Showing posts with label Deck Profile. Show all posts
Showing posts with label Deck Profile. Show all posts

Tuesday, 26 May 2015

Deck Ideas: Kagero (Dauntless-Saga)

Hi folks, I apologise for the hiatus on the updates on this blog. Today I'll be sharing a kagerō fun deck that we can play in our locals.

Here is the decklist:
G4:
4x Flame Emperor Dragon King, Root Flare Dragon
4x Divine Dragon Knight, Mahmud

G3:
4x Heroic Saga Dragon
4x Dauntless Drive Dragon

G2:
4x Twilight Arrow Dragon
3x Berserk Dragon
4x Dragon knight, Emad

G1:
4x Lava flow dragon
4x Energy flame, Aethonic
2x Calamity Tower Wyvern
4x seal dragon, rinocross

G0:
2x gattling claw dragon (draw)
4x seal dragon, artpique (draw)
6x critical trigger

Starter:
Wyvernkid Ragra or Red Pulse Dracokid

Main Deck Tech
Heroic Saga Dragon
[AUTO](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): When this unit attacks a vanguard, your opponent may choose one of their rear-guards, retires it, if he or she does not, during that battle, this unit gets [Critical]+1 and "[AUTO](VC):At the beginning of your damage step, if the number of guardian is one, choose one of your opponent's guardians, retire it, and that unit's effects with "cannot be hit" is nullified.".
[AUTO](VC):[Counter Blast (1) and Soul Blast (1)] When this unit is placed on (VC), you may pay the cost. If you do, choose one of your opponent's grade 1 or less rear-guards, and retire it.

This card simply negates sentinels and damage nullifier. The turn you rode this card, is enough to clear 2 of your opponent rearguards. Combo it with the notorious Dauntless Drive Dragon would be devastating. Firstly, it allows 3 rearguards to be retired and if your opponent do not have any rearguard to retire, they would unable to place a negate on the guardian circle which gives them limited choices of guarding using grade 2s, 1s and zeros. Dauntless drive gives this card the massive power boost that it needs to apply pressure on the opponent. And a restanding vanguard would mean trouble for your opponent if they ran out of cards to retire and cards from their hand to guard.

Dragon Knight, Emad
[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 an opponent's rear-guard in the same column as this unit is put in the drop zone due an effect from one of your cards, you may pay the cost. If you do, until end of turn, this unit gets [Power]+2000 and "[AUTO](RC):At the beginning of your damage step that this unit attacks, if the number of guardians is one, choose one of your opponent's guardians, retire it, and that unit's effects with "cannot be hit" is nullified.".

Similar to Heroic Saga Dragon, it had an effect that triggers the negation of nullifiers. Its condition is relatively easy to fulfil and kagero has loads of options of retiring rearguards such as twilight arrow dragon, berserk dragon, etc.. etc..

To pilot this deck is relatively simple:
 Ride Dauntless drive Dragon. Stride every turn if possible each turn or you can break ride dauntless over dauntless to pressure and to drain your opponent shields. Push them to 4 to 5 damage if possible. Finale Turn with Heroic Saga break ride on dauntless. Clear their rearguards with removal cards such as berserk dragon, twilight arrow dragon. Swing for the win with a restanding Vanguard.

The deck is pretty linear with its strategy, straightfoward and simple to use for beginners. Not to forget it is wallet friendly as well with the exception of the 4x dauntless drive dragons. Until next time.

Signing off,
Khai

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.

Wednesday, 4 March 2015

Aqua Force Deck Profile, opinion and Guide.

Hey folks, Its been a really long time since i ever update this blog and write a detailed article about vanguard. Today i'll be sharing with you my opinions and thoughts of piloting aqua force and the new support that it has received in this booster.

Here is the deck list that i've been using and testing with. Tested with DOTX, SSSD, etc... etc..
The matches I had using this deck lasted not more than 6 to 8 turns. Somewhat of a blitzkrieg which suited my aggressive playing style which puts loads of early game pressure. The main strategy of this deck revolves around the consistent early game pressure to deal as much damage and drain as many 5k shields from your opponent as possible to setup for your Savas to finish your opponent.

