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.

 

Pros

  • Consistent board

  • Strong draw engine

  • Can easily search for key pieces

  • High attacking numbers

  • Multiple attacks

Cons

  • 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

 

Silver Thorn Dragon Tamer, Luquier

Grade 3 

4 Copies

Main Vanguard

Silver Thorn, Rising Dragon

Grade 2

4 Copies

Free 19K beater

Silver Thorn Assistant, Irina

Grade 1

4 Copies

Ideal Grade 1 ride

Silver Thorn, Breathing Dragon

Grade 1

2 Copies

Multiattack enabler

Hades Hypnotist

Grade 0

4 Copies

Silver Thorn Beast Tamer, Doriane

Grade 3

4 Copies

Draw enabler

Silver Thorn Dragon Tamer, Sheyda

Grade 2

2 Copies

15K guard that goes to soul

Silver Thorn Conjurer, Romy

Grade 1

4 Copies

Creates a bottom stack & soul charges

Silver Thorn, Barking Dragon

Grade 0

4 Copies

Candy Clown

Grade 0

4 Copies

Silver Thorn Marionette, Lillian

Grade 2

4 Copies

Powerful attacker/silver thorn searcher

Dancing Knifedancer

Grade 2

2 Copies

Counter Charger

Brassie Bunny

Grade 1

3 Copies

Soul charger

Silver Thorn Beast Tamer, Serge

Grade 0 

4 Copies

Silver Thorn Assistant, Ionela

Grade 0 

1 Copy

 

Silver Thorn Dragon Tamer, Luquier

Grade 3 

4 Copies

Main Vanguard

Silver Thorn Marionette Lillian

Grade 2

4 Copies

Powerful attacker/silver thorn searcher

Silver Thorn Assistant, Irina

Grade 1 

4 Copies

Ideal Grade 1 ride

Silver Thorn Beast Tamer, Serge

Grade 0

4 Copies

Candy Clown

Grade 0

4 Copies

Silver Thorn Beast Tamer, Doriane

Grade 3

4 Copies

Draw Enabler

Silver Thorn, Rising Dragon

Grade 2

4 Copies

19K beater

Silver Thorn Conjurer, Romy

Grade 1

4 Copies

Creates a bottom stack & soul charges

Skyhigh Walker

Grade 0

4 Copies

Silver Thorn Assistant, Ionela

Grade 0

1 Copy

Golden Beast Tamer

Grade 3

2 Copies

Creates extra multiattacks

Silver Thorn Acrobat, Leonor

Grade 2

4 Copies

Early game pressure w/ little soul

Brassie Bunny

Grade 1

3 Copies

Soul charger

Hades Hypnotist

Grade 0

4 Copies

 

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.

 

Bermuda Triangle

Matchup Difficulty: Moderate

Bermuda Triangle is a deck that can be aggressive immediately from Grade 1. This deck can push out damage and can still pressure out many decks without much effort at all. Lucky, Pale Moon can keep up with Bermuda Triangle's pace and even play faster than it. Guard early and the late game should fall into place. Be wary of the Grade 3 Melody units that Bermudas use. If their hand is clogged with them, the game can end just as fast as it started by Pale Moon going extremely aggressive. If you allow Bermuda Triangle to ramp up and call a board of many Grade 3s, the game will become extremely difficult and even though Pale Moon can draw many cards, the high powered columns will be almost impossible to guard. The key to this matchup is to rush Bermuda back and guard early. The strong columns should not be a problem at low damage. Continue to beat Bermuda down with 28k or 33k powered columns and the deck should easily be taken down at that point especially since Bermuda does not have a strong draw engine and cannot maintain many cards in hand to guard the many high powered attacks.

Dimension Police

Matchup Difficulty: Hard

Dimension Police is a very straight forward deck with a simple game plan. Hit grade 3, and kill you with Great Daiyusha on turn 4. The pressure that this deck can push with can be extremely challenging to deal with as they will most likely opt to go into Force 2. As a result, will almost always have at least 2 columns attacking with a minimum of 2 base critical, though sometimes all three of their columns can achieve that goal before  you are even on grade 3. This makes managing guard very difficult, and forces you to manage your resources correctly if you want to be able to sustain through their first two grade 3 turns.

Gear Chronicle

Matchup Difficulty: Easy

With the release of Infidelity Cradle on the horizon, and granting Gear Chronicle an extremely efficient bind target, the consistency in which they can get the effects of their G4 superior ride units, such as Mystery-Flare Dragon, off increases. However, since the deck is not getting any actual support, the deck itself still remains extremely fragile and the pressure and tempo you are able to push should be enough to close the game out in your favor before they can bind a total of 19 grades for them to take an extra turn and expend all your resources on defense.

