Showing posts with label Dimension Police. Show all posts
Showing posts with label Dimension Police. Show all posts

Monday, 27 April 2015

Dimension Police:Metalborg deck profile.

Hi, I am back with another deck profile and sharing from my experience of using Metalborg Sin Buster deck.

Here is the decklist that I am playing with.

G3:
4x Metalborg, Sin Buster
4x Metalborg, Barrengrader

G2:
4x Metalborg, Ur Buster
4x Metalborg, Lionetter
3x Metalborg, Russell Blizzard

G1:
4x Metalborg, Mist Ghost
3x Metalborg, Black Doctor
1x Commander Laurel
2x Cosmic Hero, Grandseil
4x Diamond Ace

G0:
4x Metalborg, Battle Roller (Critical)
4x Metalborg, Grass Cutter (Critical)
4x Metalborg, Devil Loader (Draw)
4x Metalborg, Black Nurse (Heal)

G4:
2x Super Cosmic Hero, X-rogue
4x Hyper Metalborg, Heavy Duke
2x Dark Superhuman, Omega

I got 2 Words 2 describe this deck. 
Consistency & Pressure.

Guard Restriction
My question to readers/cardfighters: Which is Deadlier? Restricted to guard with grade zeros or restricted to guard with grade ones and above?

My answer would be being restricted to guard with only grade zeros only coupled with vanguards that swing for huge numbers are a deadly combination. 

Here is Metalborg Sin Buster's ability:
[ACT](VC): Legion20000 "Metalborg, Ur Buster" (If your opponent's vanguard is grade 3 or greater, this unit may return four cards from your drop zone into your deck once, search your deck for the specified card, and Legion)
[AUTO](VC):When this unit attacks a vanguard, if this unit is in Legion, and this unit's [Power] is 30000 or greater, until end of that battle, your opponent cannot call grade 1 or greater units from hand to (GC).
[AUTO](VC):When this unit attacks a vanguard, if this unit's [Power] is 20000 or greater, until end of that battle, this unit gets "[AUTO](VC):When this unit's attack hits, draw a card.".

Hitting 30000 or greater is an easy task to fulfil in dimension police. Not to mention it triggers its other ability as well in conjunction with the guard restriction ability to restrict your opponent from guarding with grade ones and above.

This ability allows Sin Buster to filter out all the perfect guards from being placed on the guardian circle. Guarding a Sin Buster would cost the opponent 3 10000 shields would render a No Trigger Pass for the attack to go through. Not to also forget 2 more 10000 shields for 2 rearguard columns. This means they would need 3 cards to guard the vanguard and 2 cards for the rearguard to maintain not taking damage this turn. To cut the long story short, you would need 5 10000 shields guard all of its columns. 

Normally people wouldn't bother to guard for Sin Buster which normally earns you the +1 hand advantage over your opponent which also makes them vulnerable to wild critical triggers that showed up during the drive check.

Consistency
This deck is consistent with its new support Metalborg, Barrengrader.
[ACT](VC):[Counter Blast (1) & Soul Blast (1)] Search your deck for up to one grade 3 card with the Legion ability, ride as [Stand], shuffle your deck, choose one of your vanguards, and it gets [Power]+3000 until end of turn.
[ACT](RC):[Soul Blast (1)] If you have a vanguard with "Metalborg" in its card name, this unit gets [Power]+2000 until end of turn.

This card has a special ability to superior ride a grade 3 unit with Legion ability which allows him to tutor out a Metalborg Sinbuster from the deck. Its cost of soul blast, allows him to set up for performing legion. By pulling off this combo, you easily filter out 2 cards from the deck if you are performing legion this turn.

His second ability allows the quick dumping of souls to the drop zone which helps assist Metalborg Sin Buster to legion with ease and to also hit for higher numbers.



Power Up Supports
Metalborg, Grass Cutter
[ACT](RC):[Put this unit into your soul] Choose one of your other grade 3 and grade 2 units with "Metalborg" in its card name, and those units get [Power]+3000 until end of turn.

