The Vanguards (Divine/Light) is a faction that focuses on straightforward combat and winning the attrition war.
The Vanguards are more than capable in the fight, but they are in no rush to. They can fight and keep fighting until the opponent runs out of cards. The longer the fight lasts, the more powerful setups the Vanguards can make, and the more units Sera, their summoner, can bring back to the fight and the more the match will favor them.
A summoner-centered faction, the deck heavily relies on Sera’s positioning and the efficacy of her Citadel Knights to protect her.
The Vanguards want to keep combat trades going and have Sera attacking regularly. If they can do that, they will almost certainly win in the end.
Their ranged game rests on the back of Sera, Citadel Archers, and Jacob. While they can be enough when range is needed, the Vanguards prefer melee combat most of the time.
In general, the Vanguards want to get into melee combat range and then have an attrition war. With a teamwork of Knights to protect Sera, champion units, and Paladins, they hope to start exchanging blows while using powerful events to protect and boost their units to win over the long game.
The best start the Vanguards can have is a Citadel Archer. A first turn Citadel Archer is one of the strongest plays in Summoner Wars. This can give the Vanguards a ranged game until they set up their front lines, which should be composed of Knights protecting Paladins and Sera, hopefully with one champion to complete the lines.
Setting up all of this is very expensive, and a big part of the early game of the Vanguards is figuring out how to get there. Generally, it requires aggressive burning cards for magic and lots of summons quickly, which often requires tough decisions as the Vanguards’ powerful events are a big part of their power. It is often better to play them in sub-optimal scenarios to keep card cycling, rather than clog the hand or discard them for magic.
Against factions with a strong ranged game, especially when not drawing an early Citadel Archer, the Vanguards need to dramatically accelerate the process, pushing and trying to build a forward gate. It is important to remember that Sera needs to threaten to attack, always protected by Citadel Knights. If the opponent retreats too much to avoid Sera attacks, use that window of opportunity to advance with Sera and build a forward gate.
Renewed Hope is a key component of Sera’s strategy. It is her only element of surprise, and she needs to threaten very strong Renewed Hope turns to keep the opponent on their toes. If it were not for Renewed Hope, she would be too easy to play around for most opponents, as she would be just too predictable.
Well-played Guardian Spirits and Holy Judgments are how the Vanguards gain a lot of their edge, but don’t be afraid to play them for small value in the goal of keeping the hand flowing and having that very needed team of Knights and Paladins going. Using Temple Priests as cheap combat units to save for a champion, especially Coleen, is also a consideration.
If Sera loses control of the midfield versus many factions, it will be very hard to come back as she can then be toyed around with thanks to her weak ranged game and lack of reach and tricks.
It’s important to note that in some matchups, the Vanguards need to play significantly more aggressively than in others. In those matches, supporting the aggression with sturdy units and with Sera is your hope to keep the gas going on the offensive.
Focus on protecting your economic assets, be it a champion or Sera herself, and keep mindful of formations to maximize Guarding Spirits usage.
Her games need patience and the will to drag on long. She slowly builds an economic lead through the game, and as long as she is not too far behind, she can outlast every other summoner thanks to her ability.