Genesis

Matchup Difficulty: Easy

Until Genesis receives its next wave of support, it has to open optimally in order to apply any sort of pressure to the Pale Moon player. Currently, it relies solely on Himiko plays to apply pressure and generate advantage, however Pale Moon runs much more efficiently. If the Genesis player makes their first Himiko play for a critical trigger, they lose a lot of card advantage that would be generated through draw trigger activations. As a result, you’re able to outpace the Genesis player and create a very high tempo game that is almost impossible for Genesis to keep up with.

Kagero

Matchup Difficulty: Easy

Kagero used to be one of the premier force decks in the meta, but as of late it has fallen behind the pace of other force decks. It simply cannot keep up with the current speed in the metagame, and as a result Pale Moon is able to exert a ton of pressure before Kagero is able to effectively exert pressure through the variety of G3s at their disposal, such as Dragonic Overlord the End, Dragonic Overlord the Great, and Dragonic Blademaster. They are only able to access the full effects of their units when they have another G3 in soul, and that allows you to simply outpace them with Luquier/Dorianne.

Link Joker

Matchup Difficulty: Easy

Link Joker is another victim to the power creep that has become ever present in the standard metagame. Harmonics Messiah is still a card that needs to be reckoned with, however Pale Moon is able to apply pressure and mitigate Link Joker’s attempts to fix soul to expedite the Messiah power play by turning off Blast Monk of the Thundering Foot’s Bind ability. As a result, even going first Link Joker requires an additional G3 ride to set up and get their value engine going, whereas Pale Moon allows for you to apply early to mid game pressure through Doriane and Luquier.

Neo Nectar

Matchup Difficulty: Easy

Neo Nectar allows for explosive grade 2 plays by using token creators and generators to exert high end pressure. They look to end the game after riding Cecilia over a grade 3, and using her to give the entire front row 10k. Unfortunately, Pale Moon is able to make wider boards with larger numbers faster and more efficiently, so as long as you properly prepare for a grade 2 rush, you are able to apply more pressure to the Neo player over the course of the match, and close the game out through forcing resources to guard.

Royal Paladin

Matchup Difficulty: Easy

Royal Paladin is a deck that is extremely reliant on gathering its combo pieces, namely Blaster Blade and Gancelot. This makes the deck extremely reliant on Counter Blast, since its only tutors use CB, and they do not have access to an efficient counter charge engine. Gancelot allows for Blaster Blade to swing with a Drive check and an additional crit, however the resources required for Royals to commit allows for the Pale Moon player to properly prepare and force cards from their hand during their turns. Royals also don’t have access to any sort of consistent card draw, outside of Loading Angel, whereas Pale Moon again cycles quickly and efficiently through the deck to filter for triggers and combo pieces.

Shadow Paladin

Matchup Difficulty: Hard

Shadow Paladin is a hard matchup for Pale Moon. Essentially, it does come down to who goes first. Pale Moon needs to take advantage of the strong early game it has in order to defeat Shadows efficiently. Shadow Paladin has all the tools to keep up with Pale Moon. Shadows going first is very hard to keep up with especially since they are a turn up on you, but if you go first the matchup becomes a lot easier. Even though the matchup gets easier if you go first, Shadows still have access to Mordred that can quickly turn the match around. This matchup is pretty even. Going first creates a slight advantage that can help either deck dominate in the matchup. Pale Moon has to draw many cards and consistently make high powered columns to take out the guard in Shadow Paladin players hand. You need to constantly create 28k-33k powered columns in order take down Shadows. Pale Moon has all the tools to keep up with Shadow Paladin. The matchup will either go extremely fast or extremely slow, plan your attacks and strategy accordingly. Rush if you see the Shadows don’t have much guard, otherwise, grind out the game until you have a good setup to attack multiple times. Where Shadows simply cannot guard against all of the overwhelming amount of attacks.

Spike Brothers

Matchup Difficulty: Moderate

Spike Brothers is a unique deck that is surprisingly hard to guard against. The deck can generate a lot of pressure and can call a field pretty easily. Deadheat Bullspike can move Force markers to any unit that attacks, making it extremely hard to guard over time. Even though Pale Moon can draw a lot, consistent high powered attacks can shred through your guard. Bad End Dagger combined with Bullspike can be extremely deadly since Bad End can get a critical on its attacks. Be aware of these power plays and try to end the game early without overextending too much. If Pale Moon plays a consistent game, Pale Moon should have an advantage in this match up since the deck does draw more and hits faster than Spikes. Remember to always look for your draw power cards and create 28k-33k powered columns. This should make the matchup easier even if you have to play longer than you would normally want. The natural pressure should win you the game over time if all else fails.

