Showing posts with label bt12. Show all posts
Showing posts with label bt12. Show all posts

Saturday, 7 September 2013

Khai's Cray Journal: Dark Irregulars

Hey folks. Just a random section here. Its called Khai's Cray Journal. :D
Where I just talk about what I learn in vanguard :D

Entry 1:
The east side Cardfighters kinda taught me something vry useful today. Sometime there are times that a deck doesn't suit you or doesn't match ya playstyle or doesn't work. Well what I've learn't is that to look at the deck and a card at a different perspective. Thats when the magic starts to happen and ya somewhat learn to appreciate and abuse a card. Eg. For the case of Dantalian, king of Masks.

TBH I almost gonna make a decision of trading away DI. Until I found something good in it that fits my playing style. Hmm... Who knows that a humble card like dantalian can do so much devastating damage :D

DI playstyles.
How I used to play the clan...
~~~~~~~~~~~~~~~~~~
Oh its like granblue...
Dun spam soul charge, later all triggers you sway...
Soulcharge and stack triggers..
Still Double crit and ALL IN!!
Problems that I've encountered. Oh I got a huge hand-size of 8 at late game and I can't kill you. Ended up decked out and DIE.
Its when I realized that I'm playing and abusing it wrongly..... DI isn't supposed to be defensive clan and field control...

My Previous DeckList
Starter:
Fate Collector

Trigger Line Up.
9x Crit
3x Draw
4x Heal

Grade 1
2x Creeper
4x Poet Of Darkness, Amon
4x Vlad Specula
4x Hell's Deal

Grade 2
4x Phu Geenlin
4x Hell's draw
3x Gwin the Ripper

Grade 3
2x Dantalian
3x Amon
3x Amon Reverse

Reflections on this decklist.
I realised that if imma want to focus on the 10k amon, imma need to play 4 creepers.
Well the Mistake I made here is playing 2. Where i shood be playing 4. I mean come on its amon.... Ya can charge that guy in easily...

Gwin the ripper, that guy is good for a field control if you got an amon as a vanguard for early game.

12k whacker + POD = 21k column 15k guard.

Dantalian. For goodness sake, that guy is so jam on the field when ya ride him. You gotta play 4 amon, 4 amon R. Dantalian just breaks the whole synergy of the deck. And if ya planning to stack triggers like a granblue ruin shade? Dantalian is the worst card for you to ride which totally kills the whole synergy and the triggering of the deck.

Dun give me reasons on dantalian can give a +1 soul charge everyturn... That BS... it slows the deck down and turn your Hell's draw and Hell's Deal to a vanilla which makes you jacked. Break ride and feed rear with steroids? dun think about it. Doesnt work... Been there and tried that....

Hmm 9 crits Cool... thats pretty normal to run 9 to 10 crits in the deck. Your fate collector is as good as a draw trigger where you can draw as an when you want. Which the point of this whole deck is to stock up the soul ASAP and triggering you at late game. However I felt that I used it wrongly and triggering from beginning to the end which I realised why I dun have much soul at early game...

So what I decide to do is to improvise this deck... which gives you 2 options.
A. Built a Full Amon Deck. And REMOVE THOSE DANTALIANS.
B. Focus around Break riding and abuse its power.

So its either BreakRide or Amon.

Amon Build:
SVG:
Starter:
Fate Collector

Trigger Line Up.
10x Crit
2x Draw
4x Heal

Grade 1
3x Creeper
3x Poet Of Darkness, Amon
4x Vlad Specula
4x Hell's Deal

Grade 2
4x Phu Geenlin
4x Hell's draw
3x Gwin the Ripper

Grade 3
4x Amon
4x Amon Reverse

And this deck will double crit you if you guard 2 pass :D

Dantalian Build:
SVG:
Fate Collector

Trigger:
9x Crit
3x Draw
4x Heal

G1
3x alluring Succubus
3x Creeper
4x Poet of Darkness, Amon
4x Vlad specula

G2
4x Psycho Glaives
2x Story Teller
2x Gwin the Ripper
3x Phu Geenlin

G3
4x Dantalian
4x Amon Reverse

The deck mechanics is simple and straightforward. Its meant to abuse dantalian and breakride. Where you 1st aim is to breakride. How it works is ya rush your opponent vanguard and pressure them from beginning to the end. With dantalian along with cards like psycho glaives and alluring succubus to keep on soul charging. break riding with a huge soul is no problem. And break riding everyturn just drains all the kanzen away for late game pressure when you ride the amon R.

