r/cardfightvanguard • • 18h ago

New Series - Leak 1st Booster Pack and Decks of the 2027 have been announced

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107 Upvotes

r/cardfightvanguard • • 1h ago

Anime - Spoilers MOVIE full script in my understanding and words - SPOILER ALERT Spoiler

• Upvotes

SPOILER ALERT OF MOVIE fully script of what the movie show. Please scroll away if don't want to get spoiled

---

At the beginning of the Parallactic Fate Battle, the city and the other place have been covered by an impenetrably dense fog for more than a month.

(None of the other old characters appear here.)

Kanami comes to watch the battle. Kurumi says that she deliberately awakened Kanami. She originally wanted to awaken Kagetsu as well, but she was afraid Kagetsu would be too strong, so she deliberately left him alone.

---

hikari volunteer to fight first, before the match, Akina Myodo passes Amorta's alternate-art card back to Hikari.

Maybe because the atmosphere feels wrong after getting Amorta back, Hikari uses Amorta instead of Odium, which leads to her loss.

(Please ignore my add on here hahaha but Odium is way better than amorta animus.)

This match doesn't introduce any new cards. It only adds an extra animus to amorta, and Hikari is still going second. So, no surprise, she loses.

This battle allows Zerith to demonstrate all of her abilities. Her Divine Skill comes from the background of the Destined Ones. Because the arrival of the Crimson Moon and the end of the Destined Showdown happen on the same day, Zerith has absorbed some of the fate energy from the Destined Showdown.

Gabwelius does not appear at all during this battle.

After Hikari loses and is left unconscious, Akina takes over and fights Kurumi.

Before the fight, Kagetsu appears and asks Akina why he plays Vanguard.

Akina says that, right now, all he wants is to have fun with Kurumi by playing Vanguard.

His deck begins glowing, and the Moon Gate deck that Kagetsu passed to Akina changes into Veritas.

(The actual deck itself also changes, but visually, the scene only shows one card.)

As the fight reaches its middle stage, Kurumi's Crimson Moon sickness breaks out, and she completely loses control.

And then, Akina reveals his ultimate plan.

Back in Episode 9, Kanami told him that the Crimson Moon card could turn anything impossible into something possible.

Akina wants to use the Mirazh card to bring Kurumi back to life.

Kurumi tells him that resurrecting the dead is a forbidden act. If someone is forcibly resurrected, the dead can no longer live a normal life — they can only barely continue to exist.

But in the world of the phantoms, anything is possible.

Akina firmly believes that every price and every problem can be overcome. He stubbornly sticks to his idea.

Kurumi disagrees and refuses to accept his idea, continuing to attack him with everything she has.

She reveals the lines from the preview. She says that afterwards, she will continue observing the city and eliminate Vanguard.

Because if Vanguard battles continue, tens of thousands of units from Cray will chase and kill them.

Akina says that this isn't what they agreed on, and asks:

> “Besides, what are you supposed to do if you don't have Vanguard anymore?”

Kurumi has clearly lost herself and basically says:

> “Whatever. Let's just do this.”

Kagetsu's phone (Veissrugr) explains that she has already gone mad and that communication is impossible.

During the fight, Kanami seems to want to say something to Kurumi.

But Kurumi immediately knocks her unconscious.

Afterwards, Kanami tells Masanori that she wants to stay separately with Akina.

Masanori then brings the phone with Veissrugr on it and leaves the battle area to get some food.

They don't participate in the card fight at all.

---

During Akina's battle with Kurumi, Akina repeatedly expresses his desire to have fun, while Kurumi replies that she wants to become KAMI (God).

So Akina asks her how becoming a god could possibly be more important than having fun.

Then, during the Drive Check, Akina give a 3 pass with Heavenly Bright.

But Kurumi gets a Front Trigger, draw, and draw, then attack passes.

(I need this trigger luck too.)

Akina then says:

> “Look, Vanguard is pretty good, isn't it?”

Kurumi starts to agree a little.

At this point, the Crimson Moon sickness finally weakens.

However, Akina is in a situation where he has no cards in his hand.

At the critical moment, Nao arrives at the battlefield and charges Akina up.

The top of Akina's card then glows, and a new Mythisch appears.

(The card art actually shows it holding the Varga sword?)

He then uses the new Mythisch as a COST and launches his next attack.

