[Blog] VEB14 Neo Nectar: Playstyle and Arsenal

VEB14 The Next Stage Neo Nectar Part 1/6

Est 31 Min read

Mahalo keikikāne a me nā kaikamahine, its me its your best friend, its CanYouSayG, and you’re reading the CanYouSayBlog, where we learn how to be a better cardfighter.

Today, we will be starting a multi-part series going over the Neo Nectar clan, covering the clan playstyle and strengths as a whole, assessing all of the new and relevant cards, covering multiple decks over several formats, playstyle, combos, optional card choices, match ups and in depth playing and goals for each deck.



Whether you are a seasoned Vanguard player or have just started with the VTD12 Ahsha Trial Deck, I hope you can find a deck and understanding to fit your needs. We hope these articles can help you form an idea of what cards to try to find and buy.

With the new release of VEB14 The Next Stage, Neo Nectar has obtained a new wave of support, granting them new options and new possibilities, as well as improving on preexisting gameplay and strategies.

For our first part of our series, we will be going over the basic general playstyle of Neo Nectar, as well as review some of the new cards from the new set VEB14 The Next Stage, cards from VTD12 Ahsha, and cards from previous sets which continue to be relevant.

Future links to Future Article Parts

Neo Nectar Playstyle

Neo Nectar is a very proactive clan. Instead of control, retire, responding to the opponent, you will be looking to make your own board, forcing the opponent to respond to you. Given the wide array of options Neo Nectar has to assemble their board, they tend to be able to assemble faster than other clans, turning your attacks into high powered hits. Let the opponent bend their strategy while you try to win off of the straight and direct approach.

Neo Nectar’s unique mechanic is the superior calling of Plant tokens, Grade 0 units that can attack or boost and have 5000 power. This allows for the deck to easily fill its board with cheap units from very early in the game, utilizing plant tokens as cost for effects or simply to provide a boost to attacking units.

As we know, even a 5000 power boost can change how the opponent reacts greatly, and being consistently able to obtain one is of great benefit. As such, calling a plant token behind the Vanguard from the early turns is one of the keys to pushing damage early.

This results in Neo Nectar being very blessed in cost effectiveness, deploying units without using hand, simplicity of effects, and in speed of start up and completion of field. However, this is counterbalanced by lack of card flexibility of individual cards, limited ways of increasing hand, minimal high impact card skills, and lower card quality in each individual card.

These make Neo Nectar very powerful in the early turns, but ultimately can be poor at turning a game around if you fail to come ahead in the early turns.

The second of Neo Nectar’s strengths is its access to high power columns, through a multitude of effects that gain power on Vanguard as well as Rear guard. However, the other weakness of the deck is that they have a limited amount of multi-attack enablers, limiting the number of attacks they can do in one turn. This means that you have to make the most out of the few attacks that you have, and thus want to be attacking with as many attacks as you can from as early as you can.

When playing Neo Nectar, mastery of how to create your power lines, how fast you can fill the board with Plant tokens, and taking advantage of the plant tokens are crucial steps in securing victory. Start up early and be willing to be aggressive, and make sure the opponent is on the defensive before they can set up their field, and view Plant tokens not only as boosters to keep the pressure on, but as units that serve early on and then are used as cost for other more powerful effects as you transition your field into higher quality units.

Neo Nectar being very blessed in cost effectiveness, deploying units without using hand, simplicity of effects, and in speed of start up and completion of field.

As you have only three attacks each turn, and limited reliable ways to get many additional cards, the primary ways of creating a difference in card advantage for Neo Nectar are making plant tokens and forcing the opponent to guard high powered attacks. While they have the high power aspect of that down, its up to your playing to make those high powered attacks guarded.

Many card effects are simple, but that does not mean they are not powerful. Combine these simple powerful effects with a strong understanding of attacking and defending, and you will claim many victories.

Arsenal Review: Grade 0

Lets start our review of the tools that we have access to, our units, before we learn how to put them together. This is where the soundtrack plays the tune to your character looking around the hidden armory and learning the different weapons they have access to!

