Introduction
Long overdue, I'm finally getting the chance to go over Royal Paladin as a whole. The builds, the cards, their state in the current meta, it's been something that I've been wanting to write for a while, but have been too busy due to school. Now that I find myself with some free time, inspiration and motivation, let's begin!
Note: I will be focussing my discussion around the current English meta.
Royal Paladin have been around since the game's inception. With Set 1 being a good chunk of their current support,
they were the most popular and competitive clan right from the start. With cards such as King of Knights Alfred, Blaster Blade and Barcgal it quickly became one of the best decks in the game. In it's current state, Royal Paladin are still known for their nearly unparalleled consistency and easy ability to create high powered rearguard columns due to Swordsman of the Explosive Flames Palamedes. Staples back from Set 1 & 2 are still staples today, which include Soul Saver Dragon. Unfortunately they have been overshadowed and overlooked by their golden counterparts - Gold Paladin, which had their fair share of strong support in their debut Set. Even so, Royal Paladin still remains to be relatively popular with new and old players alike - even more so with the upcoming release of Set 5, and their flagship Grade 3 - Majesty Lord Blaster.
The Builds
With it's abundant support, it is only natural that multiple builds be available for Royal Paladin. There are currently 4 competitive builds that are, or will be in the near future, available to Royal Paladin players.
Alfred Beat/Toolbox
The classic. Alfred Beat or Alfred Toolbox is one of the best decks in the game. It has won it's fair amount of tournaments in Japan, including the Japanese National Tournament this year. The deck revolves around riding King of Knights Alfred, tutoring cards to the field with cards such as High Dog Breeder Akane and King of Knights Alfred himself. The "beat" part of the deck is supplied by none other than Swordsman of the Explosive Flames Palamedes due to it's ability to create 20k-22k columns instantly. Advantage is created by using tutoring effects, and using Palamedes to quickly deplete your opponent's hand. The trigger line-up can play an important role too, as many players prefer the 12 Criticals approach to the deck. This leads to more damage faster, at a cost of having no beneficial damage checks, other than heals. Simple, straightforward and damn good. Disadvantages to the deck includes it's relatively high price, 10k Vanguard and lack of a game-pusher in the late game. If consistency is the name of the game, this deck is the deck for you.
Galahad Ride Chain
The only ride chain available to Royal Paladin, some people prefer to take this route. With a Tsukuyomi-esque ride chain, the Grade 0, Drangal checks the top five cards for the Grade 1, Knight of Quests Galahad, the Grade 1 for the Grade 2, Knight of Tribulations Galahad, and finally the Grade 2 for the Grade 3, Knight of Godly Speed Galahad. Once you get six or more cards into your soul, you may activate Godly Speed's effect: Counterblast 2, and until the end of the turn it gains +3k power and 1 Critical. As of now, most players that play the Galahad ride chain choose to skip the Grade 3 altogether, deciding to save the counterblast use to something else such as High Dog Breeder Akane, Blaster Blade or King of Knights Alfred. With the ride chain, you are able to potentially +2 from being able to ride a card from your deck instead of your hand - conserving your hand for rearguard prescence. Disadvantages include having to cut some key Grade 1's and Grade 2's in order to make room for the Galahad pieces, and if you run the Grade 3, possible inconsistency if the ride chain fails, leaving you with a 9k Vanguard. If you like to be wild, tend to be good with ride chains, and have a weird affinity to metrosexual motorcyclists, then maybe this variation is the deck for you.
Snogal Royal Paladin
With Set 4 comes a new line of support for Royal Paladin - the Garmore/Snogal line. Snogal is a Grade 1 6k that gains 1k power for every other Snogal on the field, making it an 8k booster if you have 3 as your backrow. Beast Knight Garmore is an 8k Grade 2, that when called to the field, may search for a Snogal from your deck and superior call it to the field - for the cost of a card from your hand. Fang of Light Garmore is a Grade 3 with a similar effect, who can furthermore gain 1k power for every Bluegal or Snogal on the field, swinging for 21k with 3 Snogal in the backrow. With all this mid-game tutoring power, the deck tends to focus on more of the aggressive side, making 12 Criticals a common choice for triggers. It's also mad consistent, as not being able to get boosters is not a problem since 4-8 cards in your deck can tutor boosters immediately. Disadvantages include vulnerability to removal, due to Snogals getting their power from having more on the field. Weak Rearguards in High Dog Breeder Akane and Beast Knight Garmore are also not great to have to ride, although it is only a temporary weakness. If you like to be aggressive from the get-go, and love dogs, then maybe this is the deck you want.
