Showing posts with label cray journal. Show all posts
Showing posts with label cray journal. Show all posts

Monday, 13 July 2015

Cray Journals: Bermuda Triangle Harmony Deck

Hi guys. I haven't been on this blog for awhile, but now I'm back with a new article :)
With the release of the new Bermuda Triangle clan booster for Japanese meta, the new stride-harmony based deck is looking very strong in recent testings.
Before saying anything else, I think I should explain the concept of Harmony.
Harmony is a new mechanic created in the game, so far exclusive to the Bermuda Triangle clan. I'm a little lazy to explain here, so you guys can go read on this link:
http://cardfight.wikia.com/wiki/Harmony

The G3s
Miracle Voice, Lauris
G-CB01-004
[AUTO](VC/RC):Harmony (When another of your units is placed on the same column as this unit, both units are in Harmony state until end of turn)
[AUTO](VC)[1/Turn] Generation Break 2 (This ability is active if you have two or more face up G units in total on your (VC) or G zone):When this unit becomes Harmony state, choose two of your units, they get [Power]+5000 until end of turn, and this unit gets [Critical]+1 until end of turn.
[AUTO](VC):[Counter Blast (1)] During your turn, when your G unit Stride, you may pay the cost. If you do, choose one of your rear-guards, and return it to your hand. If you return a unit this way, draw a card.

Diligent Girl, Riddhe
G-CB01-006
[AUTO](VC/RC):Harmony (When another of your units is placed on the same column as this unit, both units are in Harmony state until end of turn)
[CONT](VC) Generation Break 1 (This ability is active if you have one or more face up G units in total on your (VC) or G zone):During your turn, this unit gets [Power]+5000 for each of your units in Harmony state.
[AUTO]:[Counter Blast (1) & Soul Blast (1)] When this unit is placed on (VC), you may pay the cost. If you do, look at five cards from the top of your deck, search for up to one card with Harmony ability from among them, reveal it to your opponent, put it into your hand, and shuffle your deck.

Little Princess, Himari
G-CB01-025
[AUTO](VC/RC):Harmony (When another of your units is placed on the same column as this unit, both units are in Harmony state until end of turn)
[AUTO](VC/RC)[1/Turn] Generation Break 1 (This ability is active if you have one or more face up G units in total on your (VC) or G zone):[Counter Blast (1)] When this unit's attack hits a vanguard, if this unit is in Harmony state, you may pay the cost. If you do, choose one of your other rear-guards, return it to your hand, choose up to one card from your hand, call it to (RC), and that unit gets [Power]+5000 until end of turn. (Even if you do not pay the cost, this ability cannot be used for the rest of that turn)

Take a good look at these 3, and try to figure out a combo in your head, while I move on to the main techs of the deck that make it so powerful.

Strolling Weather, Emilia
G-CB01-005
[AUTO] Generation Break 1 (This ability is active if you have one or more face up G units in total on your (VC) or G zone):[Counter Blast (1)] When this unit is returned to your hand from (RC), you may pay the cost. If you do, draw a card.
[CONT](VC/RC/GC):Resist (This unit cannot be chosen by the effects of your opponent's cards)

Glitter of Yearning, Spica
G-CB01-007
[AUTO](RC) Generation Break 1 (This ability is active if you have one or more face up G units in total on your (VC) or G zone):[Counter Blast (1)] When this unit attacks a vanguard, if this unit is boosted, you may pay the cost. If you do, choose one of your other rear-guards, return it to your hand, choose up to one card from your hand, call it to (RC), and that unit gets [Power]+3000 until end of turn.

Unprecedented Girl, Potpurri
G-CB01-009
[AUTO](VC/RC):Harmony (When another of your units is placed on the same column as this unit, both units are inHarmony state until end of turn)
[AUTO](RC) Generation Break 1 (This ability is active if you have one or more face up G units in total on your (VC) or G zone):When this unit's attack hits a vanguard, choose one of your other rear-guards, return it to your hand, if this unit is in Harmony state, choose up to one card from your hand, and call it to (RC).

Extraordinary Freshman, Shizuku
G-CB01-010
[AUTO](VC/RC):Harmony (When another of your units is placed on the same column as this unit, both units are in Harmony state until end of turn)
[AUTO](RC)[1/Turn] Generation Break 1 (This ability is active if you have one or more face up G units in total on your (VC) or G zone):When this unit becomes Harmonystate, look at five cards from the top of your deck, search for up to one grade 3 or greater card from among them, reveal it to your opponent, put it to your hand, and shuffle your deck.