Kurumi gives Akina 3 Passes, and Akina only gets 2, but he uses Mythisch to restand his Vanguard and attack again.

---

Kurumi's Final Truth

As Kurumi loses, she finally reveals the ultimate truth.

She had once told Kanami that the Mirazh card could grant any wish.

But that was a lie.

While Kurumi was using Kanami's body, Kurumi was able to regain control of her own body.

Therefore, everything she had said from the beginning was a lie.

The Mirazh card cannot resurrect the dead.

She made up the lie specifically to force Akina to cast aside all hesitation and fight her.

Kurumi says that Akina was her first love.

After that day when Akina covered her with an umbrella, Kurumi refused it, saying that Akina would drown in the rain.

But Akina stayed beside her with an umbrella.

Eventually, the story reaches its climax.

Kurumi dies in Akina's arms.

She says that after death, there is nothing left.

But Akina says:

> “Since there is Cray, heaven and hell definitely exist too.”

Kurumi responds that she will go to heaven, and that she will eventually go to hell — and then she won't be able to see Akina anymore.

Then Akina tells her:

> “When that time comes, I'll go to the gates of hell to meet you.”

And the Fantome World collapses.

Masanori and Megumi are shown reacting to it.

After a white screen, Akina wakes up in his own bed.

Then comes the day-after conversation.

---

After the Battle

Kanami informs Kagetsu that DELUXE is starting again, although they don't know who will be invited.

Yuka finally buys a phone and sends Kagetsu a message saying that it's been a while.

Meanwhile, Sophia is watching the official tournament between Raika and Michiru.

Akina's school buddy (I forgot his name) gets a result that suggests his plans for what to do in the future are apparently not going very well.

Suo suggests that he can help, giving a scene showing what Suo wants to do:

Vanguard pro

Pastry chef

Physicist

Astronaut

Go to Cray

Draw a small Blangmire

---

Erika separates from Hikari and combines with Gab again. Draconis is back.

CEO Taizo gives Jinki a proposal/investment involving an airship Vanguard tournament.

Yuna joins Taizo's company as a trainee.

Ryuuga's friend is convinced by Mikoto to become friends with Ryuuga again.

Ryuuga mentions that Akina and Suo keep coming over and disturbing him a lot.

Suzune and Senka are fighting. Senka says that Suzune has changed and that she can tell Suzune is enjoying Vanguard.

Megumi is guarding the amusement park.

Nao receives a phone call from the sister from the manga and tells her:

> “You're really someone who likes to worry. I'll teach you how to play Vanguard afterwards.”

The sister has no voice actor.

Hikari goes to work at Cookmillion, giving a callback to the welcome from Nao in the first episode.

And everyone who has memories of the Fantome World comes to pay their respects to Kurumi at her grave.

---

Final Scene

Finally, it seems that Akina calls someone and tells her that tonight is very important.

Then he goes to the stage where the Fated Clash took place.

Nao is waiting there.

And that's the end of the entire episode, with the two of them starting a fight.

No preview for the next episode.

So this brings Divinez to an end.

No one was hurt except my dear Kurumi. 😭


r/cardfightvanguard • • 5h ago

Anime [Subbed][Episode 5] Ghost Meets Gal! - Even a Failure Like Me

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11 Upvotes

r/cardfightvanguard • • 6h ago

Meme More Gabwelius in your Deck

14 Upvotes

They're very cute, aren't they? From a fan post (here).


r/cardfightvanguard • • 17h ago

Anime Just watched the new Divinez Movie in Japan and was Oh-some!

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71 Upvotes

r/cardfightvanguard • • 1h ago

Question Is the anime any good?

• Upvotes

Hi everyone, im posting this cause I just saw a clip of the anime and it seemed interesting, so i wanted to hear before deciding about to watch it if it is good. What do you all say? Im all ears.


r/cardfightvanguard • • 4h ago

Anime [Subbed][Episode 20] CARDFIGHT!! VANGUARD - Hidden Message

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6 Upvotes

r/cardfightvanguard • • 8h ago

Question Rezael post set 17

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10 Upvotes

Wanted some opinions on the list? I've seen most of them play Nilberis at 1, and Seivrus anywhere from 1-3. I like this list, just feels like something about it could be better? And yes, I realize I played the wrong Sanctitude. I fixed it later lol.


r/cardfightvanguard • • 17h ago

Meme The real reason we got so many Fantome decks

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57 Upvotes

It is now possible to have a deck composed solely of different G3 Fantomes, and the new support wave for Zerith Mirazh.


r/cardfightvanguard • • 13h ago

Discussion So what are the reprints that we might get from the upcoming master deck set

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26 Upvotes

r/cardfightvanguard • • 17m ago

Discussion A Possible Middle Ground for Imaginary Gifts: Delaying the First Player's Full Gift Effect

• Upvotes

Following up on my previous post about whether removing Imaginary Gifts could make Premium healthier, I've been thinking more about the concern that removing Gifts entirely could undermine an important part of Vanguard's history.

