Introduction

Table of Contents

Quick Guide

Game Play

 

Interested in cute plants that hit hard and hit fast? Neo Nectar is a group of intelligent plants that primarily works in food exporting. Controlling that much of the food supply gives them a large say in what other nations can and can't do. Don't sleep on the political power of the Neo Nectar clan! The Neo Nectar clan is played by multiple characters in the anime, but the primary character is Rekka from Ultra Rare!

 

Neo Nectar is one of the most consistent decks in all of Standard format. They are strong in all phases of the game: early, middle, and late. They have a unique mechanic that allows them to generate free rearguards in the form of Tokens.

 

Tokens are Grade 0 Rearguards with 5000 Power and boost. Because of the deck's ability to generate free Rearguards, the deck’s early and mid game is quite strong. Neo Nectar can rush effectively starting from their Grade 1 and 2 turns.

 

They can easily push the opponent to 3-4 damage before their Grade 3 ride, due to the deck’s aggressive nature. If you can achieve that goal early on, your opponent will be on the back foot all game!

 

White Lily Musketeer, Cecilia is the deck’s main boss card and it packs quite a punch. She exemplifies what the deck tries to accomplish by helping it branch out and generate additional resources for free. The tokens act as seeds that help pay for the deck’s costs and help the deck by either drawing cards or turning into more powerful units.

 

Pros

  • Incredible Grade 1 and 2 rush

  • Large hand sizes

  • Huge columns 

  • Can go toe to toe with Protect

Cons

  • Very reliant on Cecilia

  • Prone to deck out if you over use Cecilia's ability

  • Stuck on Tomato

 

White Lily Musketeer, Cecilia

Grade 3

4 Copies

Main Ride

Pansy Musketeer, Sylvia

Grade 2

4 Copies

Optimal Grade 2 ride

Lily of the Valley Musketeer, Rebecca

Grade 1

4 Copies

Grade 1 pressure enabler

Chestnut Bullet

Grade 0

4 Copies

Exploding Tomato

Grade 3

4 Copies

Big draw potential and attacks

Sunlight Garden's Guide

Grade 2

4 Copies

Grade 2 pressure enabler.

Dandelion Musketeer, Mirkka

Grade 1 

4 Copies

Ideal Grade 1 ride

Night Queen Musketeer, Daniel

Grade 0

4 Copies

Maiden of Trailing Rose

Grade 3

1 Copy

Ideal first Grade 3 ride

Spiritual Tree Sage, Irminsul

Grade 2

4 Copies

Makes good columns with a booster.

Fruits Basket Elf

Grade 1

4 Copies

Make larger numbers of tokens

Watering Elf

Grade 0 

4 Copies

Maiden of Blossoming Rain

Grade 0

4 Copies

Broccolini Musketeer, Kirah

Grade 0

1 Copy

 

White Lily Musketeer, Cecilia

Grade 3

4 Copies

Main Ride

Lily of the Valley Musketeer, Kaviant

Grade 2

4 Copies

Grade 2 pressure enabler.

Corolla Dragon

Grade 1 

3 Copies

Can create massive columns

Chestnut Bullet

Grade 0

4 Copies

Maiden of Trailing Rose

Grade 3

3 Copy

Ideal first Grade 3 ride

Spiritual Tree Sage, Irminsul

Grade 2

4 Copies

Makes good columns with a booster.

Fruits Basket Elf

Grade 1

3 Copies

Make larger numbers of tokens

Night Queen Musketeer, Daniel

Grade 0

4 Copies

Pansy Musketeer, Sylvia

Grade 2

4 Copies

Optimal Grade 2 ride

Dandelion Musketeer, Mirkka

Grade 1

4 Copies

Grade 1 pressure enabler

Lily of the Valley Musketeer, Rebecca

Grade 1

4 Copies

Grade 1 pressure enabler

Watering Elf

Grade 0 

4 Copies

Maiden of Blossoming Rain

Grade 0

4 Copies

Broccolini Musketeer, Kirah

Grade 0

1 Copy

 

Neo Nectar is one of the most consistent decks in all of Standard thanks in large part to its ability to generate free units and additional draw power. It’s strong in all phases of the game. It arguably has one of the most punishing early games in all of Standard as its turn 1 and 2 rush can be quite powerful.