Sweet Paradise, Manya
G-CB01-033
[AUTO](VC/RC):Harmony (When another of your units is placed on the same column as this unit, both units are in Harmony state until end of turn)
[AUTO](RC) Generation Break 1 (This ability is active if you have one or more face up G units in total on your (VC) or G zone):When this unit boosts, if this unit is in Harmony state, the boosted unit gets [Power]+4000 until end of that battle.

Important Phase, Reina
G-CB01-012
AUTO](RC):[Put this unit into your soul] When your vanguard attacks, if you have a grade 3 or greater vanguard with "Lauris" in its card name, you may pay the cost. If you do, draw a card, choose one of your vanguards, and it gets [Power]+5000 until end of that battle.

First Lesson, Akari
G-CB01-022
[AUTO]:Forerunner (When a unit of the same clan rides this unit, you may call this unit to (RC))
[AUTO](VC/RC):Harmony (When another of your units is placed on the same column as this unit, both units are in Harmony state until end of turn)
[CONT](RC) Generation Break 1 (This ability is active if you have one or more face up G units in total on your (VC) or G zone):If this unit is in Harmony state, this unit gets "[ACT](RC):[Put this unit into your soul] Choose one of your other rear-guards, return it to your hand, and draw a card.".

School Etoile, Olivia
G-CB01-001-GR (Sample)
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 (1) & Choose a face down card named "School Etoile, Olivia" from your G zone, and turn it face up] When this unit attacks a vanguard, if the number of face up cards in your G zone is one or more, you may pay the cost. If you do, choose up to five of your rear-guards. If all of the chosen units have different card names, return them to your hand. If the number of cards returned is three or more, choose up to two cards from your hand, call them to separate (RC) in your front row and back row, and this unit gets [Critical]+1 until end of that battle.

More combos forming in your heads now guys?
Spica and Olivia allows for extra attacks in a turn, and pressuring with Himari can possibly land another attack in the turn. Having Manya as a 10k booster in the same column as Himari is gonna make things a lot more pressurizing, with your opponent having to drop 15K shield every time you attack with that column. When done right, it's possible to have 6 attacks in one turn on the turn you stride Olivia. Here's how. Your field:
Spica-Olivia-Himari
Shizuku-Manya-Manya
Attack unboosted with Himari first. Attack boosted with Spica. Activate Spica's skill, bounce Himari, call her back. Attack with unboosted Himari again. (3 attacks)
Attack with Olivia, bounce Shizuku, Himari, Manya(behind Olivia). Olivia gets +1 crit. Call Spica in front of Manya, Manya behind The rested Spica. (4th attack)
Spica attacks boosted by Manya, skill activates. Bounce the rested Spica, call Potpurri in her place(5th attack). 
Attack boosted with Potpurri for a 21k column.(6th attack)
Assuming your opponent did not get any damage triggers during this whole combo, this is arguably the current best game-ender in Bermuda Triangle. Similar concept to Ethics Buster Reverse's "Infinite Hell", a counterblast 3 is kinda justifiable in this case. 

The deck's defensive power is just as good as the offensive power. Lauris' on stride skill lets you bounce a unit, and draw a card, for 1 counterblast. If you bounce Emilia, it's a draw 2 for 2 counterblast. Reina helps you draw more during your battle phase, so you have more options to bounce and call different units throughout the battle phase. You can also use this when your Vanguard is Olivia, provided your Heart is Lauris, since the G unit inherits the name of the Heart. 
Akari's skill lets you draw even more to boost your defensive capabilities. Assuming she is in Harmony state, use her to bounce Emilia, and net a draw 2 for 1 counterblast. 
Shizuku's tech helps to filter the deck by finding you stride fodder and Himaris, increasing your handsize even more to possibly fool your opponent into thinking there's alot of shield in your hand(which there probably is from other effects). 
For those of you sick of my babbling, here's a decklist for you to consider. I personally saw this deck in my past 3 shop tournaments, and died 2-0 in all of my match-ups against them.