Deck List.
Starting Vanguard
1x Officer Cadet, Andrei

Triggers
4x Battle Siren, Carolina (Heal)
2x Bubble Bazooka Dracokid (Critical)
4x Officer cadet, Alexpose (Stand)
2x Keen Eye Sea Horse Soldier (Stand)
4x Battle Siren, Mallika (Draw)

Grade 1
3x Mercenary Brave Shooter
3x Battle Siren, Sutashia
4x Kelpie rider, Nicky
4x Battle Siren, Phaedra

Grade 2
4x Tidal Assault
4x Magnum Assault
3x High Tide Sniper

Grade 3
4x Transcendent of Storms, Savas
3x Marine General of the Wave Sword Slash, Max
1x Strikehead dragon

Grade 4
1x Snow Element, Blizza
1x Miracle Element, Atmos
2x Marine General of the Heavenly Scale, Tidal-bore Dragon
4x Marine General of the Sky and Earth, Lambros

Now you've know the list, Let me also explain why I played and teched in certain cards and also explain some of the combo involved. 

Transcendent of Storms, Savas
Savas is the MVP(Most Valuable Player) of the deck or what i would called the FINAL PUNISHER or your main winning image of the deck.

His effect is:
[AUTO](VC) 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 attacks a vanguard, if it is the fourth battle of that turn or more, until end of that battle, this unit gets [Critical]+1, and your opponent cannot call grade 0 cards from hand to (GC).
[AUTO](VC):During your turn, when your G unit Stride, choose one of your vanguards, and until end of turn, it gets "[AUTO](VC):When your unit attacks a vanguard, if it is the fourth battle of that turn, choose three of your opponent's rear-guards, your opponent chooses one from among them, and retires it.".

In short he is there to wreck your opponent. His had a GB2 skill similar to the notorious card from the Kagero Clan, Transcendence Dragon, Dragonic Novelle Vague. Those who had encountered him would know the horror of not being able to guard with grade Zero. Savas however has an added pressure of having the  extra critical to pressure your opponent. However all these effects takes place only when you had fulfill its conditions of having 4th battle and GB2. Many would be questioning, how do I get my GB2 by turn 5? My answer would be using Snow Element Blizza. His second effect is optimal for crippling your opponent's field however it has a random retiring effect where your opponent chooses 1 of his rearguards to retire despite having to pick 3 cards. 

Snow Element Blizza
His effect is:
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 from your G zone, and turn it face up] When this unit attacks a vanguard, you may pay the cost. If you do, this unit gets [Power]+5000 for each face up card in your G zone until end of that battle.
[CONT]:This card is from all clans and nations.

Paying the cost of counter blast 1, Flipping 1 G-Unit Faced up enables you to fulfill the condition for Savas which needs GB2 in order to activates its effect. Blizza would be the 1st card you would want to stride on if you wanted to use savas as a finisher for the next turn. Which it swings for 31k without boost on its own which is enough to bait out the negates and sentinels from your opponent's hand or to quickly push them to 5 damage in order to pressure them with your relentless attacks from your rearguards for the next turn which would be probably your opponent's final turn.

So in short what I am trying to say is that Savas + Blizza = GB2 condition fulfilled.

Marine General of the Sky and Earth, Lambros
His Effect is:
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):[Choose a card name "Marine General of the Sky and Earth, Lambros" from your G zone, and turn it face up] When this unit attacks a vanguard, if it is the fourth battle of that turn or more, you may pay the cost. If you do, choose up to two of your rear-guards, and [Stand] them. Then, if the number of face up cards in your G zone is two or more, the units [Stand] with this effect get [Power]+10000 until end of turn.

Lambros is whom we revere as the final finisher of the deck. His effect is what i called epic. With the meagre cost of Turning a copy of itself from the Generation zone face up, you are able to stand 2 of your rearguards and give a +10000 power is what I called an epic finish and overkill. Nuff said.

How is lambros used in this deck? usually it would be the best alternative besides blizza to achieve the GB2 condition for savas and also to grant an additional 2 rearguards attack for the early game pressure to quickly wipeoff their shields and options to retaliate to your assault.

Marine General of the Heavenly Scale, Tidal-bore Dragon

(This card cannot be in your main deck)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.(When this cards Strides, it gains the power and name from one heart. At the end of the turn, return it face up.)[AUTO](VC):When this unit's attack hits a vanguard, if it is the third battle of that turn or more, draw a card, choose up to one card from your hand, and call it to (RC).

Tidal bore is good for early game pressure and gaining handsome advantage which allows you to draw a card and being able to call it from the hand. Tidal bore is hardly used in this deck as you would not need to farm much for the handsize as the objective is to finish your opponent quick, blitzkrieg style.