 

During the mulligan phase, it’s important to dig for either Mirkka or Fruits Basket Elf. This ensures that you will have some form of token generation and can capitalize on it during your Grade 2 turn. Neo Nectar can get off a very strong turn 1 attack with both Mirkka and Rebecca in hand. Riding Mirkka and using her ability to generate a token and calling Rebecca to Rearguard circle and buffing the token gives you an 8k attack followed by a 18k Vanguard attack.

 

This is important as the power buff guarantees your Vanguard to hit over 1 defensive trigger if they chose to let Rebecca hit. It forces your opponent to either drop shield or take 2 damage for the turn. This micro play is important at the macro level especially against Protect clans where incremental advantage is important.

 

Sylvia, Sunlight Garden and Irminsul all have important roles for the deck's strong early game. Neo Nectar’s Grade 2 turn is arguably the most important turn in the game. It sets the tone for the rest of the game and if played correctly, can put your opponent on the backfoot. The ideal scenario is having 1-2 copies of Sylvia (1 if Sunlight is also available) and having Irminsul and was able to generate a token on the previous turn.

 

This makes Irminsul live and becoming a 25k column with a token and generating a draw. You’re able to have 3 strong attacks off while having almost if not a full field. You’ll have a Sylvia and a token on your Vanguard column hitting for 15k without triggers, a Sylvia/Sunlight Garden hitting for 10k or 15k with a token and your 25k Irminsul column. Most decks are not used to this type of aggression, especially from the Grade 2 turn. By rushing them early your opponent is forced to use early shield or take 3-4 damage early, both unideal scenarios for your opponent.

 

This strategy works exceptionally well against Protect and Accel clans as they both require set up and forcing them to rid resources early can hinder their gameplans.

 

mid game

Under ideal circumstances, you opened with a strong hand and have been able to fill your board and push your opponent to around 3 damage. We are now going to transition from the early to mid game. If given the option of riding Cecilia, Tomato or Trailing Rose as your first Grade 3 ride, the priority is as follows: 1) Trailing Rose 2) Tomato 3) Cecilia. Trailing Rose is the ideal first Grade 3 ride as she generates two tokens when placed on Vanguard circle and can buff three tokens by 5k power.

 

If given the option between Tomato and Cecilia, Tomato would be the better first ride than Cecilia if there are no additional copies of her in your hand. Only if having two Cecilia’s in hand would riding Cecilia be the optimal play as riding her as your second Grade 3 is imperative. In regards to riding Tomato as a Vanguard, Tomato is highly undervalued as a first ride.

 

You’re exchanging two tokens for a draw (which gets you closer to seeing additional copies of Cecilia) and a 10k power buff to itself. By retiring two tokens you open us some space to play some of your other more powerful card effects and avoid clogging the field with tokens. Token control and and knowing how to use them best and taking full advantage of them is crucial in playing Neo Nectar optimally.

 

If you have to ride Cecilia or another Grade 3 without another Cecilia in hand, your game plan changes. The name of the game becomes finding additional copies of Cecilia ASAP. Setting your board up to anticipate potential draws is important. Before using Cecilia’s effect, make sure to leave an open Counterblast and two tokens on board in the instance you’re able to call Irminsul and or Tomato off Cecilia’s skill. This extra draw or two plus your two trigger checks will help you dig deeper into your deck to find those additional copies of Cecilia.

