Originally a rag-tag team of creatures who would normally be sworn enemies, brought together by the threat of annihilation, this clan has become a disciplined army of the United Sanctuary. Wielding the power of light in one hand and the power of darkness in the other, the Gold Paladins defend the Sanctuary to the finish.
V Series Gold Paladin plays a lot like its former self: superior calling units from the top of the deck and gaining skills based off of the number of units called. This style is very synergistic, as one call can lead to another call and amass an army in an instant.
The deck is a pressure machine, calling units as early as turn 1 to push your opponent consistently throughout the game. If the opponent fails to fight back, even for a turn, then the game is all but won.
The strength of this deck draws from one key card: Agravain. Once on grade 3, Agravain can turn three front row rear guards into a seven attack turn for only 1 counterblast! His two skills work together, and after multi attacking relentlessly he can use the soul he has acquired to prevent the opponent from calling any grade 0s, which is truly a game-winning effect.
Strong early game
Large amount of multi-attacking
Explosive Grade 3 turns
Shut down by defensive triggers
Over-reliance on riding Agravain
Difficulties hitting Force numbers
If played correctly, Gold Paladin has one of the best early games in the format. As an Accel deck with the game plan of going wide, dealing damage early on can lead to higher chances of winning. In the mulligan you want to keep Agravain, Escrad, and pair copies of Kahedin/Hoel. Cards that require multiple calls to be good like Cundedaguis, Arienohl, and all of the backup grade 3s are better off left out of your opening hands and sent back during the mulligan. Our ideal starting hand lets us assemble a board on turn 2 without having to commit too many cards from hand.
The best card to see on turn 1 is Tron, as his on hit pressure can punish opponents who keep greedier hands with more normal units then triggers. If going first, it’s best to keep Tron in hand for a rear-guard on turn 2, and when going second, he’s your ideal first ride target. The deck thrives off the free calls it can get this way, and the high roll of calling something like a Full Cavalier Dragon can set you super far ahead, basically for free.
On turn two the optimal ride is Escrad, calling you a card from the top of the deck with no cost at all. The card is not once per turn and doesn’t restrict himself from calling more copies of himself too, so it’s possible to have turns like ride Escrad, call another Escrad off the top of the deck, then do the skill again for one more call. That’s potentially two front row rear guards all because of one free on ride skill. Now of course this won’t happen all the time, however even if the unit called is a trigger, Escrad has a second skill of counterblast 1 to give himself 5k power. Placed behind the Vanguard, that makes your worst-case scenario a 19k center column, which isn’t bad at all.
The second best card to see on grade 2 is Kahedin. Kahedin’s cost is counterblast 1 and discard 1 to check the top 3 cards of your deck and call a card from among them. If you have Hoel on the field, you can draw one card from Kahedin’s skill, recovering the cost you paid earlier. Hoel is good even if you don’t have the Kahedin. Hoel's skill gives 5k power to whatever is placed in front of him. Hoel behind any grade 2 unit is a 22k column, which is good enough to swing at Protect/Accel vanguards and force 15k shield. Kahedin on the field turns those 22k columns into 27k columns, forcing out 20k shield from any non-Force deck.
When calling an early board, don’t call down too many rear-guard boosters from hand. Agravain plays 8 front triggers, making it so your smaller boards still have a possibility to hit through a defensive trigger.
If your hand is clunky, it’s best to not commit early and hold back till later. This deck has some massive comeback potential, so while early game is important, you don’t want to be forcing anything either. It’s okay to just call a vanguard booster and swing with one lane in the early game because Agravain scales well into the late game. Push when appropriate but save most of your hand for your big Agravain plays.
Midgame is where you ride Agravain and allow your deck to make powerful plays. Agravain’s skill is counterblast 1 and put all your rear-guards into your soul, then look at the same number of cards from the top of your deck as the number of rear-guards you called this turn, call any number from among them to rear guard circle. This allows you to do three things: deck thin, multi attack and build up soul. The soul building leads into his other skill, which is soul blast 12 and until the end of the fight your opponent can only call normal units. This shuts your opponent from guarding with triggers, and from calling them onto the board. The cost is hefty but once paid it stays active for the remainder of the game.
Deciding on Accel 1 or Accel 2 is a real decision to make when using Gold Paladin. Accel 1 gives you 5k more power, allowing you to hit better numbers with two separate units. Accel 2 draws you a card, helping you dig for more pieces if your hand is weak or if you miss-ride. If your hand is strong enough, it’s usually the right play to go Accel 1. The power buff on two attacks is worth the loss on hand size.
In play you want to be using Agravain’s first skill every turn when possible. The multi-attacking and deck thinning is the main strategy of the deck. Starting from your first grade 3 turn, you should be calling a board and hitting for decent numbers every single turn.
On Agravain turns, you want to be calling cards that call other cards from deck. Full Cavalier Dragon calls from the top of the deck for a soul blast 1 and gives the vanguard 5k power. The power is important because when using Agravain’s skill, you are unable to boost. Another card you want to be calling is Sagramore, who draws a card and calls a card when placed from hand. These chain calls give you more chances at finding better cards from the top of the deck when using Agravain’s skills. The calls also buff up Arienohl by 15k, making her a 24k beater. Lastly, on four calls, Cunedagius gives the unit he’s boosting an 8k power boost, turning 9ks into 25k columns.
The late game for this deck is simple to execute. If you accumulated the 12 soul for Agravain’s skill, then it’s almost always the right play to soul blast 12 and restrict them from using grade 0s. The only time you wouldn’t do the skill is if you can 100% confirm that the opponent has no grade 0s in hand and you need the soul for other skills. At this point, you're calling down the remainder of your hand for your final push. Hand conservation gets tossed out the window, and you play for a lethal turn against your opponent.
Once guard restrict is activated, you need to make sure all your attacks are high enough to where they can’t be intercepted away. Call units in front of Hoel, put units on Accel circles, and swing in for the final turn.