Next I will be explaining to you how the other cards in the deck synergizes with the strategy and also tips on how to use them.

Battle Siren Sutashia
Her effect is:
[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):During your turn, this unit gets "[CONT](RC):This unit may attack from the back row." and "[AUTO](RC):When this unit attacks, if this unit is in your back row, this unit gets [Power]+3000 until end of that battle.".

Sutashia has the special ability to be able to attack from the back row which makes her invulnerable as an attack target. Having this ability, she allows you to have another rearguard in the same column to lay another attack on the opponent which gives the whole column the ability to deal at least 2 attacks. She is tactically used to knock out your opponent's rearguard interceptors which is very useful especially when using aqua force, it is integral to have your opponent to guard from their hand and to drain their resources. Thus, giving them less options & resources for the next turn and having lesser cards to call as rearguards.




Magnum Assault
His effect is:
[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):[Counter Blast (1)] At the end of the battle that this unit attacked a vanguard, if this unit is boosted during that battle, you may pay the cost. If you do, [Stand] this unit, and until end of turn, this unit gets [Power]+2000. (Even if you do not pay the cost, this ability cannot be used for the rest of that turn.)

Magnum assault would be the card that will give your vanguard the wings to victory. He is the card that you would want to call from turn 3 onwards or when you have access to Generation Break 1. You would usually want to call this card out to replace your Tidal assaults (which i would mention more about it later) where it usually be the No.1 attack target your opponent would want to eliminate after being devastated by it on turn 1 to turn 3.

Magnum assault has the special skill of being able to stand itself after being boosted to attack the vanguard and +2000 power make it an effective 15k guard column. This makes him annoying for the opponent in the long run to have him consistent deal damage to the opponent with perfect numbers of 16000 and 11000.

Magnum assault having a an awesome ability has a downside to it where it is a vanilla card on between turn 1 to turn 3 or any turn where you have yet to reached generation blast 1. Which makes tidal assault the best card to replace his rearguard position during the turns of the early game.

Tidal Assault
His effect is:
[AUTO](RC)[1/Turn]:At the end of the battle that this unit attacked a vanguard, if you have an «Aqua Force» vanguard, [Stand] this unit, and this unit gets [Power]-5000 until end of turn.

Tidal assault is the unit you would want to call on the early turns of the game where he would be most effective in dealing damage to vanguards who have a base power of less than or equal to 9000. Tidal assault is an effective restanding rearguard when it comes to early game pressure where your opponent's vanguard power is within its reach. Ideally, you would want to place a booster behind it who has a power of at least 5000 in order to make up for the cost of -5000 for its effect to pull off.

Tidal assault may seems OP to some during the early game. I bet some of you would have questions on How do I exactly counter this card? My answer would be playing a 10k vanilla grade 2 to prevent getting wrecked by this card during the early game. 10k vanilla would be the best option as a mini counter as aqua force in general would have a hard time attacking with their rearguards in the early game which are usually 9k and would have prevented you from losing additional hand cards and being devastated to 5 damage in the long run.

Here is a tip that may be useful when using tidal assault in the turns of the Midgame to Lategame which is to combine with Battle siren, Mallika for it to be able to reach the 11k base power vanguard.

Battle Siren Mallika
Her Effect is:
[ACT](RC):[Put this unit into your soul] Choose up to one of your «Aqua Force», and that unit gets [Power]+3000 until end of turn.

Mallika had proved to be one of the most important trigger unit in this deck and that you should have at least 4 copies of her in the deck. She would be the most important card that you would want to play between turn 3 to turn 4 and would be ideal for a situation where you do not met the Generation Blast Condition for your magnum assault. Hence, ideally you would want to have the tidal assault remained on the field for pressure during the midgame combo with this card to continue swinging for perfect numbers.

Mallika also combos well with Battle Siren Sutashia, allowing her to attack for 12000 power, hence able to deal pressure and damage to the opponent's vanguard as well.




High tide sniper
His effect is:
[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):[Soul Blast (1)] When this unit attacks, if it is the third battle of that turn or more, you may pay the cost. If you do, this unit gets [Power]+10000 until end of that battle.

High tide sniper is one of the best cards to have swinging for 3 or more battle where itself as a standalone is able to drain a 10k shield from the opponent. Having it with a booster would make him a devastating 20k guard column.

High tide sniper also combos well with the starter vanguard, Officer Cadet, Andrei (Who i will mention more about him later.) and also Battle Siren, Orthia. He is such a key card during the mid game to late game onwards where he is needed to use for the final finishers and big plays involving Lambrose.