 

late game

Neo Nectar has one of the most powerful second Grade 3 rides in all of Standard. Having a second Grade 3 ride Cecilia applies tremendous amounts of pressure onto the opponent. With Cecilia, you get to exchange any unit on the field (most likely a token) into up to three cards all the while applying a 10k power buff to your front row. With Force markers, your columns can easily hit the 40-50k range.

 

This type of pressure across all three of your attacks each turn and the ability to generate free advantage every turn is why Neo Nectar is considered one of the most powerful and consistent decks in Standard. The deck can conserve resources and cards in hand as Cecilia's is able to help build the field through the top five cards from your deck each turn. That is why it’s imperative to have Cecilia as your second Grade 3 ride as she lays the foundation of the deck.

 

The units you call off Cecilia are incredibly important. It goes without saying that calling Grade 2s is a no brainer as all your Grade 2’s help generate even more advantage. One important thing to note is to use the Grade 2s you call off Cecilia as interceptors on your opponent’s turn. This accomplishes two things: 1) Opens up space so your field won’t get clogged and 2) Saves an additional 10k shield in your hand each turn. It’s not out of the realm of possibility to have more than 10 cards in your hand throughout the game including the end game. Rebecca is also one of the most important cards to call off of Cecilia’s effect. When placed Rebecca applies a 5k power buff to any Grade 1 or 0 on the field.

 

This helps in taking that extra card away from our opponent as it ensures your columns hit for magic numbers. But the important thing to note about Rebecca is that she is able to bounce back to your hand at the end of your turn. This is important for several reasons. Bouncing Rebecca back to hand helps keep your hand healthy and having an extra 10k shield in your hand can be the difference in some deciding moments in the game. This on top of the 10k shield value in interceptors you’ve generated means you can accumulate 20k in shield value each turn. As long as you’re able to keep a Grade 3 in soul, Cecilia will continue to push advantage offensively and help generate defensive advantage.

 

Side Note: When using Cecilia’s skill, it’s important to note that the units you call off her all get placed on standby. This means that you get to choose how you want to resolve your effects. Meaning if you call Sylvia and Irminsul and have one token on the field, you can resolve Sylvia first to get your second token and then use Irminsul’s effect now that there’s two tokens on the field.

 

Bermuda Triangle

Matchup Difficulty: Moderate

Bermuda Triangle is essentially a new and improved version of Neo Nectar. They hit for incredibly high numbers, have a good draw engine and can filter the deck easily. The important takeaway in this matchup is that both decks cannot stop each other from executing their strategy. The matchup comes down to whoever can pull off their strategy best and can hit their key pieces and timings first. Neo Nectar is one of the few clans that can stand toe to toe against Bermuda Triangle in this current format. It also comes down to who can dig and see more of their perfect guards to help conserve cards in hand and resources as both clans can hit for 40-50k power consistently and easily.

Dimension Police

Matchup Difficulty: Easy

Dimensional Police is one of the biggest “Snowball” decks in Standard. If they get their engine going, they become almost impossible to stop. However, they lack any form of control or ways to deal with your offensive threat each turn. Super Dimensional Robo, Daiyusha is a real threat and if they’re able to ride him as their first grade 3, prepare for a tough battle as he applies a lot of pressure on his own. Ultimate Dimensional Robo, Great Daiyusha is a great finisher for the deck as well. Being able to get 2 Vanguard attacks off both with 2 trigger checks can be quite difficult to defend against. With Neo Nectar’s ability to draw and conserve cards from hand, digging and conserving Perfect Guard’s is important to handling this matchup.

Gear Chronicle

Matchup Difficulty: Easy

Gear Chronicle is similar to Dimension Police as they are both Vanguard centric decks. The issue with Vanguard centric decks is that they fall victim to decks that can build hand advantage and good defenses which is that Neo Nectar excels at. The deck usually only runs 4 grade 3s: Interdimensional Dragonknight Lost Legend. He is the heart and soul of the deck and the key to their strategy. Interdimensional Dragon Mystery-Flare Dragon is a real threat. He applies Crit+ pressure and provides 3 trigger checks with the right amount of bound cards. They are also able to accrue multiple Force circles relatively quickly with how Lost Legend works in the Endphase. Gear Chronicle lack the defensive cards outside of Perfect Guards to help mitigate the offensive onslaught Neo Nectars push each turn.

