

While BT05 and EB01 brought a few useful cards such as Nitro Juggler, Jumping Jill, Big League Bear and Sky High Walker, nothing quite changed Pale Moon the way BT07 did. Then, BT07, Rampage of the Beast King happened, and the deck was drastically changed, and given a ton of needed support. Sadly, the clan didn't receive much support until months later in Extra Booster 1, and by the time it got some of the needed support, people had moved away from the dark circus in a competitive sense.Ī sample Barking Manticore list looked something like this (as of BT03):įor a long time, very little was sent Pale Moon's way. The deck at the time had plenty going for it, what with all of it's on-hit rear-guard pressure and the vanguard's ability to hit numbers. In order to make up for this loss of card advantage however, the clan was released with a second draw trigger, meaning all purely Pale Moon decks were running four heal triggers, four critical triggers, and eight draw triggers.

Their only viable first vanguard didn't have the ability to call itself to a rear-guard circle when ridden over (which has since been keyworded as Forerunner), which diminished a little bit of their early game strength, as well as hurt their card advantage. Unfortunately, amongst all that was good in the deck, there were some problems as well. Also important additions to the the deck included Nightmare Doll, Alice, a grade three that can go to the soul and superior call another Pale Moon if it's attack hit, which gave the deck needed rear-guard pressure, to support Barking Manticore's ability to hit “magic numbers” on any grade three in the game. At the time, the ability to hit 21000 was very powerful, and this made using Barking Manticore as well as Dark Metal Bicorn or Turquoise Beast Tamer (who also gets +3000 if you have Crimson in your soul) perfectly on par with the average offensive clans of the time.

This brings us to our first spotlight in Pale Moon's history: Barking Manticore.īarking Manticore is a grade three that has the ability to gain 3000 power during your turn if you have Crimson Beast Tamer in your soul. When the clan was first released, it boasted an important capability, which was to have the vanguard be able to regularly attack for 21000, which at the time was very important for taking down the top meta threats, such as Dragonic Overlord, Asura Kaiser, and the newly introduced Tsukuyomi, as it made sure the opponent had to use at least two cards to guard it. Pale Moon has always been a dark horse clan, since the day it was announced in BT03. Common themes include “soul swapping,” the act of replacing a rear-guard with a unit from the soul, which is useful in gaining multiple attacks, as well as keeping the field very open, allowing early game plays that would otherwise be ill-advised in more closed game styled clans. The deck has always focused on manipulating the cards in your soul, and finding ways of making use of them by superior calling, soul charging, and in some cases, soul blasting. What is Pale Moon? Pale Moon is a circus themed clan from the Dark Zone nation.
