Copies

Bouquet Toss Messenger

Grade 0 

1 Copy

First Aid Celestial, Peniel

Grade 0

1 Copy

 

Solidify Celestial, Zerachiel

Grade 3

4 Copies

First Ride

Impetus Celestial, Armaiti

Grade 2

4 Copies

Grade 2 pressure enabler.

Marking Celestial, Arabhaki

Grade 1 

4 Copies

Get key pieces from damage.

Critical Hit Angel

Grade 0

4 Copies

Crimson Impact, Metatron

Grade 3

4 Copies

2nd Ride Main G3

Wild Shot Celestial, Raguel

Grade 2

4 Copies

Recovers finisher or pieces from drop.

Underlay Celestial, Hesediel

Grade 1

4 Copies

Best swapping enabler.

Hot Shot Celestial, Samyaza

Grade 0 

4 Copies

Mobile Hospital

Grade 3

3 Copies

Finisher

Million Ray Pegasus

Grade 2

3 Copies

Fantastic defensive and offensive unit.

Thousand Ray Pegasus

Grade 1

3 Copies

Fantastic pressure enabler.

Sunny Smile Angel

Grade 0 

4 Copies

Battle Cupid, Nociel

Grade 0

4 Copies

First Aid Celestial, Peniel

Grade 0

1 Copy

 

Angel Feather is a clan that can roll with the punches, that is to say it can adapt to any situation thrown at it. Part of how they can manage that is their Grade 1 and 2 line up. The deck acts much like a Swiss army knife, with each card solving certain problems.  

 

With that being said, the early game is Angel Feathers greatest weakness. While other decks are proactive, Angel Feather is a reactive deck. Reactive decks require their opponent to commit to a game plan, and generally require a small start up time. Other decks can take advantage of this by pushing hard on the Grade 1 and 2 turns. As the Angel Feather player, your job is to avoid expending a critical amount of resources and pay special attention to the cards going into your damage zone. You'll have to take a lot of damage before finally getting to your big Grade 3 turns. It’s perfectly fine going to 4 damage before your Grade 3 turn. This accomplishes two very important things for the deck:

 

  1. It gives you chances to get Zerachiel to the damage zone by damage checking them.

  2. It makes every heal trigger in your deck live.

The early game strategy is all about setting up the deck for the mid to late game and not falling behind in resources. Making sure to set up Zerachiel in your damage zone if she is in your hand is very important as well. Do not blindly use effects for the sake of using effects. Every card in the deck serves a purpose, make sure to use each effect wisely!

If you happen to be grade stuck, but have a Zerachiel in your damage zone just continue to play without ride assisting. When your opponent hits Grade 3, you'll be able to superior ride from the damage and catch back up! 

This also works against Gold Paladins and their early superior riding!

However, when riding Zerachiel from damage, timing is key. A common mistake is when players ride Zerachiel whenever they have it in damage -- this is the opposite of optimal. It is important to take into account your next turn as well: do you have a Metatron to ride over Zerachiel? Are you setting up for a Hospital turn?

 

If you are on Metatron, be sure to use her second effect before riding Zerachiel, as you are still able to gain the free damage check and countercharge. Depending on the matchup/situation, you may even need to ride Zerachiel purely for the extra protect marker, especially in games against Force clans that hit high numbers. The general rule of thumb when riding Zerachiel is that just because you can doesn’t mean you should.

 

mid game

You've made it to the mid-game where Angel Feather as a clan begins to take control of the game. Damage management is actually crucial in this deck for reasons outside of superior riding Zerachiel from the damage zone. With your main Grade 3 ride healing you a point every turn, trying to make sure you're at equal or more damage than your opponent becomes imperative. 

 

Your main goal as Angel Feathers is to make your opponent do 10+ damage to you in order for them to win the game. You can achieve this by managing your damage appropriately, making sure both Metatron and heal triggers are live. The reason for this is that your win condition of Mobile Hospital takes a while to power up.

If Metatron hits the damage zone, make sure to swap it to your hand via your Grade 1 cards Arabhaki or Hesediel. 