Majesty Lord Blaster
Finally, one of the most popular decks in Japan, and one of the most-awaited decks in English, Majesty Lord Blaster. When both Blaster Dark and Blaster Blade are in the soul, he gains a permanent 2k power and +1 Critical. Furthermore, if you have both Blaster Blade and Dark out on the field, you can add them both to the soul when you attack to let Majesty Lord Blaster gain 10k power for that turn (and the 2k power, +1 critical if you didn't have Blaster Blade or Dark in soul before the attack). Good card is definitely good. 2 Critical means you're constantly pressuring your opponent to guard, even at 3-4 damage. Not only that, but a 12k permanent Vanguard helps you to defend as well, forcing 17k and 22k Magic Numbers from your opponent. Along with him come a few support cards as well in Set 5, while will be covered later on. If you want to be a boss and get all the women, then this deck is for you.
The Cards
So what cards exactly are available to us? I'm going to go through each of the main cards the clan has to offer, relevant to the builds stated above, along with a blurb at the bottom with some information.
Grade 0
Barcgal - Power 4000/10000 Shield
[AUTO]:When another «Royal Paladin» rides this unit, you may call this card to (RC).
[ACT](RC):[Rest this unit] Search your deck for up to one card named "Future Knight, Llew" or "Flogal", call it to (RC), and shuffle your deck.
Good card is good, and banned card is banned. Everyone in Japan wanted to play Royal Paladin and nothing else, so Bushiroad banned this card as a starting Vanguard. For some reason or another, despite not being nearly as popular in English, they did the same for English. Apparently a 5k booster on turn one and a guaranteed Grade 2, (which you'll get 19/20 games anyway) is too broken.
Drangal - Power 5000/10000 Shield
AUTO【V】: At the beginning of your ride phase, look at five cards from the top of your deck, search for up to one card named "Knight of Quests, Galahad" from among them, ride it, and put the rest on the bottom of your deck in any order. If you rode, you cannot normal ride during that ride phase.
The next starting Vanguard Royal Paladin got after Barcgal was banned. The starting Vanguard for the Galahad ride chain, use only if you're playing the Galahad ride chain.
Bluegal - Power 4000/10000 Shield
Continuous【R】: During your turn, this unit gains +1000 Power for each other "Bluegal" in your Vanguard or Rearguard Circle.
Auto : When you ride with another 《Royal Paladin》 Unit, you may call this card out to the Rear Guard Circle.
It's supposed to be the starter for a Garmore build, but since there's no way to get rid of it, you'll have to play over it to get all 3 Snogals out on the field. For this reason, this card is best used for Alfred Beat, since you just need it's presence for Alfred to hit 20k Power. This card should only be used between the time that Set 4 is out, but Set 5 isn't.
Wingal Brave - Power 5000/10000 Shield
[AUTO]:When another «Royal Paladin» rides this unit, you may call this card to (RC).
[AUTO](RC):[Put this unit into your soul] When an attack hits during the battle that this unit boosts a card with "Blaster" in its card name, you may pay the cost. If you do, search your deck for up to one card with "Blaster" in its card name, reveal it to your opponent, put it into your hand, and shuffle your deck.
The card that outclasses Bluegal in every way. This becomes the started in basically every variation of Royal Paladin (except Galahad of course) once Set 5 comes out. 5k Power and a (useful) way of getting rid of it makes it potent in every deck. Need a quick booster? Great in Alfred Beat. Need a quick booster that you can get rid of to play Snogals? Great in Garmore/Snogal. Need a way to search out your Blaster units? Best in Majesty Lord Blaster. Use this once Set 5 comes out as soon as possible.
Grade 1
Flash Shield Iseult
[CONT]: Sentinel (You may only have up to four cards with "Sentinel" in a deck)
[AUTO]:[Choose a «Royal Paladin» from your hand, and discard it] When this unit is placed on (GC), you may pay the cost. If you do, choose one of your «Royal Paladin», and that unit cannot be hit until end of that battle.
Our Sentinel, or "Perfect Guard". She makes sure that we definitely do not get hit in battle. Used in stopping high-powered attacks that would have otherwise depleted our hand by 2 or more cards. I highly, highly recommend running 4, but some people decide against it for some crazy reason. Run 4 in any build.
Knight of Friendship, Kay
[AUTO](RC):When this unit attacks, if you have a vanguard with "Blaster" in its card name, this unit gets [Power]+3000 until end of that battle.
