DARK IRREGULARS
Dark Irregulars are a clan first introduced in BT01, they focus heavily around the soul and the damage zone.
Dark Irregulars aren't playable in ENG territories so this discussion will focus only on the playable JPN deck, until BT03 is released where they get some major support.
Table of Contents
- The Cards
- No Life King
- Edel Rose
- The Irregular Void
- Misc.
Grade 0
-Your one and only starting VG, pretty simple.Auto【V】: When you Ride another «Dark Irregulars» on this Unit, you may Soulcharge(1).
-Really simple skill, introduced in BT05, helps the deck out a lot.ACT [R]: [Move this unit to soul] If you have a «Dark Irregulars» vanguard, you may Soul Charge (1).
Dark Irregulars have 1 set of Heals, 1 Crit, 2 Stands, and 1 Draw, despite this Stands aren't really optimal for the deck.
Grade 1
-This card easily becomes a 9k booster, once your soul is set up properly.Continuous【V/R】: During your turn,if you have 6 or more «Dark Irregulars» in your Soul, this Unit gains +3000 Power.

-Your 10k booster, Doreen has a lot more potential, but Devil is more stable.AUTO 【R】: When this unit boosts a «Dark Irregulars» vanguard, if you have six or more «Dark Irregulars» in your soul, the boosted unit gets Power +4000 until end of that battle.
-A YPK clone, this card has potential to easily break 10k, and can also boost RGs. However it's less consistent that Amon and Devil Child.Auto【R】: During your Main Phase, when your Cards are moved to the Soul, and you have a «Dark Irregulars» Vanguard, during that turn, this Unit gains +3000 Power.
-Free Soul charge, good along side Doreen, but often the extra soul isn't needed.Auto: When this Unit is called to the Vanguard or Rearguard Circle and you have a «Dark Irregulars» Vanguard you may Soulcharge(1).
Grade 2
-Gets to 11k, and when backed by the G1 Amon it's a 20k column, not bad, but it's low POW means it's suceptible to RG sniping.Continuous【V/R】: During your turn,if you have 6 or more «Dark Irregulars» in your Soul, this Unit gains +3000 Power.
-On hit Soul Charge, it's good for building up Soul, and getting that key 6 in early, to unlock a lot of your unit's Skills.[AUTO](VC/RC):When this unit's attack hits, if you have a <Dark Irregulars> vanguard, you may [Soul-Chage 1].
-This card quickly puts 2 cards in Soul, and as a 8k attacker, it's not good for much elseAUTO: When this unit is put into the drop zone from Guardian Circle, if you have a «Dark Irregulars» vanguard, you may Soul Charge (2).
-This cost is relatively easy to pay late game, but early game it can become a burden, and repeated use can drain your soul, and lock a lot of your unit's skills.Passive【V/R】: Restraint (This Unit cannot attack.)
Activate【V/R】: [Soulblast (3)] During that turn, this Unit loses 『Restraint』.
Auto【V】: When this Unit is boosted by a «Dark Irregulars», during that battle, this Unit gains +5000 Power
-Similar to Blue Dust it's an on hit Soul Charging skill, but it has to hit the VG, for the added advantage of being able to draw, it's also 1k weaker, which means you need to have it backed by Amon or Prisoner Beast for it to be a real threat, still lacking an Aermo/Lian clone, this is your only what to draw outside triggers.Auto 【V/R】: [Send 1 Card from your Hand to Soul] When this Unit's attack hits a Vanguard, and you have a «Dark Irregulars» Vanguard, you may pay the cost. If paid, Draw 1 card.
-Interesting unit, the Soul requirement is easy to fufill and even if the skill doesn't hit it's' a free card change, unlike Drunkard or Dust though it doesn't fuel the soul itself, but it doesn't thin the deck other, which is a problem with No Life, draining 8 cards from your deck everytime you use it.Auto【V/R】:When this unit attacks and you have at least 6 《Dark Irregulars》 in your Soul, draw 1 card, then choose 1 card from your Hand and place it to the bottom of your deck.
-A one turn play to easily fill the soul up with, depending on how many units you call you easily reach your 6 soul requirment, but often it easy enough without running this unit who's skill is useless in the RG circle, and it's attack isn't high enough to make up for that.Auto【V】: Whenever you call a «Dark Irregulars» to a Rearguard Circle, you may Soulcharge(1).