Though I do wish to go over all of the cards, some just are not relevant in any format, and therefore have to be glossed over.

In the Grade 0 Slot the only new card is Flower Garden Maiden, Mylis, our new option to pick for Sentinel. Other than Mylis, our other Sentinel is the perfect guard Maiden of Blossom Rain.

Flower Garden Maiden, Mylis

30000 Shield on a Critical trigger, in exchange for taking up the same slot as Maiden of Blossom Rain, a draw trigger.

Now while many players would want to play more critical triggers in their deck to take advantage of the early game tempo, do remember that Blossom Rain being a draw trigger does help greatly with one of Neo Nectar’s weakness: card advantage.

As such, be willing to consider a 3/1 or 2/2 split between the two cards when building your deck. Losing perfect guards does also mean a very poor late game, being unable to handle powers larger than 43k power effectively. Consider both interchangable and one of the tools to shift your deck to adapt to the metagame.

One point to note is that in premium, if you only play 3 Lilga, you can play one Mylis to finish off your 4 sentinels in the deck without playing any draw triggers.

In Limited fight, because power does not scale as high as fast in matchups other than the mirror match, 30k shield allows you to one card guard most attacks in the game, hence it is often valued higher than the draw perfect guard for defense.

Art 6/10 Standard 7/10 Premium 7/10 Limited 8/10

Arsenal Review: Grade 1

Momosmo Peach

Momosmo Peach is a Grade 1 from the Trial deck which, on boost, can soul blast one to give the boosted unit +10k power. While this usually leaves it as a 18k boost, it has one interesting interaction with itself and Ahsha Fairy Token. If the fairy is boosted by Momosmo, you can resolve the Ahsha Fairy Token skill first, change its power, then use Momosmo’s skill to give the Fairy Token +10k power.

Art 3/10 Standard 1/10 Premium 0/10 Limited 1/10

Maiden of Blue Lace

Maiden of Blue Lace has an ACT ability on R to spend one SB to superior call one plant token and gain power herself, which is fairly cost effective. Additionally she gains 5k power to become 13k power, enough to attack into G2 and G3s or provide a hefty boost.

In theory she can push out more than 2-3 plant tokens over several turns making her very cost effective, but in doing so would cost soul, which Neo Nectar does not supply well. Additionally being a Grade 1 without a Vanguard ability does make her harder to play, as to access her ability you would need to call her from hand. Given Neo Nectar’s ability to call plant tokens to boost, this calling from hand clashes with clan mechanics, as well as takes up a card from hand.

Art 4/10 Standard 4/10 Premium 2/10 Limited 5/10

Budding Maiden Diane

Diane allows you to drop one card from hand to draw 1 when placed on V or R, and if your Vanguard is Grade 3, give it +5k power. While the 5k power may not seem like much, it is synergistic with Ahsha’s mechanic. Of note she does not say when placed from hand, meaning that she works well with a deck that superior calls from deck such as Ines or Cecilia.

You may notice me playing a lot of Diane in the decks I feature. This is because she has a V/R ability, meaning that this ability is more used when you ride Grade 1 instead of being called from hand, giving you extra value over doing nothing when you ride a unit with only an R ability. This works well with the plant token mechanic, as the deck has Anelma to provide both boost as well as plant tokens, you want to be avoiding having to call any G1s to rear guard.

Also, in the late game, while it does involve calling her from hand, having access to the 5k power bump on Ahsha is a welcome option.

Though obvious, the play of discarding quick shield for her effect when going second is not to be forgotten.

Art 4/10 Standard 7/10 Premium 1/10 Limited 7/10

Valkyrie of Reclamation, Padmini

Padmini is the new RRR from The Next Stage, allowing you to search for Grade 3 and add it to your hand, then discard a further card. Similar to other Grade 3 searchers she increases stability for your deck. Of note the Ahsha deck likes to ride Dream Spinning and call Ranunculus Flower Maiden, and Padmini searching them out helps this.

While her +5k power skill may seem useful, do remember that in Neo Nectar, you want to be minimizing what you call from hand, so calling her out to function as a booster should be minimized, only call her out if you need her to search for grade 3s.