Aqua Force

Matchup Difficulty: Moderate

Aqua Force is singularly reliant on Glory Maelstrom for the power and guard restrict it offers. If the AqF player is able to reride Glory Maelstrom, the guard restrict plus power boost will make their attacks almost impossible to guard. Knowing what attacks to guard and what attacks to take in the early game will be key, and being able to filter your deck effectively for triggers will help to mitigate their attack pressure. Other than Glory, Pale Moon should be able to effectively apply mid game pressure with Luquier, as long as proper preparations are made to mitigate their grade 2 multiattack with Tidal Assault and other restanders.

Gold Paladin

Matchup Difficulty: Moderate

Gold Paladin is an extremely aggressive early game deck, that has the capability to have multiple grade 3 rides before you get a chance to get a single grade 3 ride. Because of this early game pressure, it can be almost impossible to mitigate damage in the early game from the onslaught of Blonde Ezel and Raven-Haired Ezel. Platina Ezel gives Gold Paladin to a late game finisher, however they do run out of resources extremely fast since they do have to commit cards to board from hand. If you are able to withstand their early game, the value engine of Dorianne and Luquier will help to stabilize and level the tempo in your favor.

Great Nature

Matchup Difficulty: Moderate

Great Nature is a deck that gains different abilities based on the cards they discard off the top of their deck. This makes for unpredictable plays that are hard to prepare for, naturally. Watch out for the Hammsuke engine and for Leopald. These cards can end the game faster than you think. This deck is all based around the early game and may have a slightly stronger early game that Pale Moon. Prepare to guard for powerful attacks and search for your draw engine pieces. This is a matchup that favors you over time rather than ending quickly. Luquier and Silver Thorn is the more consistent deck that hits harder and more consistently with their plays. Be sure to play around this win condition and the rest of the match past the early game should be much easier.

Murakumo

Matchup Difficulty: Hard

Murakumo is considered to be the strongest deck right now. This matchup is extremely hard for Pale Moon for many reasons. The deck generates a lot of power, has strong control, and can create a board extremely easily. The main units to look out for in this particular matchup is Shirayuki and Hyakki Vougue. These Grade 3 units make it extremely difficult for Pale Moon. Hyakki Vogue calls out a board with power to units with the same name and Shirayuki makes it so Pale Moon’s attack power is weakened severely. HYU-GA paired with Hyakki is extremely deadly, since HYU-GA makes every unit on the board have the same name and can return all the cards on your field back to the deck. The early game of Murakumo is also very potent with strong pressure cards that make you guard early and take damage when you don’t want to. The deck is extremely fluid and generates a lot of power. The key to beating this deck is to continue using Luqier and Doriane. You have to beat down the deck as much as possible and use all of their Shirayukis so your deck can shine and really deal the damage it wants to. Unfortunately there is very little different things you can do in this matchup. You have to hope your sheer brute strength plays will get you the win. It is a hard task to accomplish, but it is very possible since Pale Moon is still very consistent.

Narukami

Matchup Difficulty: Moderate

This match up is not horrible for the Pale Moon. Typically there aren’t many or any cards for Narukami to retire except for early game. Gauntlet Buster will always have the extra critical pressure and power, but Pale Moon should have ample guard to safely guard the attacks consistently. If Narukami decides to pressure with Detonix Drill Dragon, you are more free to take damage and carefully chose when you would like to have damage. Pale Moon has the options to play any playstyle that would counter Narukami, but their strong early pressure especially once they ride Grade 3 can be a game ender making the matchup more difficult than normal.

Nova Grappler

Matchup Difficulty: Moderate

This is one of the few decks with a stronger early game than Pale Moon. This deck can actually beat Pale Moon extremely fast. Pale Moon must guard early to stall out all of the attacks coming their way. The win condition is to survive until Grade 3 and to use Luquier and Doriane as much as you can. At this point the game will stabilize and Nova Grappler will run out of steam since Pale Moon at this point does what Nova wants to do, but better. The strong draw power will help you out of the early game hold and the strong powered columns that Luquier creates will help you achieve victory over time. Properly guarding is key, then the deck will start to run itself into the win.

Pale Moon

Matchup Difficulty: Hard

Like all mirror matches this matchup will be extremely difficult. This matchup is extremely volatile and varrience plays a huge factor. Who ever goes first in this matchup has a large advantage being a grade up. Unfortunately in this matchup both decks will play exactly the same and it is hard to win this mirror going second. Aside from extreme variance such as triggers, there is not much else you can do to change the outcome of this match. Stay consistent and do your best achieving your win condition. If you do this your chances of winning are higher and you need to have timely triggers or have your opponent not see timely triggers.

Tachikaze

Matchup Difficulty: Easy

Tachikaze is a deck that has some interesting power plays that can be difficult to guard. The deck is very vanguard centric while getting supporting the rear guards as much as it can. Be wary of Anger Blader that can get multi-attacks on three rear guards and the front row gains 5k power. Along with this, Dark Rex can be called from the drop zone, making for more multi attacks. The deck has extremely strong power plays that can happen in an instant. Get as many cards as possible in your hand to defend yourself against this play. Luquier should be consistent and powerful enough to take down Tachikaze over time. All you have to do is stay consistent and play defensive and make strong columns against this deck. Eventually Tachikaze should run out of resources and you will take the win through methodical play.