Grade 3
-An on hit Megablast, your opponent will not be letting this one hit, and it has little use outside of being able to hit 12, on your own turn, still builds can be focused around this unit if you want.[AUTO](VC):At the beginning of your main phase, [Soul-Chage 1], and this unit gets [Power] +2000 until end of turn.
[AUTO](VC/RC):[Soul-Blast 8 & Counter-Blast 5] When this unit's attack hits, you may pay the cost. If you do, retire all of your opponent's rear-guards.
-This was the old focus of DI decks until No Life King was released, it can easily reach 20k+ without a boost, it's CB gives your opponent some leeway, but it can be very disruptive though.Continuous【V】: During your turn, for each «Dark Irregulars» in your Soul, this Unit gains +1000 Power.
Activate【V】: [Counterblast (1), Move 1 of your «Dark Irregulars» Rear Guard to Soul] Your Opponent chooses 1 of their own Rear Guards and Retires it.
-The main VG of Dark Irregulars, the only downside to it's skill is it really Drains your deck, and as it takes until late game to even get to 5 damage your deck is already low, you have to smart using it's skill as you don't want to lose by deckout, the cards returned to the top are face up, and your Soul will no doubtebly be 8+, meaning you can follow it up with one of DI's many Megablast or CBs, on top of being able to repeat No Life's CB if you hadn't settled the game already.CONT 【V】: If you have eight or more «Dark Irregulars» in your soul, this unit gets Power +1000.
AUTO 【V】: At the beginning of your main phase, Soul Charge (1), and this unit gets Power +2000 until end of turn.
AUTO 【V】: [Choose five face up «Dark Irregulars» cards from your damage zone, and put them into your soul] When this unit attacks, you may pay the cost. If you do, this unit gets Power +10000/Critical +1 until end of turn. At the beginning of the end phase of that turn, put five cards from the top of your deck into your damage zone.
-This card is really dangerous late game, depending of the power of the RG you ride, it can be almost impossible to guard without losing tons of advantage. If your opponent left a Grade 0, victory is almost guarenteed as their null guards, intercepts and grade 1s are disabled, on top of the general low power of Grade 0s, it can be a hard assault to defend against.Auto【V】:During the start of your Main Phase, Soulcharge(1), and for that turn, this Unit gains +2000 Power.
Startup【V/R】: [ Soulblast 8, Counterblast 5] Choose 1 of your Opponent's Rearguards, and move it to your Opponent's Vanguard Circle, at the start of that turn's End Phase, your Opponent chooses 1 from their Soul and Ride it.
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Section 2
No Life King was released two weeks after BT05, so expect a similar release time, for it in ENG, at which point this deck will be fully playable. This deck is basically play all of Dark Irregular best and most consistent cards.
1 Vermellion Gatekeeper
4 Hyteric Shirley
4 Blitz Ritter
4 Cursed Doctor
4 Stand (No Choice Here)
4 Prisoner Beast
4 March Rabbit of Nightmareland
2 Devil Child
4 Jet Black Poet, Amon
3 Werewolf Sieger
3 Aspiring Demon, Amon
2 Blue Dust
2 Dark Soul Conductor
2 Knowledge Drunkard
4 No Life King Death Anchor
3 Still Vampyr
This deck is plenty strong with ability to threaten with a 30k 2 Crit attack, and even more fearsome 10+ towering of a grade 1 from all your units on consectuive turns. However it's RGs are weak on your own turn, and outside of Draws it has no way to produce advantage. Demon Eater can easily take Vampyr's place to threaten your opponent in a different respect, but unlike Vampyr Demon's Megablast is on hit.
Section 3
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Edel Rose
This deck focuses around the unit Edel Rose, who like No Life can threaten the opponent with a huge power, and high critical, but doesn't take a giant toll on your deck.
-Gancelot clone, this build is a bit more reasonable to focus around, it's CB is enough to fufill, and when boosted by something like a 10k+ Doreen, it becomes incredibly hard to guard without using a large amount of cards.Startup【V】: [Counterblast (2)] When there is a 「Werewolf Sieger」 in your Soul, during that turn this Unit gains +5000 Power and +1 Critical.