Officer Cadet, Andrei
His effect is:
[AUTO]:Forerunner (When a unit of the same clan rides this unit, you may call this unit to (RC))[ACT](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) & Put this unit to your soul] Choose another of your rear-guards, and until end of turn, it gets "[AUTO](RC)[1/Turn]:At the end of the battle that this unit attacked a vanguard, [Stand] this unit, and this unit gets [Power]+2000 until end of turn.".

His ability allows your rearguard to be a Magnum Assault which is often used as a desperate measure to have a rearguard able to hit for the 4th attack or combos with High tide sniper to attack for a 21k column perfect numbers on its own after a boosted attack.

In short Andrei combos with the following:
Andrei + High Tide Sniper = 10 shield + 15k shield(3 cards).
Andrei + 11k attacker = 5k shield + 5k shield(2 cards).

Marine General of the Wave Sword Slash, Max
His effect is:
[AUTO](VC/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)] At the end of the battle that this unit attacked a vanguard, if it is the third battle of that turn or more, you pay the cost. If you do, choose one of your rear-guards, it gets [Power]+2000 until end of turn, choose two of your rear-guards, and exchange their positions. (The state of the card does not change.)

Slash max is an awesome backup vanguard where he allows rearguards to switch positions and giving a +2000 power to one of your rearguards when he is the 3rd to attack. He is especially useful when you have a hand full of attackers which also help fix jam and dead columns. He also give 9k attackers a +2000 power boost, hence enabling them to hit for perfect number of 11000 and drain additional 5000 shield from the opponent.  He would be the best option as a backup vanguard if you can't stride.

To conclude, Aqua Force is not the clan that you want to mess with during the early game and proven to be annoying to the opponent to consistently guard 5k shield. It has a similar aggressive play style to spike brothers. So how do i exactly counter this clan? There are many options, in this case would be playing kagero, since it is in the current metagame, where they have cards such as Prowling Dragon Striken where you can prevent the early assaults from tidal assault and 9k rearguards, making you invulnerable to their early game rush strategy which forced them to stall till late game. Another counter measure may be using anti-rush cards such as the good old Berserk Dragon where you can instantly retire their biggest threats in the early game, during turns 1 to turn 3.

To my Kagero players, there is still hope and counter measure against this clan.

Signing off.
Khai



Monday, 8 December 2014

Cray Journal: Gear Chronicle

Following the start of Season 4, our dear Bushiroad has decided to release a new clan, called Gear Chronicle, which is used by our new main character, Chrono Shindou.
For those of you familiar with Greek mythology, Chronos is the personification of time in pre-Socratic philosophy. If Bushi is trying to hint something, they certainly did a good job of it.
Anyways, back to Vanguard. Gear Chronicle was the first clan to receive a new TD for Season 4. The main boss of the TD: Chrono Jet Dragon
G-TD01-002 (Sample)
[AUTO](VC): GB2(This ability is active when you have 2 or more face-up G units in your G Zone and/or VC) When this unit attacks a Vanguard, until end of that battle, this unit gets [Power}+5000, and your opponent cannot call Grade 1 or greater units to (GC).
[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 opponent's rear-guards, and put that unit at the bottom of your opponent's deck.

So this unit plays with the concept of "time", by sending rear-guards back to the deck, where they once were(in the past). The GB2 ability is pretty neat, considering by that time, the game would have shifted into late-game, and your opponent would need to guard almost every attack. 
Gear Chronicle's main mechanic focuses on sending their opponents' rear-guards back to the bottom of the deck.
Now let's look at their G unit from the TD:
Interdimensional Dragon, Mystery Flare Dragon
G-TD01-001
(G unit cannot be in your main deck)
Stride(Release it when both you and your opponent have a Grade 3 or greater Vanguard)-Stride step- [Choose 1 or more cards from your hand, with the sum of grades being 3 or greater, and discard them] Stride this face down card on your (VC) 
(When you stride, it gets the power and name from one of your hearts, and return this unit to the G Zone face-up at the end of your turn)
[AUTO](VC): [Counter Blast (4)] When this unit's attack hits a Vanguard, you may reveal the top 4 cards of your deck. If the revealed cards have 4 different grades or more, you may pay the cost. If you do, you get an additional turn. If you reveal, shuffle your deck.