G4: 4 Olivia, 2 Legend of the Glass Shoe, Amoris, 2 Leisure Soft Ribbon, Somni
G3: 3 Lauris, 3 Himari, 2 Riddhe
G2: 4 Spica, 4 Emilia, 3 Potpurri
G1: 4 Kukuri(unflipper negate), 4 Shizuku, 3 Manya, 3 Duo Clear Parsol, Kura
G0: 4 Reina(crit), 8 other crits(any), 4 heal(any)
Starter: First Lesson, Akari

I may not have mentioned Kukuri, but she is simply the G-era type negate, which lets you unflip if you guard with her and there is another copy of herself in the drop zone. Kura is one of those 5K soulblast 2 unflip 2 cards, which really is a must in this deck which eats up counterblast at the speed of light. 
Amoris is the FC2015 RR if you're wondering, which is a good option for your first stride, letting you bounce 2 cards on the field the moment she appears. 
Somni is the other good option for your first stride, as she is another pressure unit which lets you bounce one RG and call another, giving it 3K, if her attack hits the opponent's Vanguard. 

Really, I've said all I can about this deck. It may be rather expensive to build due to the GR Olivias, and full foil G2 lineup, but this deck is so strong and so fun, you'll probably forget about the cost soon enough, and win enough tournaments to earn back the cost of your deck building. Go test this out for yourself and have fun Cardfighting everyone! :)

Signing off, 
Lee Megan

Monday, 30 September 2013

Cray Journal: The Dead Sea

Hey folks, Its another section of Khai's Cray journal.
Today I'm going to talk about granblue and the dead sea.

Its been like 2 weeks since I've been experimenting on the deck.
I was experimenting on abusing Negromarl. Yes that pathetic grade 3 with 8k base power. Well. After being taught to look at a deck and cards at a different perspective. It gives me that idea of using him and abusing that card as a rearguard.

For those who have no idea who is negromarl, here it is.

[AUTO]:[Counter Blast (2)] When this unit is placed on (VC) or (RC), if you have a «Granblue» vanguard, you may pay the cost. If you do, choose a card from your drop zone, and call it to (RC).

To be honest, he sucked as a vanguard. But to make him a rearguard, he is just what granblue needs to generate more free pluses and advantage. Just imagine the ya get a plus 3 every turn if ya spawn him with a cocytus reverse. If this is a grade 2, it is exactly what granblue really needs.

My previous decklist.
4x Nightmist, Lord of the seven seas
4x Cocytus R
1x Negromarl

4x Ruin Shade
4x Deadly Spirit
3x Corrosion dragon

4x gust jinn
3x sea walk banshee
3x Dandy guy romario
3x Deadly Nightmare

12x criticals
4x heal
1x Nightkid

Problems I faced when playing granblue with this decklist.
1. You ran out of soul very fast. Negromarl helps who respawn banshees more often. Which depletes ya soul fast alongside with the deadly spirit and nightmare which are soulblast heavy.

2. Negromarl is a 1 time use card. You need him like Once or twice in the game. Respawning him too much jams your field and cockblock you. Especially when you need a rearguard to intercept and he can't intercept.
The point is that negromarl is only good during your turn to a small extent. You do not want to keep him on the field. Which i would normally use nightmist to respawn it. Using a cocytus R to respawn him is good however, But it broke even than give pluses. As ya get a dead rearguard spawn by his effect to jam your own field even though it looks like you can gain +3 with him which you want to replace with the deadly spirit after ya spawn him. This cause you to run out of soul too fast which later limit your use and privilege to abuse the banshee.

New Decklist.
4x Nightmist, Lord of the seven seas
4x Cocytus R

4x Ruin Shade
4x Deadly Spirit
3x Corrosion dragon

4x gust jinn
3x sea walk banshee
3x Dandy guy romario
4x Samurai Spirit

12x criticals
4x heal
1x Nightkid

Here is some questions that imma answer and ya might ask.
Is Cocytus Reverse an offensive card or defensive card?
Cocytus Reverse isn't a good card for it to be an offensive card as it kills the synergy of the whole deck and disrupt your stack of triggers. The milling of 3 cards can be a little too high for a cost for granblue. Which spawning a banshee sometimes gives the minus 2 than a plus 2. Drawing and milling trigger sucks. Been there, done that. Problem with Cocytus Reverse is that it doesn't have any raw power unlike the other decks.
Although it gives the rearguard that it pulled from the dropzone a +3k. Its just help you maintain your maximum field presence and generate advantage for defences and to intercept.