Grass cutter has a decent effect of powering up 2 separate units, 1 of grade 2, the other of grade 3. Preferably you would usually use its ability to power up your legion to hit perfect numbers of either 33000 or 36000, it ability can also be used to buff rearguards as well.

The objective of this deck is to outlast your opponent and to hit high numbers with Sin Buster to prevent them from guarding, then pull crits to get all that damage through.

The key card to make Sin Buster work consistently is Metalborg, Black Doctor, a 10K booster for the Vanguard. The Legioned Vanguard is already 20K on its own, so a 10K booster would spike the power to 30K, instantly activating Sin Buster's skill.

Another notable feat of this deck would be the tagging of Commander Laurel as your rearguard. It turns sin buster to a beast which helps you gain massive card advantage over your opponent.

Stride
Hyper Metalborg, Heavy Duke
Stride (Released when both players' vanguards are grade 3 or greater!)-Stride Step-[Choose one or more cards with the sum of their grades being 3 or greater from your hand, and discard them] Stride this card on your (VC) from face down.
[AUTO](VC):[Counter Blast (2)] When this unit attacks a vanguard, you may pay cost. If you do, until end of that battle, this unit gets "[AUTO](VC):When this unit's attack hits a vanguard, draw a card for each of your heart cards.". Then, if you have a heart card with "Metalborg" in its card name, until end of that battle, your opponent cannot call grade 1 or greater cards from hand to (GC).

Heavy duke would be the real beast of the deck, unlike Sin Buster, it doesn't need to be at 30k power to have its guard restriction. It also has the added draw for each heart it has. This is just to rub the salt to the wound after pressuring with Sin Buster. This card allows metalborg to overextend its shenanigans and gives you a net +2 advantage when this card hits your opponent's vanguard. Coupled this with the Notorious Commander Laurel would just made this card an unrivalled monster. Giving a +10 handsize advantage if your opponent is ever going to let him hit the vanguard twice.

In short, this deck is pretty straight forward to use and its pretty monstrous too with the pressure it puts on the opponent.
Signing off,
Khai

Disclaimer
Note: I don't own any of the images above. Credits to their respective owners and Bushiroad Inc.

Sunday, 26 April 2015

FC2015: A quick overview(part 2)

Continued from part 1, I'll talk about the main strides of clans featured in FC2015, giving you guys a brief overview of how the card works, and how to synergize it with the respective decks. Now, let's get started.

Beauty of Light Snowfall, Shirayuki
Light Snowfall Makeup, Shirayuki
[AUTO]:When this unit is placed on (VC), choose one of your heart cards, search your deck for up to one card with the same card name as that card, call it to (RC), shuffle your deck, at the end of that turn, if you have a heart card with "Shirayuki" in its card name, return the unit called with this effect to your hand, choose a card from your hand, and discard it, if you do not have, put the unit called with this effect on the bottom of your deck.
Obviously, this card works with Shirayuki. The best card to run it alongside with is the break ride. Most people would think you're getting no pluses out of this, but think about it carefully. You're throwing away 1 card, maybe a useless fodder, to minus 20K from one of your opponent's attacks next turn. It's essentially granting you a 20K shield in return for say, a 5K shield? The part about that rear-guard attacking during your turn is an even better bonus. This is more than just good, it's fantastic.

Battle Deity, Asura Kaiser
G-FC01-015-RRR (Sample)
[ACT](VC)[1/Turn]:[Choose a grade 3 card from your drop zone, and put it on the top of your deck] Shuffle your deck, and until end of turn, this unit gets "[AUTO](VC):When this unit's drive check reveals a grade 3 card, if you have a heart card with "Asura Kaiser" in its card name, choose up to four of your rear-guards, and [Stand] them.".
This is too good for a RRR if you ask me. It should bee a GR instead. You're essentially returning your stride fodder to get a higher chance of revealing a Grade 3 during TRIPLE drive check. Imagine having 4 samurais on the field, and a Death Army Lady/Guy. One G3 check will let you stand your WHOLE field in an instant, and those samurais are gonna  get a HUGE power-up. If you put a samurai behind your Vanguard, and revealed a G3, and your opponent guarded for 2 or 3 triggers to pass, he's instantly screwed. The power-up that Bear Down Samurai got would be added to the attack, increasing the attack's total power by 15K at max. Then once you're done striding, if your Vanguard is Immortal Asura, you still have a high chance of getting a G3 and wrecking your opponent again with the samurais. For this deck basically, revealing a G3 in drive check every turn would wreck your opponent upside-down.