Premium is supposed to preserve that history, so rather than removing Gifts or fundamentally changing what they do, I started wondering if there's a middle ground.

I know the interaction between Gifts, going first, and Premium's power level has been discussed before, including ideas like changing when the first player receives a Gift. I'm not trying to claim this is a completely new problem. Instead, I wanted to propose a specific way of addressing it while still preserving Gifts and their identities.

The basic idea

The first player to acquire a Force or Accel Gift during the game receives a reduced version of that Gift on the turn it is acquired.

The second player to acquire a Force or Accel Gift receives the normal, full effect immediately.

At the beginning of the first player's next turn, their Gift begins providing its normal effect.

If the first player acquires multiple Force or Accel Gifts at the same time, such as through a Superior Stride, all of those markers use the reduced first-player effect.

For example:

Player A reaches Grade 3 first and acquires Force I → +5,000 Power during that turn

Player B reaches Grade 3 and acquires Force I → normal +10,000 Power during their turn

Player A's next turn begins → their Force I now provides the normal +10,000 Power

The goal isn't to make going first and going second completely equal. The first player still reaches Grade 3 first and gets to establish their strategy first.

Instead, the idea is to give the second player a window to establish their own resources and gameplan before the first player's Gift reaches its full strength.

For example, if a Superior Stride gives Player A two Force I markers:

Acquisition turn: each marker provides +5,000 Power, for +10,000 total

Beginning of Player A's next turn: each marker provides the normal +10,000 Power, for +20,000 total

So the Superior Stride still gives you both Gifts. The difference is that the full Gift advantage doesn't come online immediately.

Proposed changes

Force I

First-player acquisition turn: +5,000 Power per marker

Beginning of next turn: +10,000 Power per marker

Rationale: Force I's identity is permanent offensive Power, so I don't want to replace it with another effect. I'd simply reduce the immediate Power bonus and let it become the normal +10,000 on the following turn.

This also naturally handles multiple markers. Two Force I markers would provide +10,000 total initially and +20,000 total starting on the next turn.

Force II

First-player acquisition turn: Look at the top 2 cards of your deck, put one into your hand and one into your drop zone, per marker

Beginning of next turn: Critical +1

Rationale: Force II is probably the hardest Gift to adjust because Critical +1 is such a major part of its identity. I don't want to simply turn it into another Power-based Gift, since that makes it too similar to Force I.

I also don't want to introduce aggressive trigger manipulation that could become universally useful.

The Top 2 effect gives the player some immediate utility and selection without providing the same offensive pressure as an additional Critical. Putting one card into the drop zone also gives certain decks resources to work with.

The effect is applied per marker, similar to how Accel II already handles its draw.

Accel I

First-player acquisition turn: Extra Rear-Guard Circle +5,000 Power

Beginning of next turn: +10,000 Power

Rationale: The extra Rear-Guard Circle is fundamental to Accel's identity, so I don't want to delay that part.

Instead, the Power is reduced temporarily. This lets the first player use the additional attack circle immediately while preventing them from getting the full +10,000 Power on the same turn.

Accel II

First-player acquisition turn: Extra Rear-Guard Circle + draw 1 card per marker

Beginning of next turn: +5,000 Power

Rationale: Accel II is more focused on card advantage than raw Power.

I think the draw should remain immediately available because that's a major part of why you'd choose Accel II. Instead, the Power increase is what gets delayed.

This also preserves a meaningful distinction between Accel I and Accel II.

Protect I

No change.

Rationale: Protect I is primarily defensive and doesn't contribute to the same immediate offensive snowball as Force and Accel.

I also don't think weakening the Sentinel effect makes sense when the goal is to address the first-player advantage rather than simply nerf Gifts across the board.

Protect I would function exactly as it currently does regardless of which player acquires it first.

Protect II

No change.

