The Budget Garden 3: Seven Seas (V-Premium)
Hello Cardfighters. So this post might be quite unique in the aspect that I donât really have anything to really âteachâ or that much to discuss either to be honest. The Seven Seas archetype has been a mainstay of the Granblue Clan, as a powerful sub-clan that initially dominated the G-era meta during late 2016 up until early-to-mid 2017, where it was hit and left to die as G was entering a new format. People are only familiarized with them due to their very boysterous and loud presence in the G-meta game, but when the time came for them to be rebooted in the new V-series format, which, at the time, didnât really have any truly cheap budget decks, their aggro playstyle was pushed to the limit in order to create a cheap deck that could steal games from the otherwise very slow and methodical meta of Nightrose and Scharhrot Vampir. The formatting for this instalment is going to be quite unique as we are required, maybe, in a way, even FORCED to run every single card that includes âSeven Seasâ in the card name. Therefore, there wonât be much in terms of options for tech choices, as about 90% of the deck is already decided for us.Â
Letâs begin with our grade 3 line-up⊠which also just so happens to be the ONLY grade 3 unit that we are going to be playing in our deck, Lord of the Seven Seas, Nightmist.
[AUTO](VC/RC):When its attack hits, choose one of your (VC) or (RC) without any
Treasures
markers, and put a Treasures marker.
[CONT](VC):You get all of the effects below according to the number of your Treasures markers.
âą 1 or more - All of your rear-guards with "
Seven Seas
" in their card names can attack and intercept from the back row.
âą 3 or more - During your turn, all of your units with "Seven Seas" in their card names get [Power]+5000.
âą 6 or more - This unit gets "[AUTO](VC):At the end of the battle it attacked, [Stand] all of your rear-guards with "Seven Seas" in their card names.".
To the majority of people that are having a full on Aneurysm reading this skill, I donât blame you. The Treasure Markers are just that, markers that are placed on your circles, and that give off specific skills and unique abilities depending on the unit that is in top of them. Think of them as an indicator to know when your cards have their unique abilities and skills, instead of having to keep track of them yourself. Spoiler alert for every single card incoming, every single memeber of the Seven Seas archetype have the skill that allows you to obtain a treasure marker on one of your circles when they perform a successful attack.
Nightmist, apart from having really great artwork, is the main unit of our strategy, and the only real âpayoffâ for us actually obtaining these force markers. Do not be fooled by the shiny âprotectâ sumbol on the upper-leftmost corner, this is an insanely fast and loose Aggro deck, aiming to obtain 6 Treasure markers in order to perform 11 attacks in a single turn. This is perfectly reflected in Nightmistâs skill. The first skill allows for your backrow to attack your opponentâs units, just like a test-run version of Magnolia, as well as allowing them to intercept from the backrow, which seems very random but it will become obvious in a second.Â
The second skill gives your entire board a very nice boost. With 6 Seven Seas units on your circles, it gives your board an overall surplus of 30k power, while also allowing your grade 1 units to hit force numbers, effectively allowing you to rush against all 3 gifts.Â
The third skill is awesome, but really hard to pull off. If you have laid 6 successful attacks on your opponent and their units, Nightmist gets an effect that allows your ENTIRE board to restand, effectively giving you 5 bonus attacks.
Sound awesome, right? In the 25-30 games I have played to playtest for this very blog, I have managed to resolve this final skill on about 5 or 6 of them, either because at that point of the match I had either won the game or lost the game. It pops up SO LATE into the game that you might as well have already won, but when you do get to pull it off, it feels amazing ⊠just donât expect it to come up that often.
Nightmist is a hilariously bloated card, clearly being designed to fix holes that existed with this strategy before he even got printed. Nightmist is also the most expensive part of the deck, as a playset will set you back about 5-10 euros.Â
Moving forward to the grade 2 line-up, the units in this segment arent nearly as complicated or long-winded as Nightmist, as the grade 2 line up does an excellent job of adding some much needed consistency and raw power.Â
Our Grade 2 line-up consists of three units, Nightspinel, Negrolazy and Slash Shade.Â
[AUTO](VC/RC):When its attack hits, choose one of your (VC) or (RC) without any Treasures markers, and put a Treasures marker. [AUTO](VC/RC):When placed, COST [Counter Blast (1) & put two cards from the top of your deck into the drop zone], and call up to one card with "Seven Seas" in its card name not named "Seven Seas Pillager, Nightspinel" from your drop zone to (RC).
[AUTO](VC/RC):When its attack hits, choose one of your (VC) or (RC) without any Treasures markers, and put a Treasures marker. [CONT](RC):During your turn, if there is a marker on this unit's circle, this unit gets [Power]+15000.
[AUTO](VC/RC):When placed, you may call a grade 0 from your drop zone to (RC).