Art 8/10 Standard 8/10 Premium 3/10 Limited Not legal/10

Maiden of Sweet Berry

Maiden of Sweet Berry has on place V/R, to call one Plant Token, and if your Vanguard is Grade 3 or greater, soul charge one. Her second skill turns her into a 13k booster if your vanguard is Grade 3 or greater. Not only does she create a plant token anywhere on board, she does it when ridden or called, speeding up your early game and being cost less advantage. Her soul charge ability is deceptively powerful, as Neo Nectar generally has a medium soul usage, but very limited soul charging ability. This results in soul being a valuable resource in Neo Nectar, and having a card to supply it while having only all upside is very welcome.

Of note she works well with Dream Spinning Ranunculus Ahsha by providing all required cost to create a Flower Fairy Token by herself.

Art 8/10 Standard 10/10 Premium 10/10 Limited 10/10

Maiden of Dream Shower

Maiden of Dream Shower is a 7k power grade 1 with the ability to counterblast one to grant all of your plant tokens an additional 10k power. A highly impactful card if played, and Neo Nectar in standard will have limited counterblast use every turn. If played in Arboros or Cecilia, she can grant a lot of power across your board very easily. Do remember that her power pump only affects plants in play before she is called.

In Premium Standard, you can call her, then use another ability to call a plant token on top of her before using her ability to grant power to all plant tokens, removing the weakest link of a 7k grade 1 unit on your board from the equation.

Art 7/10 Standard 3/10 Premium 2/10 Limited 2/10

Devotion Maiden, Lilya

Devotion Maiden of Lilya is a Grade 1 8k power unit that can, when another unit is superior called, soul blast one to gain 5k power.

As mentioned before Neo Nectar does not have great access to much soul charge, and soul cost is quite valuable. One soul for only 5k power is a very hard bargain, especially when there are cards like Corolla Dragon that scale up in power just as fast, only without any cost.

Art 3/10 Standard 1/10 Premium 0/10 Limited 1/10

Singular Purpose Maiden, Taniya

Taniya has a single skill: While on R, if you have a unit with the same name as your vanguard, your Vanguard gains 5k power. This is for use with Ahsha, as her Fairy Token will be able to be the other unit with same name as Vanguard, while Taniya grants 5k power to Ahsha as well as the Fairy.

The drawback is that she otherwise gains no card advantage, has no ability when you ride her, and you must call her from your hand, which goes against the play philosophy of the deck. Nonetheless her consistent power boost is a boon to Force 2 strategies.

Art 3/10 Standard 610 Premium 0/10 Limited 5/10

From this point onwards we will be covering some other Grade 1 cards from previous sets that have remained relevant for discussion

Dandelion Musketeer Mirkka

Mirkka, when placed on V and R, for the cost of SB1 can create a plant token in the same column as herself. Additionally, when another unit is called into the same column as her, she gains 3k power. Previously in all Neo Nectar builds, Mirkka was considered a must play, as her early game on ride advantage generation combined with her stellar mid to late game performance allowed you to generate card advantage and have her perform as a useful 11k to 14k booster. However, with the introduction of Maiden of Sweet Berry fulfilling almost all of the same roles without costing soul, Mirkka may fall out of use.

Its important to remember Mirkka for two reasons:

You can play both Sweet Berry and Mirkka in the same deck allowing for increased numbers of early game plant production

She can become an 11k Grade 1 before your Vanguard is grade 3, especially relevant in situations where an 11k attacker would be useful to attack the opponents rear guards or Vanguard.

As such, Mirkka should remain a consideration for your deck building.

Art 5/10 Standard 10/10 -> 6/10 Premium 10/10 -> 5/10 Limited 10/10 -> 6/10

Lily of the Valley Musketeer Rebecca

Rebecca has two skills: First to be able to give another Grade 1 or lower unit 5k power when placed, and also to soul blast one and retire a plant token to return her to the hand. In previous builds of Neo Nectar, this second skill was used to gain incremental advantage when in combination with the superior call of Cecilia or Green Katrina.