Startup【Hand】: [Reveal this Card to your Opponent, return it to the top of the Deck] Search for up to 1 「Werewolf Sieger」, reveal it to your Opponent, add it to your Hand, and shuffle that Deck.
1 Vermellion Gatekeeper
4 Hyteric Shirley
4 Blitz Ritter
4 Cursed Doctor
4 Stand (No Choice Here)
4 Prisoner Beast
4 March Rabbit of Nightmareland
4 Doreen the Thruster
2 Devil Child / Alluring Succubus
4 Werewolf Sieger
3 Aspiring Demon, Amon
2 Blue Dust
1 Dark Soul Conductor
2 Knowledge Drunkard
4 Edel Rose
3 Demon World Marquis, Amon
Doreen is needed in this deck due to it's potential to get Edel to 30k plus, as well as support your RGs. Edel however is a 9k unit, making it incredibly hard to guard espcially 19k+ attacks. An Edel build isn't really powerful enough to compete in the changing game.
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Section 4
-Interesting unit, it's cost a CB2, and it can only drop a unit of Grade 1 or lower, great for sniping your opponent high powered boosters and such, and is a 7k boost aswell.AUTO: [Counter Blast (2)] When this unit is placed on Vanguard Circle or Rear-guard Circle, if you have a «Dark Irregulars» vanguard, you may pay the cost. If you do, choose an opponent's grade 1 or lesser rear-guard, and retire it.
-Your BB copy, it's a CB of 2 which in many builds might get in the way of your VG's skill, but Beezlebub and Amon's cb are 2 and 1 respectively, so you can manage his cost.Auto:【Counterblast (2)】 When this Unit is called to the Vanguard Circle or Rearguard Circle, and you have a «Dark Irregulars» Vanguard, you may pay the cost. Afterwards, choose 1 of your Opponent's Grade 2 or lower Rearguard and retire it.
-The devil himself the king is an alternate way to run Dark Irregulars and compensates for their generally low attacking power, however for a CB of 2, No Life and Vampyr can't be effectively run along side him, it does have the ability to become a static 11k, which is helpful in guarding, but No Life can accomplish the same thing.CONT 【V】: If you have eight or more «Dark Irregulars» in your soul, this unit gets Power +1000.
AUTO 【V】: [Counter Blast (2)] When this unit attacks, if you have six or more «Dark Irregulars» in your soul, you may pay the cost. If you do, choose up to two of your «Dark Irregulars» rear-guards, and they get Power +3000 until end of that turn.
This deck focuses around smaller cost CBs, and drops the huge Megablasters, No Life, Demon Eater, and Vampyr all together.
1 Vermellion Gatekeeper
4 Hyteric Shirley
4 Blitz Ritter
4 Cursed Doctor
4 Stand (No Choice Here)
4 Prisoner Beast
4 March Rabbit of Nightmareland
2 Devil Child
2 Jet Black Poet Amon
2 Bloody Calf
3 Werewolf Sieger
3 Aspiring Demon, Amon / 3 Imprisoned Fallen Angel, Sarael
2 Blue Dust
2 Gynn the Reaper
2 Knowledge Drunkard
4 King of Dipteria, Beezlebub
3 Demon World Marquis Amon
This deck focuses around dropping your opponent's RGs are raw power, Beezlebub can be 11k which assists and guarding, and you're able to make more complicated plays at above 5 damage, as opposed to biding your time until you're @ 5.
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Ratios & Card Choice
Comments like Run 0-4, should be take as suggestions, posted here are what I and others think are the best way to run the deck, there is a lot of room for variance in Vanguard so feel free to modify and change these suggested builds any way you want.
Other Options
Dark Irregulars are a very small clan, but the variety is in the G3. Still your main deck doesn't differ much so much as the way you play with with a different focus in G3s.
On the Defense
Late game a key play is holding off on that 5th damage until you know you can win, or at least put your opponent in a position where you can fend off one of many Megablasts. Be wary of the amount of cards in the soul, as a 1 card change can cost you the game.
Do not keep Grade 0s out against this deck, even if you have to minus yourself to get rid of one, the penalty the comes with being forced to ride a Grade 0 is worth any small minus you might incurr.
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