 There really isnât a lot to say, Cardfighters, these are the two types of skills that were really needed for some added consistency and power. Nightspinel not only fulfills the role of the âwaifu" card in this archetype, sheâs also a very nice way of setting your drop zone up for certain ressurection effects, but she is a single card that can provide more board advantage in a deck that calls a lot of its hand onto the board. Also, sheâs very cute, which is also a plus. And in the category of ânot so cute, but much more playableâ comes Slash Shade, a card with a very simple, yet powerful effect. He can make himself a 24k attacker by just existing on a circle with a marker on it, key word being ANY marker. A protect II gift, which manifests itself as a marker on a circle also works with this skill, so a protect II market makes Slash Shade, even while unboosted, a 29k attacker. Couple that with Nightmistâs second skill, 3-4 of your circles are most likely going to be attacking from the backrow for 29k-34k.  Slash Shade is, in a complete turn of events, the true boss monster for the Seven Seas, as he is by himself an attacker that requires a 20k or more shield from your opponent per attack, making him the unofficial win condition for this deck.  Negrolazy seems like an odd addition, as getting a trigger back onto your board seems rather useless. It is. However, Negrolazy has great synergy with a grade 0 unit that we will be discussing in a little bit.  While the grade 2 line-up is quite great for what it does, the most important aspect to any Blitz/Aggro strategy lies within the Grade 1 line-up, as it needs to provide some sort of value/recursion to offset the early hand loss. The grade 1 units that we will be using are the following: Witch Doctor of the Seven Seas, Raistutor Seven Seas Helmsman, Nightcrow Skeleton Sea Navigator Witch Doctor of Powdered Bone, Negrobone
[AUTO](VC/RC):When its attack hits, choose one of your (VC) or (RC) without any Treasures markers, and put a Treasures marker. [CONT](RC):If there is a marker on this unit's circle, this unit gets "Intercept".
[AUTO](VC/RC):When its attack hits, choose one of your (VC) or (RC) without any Treasures markers, and put a Treasures marker. [ACT](Drop zone):If you have a vanguard with "Seven Seas" in its card name, COST [Soul Blast (1) & retire a rear-guard not named "Seven Seas Helmsman, Nightcrow"], and call this card to (RC).
[ACT](RC):COST [[Rest] two rear-guards], and put five cards from the top of your deck into your drop zone.
[ACT](Drop zone):COST [Discard a card from your hand & put this card on the bottom of your deck], and call a grade 1 from your drop zone to (RC). If your drop zone has ten or more cards, you may call any grade instead. As you can see, all of the cards in our grade 1 line-up offer some form of utility, and it is as basic as it is good. Raistutor gives herself the ability to intercept, which works really well in conjunction with the Nightmistâs skill, as well as letting herself become a 20k backrow interceptor if there is a protect II marker on her circle. Nightcrow works really well while he is in the drop zone, as he can turn any unit on our board into a copy of himself for a soulblast. Also blasting the cards from our soul means more options in our drop zone, so heâs a fun addition that works well with the rest of the archetype. Skeleton Sea Navigator is our mill engine. Granblue decks love to put cards from the top of their deck in the drop zone to fulfill certain conditions or allow for more options. Since we cannot afford to put many cards that mill our own deck, as space is very tight, the Navigator allows up to mill ourselves for no cost at all. Negrobone is a powerful payoff for milling ourselves. Reviving a grade 1 unit isnât awful since they provide us with value or more Seven Seas units for attacks, but his ability to be able to revive a unit regardless of grade means that we have another way to get our Slash Shades back onto the board. So these are our options for the grade 1 units, but donât touch that dial, we have a consistency boosting grade 0 unit that helps us find the right Seven Seas units at the right time. (Iâm too lazy to make a grade 0 introductory section for a single card)
[AUTO](VC/RC):When its attack hits, choose one of your (VC) or (RC) without any Treasures markers, and put a Treasures marker. [ACT](RC):COST [Bind this unit & put two cards from the top of your deck into the drop zone], and return a card with "Seven Seas" in its card name not named "Seven Seas Apprentice, Nightrunner" from your drop zone to your hand. He mills our deck, he reccurs cards, he gets revived from Negrolazy, he mops the floor, Nightrunner does it all. He is an excellent addition for our deck as he does pretty much everything that our deck wants to do, with an added layer of consistency.Â
Decklist and Final Thoughts.
GRADE 3  x4 Nightmist Grade 2 x4 Nightspinelx4 Slash Shadex3 Negrolazy Grade 1 x4 Nightcrow x4 Raistutor x3 Skeleton Sea Navigator x3 Negrobone Grade 0 x4 Nightrunner 8 critical triggers (2 sentinels) 4 draw triggers (2 perfect guards) 4 heals1 Starting Vanguard This deck is one of my favorites. Itâs a deck that provides a very unique and interesting take on what a âprotectâ deck should be, and it allows for some of the most hectic and fun board states compared to the majority of decks in general, not just budget decks. However, time has not been kind to this beauty, as it has been powercrept quite a bit compared to the other budget decks descussed previously. However, if you want a deck that, from the moment that you flip your vanguard over, is chaotic and hectic fun, as well as a very unique take on an aggro deck, look no further than Nightmist and his treasure-loving posse. Thank you all for reading ! If you have any questions or any suggestions as to what I should cover next, please donât hesitate to contact me on Discord, I would be happy to hear any suggestions or ideas that you might have ! (Bloom#8890) Thatâs all for now, Cardfighters ! See ya next time. Bloom, aka thebudgetgarden.












