An introduction to Sanctuary Guard

Sanctuary Guard has been one of the top Royal Decks ever since “Holy Dragon, Sanctuary Guard Regalie” was released. His effect boosts the front row to make nice columns therefore making for a really aggressive deck as early as first stride. This simple yet powerful Stride is complemented by the clan having a great early game thanks to cards such as “Starlight Violinist” and the Jewel Knight engine. One of the top and most frequently played Decks back in 2015 was a combination of Sanctuary Guard and the Jewel Knights such as “Jewel Knight, Swordmy”. Being able to easily build columns that benefit greatly from Regalie made for a strong aggro-deck, which is why Bushiroad limited Swordmy to decks that only use Jewel Knight grade 3s after the season. Another nice addition to the deck is his on place Skill which lets you discard unwanted cards to fetch out your grade 1s.

With G-BT06 Royal Paladin received a powerful tool – the Blaster Blade-Engine. This engine quickly helped Royal Paladin decks back to the top of the competition. It revolves around calling and attacking with “Blaster Blade” and is the main reason to play Sanctuary Guard nowadays. It’s early game options include calling and restanding Blaster Blades mid battle phase to generate a lot of attacks.

Sanctuary Guard can greatly profit from the ability to call and restand Blaster Blade mid battle-phase because of Regalie’s constant power increase to the front row. All of the Blaster-Engine works before GB1 and greatly improves Sanctuary Guards early game. The general winning-condition of this deck is to push your opponent to 4 damage early and then finish by striding into Regalie and attacking with a full field, restanding your Blaster Blades after powering them up with your crit-drive checks in a best case scenario.

Strenghts:
– Strong early game
– Great finishing potential early in the game thanks to “Holy Dragon, Sanctuary Guard Regalie”
– Able to grade-stall your opponent by re-riding grade 2 more often than regular

Weaknesses:
– Weak late game
– Easily countered by control options such as Link Joker pre-GB and G guards like Denial Griffin
– Somewhat combo heavy. Missing combo pieces can make winning harder.

Deck Lists: Regular “Sanctuary Guard Blaster” with Heals:

Grade 0:17
– Shining Knight, Millius x1 (Forerunner)
– Bringer of Dreams, Belenus x4 (Crit)
– Floral Paladin, Flogal x4 (Crit)
– Vanilla Crit Trigger x4
– Vanilla Heal Trigger x4

Grade 1:
– Blaster Friend, Barcal x3
– Holy Knight Guardian x4
– Laurel Knight, Sicilus x4 (Stride Fodder)
– Hidden Sage, Miron x3

Grade 2:
– Blaster Blade x4
– Blaster Blade Spirit x1
– Favored Pupil of Light and Dark, Llew x4
– Sage of Salvation, Benon x3

Grade 3: – Sanctuary Guard Dragon x4 – Sanctuary Guard Arc x3

Grade 4:
– Sanctuary Guard Regalie x4
– Aerial Divine Knight, Altmile x4
– Blazing Sword, Fides x3
– Holy Dragon, Laserguard Dragon x2
– Metal Element, Scryew x1
– Dark Element, Dizmel x1
– Air Element, Sebreeze x1

The “Japanese Version”:
This Version only plays 4 grade 3 cards. With this method you want to only ride to 3 to stride and finish.

Grade 0:
– Wingal Brave x1 (Forerunner)
– Bringer of Dreams, Belenus x4 (Crit)
– Floral Paladin, Flogal x4 (Crit)
– Vanilla Crit Trigger x8

Grade 1:
– Blaster Friend, Barcal x4
– Holy Knight Guardian x4
– Laurel Knight, Sicilus x4 (Stride Fodder)
– Hidden Sage, Miron x3

Grade 2:
– Blaster Blade x4
– Blaster Blade Spirit x2
– Favored Pupil of Light and Dark, Llew x4
– Sage of Salvation, Benon x4

Grade 3:
– Sanctuary Guard Dragon x4

Grade 4: (other than Regalie and Altmile, none of these actually matter as you want to finish with your first stride.)
– Sanctuary Guard Regalie x4
– Aerial Divine Knight, Altmile x4
– Blazing Sword, Fides x4
– Air Element, Sebreeze x1
– G-Assist fodder x3

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