The first skill to give a unit power was extremely relevant in Premium Standard where in the early game she would give a plant token enough power to attack on her own, as well as giving power to the Gladiolus column, changing the amount to guard it from 15k power to 20k power, requiring two cards to guard or the usage of a G Guardian.

As Neo Nectar moves away from superior calling from the deck, Rebecca also falls out of use in Standard.

Art 3/10 Standard 5/10 Premium 7/10 Limited Not Legal/10

Arsenal Review: Grade 2

Candid Maiden Marlies

Marlies is a vanilla 10k shield Grade 2. There is no skill to discuss.

Art 7/10 Standard 1/10 Premium 0/10 Limited 0/10

Maiden of Pot Fist

A Grade 2 from the Trial Deck, Maiden of Pot Fist gains 10k power when attacking if you have 5 or more units on the board. While the condition is easy to fulfil in Neo Nectar, she may not have the power in Ahsha decks where you have slots on your field that are not used.

Art 3/10 Standard 1/10 Premium 0/10 Limited 1/10

Blossoming Maiden, Cela

Blossoming Maiden Cela is an extremely deceitfully powerful card. If you have a unit with the same name as your Vanguard, she gains 5k power and cannot be retired by card effects. On V/R, she can CB1 to superior call two 5k plant tokens.

She seems solid at first glance, but her skill to deploy plant tokens anywhere on the field makes far stronger than initial assessment.

As will be demonstrated in Part 6 of this article series, Cela is a card that is very welcome in any early game, whether going into Grade 2 with no plant tokens, one plant token, multiple other Grade 2, or just by herself allows her to set up an offensive with only one counterblast.

Do remember that on Grade 2 turn, if you are able to active her 5k power gain effect, her column together with a token is 20k power, requiring a 15k shield to guard, and more importantly, able to still attack through one damage trigger.

One of the of note combos is with Exploding Tomato, where Cela and Tomato together can CB1 to grant you a draw 1.

Art 6/10 Standard 9/10 Premium 4/10 Limited 10/10

Maiden of Fine Yell

Maiden of Fine Yell is a Rare card from VEB14, with the ACT ability to CB1 and retire itself in order to look at the top 3 cards of your deck and superior call up to two from them. For the cost of one counterblast, you can gain +1 to your board. Also of note is that by being an ACT ability, she can still be used when called off another card such as Ines or Cecilia.

While paling in comparison to Cela in an Ahsha build where you want to create fodder for Ahsha to summon her Fairy Tokens with, Fine Yell does have a home in Ines and Cecilia builds whom are focused more on superior call and advantage.

Also of note is how Fine Yell takes over the exact slot Toure had. Poor Toure, losing her RRR slot to a Rare card in just one set.

Art 3/10 Standard 5/10 Premium 0/10 Limited 4/10

Genuine Maiden Ferine

Genuine Maiden Ferine is a Grade 2 that, if your Vanguard is Grade 3 or greater, on call she creates a plant token and gives your Vanguard +5k power.

The obvious synergy is with Ahsha, where Ferine can pump power to your Vanguard for the fairy tokens while creating fodder for Ahsha.

The limitation is that Ferine does not work when you ride her, nor when you call her early in the game, a trade off of the clan’s trademark speed and consistency for higher payout

One neat trick would be to superior call her off a G Guardian in Premium Standard, giving your Vanguard an additional 5k on the defense. Do note that as Ferine reacts to a Grade 3 or higher vanguard, if you superior call her off of Green Katrina, you can still give your Vanguard a bit of extra power. Especially useful on the turns that you want to superior call in the circle behind your Vanguard, leaving your V attack at 28k power and thus susceptible to being guarded.

Art 9/10 Standard 6/10 Premium 3/10 Limited 7/10

Rindo Gentian Musketeer Antero

Antero is back, and with a highly unique skill and even more unique power! At only 5k power he is the one and only Grade 2 5k power in Neo Nectar.

Antero’s ability is another that grants power to your Vanguard: When placed, for each token unit, your Vanguard gains 5k power until end of turn.

While the obvious synergy is again with Ahsha, aiming to call Antero and then sacrifice him for Ahsha’s ability.