Hyper Metalborg, Heavy Duke
10458485 10202425025865846 6796271370303721178 n
[AUTO](VC):[Counter Blast (2)] When this unit attacks a vanguard, you may pay the cost. If you do, until end of that battle, this unit gets "[AUTO](VC):When this unit's attack hits a vanguard, draw a card for each of your heart cards.". Then, if you have a heart card with "Metalborg" in its card name, until end of that battle, your opponent cannot call grade 1 or greater cards from hand to (GC).
This is just PERFECT to run with a Sin Buster Legion deck. Stride on top of a Legioned vanguard, and you'll be hitting for about 32K(factoring in a boost). Your opponent has to choose to guard now and be open for Sin Buster next turn, or no guard now, and save shield for Sin Buster. His dilemma comes from the draw part of this stride skill. Since you have 2 hearts, you'll draw 2 on hit compared to Sin Buster's draw 1. The only issue that you'll face is the counterblast cost. Likely your opponent will guard this one to prevent you from getting more cards in hand, but that just means you can finish him off easier with Sin Buster next turn.

Great Warrior, Dudley Geronimo
G-FC01-017-RRR (Sample)
[ACT](VC)[1/Turn]:[Counter Blast (1) & Choose a face down card named "Great Warrior, Dudley Geronimo" from your G zone, and turn it face up] If you have a heart card with "Dudley" in its card name, until end of turn, this unit gets "[AUTO](VC):When your rear-guard attacks, that unit gets [Power]+5000 until end of that battle, and at the end of that battle, put that unit on the bottom of your deck.". Then, if the number of face up cards in your G zone is two or more, until end of turn, this unit gets "[CONT](VC):Your rear-guards may attack a vanguard from the back row.".
Spike Brothers just got the boost it needs. Personally, I think the best G3s to run in a deck with this is 3 Dudley Lucifer, 3 Dudley Emperor, and 2 Dudley Moses. Lucifer for the high powered attacks in a full build Dudley deck. Emperor is a back-up boss, and Moses is just to recycle triggers and necessary cards during Legion.  The only non-Dudley archetype cards you should be running in this deck are the triggers and Reckless Express. That thing works incredibly well with this G unit. Considering your units can attack from the back row and you would be in late game by then, throw 1 or more Reckless Express into the back row and more attackers in the front row for some major killer attacks.

Amon's Claw, Marchocias
G-FC01-018-RRR (Sample)
[ACT](VC)[1/Turn]:[Counter Blast (1)] If you have a heart card with "Amon" in its card name, choose two of your rear-guards with "Amon" in its card name, and those units and this unit get [Power]+3000 for every five cards in your soul until end of turn.
Kinda lackluster, but still pretty ok. This is meant to be a late game card, after you've soulcharged enough with Amon's Legion. You would have at approximately 15 soul by then, so that's an extra 9K to 2 rear-guards. Since your opponent would have spent a lot of shield guarding the Legioned attacks in your previous turns, you would be able to get at least one attack through on this turn or deplete his remaining hand. Not much to say here, since the skill is so simple. Just make sure you don't spam Amon's retiring skill before using this, or you may not have enough counterblast left to use necessary skills on the turn you stride this card.

Silver Thorn Dragon Master, Mystic Luquier
G-FC01-019-RRR (Sample)
[ACT](VC)[1/Turn]:[Choose two of your rear-guards, and put them into your soul] If you have a heart card with "Luquier" in its card name, Soul Charge (2), choose two cards with "Silver Thorn" in its card name from your soul, and call them to separate (RC).
This may seem like a useless card to non-Pale Moon players, but there's advantages to this. Power gaining for one thing. Having those Upright Lions on the field before using this would get them a free extra 6K. You can swap out dead rear-guards like Zelmas and call pressure units like Maricica or Ana, or units with on-call effects like Irina or Zelma, to give your Upright Lion(s) even more power. You can even call back the starter to filter your deck more and put better cards in your soul. 