Welllll ok..... This seems rather OP at first glance, but the CB4 effect is REALLY hard to pull off in actual gameplay. If you do pull it off, the "extra turn" starts off with the stand-and-draw phase, and this unit would have gone back to the G Zone. 
I'll clarify this unit's effect. For it to actually go off, you need to reveal 1 grade 1, grade 2, grade 3, and grade 0 in the top 4 cards. Assuming you run a 8-11-14 build. By the time you have enough damage to pay the cost, the grade 1s, 2s, 3s, and 0s left in the deck would be around 6-6-4-9. So that's 25 cards left in your deck. It's simple probability mathematics. Chances of pulling this off at this point in time: (6/25)(6/24)(4/23)(9/22)= 0.0042687747= ~0.427%(3 s.f.) chance
That's not even a 1 % chance!
So for those of you who think this will break the meta, think again. 

As I said before, the main mechanic of Gear Chronicle is to return your opponent's units to the bottom deck. So here's a decent deck build based on the cards released so far, and those to be released in GBT-01

4 Chrono Jet Dragon; 4 Fatewheel Dragon
4 Steam Fighter, Amber; 4 Steam Knight, Puzur Ili; 3 Relic Master Dragon
4 Steam Maiden Alulim(PG); 4 Steam Breath Dragon; 4 Apex Standing Gearwolf; 2 Steam Rider, Burnham
4 Lucky Pot Dracokid(draw); 4 Steam Maiden, Ululu(heal); 4 Steam Battler Dadashig(critical); 4 Steam Battler, Mashuda(critical)
Starter: Timepiece Dracokid
G Zone: Interdimensional Dragon, Ragnaclock Dragon; Interdimensional Dragon, Chronos Command Dragon 

In this deck, Mystery Flare Dragon is replaced by Chronos Command Dragon, simply because the chances of Mystery Flare going off is too low, and Chronos Command is more consistent by putting on more pressure when he is on the (VC).
Fatewheel Dragon is in a word, ANNOYING. While it uses alot of counterblasts, it certainly has a good reason to do so. Its main effect is a silent tom that gets a critical when attacking for just 1 counterblast. It just wastes all your negates away. So while one Vanguard has a glory effect, the other has a silent tom effect. Good job.
Steam Fighter Amber is a core unit of this deck. As said before, the main purpose of this deck is to send your opponent's rear guards to the bottom deck, and this unit does it perfectly well. If this unit is boosted and it's attacking a Vanguard, the GB1 ability will let it CB1 to send a G2 or less RG to the bottom deck. Sounds good to me.
Steam Knight Puzur Ili is another card with the silent tom effect, except you have to pay the cost of SB2 when attacking the Vanguard to activate the effect.
Relic Master Dragon is a CB2 on call or on ride to send a G2 or less RG to bottom deck. It's quite CB heavy, like many other units in the deck, and that's why there's only 3.
I know the new negate has the restriction of only being able to protect the Vanguard, but you need the unflipping more than ever
Steam Breath Dragon gains +2 grades in the hand when it is to be used for the cost of striding. You'll need this because you can't keep dropping your G3s. Its other effect is to reveal a G3 from your hand and discard 1 to search for a Chrono Jet Dragon. Such a useful card...
Apex Standing Gearwolf is a key card. Since this deck focuses so much on sending RGs to the bottom deck, why not power up because of it? This unit gains [Power]+3000 on the RC when an opponent's rear-guard is sent to bottom deck. 
Steam Rider Burnham is a 10K booster for the Vanguard, and it's a GB1 skill. Best to have this behind your Vanguard when it is at Chronos Command Dragon to make sure that thing hits.
Lucky Pot Dracokid is a draw trigger with the Margal effect. You're gonna need this to fuel your soul for all the different card abilities your deck has.
Timepiece Dracokid is a G3 searcher with no restrictions. Nuff' said.

Overall, this deck is really fun to play but really CB heavy. You have to be careful not to spam all the skills when you play this deck or your deck will become vanilla once you hit late game.
There's nothing much more to say here, so keep on Vanguarding everyone~

Signing off,
Lee Megan

Saturday, 6 December 2014

Cray Journal: Oracle Think Tank Stride~

As a huge OTT fan, I'm just sooooo happy that they FINALLY got support. It's been so long since they were supported it's hard to believe they were once considered meta. Anyways, moving on to the main point of my article, their new stride units and G-BT01 support.