Where does granblue's offensive power lies on?
Their only offensive power is the pressure from the deck where you hasten your triggers with ruin shades and when you break ride on a nightmist. I would usually call corrosion dragon along side with the sea-walk banshee on the same column to hit a 28k rearguard column with it. And a ruin shade as my rearguard to stack a double trigger on my drive check or a crit to give my huge rear the pressure on my opponent. Means if ya can't break ride anymore, its a matter of who can survive the longest and whose hand size is able to tank the volley of attacks longer.

Is Granblue a consistent and easy deck to play?
Obviously no. Granblue isn't the clan for anyone and an easy clan to play like your gold paladins.
It requires knowledge on deck building and deck structure. Its one of the few clans where deck structure plays an important role and one card can screw the deck synergy. Another is the skills it takes to pilot the clan. Its not the type of clan that is easy to pilot. It requires perfect precision in timing and control.

I've tested against a few decks. Here are some of the consistent results.
Effective on Nubatama which helps you to set up your dropzone even faster.
Lost to Zerachiel. Due to Early game rush and consistent huge columns that I can't guard with.
Lost to nova grappler. Can't guard against the multiple volleys of attacks and reverse breakride OTK.

~Signing off Khai~

Sunday, 15 September 2013

Cray Journal: Nova grapplers

Random Journal about Nova Grapplers written by Kinston Ang.
When I look at my NG deck, all I think about was stand, stand and stand.Nova Grapplers can have crazy number of attacks if you do good link of skills.So this is my current list .

G0
Riot Hornx1
4x of all beast deity triggers

G1
2xG1 Kay clone
4xMax Beat
4xSolar Falcon
4xBlank Marsh

G2
4xBrainie Papio
4xHartred Chaos
4xGolden Anglet

G3
4xEthics Buster
3xEthics Reverse

So, this deck.....Well no words to describe it. Once you play this deck.Wow, I tell you, you are going to love it.Brainie Papio can enable you to stand Max Beat and combo-ed with Max Beat skill, wow! Stand another unit.So how does this works? Brainie hits.CB 1 to stand Max Beat.Max Beat skill to stand another unit.This could easily help you stand a coloum.

Currently, im still thinking whether to play Clay doll Mechanic for the unflipper to continuesly use the counterblast without having to worry about the cost.Well, I tried this deck a few times and this deck can really crush your opponent even without a grade 3.Just spam all your units on daaa field and chiong early game.If they don't have guards they are really dead.Just combo Brainie with Golden Anglet and riot horn you can stand a coloum.SO Strong!!

So this was my G2 formation when I played with my friend

Brainie-Brainie-Golden Anglet
| |
BlankMarsh RiotHorn

Well I can tell you this is a deadly combo.First Riot and Anglet swings. Then Branie boosted by Blank Marsh.Pressure!!! Oppenent guards one pass, awww yea lucky day critical trigger! All effects to VG.Yay seems like it hits.Well Brainie Cb1- look here stand Anglet and Riot! Whewww another column with just cb1.CrAZzYy!

Okay now onto the ultimate finisher style.STAND STAND STAND! BREAKRIDEEEE Ethics Reverse.Okay activate skill +10000.And Ethics R skills, Cb2 lock 2 discard two. Swings in with both rear guards first.I leave a riot horn behind my Anglet. And another Anglet unboosted.Vanguard swings in for 21k and bam ! BREAKRIDE SKILL, Stand front row ! Trigger check, no trigger. Vanguard stands again! Both rear guards attack with extra 3k due to standing in battle phase. Then Vanguard takes aim! Now breakride skill again!! Stand front row! Another 3k ! 15k each Anglet. 8 ATTACKS IN A BREAKRIDE TURN.
CRAZYYYYYY!

Okayy.Time for my Ver 2 list!
G0
SVG→Night Jackal
8Stands
4Crits
4Heal
G1
4xMax Beat
4xKanzen
2xBlank marsh
4x10k swinger
G2
4Anglet
4Hatred
3 brainie
G3
2Ethics R
2Ethics Extreme
4Ethics.

Same old finisher but in case finisher doesn't works, we got Ethics Extreme to save us from the the terror!!! Ethics Extreme STAND Streaming Burst! Check G1 ! STAND UP ANOTHER ONE STAND UP.Swings two more attacks at opponent!

And heres the finish of the Nova Grapplers review.Bleh. Getting bored of typing that much.