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~
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