  1. Get your opponent to 4 damage.

  2. Continue building Grade 3s in soul. The more the better. The ideal number is 4.

  3. Get access to Mobile Hospital and Thousand Ray Pegasus.

 

The mid game generally can last 2 to 6 turns, it depends on how fast you can accelerate your finisher, Mobile Hospital. If you've managed your damage properly, Metatron will essentially give you triple drive with her second ability. By constantly healing and building up Protect Makers, you can extend "the mid game" and run your opponent out of resources.

 

By abusing your powerful tools and swinging at your opponents rears you can limit the opponent to only 4 damage. You should be very hesitant about giving your opponent 5 damage, as you'll be giving up the ability to benefit from drive or damage checking a heal trigger. By also limiting your opponent to 4 damage you'll be starving them of counterblast.

 

Once you have multiple Grade 3s in soul, and have pushed your opponent to 4 damage you can begin to shift your focus. With the consistent healing from Metatron and the large amount of protect markers you may have amassed via superior riding you should have effectively stonewalled your opponent out of the game and thinned their hand.

 

This is the stage of the game where Mobile Hospital takes the stage and shows why it is one of the best finishers in v-era. With a Thousand Ray Pegasus booster, and a Zerachiel VG or RG Mobile hospital can hit 53,000 power with sentinel restrict. For most clans, this is very difficult to guard and will generally be the way you close the game. 

 

It may take more than one Mobile Hospital attack to finish the game, but this late in the game your soul should have enough for another attack the following turn. If your opponent retires Mobile Hospital, make sure to setup a Raguel to retrieve him from the drop zone. 

 

A greedier, and more difficult to perform setup is a double Mobile Hospital turn. Often only used in Protect matchups like the mirror, a double Mobile Hospital turn can spell certain doom for decks reliant on perfect guards.

On Mobile Hospital turns, make sure to always attack with your Vanguard first to make sure that any trigger effects drove check that turn can benefit your all in attack.

 

Bermuda Triangle

Matchup Difficulty: Hard

Bermuda Triangle is a deck that excels at pressuring in the early Grade 1 and 2 turns. This pressure does not relent as the game goes on. With Grade 3 columns of 51,000 being on the low end, Bermuda Triangle attacks almost demand to be perfect guarded every turn. Even with the superior ride generating extra Protect gifts, if a Bermuda player hits their stride it will be an uphill battle. Guard as much as you can early preferably taking a max of 1-2 damage until you hit Grade 3. This is opposite of what you should be doing in other match ups.

Dimension Police

Matchup Difficulty: Easy

Dimension Police is a clan that focuses on their Vanguard primarily. If the Dimension Police player goes first and manages to have Super Dimensional Robo, Daiyusha as their opening ride you will need to adjust your guarding to prevent a massive amount of damage. As the game progress however, Angel Feather can stabilize by the large number of perfect guards you can accumulate via Zerachiel. Be wary of Ultimate Dimensional Robo, Great Daiyusha as being able to essentially restand a Vanguard is a very powerful effect that can drain your Protect gifts. Focus on protecting yourself from Super Dimensional Robo, Daiyusha as his additional critical is a wildcard. If you do this, no guarding the re-ride is more feasible.

Gear Chronicle

Matchup Difficulty: Easy

Similar to Dimension Police, Gear Chronicle is a clan that is very Vanguard centered. All their threats lie in the Grade 4 Interdimensional Dragon Mystery-Flare Dragon. With the right amount of cards in the bind zone, their vanguard gains triple drive, and an additional critical. However with no sentinel restriction, their one large attack can be perfect guarded every turn. While finishing them with Mobile Hospital is the primary game plan, with the large number of drive checks and card draw effects you can also force the Gear Chronicle player to deck out fairly easily!

Genesis

Matchup Difficulty: Hard

Genesis is one of the hardest matchups for Angel Feather because of one card: Witch of Frogs, Melissa. Melissa creates an alternate win condition for Genesis in the form of deck out. Additionally, Melissa can force you to call Grade 3 cards from your deck, which can destroy your consistent re-rides and even burn Metatrons. With the ability to draw a significant number of cards with Oracle Queen, Himiko Genesis has a surprising amount of survival and potential to turtle a game out. Be aware of this and make sure to rush them in the early game.