Story teller is for the rearguard pressure and defense of drawing additional card if it were to hit where high chance your opponent can't guard this if ya whack their rear with it or when it is already high on Ecstasy. This kinda overcome DI's problem of low handsize on late game and the lack of draws in the deck which makes more space for crits and still double criting you opponent.

~Signing Off Khai~

Tuesday, 25 June 2013

Lock and Link Jokers

Hey folks, this is le jester over here. Today I am gonna enlighten you about the playstyle of link jokers and reverse cards such as Vowing Saber Dragon Reverse.

So who are the Link Jokers?
Link Jokers are the scourge of planet cray which is used by multiple characters in Season 3 of the Cardfight!! Vanguard Anime and is the avatar of Void. Link jokers are corrupted the corrupted counterparts of existing cards such as the case of Soaring Star-vader, Krypton who is the counterpart of Knight of Darkness, Rugos
TD11-004 VS BT04-023EN-R
see the similarity in the art?

Link jokers also happen to have their own archetype called Star-Vader
The forerunners of "Link Joker", which is the incarnation of "Void" and the invaders threatening Cray. Their main mission is to investigate the indigenous creatures and collect the data of powerful beings, and dominate their bodies if possible. However, it is said that they would annihilate weaker beings in the process, finding their data not valuable enough to be collected. They possess multiple technologies that do not exist on Cray, and can manipulate the mysterious power "Lock" freely.

So what is the playstyle of Link Jokers?
Link jokers revolved around locking your opponent units similar to binding them in the rearguard circle which would stun your opponent and disable the card's potential and ability it has on the rearguard circle. Link jokers often goal and objective is to disrupt your field, at the same time stunning you and limiting your actions for subsequent turns. This lock ability not only immobilize and stun your units, it also allows themselves to gain card advantage through the locking. Imagine, if your opponent front row interceptors got locked, Logically, they would need to guard their vanguard with cards from their hand, which eventually reduce their handsize. At the same time, it also help them conserve their handsize as they have to guard for lesser attacks and smaller attacks that will eventually give them enough time to gain a larger handsize than your opponent.

What is the "lock mechanism"?
When a card is affected by lock, it is turned face down until the end of its owning player's turn (the card remains where it is). A unit turned face down by lock cannot be used to perform any action; it cannot attack, boost, use skills, be used to pay a cost, move to another circle or zone (including intercept) or be retired by calling another unit over it. The card is not considered a unit and the card and the circle it is on are considered to not exist for the duration of the lock skill. When a unit is unlocked, it is not considered to be called back to the field, and thus on call skills are not activated.

Lets take a look at the badass cards that link joker has to offer to us.
Star-vader, Nebula Lord Dragon

[CONT](VC) Limit Break 4 (This ability is active if you have four or more damage):During your turn, all of your «Link Joker» in your front row get [Power]+3000 for each of your opponent's locked units. [ACT](VC):[Counter Blast (2)] Choose one of your opponent's rear-guards in the back row, and lock it. (Locked cards are turned face down, and cannot do anything. Turn them face up at the end of its owner's turn) [CONT](VC/RC): Lord (If you have a unit without a same clan as this unit, this unit cannot attack)

Star-vader, Infinite Zero Dragon
TD11-001
[AUTO] Limit Break 4 (This ability is active if you have four or more damage):When a «Link Joker» rides this unit, choose one of your opponent's rear-guards in the front row and back row, lock them, choose your vanguard, and that unit gets [Power]+10000 until end of turn. (Locked cards are turned face down, and cannot do anything. Turn them face up at the end of its owner's 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 without a same clan as this unit, this unit cannot attack)

So what happen if I were to Break ride a Nebula Lord Dragon on an Infinite Zero Dragon?
Obviously, you would want to lock the vanguard booster and a one attacking front row with IZD's effect. Next I would want to lock the backrow of one of his attacking rearguards.Thus, Your opponent has an 11k attacking vanguard and a 12k attacker. Next, with a Nebula Lord Dragon's effect, it gives a 3k power to all your front row attacking units for each locked units your opponent controls, This easily gives you at least a + 6000 power to all your attackers.

Wait isn't this better than the celestials?




Now, lets do the math behind it, How much must your opponent guard during your turn?
Assuming you have an 8k booster behind every column and a NLD that broke ride this turn, along side with a 12k attacker rear and a mobius breath dragon too. Also to add that your opponent has 3 locked units.
R1: 9k Mobius + 8kboost + 9k NLD effect = 26k column PERFECT NUMBER! 20k GUARD!