Ice Prison Underworld God, Cocytus Negative
CocytusG1
[ACT](VC)[1/Turn]:[Counter Blast (1) & Put three cards from the top of your deck into your drop zone] If you have a heart card with "Cocytus" in its card name, choose up to one card from your drop zone, call it to (RC). Then, if you call a unit with "Cocytus" in its card name with this effect, choose a grade 1 or less card from your drop zone, call it (RC), and that unit gets [Power]+4000 until end of turn.
The best way to use this card is to first make sure you have a Cocytus or Cocytur Reverse in your drop zone. Use this unit's skill, and call a Cocytus, then call our favorite Sea Strollling Banshee for a (almost) free draw. This card essentially nets you a +3 in that one turn. Not to mention you can make a 21K column with Cocytus Reverse and Banshee to force a 15K guard from your opponent. The only downside here, is how fast you will deck out. But that can be easily fixed with a Legion unit in your deck. I would  recommend 3 Cocytus, 3 Cocytus Reverse, and 2 Pinot Noir as the G3 lineup in a deck that runs this. Overall, this is another very good and underrated card from FC2015.

Legendary PR<3ISM Duo, Nectaria
G-FC01-021-RRR (Sample)
[AUTO](VC):When this unit's attack hits a vanguard, choose one of your rear-guards, and return it to your hand, if you have a heart card with "PR♥ISM" in its card name, choose a card from your hand, call it to (RC), and that unit gets [Power]+5000 until end of turn, if you have a heart card with "Duo" in its card name, search your deck for one card with the same card name as the unit returned with this effect, reveal it to your opponent, put it into your hand, and shuffle your deck.
The good part about this card is that you can use it with both main archetypes available in the Bermuda Triangle clan. I'll explain both. In a PRISM deck, the best way to pressure your opponent is to attack with a column that has Celtic in it. If this hits, bounce Celtic, use her skill to add power to your other rear-guard column, and call Slaney to bounce the booster and call another G1 to boost her. Alternatively, call a 12K whacker for whacking. In a Duo deck, you can attack with the Vanguard first, preferably with Peace boosting it. On hit, bounce Peace, use Nectaria's skill to search for another Peace, then use Peace's draw skill. By then you ought to have at least 3 Peace in hand, so it's a free draw for you. But of course, all this depends on Nectaria's attack hitting. Even if it doesn't hit, your opponent would have wasted hand trying to guard it. Kind of a balanced card, not too good, yet not that bad.

Carapace Strange Deity, Machining Destroyer
G-FC01-022-RRR (Sample)
[ACT](VC)[1/Turn]:[Counter Blast (1)-card with "Machining" in its card name] If you have a heart card with "Machining" in its card name, choose one of your opponent's rear-guards, and that unit cannot [Stand] during your opponent's next stand phase. Then, if the number of rear-guards you have with "Machining" in its card name is four or more, choose one of your opponent's vanguards, and that unit cannot [Stand] during your opponent's next stand phase.
This is quite good. Meant to run in a deck with Machining Spark Hercules and Machining Warsickle, for 1 counterblast, you get to stun your opponent's Vanguard and 1 pesky rear-guard. A hard counter to the current meta now, with Aqua Force and their pesky rear-guards. Your opponent would either have to waste hand to reride and replace the paralyzed rear-guard, or suffer with 1 less twin drive and RG attack. A good card overall to waste your opponent's hand or give them a hard dilemma.

School Special Investigator, Leo-pald Chaser
G-FC01-023-RRR (Sample)
[AUTO](VC):When this unit attacks a vanguard, if you have a heart card with "Leo-pald" in its card name, choose one of your rear-guards, and until end of turn, it gets [Power]+4000 and "[AUTO](RC):At the end of your turn, retire this unit." "[AUTO]:During your end phase, when this unit is put into the drop zone from (RC), search your deck for up to one card with the same name as this unit, reveal it to your opponent, put it to your hand, and shuffle the deck.".
I see a lot of fun to be had with this card and the G1/2 Hamsuke. With this G unit's skill and Hamsuke's skill, it's a free +2 hand for you. If you strided on top of School Hunter, Leopald, his LB4 skill will activate the same time you retire the rear-guard. Therefore you can activate both the G unit's skill and Leopald's LB4 to revive the rear-guard and get a extra copy in hand. Very good card for Great Nature, even though it only works with Leopald or Leopald Reverse.