Kagero

Matchup Difficulty: Hard

Kagero and Dragonic Overlord the Great represent another hard match up for Angel Feather. With the ability to reach five attacks per turn for a single counter blast, not only is the clan hard to damage deny it has the ability to superior call key pieces from the drop zone just by re-riding their main vanguard. If Kagero goes first this problem is even more apparent when even the original Dragonic Overlord can come crashing in at you with 33,000 power or more compared to your 9000 power Grade 2. Preventing early damage from their pokes is important as eventually you will have to start letting the larger attacks get past. Flame of Hope Aermo is a key card to pay attention to, as even if you attempt to damage deny them they have a very effective counter charger.

Link Joker

Matchup Difficulty: Moderate

On paper this should be an easy match up for Angel Feather but there are a few nuances to lookout for. Docking Deletor, Greion and Waving Deletor, Greidhol are real threats with their ability to delete the Vanguard. On the turns your Vanguard gets deleted, prepare for this deck to eat a lot of cards out of your hand. Lie-down Deletor, Given is also a real threat as he is able to give their Vanguard an additional attack. Be wary of your Mobile Hospital and Phoenix placements as the bind mechanic is quite problematic. Angel Feather have no way to recover cards from the bind zone so waiting for the most optimal time to drop these cards is important as they become impossible to recover. Like most other Force Clans, all their pressure is on Vanguard and Protect Markers and Perfect Guards help survive this matchup.

Neo Nectar

Matchup Difficulty: Hard

Neo Nectar is one of the most difficult Force Clans to play against. They are strong in all aspects of the game. They have a very strong early game starting from Grade 2 with their token generation. Neo Nectars specialize in generating free units and taking advantage of those free units and turning them into large attacks. The deck also has amazing draw power due to Exploding Tomato and Spiritual Tree Sage, Irminsul. White Lily Musketeer Captain, Cecilia is the decks main vanguard, she’s able to replace and generate a whole board by herself for the cost of 1 counterblast and 1 unit. She also gives 10k power to the whole front row if there’s another grade 3 in soul.

 

The amount of pressure she applies and field advantage she gives, makes this match up extremely difficult. The best way to deal with this match up is to avoid taking damage early as their columns become incredibly difficult to guard late game. Make sure to conserve your Perfect Guards and if you can guard a rearguard attack with 1 card, do it so you can afford taking damage late game when their columns require multiple cards to guards. They can play the long game with Angel Feather with the amount of cards they can draw and free units then can call to the field. More often than not, this match up is decided on who decks out first assuming all triggers are fair and both players opened up equally. 

Royal Paladin

Matchup Difficulty: Easy

Royal Paladin excel at pressuring early and making columns that are difficult to guard early. If they are able to get off a strong Blaster Blade Grade 2 turn with his additional critical ability active, this match up can be quite difficult. Angel Feather have the tools to stabilize in the mid game however, so spending significant resources on survivng early is imperative. Exculpate the Blaster is the clan's main finisher, enabling a four attack turn with a total of four drive checks. Make sure to calculate for this once the Royal Paladin player has a Blaster Blade in hand, or in the soul. When the Royal Paladin player isn't generating pressure early, or trying to win with Exculpate you should be generating extra protect markers, and managing your resources to prep for the next push.

Shadow Paladin

Matchup Difficulty: Moderate

Much like other Force Clans, a lot of Shadow Paladins power lie in their Vanguard. Phantom Blaster Dragon (PBD) and Gust Blaster Dragon (GBD) are very real threats and can end the game the moment they hit the board. Shadow Paladin can generate a lot of advantage by calling units from the deck or drawing so they are well equipped to handle the grind game. PBD's ability to inflict a damage on an opponent during the main phase is an important factor to take into consideration.

 

As such, keeping some number of rear guards on the board to combat the effect becomes required. If the opponent has counter-blast you should look to have around 4 out. If they opponent doesn't, you can keep less. PBD's ability ultimately counters Metatron and her ability to heal you for a turn. Additionally, by removing 3 rearguards each turn, PBD pressures the Angel Feather player to either call more cards from hand to make columns for pressure or not playing offensively at all. Finding the balance between the two is important in dealing with this match up. Well timed Mobile Hospitals and taking advantage of Raguel and Armaiti is key.