Do note that Antero counts all forms of Token units into his power pump, not only Plant tokens, and you will be aiming for 10k to 15k power gain on Ahsha. Even if you sacrifice Antero to Ahsha, the Flower Fairy token that is called from the effect will still gain that power.

Antero is one of the few options to give your Vanguard massive amounts of power, and hence should be considered alongside Powerise Elixir.

In Premium Standard, however, Antero has very interesting interactions. When being called off of a G Guardian he can grant your Vanguard a huge power boost for the entire turn to use for defense. Additionally, as Antero counts all Token Units, Antero can also count 10k intercept plants in the guardian circle for his power pump effect!

Art 7/10 Standard 7/10 Premium 6/10 Limited 7/10

Osmanthus Maiden Anelma

We saved the best for last. Osmanthus Maiden Anelma is potentially one of the most impactful Neo Nectar cards across all formats to come from VEB14 The Next Stage. On placed on V/R, she can CB1 and SB1 to superior call one plant token and draw a card. Her second ability provides Boost to all of your units if there is a unit with the same name as your Vanguard.

Not only is her first ability a draw ability, something that makes up for the weakness of Neo Nectar, she can also confirm generate a plant when ridden, always creating the all important 5k boost behind the Vanguard.

Being an unconditional on place, she also is synergistic with Green Katrina. On call you can CB1 and SB1 to call a plant token in the same circle she is, creating a 15k attacker instead of your 10k.

Her boosting ability is just as relevant. While some builds may struggle to create a same name as Vanguard, Ahsha build does not. In an Ahsha build not only is she herself a 10k boosting unit, she can allow you to place an Ahsha to the backrow to boost your other columns, comboing with Dream Spinning Ranunculus Ahsha to create 3 “Ahsha” units on board to get a critical while protecting the third Ahsha from being attacked, enabling you to secure the three Ahsha units next turn regardless if the opponent removes your Fairy Token or not.

Other than in the Ahsha deck, having high powered boosting units was previously one of Neo Nectar’s weaknesses, with most commonly used boosting units being capped at 10k power unless combined with other effects. Anelma allows for Grade 3 units to boost, providing a massive power boost and enabling the fixing of multiple columns.

Additionally, Anelma allowing Grade 2 and Grade 3 units to boost allows you to fill your board with Grade 2 and 3 units. This may not seem like much but this allows you to conserve the high shield value grade 1s in your hand and not call them out, granting you more high value shield to guard with.

One of the cute interactions with Anelma is that she can enable Fruits Assort Dragon to boost, and as Fruit’s Assort can gain the original power of all your Grade 0 rear guards, namely including the Ahsha Fairy Token, Fruits Assort can be boosting for up to 36k power and beyond. Not as relevant to day to day piloting of the deck but a very interesting interaction nonetheless.

Art 4/10 Standard 10/10 Premium 8/10 Limited 11/10

From this point onwards we will be covering some other Grade 2 cards from previous sets that have remained relevant for discussion

Arboros Dragon Timber

Arboros Dragon Timber is a Grade 2 unit that, when you ride, allows you to convert the next token you superior call into a 10k token with intercept and 10k shield. His second effect is on call, to superior call a plant token.

While Timber would fall under a similar slot to Ferine, Timber allows for one covering of the weaknesses of Neo Nectar, converting plant tokens into cards. The on ride skill that converts the next token allows you to leave a 10k intercept on the board. This 10k intercept serves as 10k shield, preserving you one card in hand.

As the clan has no shortage of plant token callers, sacrificing one plant token to obtain this powered up token is not likely to affect your boosting capabilities later into the game.

For this reason, Arboros Dragon Timber should be considered in your deck, should you wish to aim to use his ability to save an extra card early for you to have later in the game.

Art 4/10 Standard 5/10 Premium 7/10 -> 3/10 Limited 6/10

Autumn’s Turning Maiden, Rosie

Rosie is a promotional card, distributed as participation for Premium Shop qualifiers. At the end of the battle she attacked a Vanguard, by CB1 and retiring a grade 0 Rear guard, you can draw a card and give one of your units +5k power.