White Lily Musketeer Captain, Cecilia
G-FC01-024-RRR (Sample)
[ACT](VC)[1/Turn]:[Counter Blast (1) & Choose two of your rear-guards with "Musketeer" in its card name, and retire them] If you have a heart card with "Cecilia" in its card name, look at five cards from the top of your deck, search for up to three cards with "Musketeer" in its card name from among them, call them to separate (RC), and shuffle your deck.
Not a very good card. The fact it only works with a Cecilia heart makes things harder. With only the top 5 to look at to call 3 rear-guards, there's a high chance you won't get something good. The best G3 lineup to play in a deck with this G unit is 4 Vera, and 4 Cecilia. Ride Cecilia first to stride and sack some useless fodder or something with an on call effect. Once your field is built up over a few turns on this, ride Vera for end-game pressure.

That about covers it for the main strides each clan receives in the upcoming FC2015. I won't cover the RR's for each clan, since most skills are pretty simple and won't set off awesome combos like some of the RRR's here. Feel free to comment below if my analysis of any of the cards is wrong or you have a better opinion. 
Note: I do not own any of the pictures. All rights goes to the respective owners and Bushiroad Inc.

Signing off, 
Lee Megan



Friday, 25 January 2013

TD review part 1

New trial decks has been released
Trial Deck 8: Liberator of the Sanctuary & Trial Deck 9: Eradicator of the Empire
Which is Better? Narukami or Gold paladins
Lets 1st discussed about the gold paladins.

Introducing the main card for TD8
TD08-001
[AUTO] Limit Break 4 (This ability is active if you have four or more damage):When a «Gold Paladin» rides this unit, choose one of your vanguards, and that unit gets [Power]+10000 until end of turn, and choose up to three of your «Gold Paladin» rear-guards, and those units get [Power]+5000 until end of turn.
[AUTO](VC):When this unit attacks a vanguard, this unit gets [Power]+2000 until end of that battle.
[CONT](VC/RC): Lord (If you have a unit that doesn't belong to the same clan as this unit, this unit cannot attack)

Scenario1
So it seems like a +10000 to vanguard +5k to 3 of your rearguards.
Assuming you ride a 11k vanguard with a 8k booster +10k effect + 10k triggers 2x
==39k total damage (including triggers)

2 columns of 18k rearguards
18k +10k = 28k
18 + 5k = 23k

Assuming opponent controls a 10k vanguard
How much does your opponent need to guard if all were to aim the vanguard
30k guard for no pass for vanguard
20k guard for 1st rearguard
15k guard for 2nd rearguard
total 65kGuard!!

Hmm Lets Compare with the Notorious Galactic Beast, Zeal
BT08-002 RRR
Scenario2
Activate zeal effect 11k + 5k Vanguard effect + 8k boost + 10k triggers 2x
== 34k total damage (including triggers)

2 columns of 18k rearguards
18k +5k = 23k
18 + 5k = 23k

Assuming opponent controls a 10k vanguard
How much does your opponent need to guard if all were to aim the vanguard
25k guard for no pass for vanguard
15k guard for 1st rearguard
15k guard for 2nd rearguard
total 55k Guard(If opponent do not have any triggers)

Conclusion
To conclude Gancelot is better than zeal in a certain aspect as it do not use counter blasts for it to hit high numbers and damage. As compared to zeal where it requires full field presence and also used up counterblasts. Gancelot is optimal when it comes to mid game and late game where it has to be cross ride for its effects to be pulled off.

Possible Techs and combos for Gancelot:
Conviction Dragon, Chromejailer Dragon
White Hare in the Moon's Shadow, Pellinore
Dignified Gold Dragon
Incandescent Lion, Blond Ezel
Platina Ezel
etc...
etc...

Means END OF RAPE FEST FOR ZEAL!!!