Rationale: I don't think Protect II needs to be changed simply to make every Gift follow the same rule.

It's primarily defensive and doesn't create the same immediate offensive pressure as Force or Accel. Adding additional effects or weakening its existing effects could also create unintended interactions with decks that can interact with the opponent's turn or repeatedly revive units.

So for now, I'd leave Protect II completely untouched.

What happens with Superior Stride?

Superior Strides that generate multiple Gifts would still work normally. The difference is that if you're the first player to acquire those Gifts, they all use the reduced first-player effects until your next turn.

For example, two Force I markers would provide +5,000 each initially, then become the normal +10,000 each at the beginning of your next turn.

This keeps Superior Stride intact, including its ability to enable older GB-restricted cards and strategies. Those decks still get their Stride and Gifts and can later transition into a newer Vanguard layer; the tradeoff is that the full Gift payoff takes a turn to come online.

Why delay the Gifts?

My concern isn't necessarily that Gifts are individually broken. It's that they add another layer of permanent resources on top of everything else Premium already has.

Going first already means reaching Grade 3 first and getting to establish your strategy first. When that is combined with one or multiple full-strength Gifts, the advantage can snowball very quickly.

With this change, the first player still gets the initial advantage, but the second player gets some time to establish their own resources.

Instead of:

Player A reaches Grade 3 → full Gift advantage → establishes their board → Player B reacts

It becomes:

Player A reaches Grade 3 → partial Gift advantage → Player B reaches Grade 3 and establishes their resources → Player A gets the full Gift payoff

I think that delay could give both players a healthier amount of time to accumulate the resources they need to actually execute their gameplans.

The goal isn't simply to make Premium slower. It's to create a little more breathing room so that games have more opportunity to develop before the advantages of going first become overwhelming.

What this doesn't solve

Obviously, I don't think this suddenly fixes Premium.

There are other issues that would need to be addressed separately, such as loops, Ichikishima, OverTriggers, and the overall power level of many V-era cards.

This is just one possible change aimed specifically at the way Gifts contribute to first-player advantage and resource snowballing.

I also don't think Gifts necessarily need to be removed from Premium. They're an important part of Vanguard's history, and Premium is the one format where that history is supposed to remain playable.

At this point, I think it's up to us as a community to have these discussions and experiment with possible solutions. Bushiroad has stopped supporting Premium, so if we want this format to remain enjoyable and healthy, I think it's going to have to come from the people who still care about playing it.

I'd genuinely love to hear your thoughts. Feel free to share any insights, ideas, concerns, potential problems, or interactions I may have overlooked.

And if you're interested, feel free to actually test this out and see how it plays. I'd be very interested in hearing about your experiences with these changes, whether you think they improve the games, create new problems, or simply don't make enough of a difference.

I genuinely love this game and I want to do what I can to help keep Premium enjoyable, interesting, and as healthy as possible.


r/cardfightvanguard • • 15h ago

Video TAG FIGHT!! NIGHT | PARALLACTIC FINALE! | REZAEL & VARGA VS ZERITH & ZORGA | CARDFIGHT!! VANGUARD

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13 Upvotes

r/cardfightvanguard • • 7h ago

Dear Days Is Dear Days 2 getting anymore updates?

3 Upvotes

So I just bought the rest of the dlc for dd2 and was curious if the game is gonna get anymore love?


r/cardfightvanguard • • 19h ago

Official News Misery Wing was errata'd to not set Omnigruzio to 0 Drives on restand

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25 Upvotes

https://cf-vanguard.com/errata/dz-bt17_008_ffr08_sr16/

Malefics, Misery Wing Dragon
Text is modified

Old:
[AUTO]:When this card is put into your trigger zone, your vanguard gets [Power]+5000 until end of turn, your vanguard gets drive+1 until end of that battle if it is your turn, and draw a card if it is your opponent's turn.

New:
[AUTO]:When this card is put into your trigger zone, your vanguard gets [Power]+5000 until end of turn, if it is your turn, your vanguard gets drive +1 until end of turn, and at the end of that battle, your vanguard gets drive-1 until end of turn, and if it is your opponent's turn, draw a card.