R2: 11k Vanguard + 8kboost + 9k NLD effect + 10k 2trigger check = 38k column. 30k NO PASS!
R3: 12k attacker + 8kboost + 9k NLD effect = 29k column. 20k GUARD!
Total power your opponent has to guard: 20k + 30k + 30k = 70k
Minimum handsize your opponent needs to burn to guard this: 6 (1 negate, 4 10k shields and 1 random card)

Now, lets do the math behind it, How much do you have to guard for your opponent's turn?
Assuming opponent has only 2 cards in his front row to attack and controls an EDD.
Lets now imagine.... FINAL TURN!
R1: 12k unboosted attack = -1 from hand for a 5k shield.
VG: 16k descendant with especial CB = -15k 2trigger pass, 20k No pass.
Restand Vanguard: 26k with 2 triggers: 25k 2 pass, or 30k No pass. Or KANZEN!!
Total damage you need to guard: 5+ 20+30 =55k.
Minimum hand you need to tank your opponent W/O restand and W/O especial CB: 2 (5k, 1 10k guard for 2 trigger pass)
Maximum hand you need to tank your opponent: 11cards (11 5k guards)

So who are their key minions?
Star-vader, Dust Tail Unicorn
BT12-033-R (Sample)
[AUTO]: Forerunner (When a unit of the same clan rides this unit, you may call this unit to (RC)) [ACT](RC):[Counter Blast (1) & Put this unit into your soul] If you have a «Link Joker» vanguard, and your opponent has a locked card, you may pay the cost. If you do, choose one of your opponent's rear-guards, and lock it. (Locked cards are turned face down, and cannot do anything. Turn them face up at the end of its owner's turn)

Star-vader, Mobius Breath Dragon
TD11-005
[AUTO](VC): When this unit's attack hits a vanguard, choose one of your opponent's rear-guards, and lock it. (Locked cards are turned face down, and cannot do anything. Turn them face up at the end of its owner's turn)

One Who Shoots Gravitational Singularities
SingularPoint
[AUTO](RC):When this unit's attack hits a vanguard, if you have a «Link Joker» vanguard, and your opponent has a locked card, choose one of your opponent's rear-guard, and lock it. (Locked cards are turned face down, and cannot do anything. Turn them face up at the end of its owner's turn)

How do i deal with these pesky jokers?
So these are the rearguards ya gotta look out for.
Dust-Tail Unicorn is annoying, Kill him fast with your linchiu or by the turn that he rides nebula lord dragon.

So we got 2 different pressure units to play with. Mobius and Singularity.
Mobius is an on hit effect, guard him during the turn your opponent ride his as a VG. Do note that he can target any rearguards to lock, which would give Singularity an effective early game pressure to lock more of your units. YOU MUST BE HIGH TO NOT GUARD.

Singularity is only effective when ya got a locked unit. Otherwise it be a waste of deck space to run 4 of her in your deck, what more its a puny 8k beatstick. However look at it this way, They will need a NLD to turn on the pressure cooker on you where ya gotta guard its additional power that all the front row gains when he rodes on IZD.

The real threat of the Deck is actually NLD and IZD who can start turning on the pressure in you with the locks. So in other words, They need to start a chain of locks with the vanguard's ability. In this case, If they were to fail to ride an IZD, they would need to depend on their CB 2 to start screwing up your field. So in other words ya might wanna control their damage and do not give them a chance to counterblast and start the chain of locks and pressure on you.

Note that Link jokers rearguards do not use counterblasts at all with exception of dust-tail which is CB1.

So how do i counter them? Hmm this is when you play decks that restand the vanguard or decks that do not focus too much on the rearguards or rearguard dependent. Decks such as DOTE, ERADICATORS are barely affected as LJ only focus on crippling your rearguard. Decks that allow your vanguard to hit High numbers are best against them. So no worries readers, your DOTE and ERADICATORS are still badasses that can screw the jokers up.

Signing off,
Le Jester

Friday, 14 June 2013

Bt12 spoilers - Amon and Dark Irregulars

Hey guys, As promised from my previous post, today i will be sharing my opinion on the new dark irregulars support and the new archetype that it just received. Dark irregulars have a new archetype called "Amon".

So who is Amon?
Here is a flashback of who he is. He is dated back in BT03. Hmm who can not forget the infamous amon back then.
Demon World Marquis, Amon
BT03-002EN-RRR
Effect:
[CONT](VC):During your turn, this unit gets [Power]+1000 for each «Dark Irregulars» in your soul. [ACT](VC): [Counter Blast (1) & Choose one of your «Dark Irregulars» rear-guards, and put it into your soul] Your opponent chooses one of his or her rear-guards, and retires it.