Genesis

Matchup Difficulty: Moderate

Genesis is a clan that revolves their entire strategy around Oracle Queen, Himiko. Himiko has a very powerful effect that lets Genesis get 3 free criticals or 3 free draws depending on what is in their soul. Be wary of Witch of Frogs, Melissa as she can deck you out if you’re low on cards in deck. This can be quite tricky as Neo Nectars can generate field rather quickly so falling victim to a deck out Melissa strategy can be completely possible. The deck is quite inconsistent however and requires a lot of moving parts and pieces to fall together for it to consistently beat out Neo Nectars. Genesis put their high shield value triggers into soul meaning they lack the shield value to consistently deal with the Neo Nectars onslaught.

Kagero

Matchup Difficulty: Hard

This matchup difficulty is ultimately decided on who either went first or opens up their ideal ride chain. If the Kagero player goes first and is able to ride Dragonic Overlord into Dragonic Overlord the Great you will have a very hard time combating them as they have a very similar game plan to you. Much like the Bermuda Triangle match up guarding early and making sure to snipe key rear guards will be a core part of your plan.

Link Joker

Matchup Difficulty: Moderate

Link Joker is a clan that “Deletes” your Vanguard, meaning turning it face down and reducing its power to 0. This can be undone by re-riding another Grade 3 Vanguard. With all the draw power Neo Nectar has, finding another Grade 3 to re-ride is very doable. Not having a Grade 3 to ride when your Vanguard gets deleted is the fastest way to lose this matchup. Waving Deletor, Greidhol is a card to look out for as he deletes your Vanguard, binds a Rearguard and gains an additional Critical for the turn. Well timed Perfect Guards and finding additional copies of Grade 3s is the key to winning this matchup.

Neo Nectar

Matchup Difficulty: Hard

Hit hard go hard. The match up comes down to who rides Cecilia first, prioritize finding her and strap on the helmet and hit vanguard hard.

Shadow Paladin

Matchup Difficulty: Moderate

Shadow Paladin has the ability to retire multiple units per turn and can threaten for addition Critical damage every turn. 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. Neo Nectar is one of the few decks that are well equipped to handle the mass retiring Shadow Paladin can dish out. By using the deck’s draw power and ability to conserve resources from hand, using perfect guards and excess shields for their Vanguard attacks can help thwart a lot of the deck’s pressure. Shadow Paladin's defense lies in being able to retire your field, forcing you to call rearguards from hand to amount pressure. This strategy doesn’t work against Neo Nectar due to their ability to superior call from deck to generate their pressure. More often than not, the rearguards you will be retiring are tokens and free units that you called from deck. Shadow Paladin is also a very counterblast heavy deck. If you’re able to control their counterblast, their pressure falls off.

Spike Brothers

Matchup Difficulty: Easy

Spike Brothers is a very aggressive deck that has a strong early and mid game. They can generate high attacking columns in the 35k+ range each. General Seifried is the clan’s main boss card and he applies huge amounts of pressure each turn. Make sure that Seifried never hits as his “on hit effect” is quite punishing. He gets to retire one of your units and restands one of their own Rearguards if he hits any of your units. Conserving your Perfect Guards and high shield values for his attack is key in this matchup. Like most other Force clans, they lack the defenses to handle multiple Cecilia turns however. Spike Brothers is not well equipped to handle the grind game with Neo Nectar, whereas, Neo Nectar have those capabilities.