Angel Feather

Matchup Difficulty: Easy

This is deck is so slow that Angel Feather will have extremely hard time keeping up with Pale Moon. Angel Feather has strong Grade 3s and the win condition is using Mobile Hospital. Pale Moon has the pieces to counter Angel Feather. The speed and aggression that Pale Moon has will be too much for Angel Feather to handle. Even if Angel Feather manages to use Mobile Hospital, Pale Moon would have generated many cards in hand to make this play easy to guard. Angel Feather takes too long to make these power plays and the Protect Markers are useless in this matchup, making it even harder for Angel Feather to efficiently guard against Pale Moon. Metatron can make this matchup a bit harder since that unit generates free heals, but overall it won't be hard to replace the damage healed. You should not have a problem with Angel Feather at any stage of the game.

Dark Irregulars

Matchup Difficulty: Moderate

Dark Irregular is one of the harder matchups for Pale Moon. The deck has one of the most powerful plays in Vanguard if it can get to this point. The deck is surprisingly fast, but fortunately Pale Moon is still faster. Be wary of the Brufas and Hope on Damp play. Brufas hits for extremely powerful numbers and Hope on Damp makes the attack almost impossible to guard. The only problem is, DI needs to get to this point and Pale Moon will do it’s best to make sure that DI cannot get 20 cards in soul to achieve the guard restriction seen by Hope on Damp. Utilize your strong draw power and aggressive plays to end the game in a timely manner, otherwise the game will get out of hand.

Granblue

Matchup Difficulty: Easy

Granblue does not have the resources or the speed to handle Pale Moon properly. Despite their strong late game power plays, Pale Moon is just too fast and will not allow Granblue to get to that point. Cocytus is an extremely powerful card so be careful if he ever becomes live, but typically you will never see the deck at its strongest since the win condition for this deck is hard to get to and a bit inconsistent at times. As with all Protect matchups, quickly beat them down with high powered columns and draw as much as you can as a precaution. Ideally you want to end the game as fast as possible, therefore do not be afraid to overextend a bit. You will not likely get punished for it and you will easily draw back the cards necessary to guard any power play Granblue has in store for you.

Megacolony

Matchup Difficulty: Easy

 Megacolony is a deck that relies a bit on luck to get the most pressure out of its cards. Be wary of Gunningcoleo since this card can get 10k power and an extra critical. It also has a type of glory where the top card discarded is the grade that you cannot guard with. The deck also has access to Cyclomatooth that can be deadly on rear guard since the card can get 10k power and if your opponent’s top card discarded is a Grade 1 or greater, it gets an extra critical. Also be wary of the skill when it gets ridden upon. It forces you to discard a card and the unit that was recently ridden gets 5k for each of that card’s grades. The key to this matchup is to draw as many cards as you can to mitigate the luck factor of potential skills from discarding your top card of the deck. Be extremely aggressive in this matchup, the deck does not have a draw engine and it can only add Grade 3s to hand. Along with being a protect deck, Pale Moon naturally counters everything Megacolony wants to do. The sheer aggression of Pale Moon and hard to guard columns make it extremely difficult for Megacolony to properly guard and overcome with the skills available to them.

Nubatama

Matchup Difficulty: Easy

Nubatama should not pose a threat at all to Pale Moon. The deck is too slow to keep up with Pale Moon. Even if it gets to Jamyocongo, Pale Moon will not care since all of the key units are already in the soul. They key to this matchup is to play extremely aggressively before Nubatama can get to its win condition Utilize the strong draw power to gain back the cards that were lost on their power plays and be sure to create strong columns early. The deck cannot draw and cannot keep up with the sheer amount of attacks that Pale Moon provides on a regular basis. Protect Markers are essentially useless in this matchup and Nubatama cannot stall long enough to make any of their cards a real threat to Pale Moon.

Oracle Think Tank

Matchup Difficulty: Easy

Pale Moon has an easy time with OTT due to the fact that the deck is much faster than OTT. OTT is either too slow and has to play from behind to keep up or the deck has a slightly faster variant with Tsukuyomi, but that version has a lot of inconsistencies. The sheer consistency of Pale Moon should also be able to take down OTT since it almost never misses its key pieces at any point of the game. As always watch out for Victorious Deer because this power play is extremely powerful. Tsukuyomi can speed this up and make it more deadly, but again this would make OTT include more risk factor of bricking in the early game. Pale Moon hits hard and fast, continue to look for strong powered columns early to give OTT high damage. With the many attacks that Pale Moon can get and the strong draw power the deck also receives, OTT should easily falter without many problems at all.

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