Opinions about this card:
Until now there is now news of amon being reprinted in the upcoming bt12. Hope he gets reprinted. To be honest amon can hit really high numbers gradually as its soul grows humongous and continuing eating up its rearguard. Amon is also a marquis which is one of the few nobles of the Demon World. Which means there is actually someone else who is greater than Amon and Amon is actually someone's subordinate.

As for now lets look at amon's servants.
House of Amon, Hell's Draw
Heruzu doro-
[AUTO]:When this unit is placed on (RC), if you have a vanguard with "Amon" in its card name, you may Soul Charge (2)

Opinions about this card:
I kinda like the new art concept for dark irregulars as compared to the previous cards. As for this... Would ya still wanna hunt for flirtatious succubus, when ya have this card to spoon feed your vanguard.

House of Amon, Hell's Deal
アモンの眷族 ヘルズ・ディール
[AUTO]: When this unit is placed on (RC), if you have a vanguard with "Amon" in its card name, you may Soul Charge(2).

Opinions about this card:
Another staple that DI shood have. With 2 cards that help you soul charge, its far way consistent and easier to achieve a huge soul at a faster rate, which means hastened devastation for your opponent.

House of Amon, Lon Shinrin
LonShinrin
[AUTO](RC): When this unit attacks, if you have a vanguard with "Amon" in its card name, this unit gets [Power]+3000 until end of battle.

Opinions about this card:
No comments just another grade 2 that can hit a 11k base. Just another burning horn dragon clone and a staple.

House of Amon, Fuu Shinrin
FuShinrin
[AUTO](RC): When this unit attacks, if you have a vanguard with "Amon" in its card name, this unit gets [Power]+3000 until end of battle.

Opinions about this card:
No comments just another grade 1 that can hit a 10k. Just another staple.

House of Amon, Vlad Specula
UldSpecula
[CONT]: Sentinel (You may only have up to four cards with "[CONT]:Sentinel" in a deck) [AUTO]:[Choose a «Dark Irregulars» from your hand, and discard it] When this unit is placed on (GC), you may pay the cost. If you do, choose one of your «Dark Irregulars», and that unit cannot be hit until end of that battle.

Opinions about this card:
Finally, we got an awesome art for DI's Sentinel. I kinda liked the name and the art. Gotta comment that bushiroad are putting more effort into their card art as compared to season 1.

House of Amon, Fate Collector
FateCollector
[AUTO]: Forerunner (When a unit of the same clan rides this unit, you may call this unit to (RC)) [CONT](RC):If the number of «Dark Irregulars» in your soul is six or more, this unit gets "[AUTO](RC):[Put this unit into your soul] At the beginning of the close step of the battle that this unit boosts a «Dark Irregulars», you may pay the cost. If you do, draw a card.".

Opinions about this card:
Hahax i get to draw for free and free soul charge :D

Besides all the amon support, here is some other support.

King of Masks, Dantalian
Dantarian
[AUTO] Limit Break 4 (This ability is active if you have four or more damage):When a «Dark Irregulars» rides this unit, choose one of your vanguards, that unit gets [Power]+10000 until end of turn, choose up to three of your «Dark Irregulars» rear-guards, and those units get "[CONT](RC):This unit gets [Power]+1000 for each «Dark Irregulars» in your soul" until end of turn. [AUTO](VC):When this unit attacks a vanguard, Soul Charge (1), and this unit gets [Power]+1000 until end of that battle. [CONT](VC/RC): Lord (If you have a unit without a same clan as this unit, this unit cannot attack)

Opinions about this card:
Who needs A gancelot when ya got dantalian to turn 3 of your rearguards into a mini Amon that enables self charging every turn.

Master of Fifth Element
BT12-016-RR (Sample)
[CONT](VC) Limit Break 4 (This ability is active if you have four or more damage):During your turn, if the number of «Dark Irregulars» in your soul is ten or more, all of your «Dark Irregulars» get [Power]+3000. [AUTO](VC):[Counter Blast (1)] When this unit's attack hits a vanguard, you may pay the cost. If you do, Soul Charge (3).

Opinions about this card:
Oh its a weaker counter part for zerachiel. 10k base is so fun to poke at. >.<

Thats it for now... I know this is an overdued post. however its never too late to study these cards that are gonna be released.

