Pale Moon, a magical circus within the Dark Zone empire, tours the world and performs for people with their magical and psychic powers. However, they are also a clan of ruthless assassins, contrary to what their outward appearance might seem. They guard the secrets of the Dark Zone, protecting them from those who might stick their nose where it doesn't belong. A notable user of the clan in the anime is Asaka Narumi!
V-Era Pale Moon is a deck that revolves around soul charging units and using them to create a strong field and to gain many other advantages. Utilizing the new sub-archetype, Silver Thorn, Pale Moon has risen to a strong contender in this current meta. The deck creates very strong columns that are difficult to guard, has many attacks, and can create advantage from having a consistent draw engine as well.
The point of this deck is to overwhelm your opponent and use your advantage to run away with the game. Once ahead, Pale Moon typically does not look back and it will be an extremely difficult challenge for your opponent to break down the advantage gained to beat these circus performers.
Strong draw engine
Can easily search for key pieces
High attacking numbers
Weak if it cannot find Luquier
If the deck falls behind it is hard to catch up
Deck needs to stay ahead or on the same pace as opponent
Pale Moon’s early game is pure set up. In the early stages of the game you should be looking to prepare the soul by digging for your useful Silver Thorn units. Irina is the ideal first ride. This unit will help you set up your soul the best by allowing you to search and add any amount of Silver Thorn cards among the top three. Additionally, on rear guard this card allows you to look at the top two cards and you put one into the soul and the other at the bottom of the deck. Mulligan for this card if you can. On Grade 2 ride, Lillian is the most ideal ride. For a counter blast on both vanguard and rear guard, you can search for any Silver Thorn card and add it to your soul. This is so much utility and guarantees the right card you would want to have access to later. Remember to use Romy actively to continually fuel soul and filter for triggers. Guarding efficiently early is also something that should be kept in mind. Luquier needs 2 counterblast to use her skill, so keep that in mind when deciding to guard or not. Knifedancer is a nice card to have on G2 because you can use this skill at the end of turn to counter charge for more plays later. This pairs well with Lillian for more aggressive soul charging. Keep in mind that many of the cards played in this deck gain power for having a certain amount of Silver Thorn units in soul. Be aware of that and set up columns accordingly, you can have a strong Grade 2 game that can easily push the advantage in your favor.
At this stage of the game, Grade 3 will be the focus from here on out. The first ride will not matter much due to both Grade 3 options being strong for a first ride. With that said, Luquier will still be the ideal ride since she does not have any restrictions on her skills. This makes for a strong first Grade 3 ride, making it really hard for your opponents to keep up if you ride Grade 3 first. If Grade 3 is ridden second, this is still not bad because the power play on Luqier is that strong. Luqier gets to call out any number of Silver Thorn from the soul and give them power and in turn giving herself power as well. If Luquier isn't an option, Doriane is still a strong option, but you do not want to be stuck on this unit for longer than one turn. At the end of the turn using her, you can put all of the cards on the field in to the soul and you get to draw a card for every two cards soul charged. Also remember that if four or more cards are put into the soul, you add a Grade 3 from the soul to your hand. This card paired with Lillian is extremely strong for searching for Luquier rides. Be sure to abuse Doriane as much as possible since she is your draw engine along side Accel II. After your soul is set up and you’re starting to use Luquier, you can start looking to beat down your opponent and gain a strong lead that they cannot overcome. Set up your field with columns that hit around 28k to 33k. This will make it extremely hard for Force clans to guard and will put a huge advantage over other Accel decks along with Protect. Units such as Sheyda will help with those numbers because this unit can give 15k power if your soul has four or more Silver Thorn cards with different names. After the consistent draws from Doriane and the constant beatdown from Luquier calling out a full field, your opponent should not be able to withstand that for very long. Pale Moon really pushes its advantage once it can get to this point.
If your opponent has not already lost to the consistency of this deck, you will reach the end game. At this point, you should have a fairly healthy hand from drawing about 2-4 cards per turn from Doreine, drive checking, and not having to commit a field since Luquier already does that for you. The most important part of end game is resource management. Be sure to use your counter blast effectively so you can keep using Luquier’s skill. If you cannot use the skills any longer, guarding will be key. Guarding and taking damage accordingly will be the difference between winning and losing at this stage of the game. In the end, you should not change your strategy since Luquier is such a strong card. If skills are not available, the previous advantage should allow you to slowly win the game, since resources for your opponent should still be dwindling faster than your own. Also guarding the many attacks that Pale Moon has access to is extremely difficult, especially since the deck can guarantee a new Grade 3 ride each turn. Stay consistent and be aware of your resources. This should guarantee you the win if all the previous set up was done properly. Of course, with the nature of every Accel deck, without the proper set up, the deck falters extremely fast.