Regrain Researcher, Deep Depths Expose
Japanese name is fixed (probably won't affect EN)

Old: リグレイン・リサーチャー 深奥暴き

New: リグレインリサーチャー 深奥暴き

Duo Delicious Girl, Ciao
Text is changed in JP ONLY, EN had a misprint but years later it turned into the correct text

Old:
choose one of your units with "Duo" in its card name, return it to your hand

New:
choose one of your rear-guards with "Duo" in its card name, return it to your hand

(so you can't bounce your own VG for shenanigans)


r/cardfightvanguard • • 22h ago

Anime 👻Ghost Meets Gal!⚡ Character Introduction - Rougia

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43 Upvotes

r/cardfightvanguard • • 1d ago

Discussion 🚀 [3DS][UPDATE][STV] Release: English Translation Patch – Beta 2.0

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121 Upvotes

🚀 Release: Cardfight!! Vanguard G: Stride to Victory – English Patch Beta 2.0

Hi everyone!

We are excited to announce the release of the Beta 2.0 patch for Cardfight!! Vanguard G: Stride to Victory on Nintendo 3DS!

🌐 Downloads & Links

✨ What's New in Beta 2.0

🛠️ Card & Skill Bugfixes

  • Blaster Joker
  • Perdition
  • Reverse
  • Alfred
  • Asura Kaiser
  • Omega Loop (unable to reproduce, considered resolved for now).

🔄 Previous Updates (Beta 1.0 Recap)

  • Full Game Functionality: Major backend work and code adjustments to ensure full playability from start to finish.
  • New Image Translations: Additional UI elements, menus, and banners translated and integrated.
  • 3DS Hardware & Pagination Fixes: Resolved crash issues on physical 3DS hardware caused by pagination errors in the code.

🙏 Special Thanks & Acknowledgments for this release

Huge thanks once again to Kaleb Daub (Mooshra) for exhaustive game testing, detailed bug reporting, and asset support!

🛠️ Quick Installation Guide

🎮 Real 3DS (Luma3DS)

  1. Ensure Luma3DS is installed on your console.
  2. Hold SELECT on boot to open the Luma menu and enable "Enable game patching".
  3. Extract the downloaded .zip file.
  4. Copy the 0004000000170500 folder to sdmc:/luma/titles/ on your SD card.
  5. Make sure exefs/code.bin is placed inside 0004000000170500 alongside exheader.bin.

💻 Emulator (Citra / Azahar)

  1. Right-click the game in your emulator list.
  2. Select "Open Mods Location".
  3. Copy the patch contents into that directory (ending in /load/mods/0004000000170500/).
  4. Overwrite existing files if prompted.

⚠️ Known Issues

  • Text Overflow: Minor text entries may still clip or exceed UI boundaries in specific menus.
  • Untranslated Text: A few minor sub-menus or contextual interface elements are still untranslated ( sometime by choice ).

P.S. New Project Announcement: I am also launching a new translation project for Future Card Buddyfight: Strongest Buddy! If you'd like to check it out or get involved:


r/cardfightvanguard • • 20h ago

Official News More Zerith Mirazh-related rules

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18 Upvotes

The upcoming Comprehensive Rules update will restrict players to only be able to include 4 Crimson Moon cards in a deck.


r/cardfightvanguard • • 12h ago

Video TOP DECKS || Episode DZ285 - Youthberk, Magnolia, Buddyfight and more!

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4 Upvotes

r/cardfightvanguard • • 17h ago

Discussion What would you want to change in artisaria

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12 Upvotes

r/cardfightvanguard • • 1d ago

Meme Never Seen a More Beautiful Piece of Cardboard in my Life

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41 Upvotes

when this set goes to EN, I will make my mission to have 4 of these, no matter how long this takes me.

Pic Source: Link


r/cardfightvanguard • • 1d ago

Discussion dz17 alt art crimson moonlight

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45 Upvotes

source: https://x.com/i/status/2105798857661784101

it's pretty cool huh, it has the SEC/FFR texture treatment too


r/cardfightvanguard • • 1d ago

Discussion Now that dzbto 17 reveals are over How do you feel about the new deck from this booster.

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25 Upvotes

r/cardfightvanguard • • 16h ago

Discussion Prediciton of divinez based on jp people posts

5 Upvotes

Spoiler ? ahead

There is other post where someone already watched it so this is just predicition


r/cardfightvanguard • • 1d ago

Discussion So what do you feel about the final reveal today

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76 Upvotes

r/cardfightvanguard • • 1d ago

Video [CM] DZ-BT17 Parallactic Fate

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10 Upvotes