Supreme Sky Battle Deity, Susanoo
G-BT01-S03-SP
[CONT](VC) Generation Break 2(This ability is active if you have 2 or more face up G units on your (VC) and/or G Zone) During your turn, if you have 4 or more cards in your hand, this unit gains [Power]+5000/[Critical]+1
[AUTO](VC): [Counter Blast (1)] During your turn, when your G unit Stride, you may pay the cost. If you do, look at the top 2 cards of your deck, search for one card, put it into your hand, and put the rest at the bottom of your deck in any order. 

Kinda lackluster for a RRR, but decent nonetheless. The GB2 ability will create a lot of pressure for your opponent. By the time you have used stride twice, it would be late game, with both opponents at 3-4 damage.
The second skill is the better part of this card. Since striding is essentially a net +/-0, this would make striding a net +1 for one counterblast. It would also let you stack your triggers at the bottom of the deck, so if you have a great memory, you will know what's coming once your stack is reached. In this sense, this card works rather well with the tsukuyomi ride chain.

Now let's look at the two G units that came out in this

Sword Deity of Divine Sound, Takemikazuchi
G-BT01-S02-SP
Stride- [Choose one or more cards from your hand with the sum of grades being 3 or greater, and discard them] Stride this face down card on  your (VC)
[ACT](VC): [Counter Blast (2) & Choose a face-down card named "Sword Deity of Divine Sound, Takemikazuchi" from your G Zone, and turn it face up] If the number of face-up cards in your G Zone is 2 or more, look at the top 4 cards of your deck, search for 2 cards, put them into your hand, and put the rest at the bottom of your deck in any order. 

Just like Susanoo, this card works really well with the Tsukuyomi chain, letting you reach your stack even faster and stacking more at the bottom. This ability is meant to be used sometime late to mid-game, to help you out of a pinch or get the desired cards into your hand.
Since the effect cost makes you turn another copy of itself face-up in the G Zone, you'll have to run an even number of these to fully utilize the effect.
But of course, you'll need another G unit in your deck to even use this card, so let's look at the other G unit released in this set:

Soaring Auspicious Beast, Qilin
G-BT01-025
Stride-  [Choose one or more cards from your hand with the sum of grades being 3 or greater, and discard them] Stride this face down card on  your (VC)
[AUTO](VC): When this unit's attack hits a Vanguard, look at 2 cards from the top of your deck, search for 1 card from among them, put it into your hand, and place the rest at the bottom of your deck in any order.

This unit is meant for early game rush. The instant both you and your opponent are at Grade 3, release this to pressure so you can build your hand early. Most people would not have a negate by that time, and would not be likely to throw a 30K shield for 2 pass at this point. This gives you even more reason to go second at the start of the game(or so I feel).
And the fact that this is only a R is so great~

Now I think I've said enough about those 2 G units, so moving on to a proper deck build:
4 Supreme Sky Battle Deity, Susanoo; 4 Goddess of the Full Moon, Tsukuyomi
4 Goddess of the Half Moon, Tsukuyomi; 4 Diviner, Shinatsuhiko; 3 Silent Tom
4 Mediator, Amenosagiri(PG); 4 Goddess of the Crescent Moon, Tsukuyomi; 3 Divine Sword, Amenomurakumo, 3 Oracle Guardian, Gemini
4 Psychic Bird(critical); 4 Battle Sister,Ginger(critical); 4 Dream Eater(draw); 4 Lozenge Magus(heal)
Starter: Godhawk, Ichibiyoshi
G Zone: 4 Sword Deity of Divine Sound, Takemikazuchi; 4 Soaring Auspicious Beast, Qilin

The G3 Tsukuyomi is here because, what better G3 to run than this? Monaka is fine too, but her effect is LB, and you don't exactly have enough G1 space to put a LB enabler. Her effect isn't exactly a finisher either, and you won't have enough G3s left to use as stride fodder.
Shintatsuhiko's name may be a mouthful, but it's nothing more than a GB1 12K whacker. Nuff' said.
Silent Tom. The silent killer. With triple drive check and a higher chance of getting triggers, why would you NOT run this?
Amenomurakumo. Another mouthful. It's a G1 with the ability to reveal a G3 and drop 1 card to search out Susanoo. This is effect is not meant to be used as it will ruin your stack. It's main effect is to drop for stride. If this unit is to be used to pay the cost for stride, it gains 2 grades, meaning you can just drop this card from your hand and stride.
I know the new negates have a restriction in that they can only defend your Vanguard. But in this deck, the CB usage is really high, and you'll need a way to unflip, and this is the only possible way. Running Lemonade(sb2, unflip 2) is not an option here as there isn't enough G1 space.
8 crit 4 draw is standard and will help maintain the large hand size OTT is known for.
Psychic Bird is a must because you'll need the 6 soul requirement if you were to accidentally ride Tsukuyomi first.
The main purpose of this deck is to draw until you reach your stack, and pull a double/triple trigger to kill your opponent instantly.