Spike Brothers

Matchup Difficulty: Easy

General Seifried is the clan’s main vanguard and with his very powerful on hit effect he can apply a large amount of pressure every turn. Keep in mind that the ability does not require the attack to be aimed at the vanguard. While this deck has a significant amount of early aggression and power, it falls off hard towards the mid and late game. 

Aqua Force

Matchup Difficulty: Easy

In their current state, Aqua Force is one of the weaker Accel clans that Angel Feather can exploit. They are Rearguard reliant and lack ways of generating actual advantage. Tidal Assault, Marine General of the Restless Tides, Algos and Storm Rider, Diamantes are public enemy #1 and should be the main focus of each of your attacks. Once your able to survive their “waves” of attacks, they lack the defensive resources to survive Mobile Hospital.

Gold Paladin

Matchup Difficulty: Hard

If the Gold Paladin player goes first and has the Incandescent Lion, Blonde Ezel ride chain through Knight of Superior Skills, Beaumains or Flame Wind Lion, Wonder Ezel this matchup can become quite difficult as you’ll be staring down a grade 3 against your your grade 1 Vanguard. If in this predicament, playing the grind game is important. Make sure to deny excessive counterblast and prioritize sniping Rearguards as Gold Paladins run out of steam fast if they cannot finish the game in the early stages.If they open up their ride chain combo, find ways to put Zerachiel to damage so that you’re able to Superior Ride her and essentially skip a grade as well. Raven-haired Ezel is a real threat and needs to be contained as Ezel shuts down all your Protect Markers. Luckily Gold Paladins do not have a lot of defenses outside of Perfect Guards, take advantage of this when the opportunity presents itself.

Great Nature

Matchup Difficulty: Hard

Great Nature is one of the better Accel clans in Standard as they have the resources to gain field advantage and hand advantage through School Hunter, Leo-pald and Binoculus Tiger. They also have a very good ride chain in Pencil Hero, Hammsuke that can generate an additional Accel circle. This clan relies on the “gacha” mechanic where you cannot plan ahead for as their entire turn is dependant upon what they mill off their card effects. In this matchup you have to be adaptable and fluid upon your decision making. Being able to adjust on the fly with what they are milling is important. Prioritize attacking Rearguards and set them up to be at 4 damage for a potential Mobile Hospital death turn. This matchup can get out of hand fast however if they mill the right units.

Murakumo

Matchup Difficulty: Hard

Murakumo is a clan that prevents your opponent from re-riding a grade 3 on top of another grade 3 Vanguard thanks to Dueling Dragon, ZANBAKU. Murakumo is a very counterblast heavy deck so making sure to deny excess counterblast and retiring important Rearguards such as Left Arrester and Right Arrester is the key to winning this matchup. Zanbaku makes it very difficult for Angel Feathers to play their optimal strategy as they prevent you from re-riding Metatron and getting her free heal off.

 

Continue attacking the Left and Right Arresters and deny them any extra open counterblast so you’re able to re-ride Metatron. Superior Call Zerachiel from damage zone whenever they use their full re-ride and re-stand lock to help mitigate the damage that turn. Like most Accel Clans if you can survive their push, they lack the resources for your counter play. In this case, Mobile Hospital can usually end the game for you if you can make it to that point.

Narukami

Matchup Difficulty: Hard

Narukami is a clan that revolves around the “Bind” mechanic. This mechanic removes a card from the game completely and cannot be recovered. Detonix Drill Dragon is the decks biggest threat as he is a restanding Vanguard. Commit to the field with your free units and force the Narukami player to discard as many cards as possible for them to re-stand Detonix Drill Dragon. Be very careful of your Mobile Hospital placements as once they bind it, you cannot recover it. So make sure to only play Mobile Hospital whenever you can use his effect or else you miss out on your win condition for late game. Perdurable Phoenix can help you win this matchup. Place Phoenix behind the Vanguard as Narukami have no ways to bind cards from behind the Vanguard. This will help you in adding extra defenses for their big explosive turns.

Nova Grappler

Matchup Difficulty: Easy

Nova Grapplers is one of the rush Accel Clans that try to win quickly as they do not generate any good advantage and have little resources. Just focusing and sniping Rearguards and avoiding giving them 2 open counterblast for Perfect Raizer is more than enough to win this matchup as they lack answers for the constant healing and Mobile Hospital’s guard restrict.