Need an attacker in a pinch? Simply move this guy up to a front rearguard circle and swing for 10k. Released in Set 5, this really versatile card does need a Blaster Vanguard, therefore it is best used in Majesty Lord Blaster builds. Run 2-4 in Majesty Lord Blaster builds, 0 in all others.
Lake Maiden Lien
ACT 【V/R】: [Rest this unit & Choose a card from your hand, and discard it] Draw a card.
Most useful in Alfred Beat, since putting it behind Alfred allows you to cycle a card every turn without suffering any consequences for having to Rest it. Run 2-3 in Alfred Beat, 0-2 in all other builds.
Little Sage, Marron
Our 8k vanilla booster. Allows us to hit great numbers with Palamedes and Bediviere, and just simply a staple. Run 4 in all builds except Snogal/Garmore, where 2-4 is enough.
Pongal
ACT](RC):[Counter Blast (1)] & Put this unit into your soul] If you have a «Royal Paladin» vanguard, search your deck for up to one card named "Soul Saver Dragon", reveal it to your opponent, put it into your hand, and shuffle your deck.
Sets up the soul requirement for Soul Saver Dragon's effect while adding it to your hand. Boosts consistency of Grade 3 rides due to its ability to tutor one to your hand. Running this will imply you run Soul Saver Dragons and generally the decks with enough room for it are Snogal/Garmore, Galahad and perhaps Alfred Beat. Run 2-3.
Snogal
Continuous【R】: During your turn, this unit gains +1000 Power for each other "Snogal" on your Vanguard or Rearguard Circle.
Released in Set 4, this card is the focus of any Snogal/Garmore deck. Run 4 in that build, 0 in others.
Toypugal
AUTO【V/R】: When this unit boosts, if the number of grade 3 «Royal Paladin» vanguards and/or rear-guards you have is two or more, this unit gets Power +3000 until end of that battle.
A bit of a controversial card, some say it's not worth running as Marron let's you hit the same level of Magic Numbers. Once crossrides become more common, it'll definitely become more popular. Furthermore, you can tutor it with High Dog Breeder Akane, which is especially useful in Alfred Beat. Run 2-3 in Alfred Beat and Majesty Lord Blaster, 0 in all other builds (Galahad due to space issues).
Grade 2
Blaster Blade
[AUTO]:[Counter Blast (2)] When this unit is placed on (VC), you may pay the cost. If you do, choose an opponent's rear-guard, and retire it.
[AUTO]:[Counter Blast (2)] When this unit is placed on (RC), if you have a «Royal Paladin» vanguard, you may pay the cost. If you do, choose an opponent's grade 2 or greater rear-guard, and retire it.
The card that started it all. You think Royal Paladin, you should immediately think of Blaster Blade. Its removal effect is pretty good in the late game, however it's pretty heavy in counterblast. Run 4 in Majesty Lord Blaster, as it's needed for Majesty Lord Blaster's effect and 0-2 in all other builds. But come on, let's face it. It's not a Royal Paladin deck without at least one of this guy in there.
Beast Knight Garmore
[AUTO]:[Choose a «Royal Paladin» from your hand, and discard it] When this unit is placed on (VC) or (RC), if you have a «Royal Paladin» vanguard, you may pay the cost. If you do, search from your deck for up to one card named "Snowgal" or "Bluegal", call it to (RC), and shuffle your deck.
Used for getting out Snogals as soon as possible in Snogal/Garmore builds. Run 4 in that build and 0 in others.
High Dog Breeder Akane
[AUTO]:[Counter Blast (2)] When this unit is placed on (VC) or (RC), you may pay the cost. If you do, search your deck for up to one «Royal Paladin» <High Beast>, call it to (RC), and shuffle your deck.
I love this card. Allows in tutoring of Snogal, Pongal or Toypugal. Free boosters are always welcome and she's a big factor in why Royal Paladin are so consistent. Run 2-3 in Snogal/Garmore, Alfred Beat and Galahad. You probably won't have space for her in Majesty Lord Blaster due to the Blasters taking up 8 spots already.
Knight of Loyalty, Bedeviere
[AUTO](RC):When this unit attacks, if you have a vanguard with "Blaster" in its card name, this unit gets [Power]+3000 until end of that battle.
Released in Set 5, Bediviere is a great beater to use in Majesty Lord Blaster (since it requires a Blaster Vanguard). Run 2-3 in Majesty Lord Blaster and 0 in other builds.