For those of you a little tight on budget, here's an alternative decklist:
4 Supreme Sky Battle Deity, Susanoo; 4 Battle Sister, Mille Feuillle
4 Diviner, Shinatsuhiko; 4 Diviner, Kuroikazuchi; 3 Battle Sister, Marshmallow
4 Mediator, Amenosagiri(PG); 4 Divine Sword, Amenomurakumo; 3 Oracle Guardian Gemini; 3 Battle Sister, Lemonade
4 Psychic Bird; 4 Battle Sister, Ginger; 4 Dream Eater; 4 Lozenge Magus
Starter: Battle Sister, Eclair

Mille Feuille is a C card with an on ride ability to CB1, SB1 to draw one card. Her GB1 ability is an ACT ability to CB2, check the top 2, take 1, and put the other at the bottom. She doesn't have much use on the Vanguard, so you can ride her first to fulfill the conditions for Marshmallow, and then use her as stride fodder once you ride into Susanoo.
Marshmallow is a pressure unit that lets you soul charge 1 and unflip 1 when her attack hits the Vanguard, and your Vanguard is a battle sister. It's a VC/RC effect, so it would be best to ride her on your G2 turn.
Kuroikazuchi is a RR. Her GB1 ability: when she is boosted, and attacking a Vanguard, you can CB1 to draw 1 card.
Psychic Bird again is a must to fuel the soul for unflipping. This build uses even more counterblasts than the previous one, so you're gonna need lemonade and the negate to unflip as many times as possible for you.
The main purpose of this deck is to filter until you have mostly triggers left in the deck. Lozenge Magus and Eclair are needed to shuffle so the triggers don't all get stuck at the bottom. If they do, by the time you reach them, you would lose by deck out.

Overall, OTT is still very fun to use, and you get to traumatize your opponents with your huge handsizes~
I really don't think I can say any more about this clan, so have fun Vanguarding everyone~

Signing off,
Lee Megan

Saturday, 9 August 2014

Cray Journal: Granblue, the strongest budget deck!!

Want to stay competitive in the current Legion meta, but have not enough money to buy a full build, expensive Legion deck? Fear not, Granblue is here to save you. The mighty pirates will cut down anyone who stands in your way, and will be easy on your wallet too. Let's look at their main boss:
BT17-018
Young Noble Pirate, Pinot Noir
[ACT](VC): Legion 20000 "Pirate Belle, Pinot Blanc" 
[AUTO](VC): [Put 3 cards from the top of your deck into the drop zone] When this unit performs Legion, you may pay the cost. If you do, choose one card from your drop zone, and call it to (RC).
[AUTO](VC): [Choose 1 of your rear-guards, and retire it] When this unit attacks a Vanguard, you may pay the cost. If you do, this unit gets [Power]+5000 until end of that battle.

 

BT17-038
Pirate Belle, Pinot Blanc 
[AUTO](Drop zone): [Counter Blast (1)] When your Vanguard performs Legion, you may pay the cost. If you do, call this card to (RC)

That's Granblue's ace unit from BT17. Not too shabby for a RR, right? The good thing about Pinot Blanc is, if you don't have her in the drop zone when you Legion, but end up milling her as part of the 3 cards from Pinot Noir's skill, you can still activate her skill. Pinot Noir's ability to retire units for additional power is very useful. You can either retire some useless G0(like Hades Steersman) or your Sea Strolling Banshee or Corrosion Dragons to spawn them later to use their skills. With more support from bt17, the options for you to retire are endless! Of course, the main problem with Pinot Noir is that his skill is a one-time thing. Which is why we have the other Granblue Legion card from BT17:

 BT17-037
Witch Doctor of the Dead Sea, Negrobolt
[ACT](VC): Legion 20000 "Dragon Undead, Ghoul Dragon"
[AUTO]((VC): [Counter Blast (1), Choose one of your rear-guards, and retire it] When this unit attacks a Vanguard, if this unit is in Legion, you may pay the cost. If you do, choose 1 card from your drop zone, and call it to (RC).
[AUTO](VC): When this unit attacks a Vanguard, if there is another unit in the center column, this unit gets [Power]+3000 until end of battle.
 BT17-039 
Dragon Undead, Ghoul Dragon
[AUTO] When this unit is placed on (RC) from your drop zone, until end of turn, this unit gets "[AUTO](RC): When this unit's attack hits a Vanguard, choose 1 of your opponent's rear-guards, and retire it" until end of turn. 