Aqua Force

Matchup Difficulty: Easy

Aqua Force is a clan that focuses on small rushes early and applies its pressure through the use of small multi attacks and threat of a re-standing Vanguard. Unfortunately this iteration of Aqua Force is quite lackluster as there are no ways the deck can generate advantage and plusses or hand advantage. The deck crumbles to defensive triggers as well as having an inherent disadvantage to hitting Force clans as an Accel clan. Aqua Force lacks any form of defenses outside of hitting Perfect Guards and cannot withstand the pressure Neo Nectar provides on a consistent basis.

Gold Paladin

Matchup Difficulty: Moderate

The difficulty of this matchup all depends on two things: 1) Who went first and 2) Did the Gold Paladin player open up a way their ride chain. 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. Raven-haired Ezel is a real threat and needs to be contained. If you’re able to survive the early rush or are able to stabilize the gamestate, Neo Nectars outplace the late game and can pull ahead of the Gold Paladin strategy.

Great Nature

Matchup Difficulty: Moderate

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 with your decision making. Being able to adjust on the fly with what they are milling is important. The most effective strategy is to continue going face and applying as much damage as possible to the Great Nature player. They struggle dealing with high attack powered columns. Attacking their Rearguards isn’t optimal as they get easily replaced by Leo-pald. Make every attack count.

Murakumo

Matchup Difficulty: Moderate

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. This can be problematic for most clans but Neo Nectar can survive and thrive in this matchup if you’re able to first ride Cecilia. Cecilia will help you gain advantage and help you survive their locks that prevent you from re-riding. Avoid giving them 3 open Counterblast as they can perform a “Full Lock” with ZANBAKU and Right Arrester. This lock prevents you from re-riding and re-standing during your turn. Keep them at less than two open Counterblast and snipe any Arresters in the front row and this matchup can easily be managed.

Narukami

Matchup Difficulty: Easy

Narukami is a clan that revolves around the “Bind” mechanic. This mechanic removes a card from the game completely and cannot be recovered. Neo Nectars can take full advantage of this as all their Rearguards were essentially free units or provided a draw or was a token. The bind mechanic does not affect the Neo Nectar strategy as does most other decks. Making sure to have a full field at all times is important as this helps prevent Detonix Drill Dragon from being truly effective and requires the opponent to discard multiple cards to be able to re-stand.

Nova Grappler

Matchup Difficulty: Easy

Nova Grappler is similar to Aqua Force in that they are a rush Accel clan that lacks any way of generating advantage and meaningful pressure. Just focusing and sniping Rearguards and avoiding giving them 2 open counterblast for Perfect Raizer is more than enough to win this matchup. Neo Nectar has too many ways to answer all the Nova Grappler threats through their consistent draw engine, field swarming and power gaining capabilities.

Pale Moon

Matchup Difficulty: Moderate

Similar to other rush Accel clans, Pale Moon is a deck that revolves on getting multiple attacks off each turn. They still struggle with the Accel vs Force conundrum and relies on your opponent not to hit a defensive trigger to alleviate the pressure from their attacks. What might tilt it for the Pale Moon player is if they see all the necessary pieces to build enough soul and combo with Nightmare Doll, Alice and Golden Beast Tamer. The deck is fairly inconsistent in nature and usually lacks the hand advantage to build any meaningful defenses. Consistent Cecilia turns with their high powered attacks can easily take care of this matchup.

Tachikaze

Matchup Difficulty: Easy

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. The problems lies in the fact that it lacks the aggression of the other rush Accel clans and cannot play the control/grind game as well as Murakumo. Neo Nectars are able to out-grind this matchup with multiple Cecilia turns while the Tachikaze player has to see multiple Blightops to keep even in advantage against Neo Nectar or else they fall behind in tempo.