Sunday, 9 June 2013

BT12 Spoilers - revengers

Hey folks. Its le jester over here again. Its been quite sometime since i last make a post on this blog. Today i am going to share about the new archetypes and support that is coming up for bt12 and also share with you all some awesome deck ideas that you can use for the upcoming format.

1. Shadow Paladins
In Bt12 we have a new Badass in the block. Dote is such a good role model to the other vanguards that bushiroad likes give Revengers A dote to play with. Looks like Shadow paladin have just received a new trump card for the new archetype of "Revengers". So who are the Revengers?

Lore:
A team of resolute warriors who are determined to repel the invaders, chosen among the knights of the clan "Shadow Paladin", which work behind the scenes of United Sanctuary. Despite being frequently assigned to dangerous tasks, they do not gain honor, glory or fame from their work, so there are few members in this team. Nevertheless, since all of them are elites with unparalleled willpower and faith, they have become a disciplined force with high degree of perfection.

Revenger, Raging Form Dragon
RagingFormDragon
[AUTO](VC) Limit Break 4 (This ability is active if you have four or more damage):[Choose three of your rear-guards with "Revenger" in its card name, and retire them] At the beginning of the close step of a battle when this unit attacked, you may pay the cost If you do, choose up to 1 card named "Revenger, Raging Form Dragon" from your hand and ride it as [Stand], choose one of your Vanguards, and it gets [Power]+10000 until the end of turn. [AUTO](VC):[Counter Blast(1)] When this unit attacks, you may pay the cost, if you do, this unit gains [Power]+3000 until end of that battle. [CONT](VC/RC): Lord (If you have a unit without a same clan as this unit, this unit cannot attack)

Here is my opinion of this card:
Its works like a tyranno legend and a dote that rides itself from hand if the cost is paid and gains attack like any break ride. For me i felt that its cost is pretty heavy to pull off and even if you do, at most only once in a match. After using tachikaze for quite sometime, the deck mechanics tend to share a some similarity with each other. They both focused on gaining power while retiring their own units. And at the same time gaining pluses at the same time. Both requires skills and pure timing to pilot and use its effect.

Next we have his partner in crime, Illusionary Revenger, Mordred Phantom
TD10-001 (Sample)
[AUTO] Limit Break 4 (This ability is active if you have four or more damage):[Counter Blast(1)] When a «Shadow Paladin» rides this unit, you may pay the cost. If you do, choose one of your vanguards, that unit gets [Power]+10000 until end of turn, search your deck for up to one grade 2 or less «Shadow Paladin», call it to (RC), shuffle your deck, and that unit gets [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 without a same clan as this unit, this unit cannot attack)

My Opinion of him:
His art totally resembles like Origin Mage ildonna. I gotta say his effect is similar to garmore, great silver wolf where ya get to tutor a card directly from the deck, however modred gives an additional 5k power to the rearguard that is being tutored out with just one counterblast. Hmm lets look at some of the few viable options that we have to tutor out a card. We can call a BDR for field control, Tarutu for field swarm and pluses or dorin to unflip damage to spam BDR effect again to control the field.

1. Blaster Dark Revenger
TD10-006 (Sample)
[AUTO]:[Counter Blast (2)] When this unit is placed on (VC) or (RC), if you have a vanguard with "Revenger" in its card name, you may pay the cost. If you do, choose one of your opponent's rear-guards in the front row, and retire it.

2. Black Clothed Revenger, Tarutu
Taratou
[AUTO]:[Counter Blast (2)] When this is placed on (VC) or (RC), if you have a «Shadow Paladin» vanguard, you may pay the cost. If you do, search your deck for up to one grade 1 or less card with "Revenger" in its card name, call it to (RC) in the same column as this unit, and shuffle your deck.

3. Morale Revenger, Dorin
Dorin
[AUTO](RC):When a card named "Blaster Dark Revenger" is placed on your (VC) or (RC) of the same column as this unit, if you have a vanguard with "Revenger" in its card name, choose a card from your damage zone, and turn it face up.

After testing with it for a while, i find that its a deck that is way harder to pilot than tachikaze and granblue. It requires skills to time your big plays properly and to pull of the stunts where it assault at the weak points. However, with the meta swarmed with narukami, Its playstyle is quite slow though at times to keep up and with its field setup gets disrupted its a little hard for them to pull off all the time where its condition are kinda rigid for it to get its pluses. Its not the type of deck where ya can really spam just because you can, in short its more of a combo based deck. As for now i dun wanna reveal more spoilers about the deck yet. Meanwhile do stay tune to this blog as anytime soon i will be making a review on the new support that dark irregulars have received.

Signing off.
Le Jester