Knight of Silence Gallatin/Knight of Determination Lamorak
Our two 10k vanilla beaters. You generally run them as fillers, although I run 6 (3/3 split of each) in my own Alfred Beat deck. The only deck that won't have room for them is Majesty Lord Blaster, once again due to space issues. Run as many as you like!
Starcall Trumpeter
[AUTO]:[Counter Blast (2)] When this unit is placed on (VC) or (RC), if you have «Royal Paladin» vanguard, you may pay the cost. If you do, search your deck for up to one grade 2 or less card with "Blaster" in its card name, call it to (RC), and shuffle your deck.
Not a fan of this card due to her low power and counterblast use. In my opinion I'd rather she just be the 4th Blasters I'd cut in order to be able to fit her in the first place. She's released in Set 5. Run 0-2 in Majesty Lord Blaster, 0 in other builds.
Grade 3
Alfred Early
AUTO: When this unit is placed on Vanguard Circle, choose up to one card named "Blaster Blade" from your soul, and call it to Rear-guard Circle.
An alright card, can be useful in Majesty Lord Blaster if you had to ride Blaster Blade and want to get it out of the soul to use Majesty Lord Blaster's effect. Run 0-2 in any build, would be best in Majesty Lord Blaster.
Fang of Light Garmore
[CONT](VC): During your turn, this unit gets [Power]+1000 for each unit named "Snogal" and "Bluegal" in your (RC).
[AUTO]:[Choose a «Royal Paladin» from your hand, and discard it] When this unit is placed on (VC) or (RC), if you have a «Royal Paladin» vanguard, you may pay the cost. If you do, search from your deck for up to one card named "Snogal" or "Bluegal", call it to (RC), and shuffle your deck.
To be used in Snogal/Garmore builds obviously. Run 0-3.
Solitary Knight Gancelot
[ACT](VC):[Counter Blast (2)] If you have a card named "Blaster Blade" in your soul, this unit gets [Power]+5000/[Critical]+1 until end of turn.
[ACT](Hand):[Reveal this card to your opponent, and put it on top of your deck] Search your deck for up to one card named "Blaster Blade", reveal it to your opponent, put it into your hand, and shuffle your deck.
Great card to tutor Blaster Blade. You generally don't want to ride him due to his low 9k power, restricted effect and subpar effect/counterblast use. As such, he's most useful in Majesty Lord Blaster as a one-of to tutor Blaster Blade to your hand. Run 0-1.
Swordsman of the Explosive Flames Palamedes
[AUTO](VC/RC):When this unit attacks, if the number of grade 3 «Royal Paladin» vanguards and/or rear-guards you have is two or more, this unit gets Power +3000 until end of that battle.
Arguably the best card in the game. It's effect allows you to hit with him for 13k as a rearguard or more importantly, 20k-22k boosted effortlessly. Forces 15k shield from your opponents hand just like that, and it's art is nothing short of amazing. Run 2-4 in all builds, just too good of a card to pass up.
Soul Saver Dragon
AUTO](VC):When this unit attacks a vanguard, this unit gets [Power]+3000 until end of that battle.
[AUTO]:[Soul Blast (5)] When this unit is placed on (VC), you may pay the cost. If you do, choose up to three of your «Royal Paladin» rear-guards, and those units get [Power]+5000 until end of turn.
One of the best game-pushers that Royal Paladin have at its disposal, however due to its 5 soul requirement some builds have harder time setting it up than others. It's tougher in Alfred Beat due to the starting Vanguard coming out of the soul. However, Galahad and Majesty Lord Blaster builds have an easier time due to Galahad keeping the cards in soul after every ride (plus riding the Grade 3 Galahad allows you to soulcharge 2 cards) and Majesty Lord Blaster puts the Blasters into the soul. Be careful though, riding this card requires timing, especially if you want to ride it over Majesty Lord Blaster. Run 0-2.
King of Knights Alfred
[CONT](VC):Your units cannot boost this unit.
[CONT](VC):During your turn, this unit gets [Power]+2000 for each of your «Royal Paladin» rear-guards.
[ACT](VC/RC):[Counter Blast (3)] Search your deck for up to one grade 2 or less «Royal Paladin», call it to (RC), and shuffle your deck.
Ah it's the King of Knights himself. His ability allows you to not have to commit to the Vanguard's backrow since he gains power due to the sheer presence of your cards on the field. His second counterblast ability allows you to call anything from the deck, once again boosting the consistency of the clan. Just a solid card all around, and even in Majesty Lord Blaster, it makes a great backup Vanguard. Run 1-4, depending on the build, with 3-4 in Alfred Beat.