Angel Feather

Matchup Difficulty: Hard

Angel Feathers is one of the hardest matchups for any Force clan. This holds true for even Neo Nectar. This is due to the decks ability to generate more than 1 Protect Gift each turn thanks to Solidify Celestial, Zerachiel. Crimson Impact, Metatron is also one of the best cards in all of Standard as she’s able to generate a free heal each time they ride her and she enable the deck with a free countercharger or 3 trigger checks. It’s difficult to beat the grind game Angel Feather plays due to Mobile Hospital, Feather Palace being a late game monster for the deck. Neo Nectar has the best shot of any Force clan to win this matchup. Although they can generate multiple Protect markers, effective columns and meaningful attacks can still frustrate an Angel Feather player and have them burn resources. Avoid giving them two open Counterblast as this is the cost to using Metatron’s healing effect. Rebecca will be one of the most important cards in this matchup as she applies a lot of pressure offensively and can be used defensively to help protect against Mobile Hospital.

Dark Irregulars

Matchup Difficulty: Easy

Dark Irregulars is a clan that revolves their strategy around how many units their able to put into soul. If No Life King, Death Anchor (NLK) becomes live, this matchup can become quite difficult. NLK is a huge threat as he’s able to reride another grade 3 from soul and generate not only an addition Protect Marker, but also 2 more trigger checks. Applying early pressure is the key to not letting this game get out of hand. The big problem with the deck is that its current iteration is quite slow to his these timing thresholds. This makes them quite vulnerable to early rushes and or clans that can pressure them through all stages of the game, both things Neo Nectar can do efficiently and effectively.

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. Unlike other Protect clans Granblue do not generate as many Protect Markers due to the decks reliance on having Basskirk as it’s main Vanguard. This can be quite problematic for the clan as they will struggle dealing with multiple Cecilia’s effectively and efficiently.  Avoid going to 5 damage as Violence Flanger is a real threat and Dragon Undead, Skull Dragon can get out of hand late game without a Perfect Guard. By pressuring them in the early stages of the game, they will be on the backburner for the rest of the game and will be forced to play defensively until they’re able to rebound – if at all.

Megacolony

Matchup Difficulty: Easy

Megacolony strategy is revolved around Machining Spark Hercules and his board debuff effect. His -5k power to your board can easily be undone as cards such as Irminsul and Tomato help either rid those tokens or buff them as well. Cecilia’s 10k power gain and Superior calling can also undo a lot of the power debuff applied to your field. Be wary of Death Warden Ant Lion as he has a built in Sentinel restrict and Crit+ pressure. Take advantage of your strong early and mid game to pressure the Megacolony player into going defensively early and forcing them to use resources up quickly.

Nubatama

Matchup Difficulty: Moderate

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. The table turner in this matchup is Stealth Beast, Kokushigarasu. This card can be quite problematic if you have a field of tokens on the field. Because it bounces all your Rearguards to hand, these tokens count towards the effect but when they leave the field they leave the game. This forces you to discard cards from your actual hand, making you minus and discard excess cards. Play around this by limiting the amount of tokens you generate at one time while still being able to generate strong, effective columns.

Oracle Think Tank

Matchup Difficulty: Hard

Next to Angel Feathers, OTT is one of not only the best Protect clans but also best decks in all of Standard. 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. One of the big weaknesses to OTT is the deck’s vulnerability in the early game. They’re prone to getting rushed early and being on the back foot until they’re able to stabilize. In order to win this matchup, it’s imperative to open up with ideal Grade 1 and 2 pieces in order to get 2-3 attacks off starting on Grade 1. Never stop applying pressure and allow the OTT player to stabilize the gamestate. Save your perfect guards and dig for your Rebeccas for their Deer turns as their columns will be hitting for over 50k each. It’s important to build a strong hand to survive the late game in this match up.

Editing and Additional Writing by:
Chad Leiske and China Ross

Team Vision is proud to bring you only the highest quality in Cardfight Vanguard articles and guides.

Follow us for notifications when we post new articles.

  • Grey Facebook Icon
  • Grey Twitter Icon
  • Grey YouTube Icon