Now, while in the Ahsha deck you do have an abundance of counterblast once you ride Grade 3, Rosie may seem like a choice to make as it allows you to give 5k power to your Vanguard and have that translated into power for your Fairy Tokens as well.

However, her limitations come in her timing of effect as well as lack of counterblast effectiveness. For cost, she requires a retire from your field as well as one counterblast, only for one card, which is quite poor in a clan that has access to Irminsur, a draw 1, no retire, and two +5ks to your board.

Additionally her timing of on attack Vanguard is quite restrictve. She does not allow you to attack a rear guard and retire to draw. Thus in the formation of Ahsha Fairy, Ahsha, and Rosie, you are forced to attack with Rosie first, the attack with no power and no critical, either breaking the damage control you are doing with Ahsha, as the other two columns have two or three critical on them from Ahsha’s skill.

Art 8/10 Standard 5/10 Premium 3/10 Limited Not Legal/10

Spiritual Tree Sage, Irminsul

Irminsul is one of the cards from Neo Nectar’s first wave of support and has proven to be instrumental in the deck since inception. When placed if you have two or more grade 0 rear guards, by counterblasting one you draw one card and give 5k pwoer to all the units in the same column as Irminsul. Most commonly used to create 25k columns, which require 20k shield to stop even against a 10k vanguard, Irminsur is one of the few sources of reliable card draw in the deck.

Of note, do remember that Irminsul can give 5k power to your Vanguard Ahsha, before being retired for Ahsha’s fairy token effect. Additionally, Irminsul counts all grade 0 rear guards, not only plant tokens. This allows you to activate his ability if you have one Ahsha Fairy Token and one Plant token.

In Premium Standard, not only does Irminsul allow you to push for damage early due to the high power columns, Irminsul can also be used to draw and increase hand when superior called off of Green Katrina, a key aspect of surviving until future turns if you know you cannot finish the game that turn.

This combined ability between early game aggression, card draw to accommodate for Neo Nectar’s weakness, and late game utility in all formats makes Irminsul remain a highly rated card, only being held back by increased competition for counterblast demand.

Art 4/10 Standard 9/10 Premium 9/10 Limited 10/10

Pansy Musketeer Sylvia

Pansy Musketeer Sylvia is another of the core cards for Neo Nectar, with a simple but powerful skill of calling a plant token when ridden or called. As mentioned before, though its impact may seem small on each individual turn, a single plant tokens contribution to speed and consistency are not to be underestimated over the course of a game.

While other cards have had other effects tacked on to make them look more spectacular or impactful, do not underestimate the simple is best approach of Sylvia. There is nothing to lose but opportunity cost when choosing to play Sylvia, as she is a welcome card in all phases of the game.

Art 6/10 Standard 8/10 Premium 9/10 Limited Not Legal/10

Arsenal Review: Grade 3

Maiden of White Color

Maiden of White Color has the Vanguard ability of Retiring 3 Rear guards to ride up to one Grade 3 or greater from your hand. Then, if you have 7 or more soul, draw 3.

Firstly, do take note that White Color does not have a Force gift, already decreasing its value as a ride target. While her ability may seem like filler trash, as Neo Nectar has very limited soul charge, White Color has two notable tricks.

First, as it is to ride up to one grade 3 or more, if you somehow have seven soul, you can retire three plants to draw 3 cards without riding any Grade 3. This point is less applicable in matches.

Her second trick is that if you superior ride Cecilia from White Color, you have instant access to the high cost effectiveness and widespread power of Cecilia with a Grade 3 in soul! This allows you to overwhelm the opponent with advantage and power from as soon as Grade 3.

Art 4/10 Standard 1/10 Premium 0/10 Limited 0/10

Maiden of Iceberg

Maiden of Iceberg has CB1 SB1 to superior call up to two plant tokens, then to gain 5k power until end of turn for each token unit you control. On this point she equals Ahsha’s on place ability if you have no units, and only can surpass her power, albeit very minimally, if you have three or four token units. Costing a soul cost in addition to her counterblast puts a limit further to her usage.