Pale Moon

Matchup Difficulty: Hard

Pale Moon is one of the most inconsistent decks out in Standard but if they open up well, you can expect to take a lot damage. They can get upwards of 5-11 attacks a turn with the right pieces. Nightmare Doll, Alice and Golden Beast Tamer are both huge threats when paired together and the deck is able to push through at least 1 defensive trigger. Sniping and attacking the grade 2 Rearguards are important as they are the main call targets from Soul. Once they run out of Soul and or attackers, the matchup becomes much more less of a threat.

Tachikaze

Matchup Difficulty: Moderate

Tachikaze is a balance between a control and rush Accel clan. They hit high numbers due to Ravenous Dragon, Gigarex and Tyrant, Deathrex and can accumulate resources with Assault Dragon, Blightops. They can build quite the hand and can actually survive multiple Mobile Hospitals. Angel Feathers are a much better grind Clan however. Perfect Guard their big attacks from Gigarex and Deathrex and make smart attacks between Vanguard and key Rearguards will be important to win this matchup.

Angel Feather

Matchup Difficulty: Hard

The mirror is often decided by who re-rides more often and subsequently who can pull off the most consistent Hospital turns. Players playing Phoenix will have a better time, as Hospital only restricts perfect guards from hand, not from damage. In the early game, try to rush and the opponent to a minimum of three damage.

Dark Irregulars

Matchup Difficulty: Easy

No Life King, Death Anchor is an incredible threat. He is a great boss card for the deck. However, his support is quite lacking. The deck is quite slow and may take a few turns for them to ramp up to their 13 cards in soul threshold. Before their able to go to this point, they are quite weak and slow. Angels can take advantage of this by stockpiling resources in the early stages of the game. Focus on adding high defensive shield vales from damage zone to hand and continue grinding resources at a faster rate than they can.

Granblue

Matchup Difficulty: Easy

Granblue is similar to Dark Irregulars in that instead of building up soul for NLK, the deck revolves around building a big drop zone and benefiting from it through the use of King of Demonic Seas, Basskirk. Basskirk is the decks main win condition. Avoid going to 5 damage as Violence Flanger is a real threat to end the game. Granblue lacks the resources to keep up with Angel Feather consistently however as they have an answer for everything the Granblue player is trying to do. All while not having an answer for multiple Mobile Hospitals.

Megacolony

Matchup Difficulty: Easy

Megacolony strategy is revolved around Machining Spark Hercules and his board debuff effect. It’s high cost and not very effective against Angel Feathers. Be wary of Death Warden Ant Lion as he has a built in Sentinel restrict and Crit+ pressure similar to Mobile Hospital. Also making sure to attack and snipe Water Gang on your turn as he enables the deck to get a +1 in card advantage during their turn is important.

Nubatama

Matchup Difficulty: Easy

Nubatama is one of the weakest Protect clans in Standard at the moment. The deck struggles to hit high numbers and generate little advantage. The decks strategy revolves around controlling your hand by the multiple discard effects the deck has. Nubatama still lack any real ways of generating meaningful advantage, Angel Feather can easily out grind Nubatama in the grind game and they have little answers for Mobile Hospital once he hits the field.

Oracle Think Tank

Matchup Difficulty: Hard

OTT has a lot of ways to build up hand and accumulate Protect Markers and are able to manipulate their trigger checks by the use of “scrying.” CEO Amaterasu and Imperial Daughter are great engines for the deck. Victorious Deer is one of the best win conditions in all of Standard. Promise Daughter is one of the best Grade 2 Rearguards in all of Standard as well by having a built in “Resist” effect and hitting magic numbers by itself. This matchup is as close to a 50/50 as there is. It comes down to who can continue their pressure and execute their win condition more effectively. Always make sure to have a grade 3 in hand to re-ride as building up Grade 3s in soul and accumulating as many Protect Markers is important. It’s within possibility that 3-4 Mobile Hospital attacks will be your win condition as they can easily defend against 1 or 2. Save your Sentinels for their Victory Deer turns. Make sure to get Promise Daughter and Rectangle Magus off the field as they are the most effective Rearguards in their deck.

Editing and Additional Writing by:
Chad Leiske and China Ross

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