Majesty Lord Blaster
CONT 【V】: If you have a card named "Blaster Blade", and a card named "Blaster Dark" in your soul, this unit gets Power +2000/Critical +1.
AUTO 【V】: [Choose a unit named "Blaster Blade", and a unit named "Blaster Dark" from your Rear-guard Circle, and put them into your soul] When this unit attacks, you may pay the cost. If you do, this unit gets Power +10000 until end of the Battle.
Finally the beast himself. I think I've said enough about him. Good card, run 3-4 in Majesty Lord Blaster builds (duh).
Sample Decks
Here are some sample deck skeletons for each build. These are meant to be merely guides. Make your own card choices dependent on your preference and playstyle. Make the deck your own.
Alfred Beat
Grade 0:
1 Bluegal / Wingal Brave (once Set 5 permits)
16 Triggers (8 Critical/4 Draw/4 Heal is the standard).
Grade 1:
4 Little Sage, Marron
4 Flash Shield Iseult
1-3 Lake Maiden Lien
0-3 Pongal (if running Soul Saver Dragon)
0-3 Toypugal
Grade 2:
0-2 Blaster Blade
1-3 High Dog Breeder Akane
2-6 Knight of Silence Gallatin / Knight of Determination Lamorak
Grade 3:
0-2 Soul Saver Dragon
3-4 King of Knights Alfred
2-4 Swordsman of the Explosive Flames Palamedes
Galahad Ride Chain
Grade 0:
1 Drangal
16 Triggers
Grade 1:
4 Knight of Quests Galahad
4 Little Sage Marron
4 Flash Shield Iseult
0-3 Pongal (if running Soul Saver Dragon)
0-3 Toypugal
0-3 Lake Maiden Lien
Grade 2:
4 Knight of Tribulations Galahad
0-2 High Dog Breeder Akane
0-2 Blaster Blade
2-4 Knight of Silence Gallatin / Knight of Determination Lamorak
Grade 3:
0-4 Knight of Godly Speed Galahad
0-3 King of Knights Alfred
0-2 Soul Saver Dragon
2-3 Swordsman of the Explosive Flames Palamedes
Snogal/Garmore
Grade 0:
1 Bluegal / Wingal Brave (once Set 5 permits)
16 Triggers
Grade 1:
4 Snogal
4 Flash Shield Iseult
2-4 Little Sage Marron
0-3 Toypugal
0-3 Pongal (if running Soul Saver Dragon)
Grade 2:
4 Beast Knight Garmore
2-3 High Dog Breeder Akane
0-2 Blaster Blade
2-4 Knight of Silence Gallatin / Knight of Determination Lamorak
Grade 3:
0-3 Fang of Light Garmore
0-3 King of Knights Alfred
0-2 Soul Saver Dragon
2-3 Swordsman of the Explosive Flames Palamedes
Majesty Lord Blaster (once Set 5 permits)
Grade 0:
1 Wingal Brave
16 Triggers
Grade 1:
4 Flash Shield Iseult
4 Little Sage Marron
0-3 Knight of Friendship Kay
2-3 Toypugal
1-2 Pongal (if running Soul Saver Dragon)
Grade 2:
3-4 Blaster Blade
3-4 Blaster Dark
0-2 Starcall Trumpeter
0-3 Knight of Loyalty Bediviere
Grade 3:
0-1 Alfred Early
0-1 Solitary Knight Gancelot
3-4 Majesty Lord Blaster
2-3 Swordsman of the Explosive Flames Palamedes
0-2 King of Knights Alfred
0-1 Soul Saver Dragon
note: For all decks, the recommended grade ratios are no more than 15 Grade 1's, no more than 12 Grade 2's and no more than 8 Grade 3's.
Conclusion
Royal Paladin are, and will continue to be my absolute favourite clan. They are a strong, competitive and consistent pick in the current meta although they are overshadowed by their golden counterparts due to a lack of recent support. In the Japanese side, Royal Paladin have not received support since Set 5 still, and they're already nearly at Set 9, yet Royal Paladin continue to top in regional and national tournaments there as one of the best supported clans. Perhaps our support is a tad out of date compared to the silly things Bushiroad keeps releasing for Gold Paladin and other clans, but their retro feel, amazing artwork and legendary consistency will always make Royal Paladin my favourite clan. I hope this guide inspires at least some of you to try the clan out, and hopefully you'll love them as much as I do!
HerO