Art 3/10 Standard 0/10 Premium 0/10 Limited 0/10

Wisteria Flower Maiden, Marjana

Marjana is a RR card from The Next Stage, whom is a Grade 3 with only an on place R skill. When placed, by discarding one card, you can look at the top 3 cards of your deck and superior call one card. Then, if you have a card with the same name as the called card, Marjana becomes a 23k power booster for one turn.

Despite having similar calling ability to Ines, Marjana does not gain any card advantage, being a 1:1 trade. Additionally hitting a same name unit in the top 3 cards is far harder than hitting one in top 5. Finally, being a high powered boost is quite irrelevant in the deck as the clan already has access to Anelma to turn any unit into a high powered booster.

Art 4/10 Standard 2/10 Premium 0/10 Limited 2/10

Cornflower Flower Maiden Ines

Ines has two skills, both active on V and R. First is her on place. CB1 and SB1 to look at the top 5 cards of your deck, call one to R, and shuffle your deck. Then, if you have a unit with the same name as the unit called, draw 1.

Her second skill is when another rear guard comes into play by effect, +5k power for the turn.

Her first skill is simple, but very powerful. Not only does she allow you to gain advantage when calling her, she gains a maximum of two hard card advantage for you. This is hard card advantage, not involving going through token generation.

Her second skill is where she truly shines through. By gaining power with superior calls, she can gain a massive amount of power through not only units being called by effects of herself, but through the subsequent superior calls of plant tokens through their effects. Comboed with Cela, whom can generate multiple plant tokens by herself during the main phase, or Exploding Tomato which converts your plant tokens being called into cards before exploding into more plant tokens to generate more power for Ines, the potential is limitless.

Though she does not have good synergy with the Ahsha deck, Ines should be seen in standard as her own build, which we will cover in Part 3 of this series.

In Premium Standard, as she can act on rear guard to gain a ton of power through multiple superior calls, Ines fills a similar power attacker slot as Kaivant or Fruits Assort Dragon, but does lack in multi-attack synergy with Gladiolus.

However, that is not only why she is powerful. In addition to this, by utilizing her power gain on Vanguard, you can combo with G Guardians to call down rear guards that call plant tokens to gain up to 15k additional defensive power to tank the rest of the turn with.

Art 9/10 Standard 8/10 Premium 10/10 Limited Not Legal/10

Exploding Tomato

Exploding Tomato is a Rare card from VEB03, one of the first cards for Neo Nectar. With his two skills he covers greatly for the weaknesses of the deck as a whole, and serves to this day as one of the best ways to convert plant tokens into hard card advantage.

While not played in the Dream Spinning Ahsha deck, Exploding Tomato should be a consideration in any other deck due to being able to provide advantage both in card draw as well as converting itself into two plant token bodies to be used for other effects.

Tomato Charging Lance of note does combo with Cela, which allows for the CB1 to draw 1 and gain 10k power.

Unlike any other Grade 3 in the arsenal, Exploding Tomato allows you to draw extra cards, giving you that little bit of extra edge you want to be looking for when you fail to ride your main Grade 3 target.

Art 8/10 Standard 8/10 Premium 4/10 Limited 9/10

White Lily Musketeer Cecilia

Cecilia is the original main unit for Neo Nectar. While she doesn't use Plant tokens herself directly, she calls three units from the deck and gives all the front row 10k power. This allows her to provide card advantage of +2 every turn, but also create very high powered columns. Though usage has fallen, Cecilia remains a potential contender for your main Grade 3 slot to this day.

Art 10/10 Standard 7/10 Premium 0/10 Limited Not Legal/10

Ranunculus Flower Maiden Ahsha

Ranunculus Flower Maiden Ahsha is the main Grade 3 from the Trial Deck. When placed on V/R, for CB1 she can call up to 2 plant tokens, and gain 10k power to herself, making her an effective attacker and booster. On V, at the cost of 3 plant tokens, she can create a Flower Fairy Token, the main mechanic of the Ahsha deck.

While paling in comparison to Dream Spinning Ahsha on Vanguard for cost effectiveness as well as power, do note that Ahsha does create two thirds of her own cost by herself, something Dream Spinning Ahsha cannot, as well as can create cost when placed on Rear guard.

As such she is often played both as a sub part in any Neo Nectar deck, a backup ride for the Ahsha deck, a key rear guard for the Ahsha deck, and the main Vanguard in Limited. As such, the argument for her being more impactful across all formats as a single card than her VR version can be made.

The combo of Riding Dream Spinning Ranunculus Ahsha and calling Ranunculus Flower Maiden Ahsha to rear guard to set up your field of the Ahsha is very common.

Played both as a sub part in any Neo Nectar deck, a backup ride for the Ahsha deck, a key rear guard for the Ahsha deck, and the main Vanguard in Limited.

In Premium, she can, similarly to Maiden of Trailing Rose, create two plant tokens on ride, while providing for high power output on herself and a rear guard. However doing so does limit how many plant tokens you have on the Green Katrina turn, as well as potentially opening your deck up to heavy over reliance on Counterblast to move, but is nonetheless a welcome option if you are facing against many players whom are unable to capitalize on Neo Nectar’s weaknesses in Premium.

While in Standard she works well with both Force 1 and Force 2 on herself, in Premium you neither want to be giving Force 1 to Vanguard nor Force 2 to Vanguard, due to how the deck is built and flows.

Optimally utilizing the fairy token will be discussed in depth in Part 2

Art 8/10 Standard 8/10 Premium 5/10 Limited 10/10

Dream Spinning Ranunculus Ahsha

Our final card we will be going over today is the main VR of the set, Dream Spinning Ranunculus Ahsha. On V, she can soul blast one and retire two rear guards to call out a Ahsha Fairy Token. Her True power lies in her first skill, where if you have two or more “Ahsha”, she, and the Fairy Tokens gain 10k power, and if you have three or more, She and her fairy tokens gain 1 Critical.

While her Fairy calling skill is most cost effective than Maiden Ahsha, but Dream Spinning Ranunculus Ahsha herself cannot generate card advantage on her own.

Of note, as Dream Spinning Ranunculus Ahsha utilizes soul cost, the combined soul cost for the deck combined with minimal amount of soul charge result in soul being a valuable resource for the Ahsha deck. Do be careful not to overspend your soul when playing the deck.

Dream Spinning Ranunculus Ahsha’s power gain ability is what really makes her stand out, especially when going first, as there is no Grade 3 restriction on her. Her power and critical skill allow you to create a Two 23k 3 Critical attacks or Two 33k 2 Critical Attacks off of no triggers, depending if you chose to go Force 1 or 2. This high powered high critical attacks is enough to force the opponent to guard your Vanguard as early as Turn 3.

Should you be able to create two Ahsha Fairy Tokens, this fulfills all of the conditions for her first skill, granting all power and critical, but any opponent will aim to prevent this by attacking at your rear guard Ahsha Fairy Token. Do take advantage of this combined with Ahsha not requiring counterblast cost to activate her effect to divert attacks away from your vanguard to conserve cards.

If you spend one card or two to generate the Ahsha Fairy Token, an attack against it requiring more than that to guard may be a good bargain to allow to hit.

Optimally utilizing the fairy token will be discussed in depth in Part 2

Art 8/10 Standard 8/10 Premium 0/10 Limited Not Legal/10

Conclusion

Learn the cards, learn what each can do, and choose your weapons wisely.

That’s all for Part 1 of our multi part series. Today we have went over Neo Nectar’s clan playstyle, as well as delved into my personal assessment of all the cards in Neo Nectar’s vast arsenal.

Picking and choosing which parts to construct your deck changes how your gameplay will be, and how each game will play out, how well you can counter the opponents strategy.

VEB14 The Next Stage has presented to us several cards that can be used to construct powerful decks and adapt your current ones to new styles, as well as provide an entry point for new players. Which one will you build?

Join us back again soon in part 2 of our multi part series, where we will go over the build, playing, counter strategies, and strategy for playing the most prevalent build for Standard Neo Nectar from VEB14: Ahsha.