WOOOOOWWWWW... I see so many ways to abuse these 2 together. A simple way would be to attack with a rear-guard column first, then superior call Ghoul Dragon in the front row of that column. With this, you get an extra 1 attack for that turn. Even better, Ghoul Dragon would add pressure to your opponent to guard. I must say, this is really impressive, considering it's only an R.
Here's a nice, cheap decklist for you guys:

4 Pinot Noir, 4 Negrobolt
4 Pinot Blanc, 4 Ghoul Dragon, 4 Corrosion Dragon
2 Universal Negate(bt16 or later), 2 Reef Banshee(QW), 2 Deadly Nightmare, 3 Sea Strolling Banshee, 2 Arman, 2 Evil Shade

Corrosion Dragon is almost like a staple in this deck... You can either call it via Pinot Noir, or Negrobolt's skill for a nice 12k whacker.
The reason i put deadly nightmare instead of samurai spirit, is because this deck is quite counterblast heavy. The soul isn't used for anything other than the banshee, so might as well use it to spawn perfect number 16k columns right?
Sea Strolling Banshee... Lets you soul blast 1 to draw when she's called from the drop zone. With the 2 bosses listed above, need i say more?
Chief of the Deck, Arman... He gains +3k when you superior call him from the drop zone. Basically a G1 version of Corrosion Dragon, i only run 2 of this simply due to the lack of G1 space.
Evil Shade boosts your Vanguard for 10k by milling 2 at once. Sets up for Legion and puts revivables in the drop zone for you? OH HELL YES.
The universal negate can be any negate post-bt16 since it doesn't have a clan restriction. If you want, you could run Gust Jinn, but this is meant to be a budget deck. Gust Jinn is from bt02, an extinct set, and you're gonna blow a hole in your wallet trying to get 2 of him.

Now to look at the prices:
4 Pinot Noir: ~$4 each, $16 total
2 Universal Negate: ~$5 each, $10 total
2 Reef Banshee: ~$4 each, $8 total
~$5 for all CnRs.
Total: $39
 Now would ya call that cheap or what?? :D
Cheap and good, welcome the era of the Granblue Pirates!!

Signing off,
Lee Megan 

Sunday, 3 August 2014

Nubatama Legion

Well, Bushiroad's least supported clan gets support in the latest Anime Matsuri. Good for that :)
Let's take a look at their Legion units shall we?

Shura Stealth Dragon, Mantrakongou
[ACT](VC): Legion 20000 "Shura Stealth Dragon, Daranikongou"
[ACT](VC): [Counter Blast (1), and discard 1 card with the same name as a unit on your (VC)] If this unit is in Legion and your opponent has 4 or more cards in his/her hand, you may pay the cost. If you do, choose 2 cards from your opponent's hand, and bind them face down. Choose one of your opponent's rearguards, and bind it face up. During the start of your end phase, return all cards binded by this card's skill to your opponent's hand. 
[AUTO](VC): When this unit attacks a Vanguard, if there is another unit in the center column, this unit gets [Power]+3000.

Shura Stealth Dragon, Daranikongou
[AUTO](RC): When this unit attacks a Vanguard, if your Vanguard is in Legion, this unit gets [Power]+2000 and "[AUTO](RC)]: [Soul Blast (1) When this unit's attack hits a Vanguard, you may pay the cost. If you do, choose up to 2 cards from your opponent's bind zone, and place it into his/her drop zone" until end of turn.

Well, well. I kinda expected this from Bushiroad. Although Nubatama rarely gets support, when they do, it's really good. These 2 cards add on to their gimmick of playing with the opponent's bind zone very well. The Legion effect can be achieved very easily, considering most Legion decks would have large handsizes, and having very few cards in hand is kind of Nubatama's "thing".
The G2 Legion mate combos with the G3 very well for high pressure. The Legion skill would place 3 cards at maximum into your opponent's bind zone, then the G2 can attack the Vanguard to pressure your opponent to guard. If he/she doesn't guard, that's an instant -2 for him/her, which is obviously a bad thing. For even more pressure, the starter from BT13 can be placed behind the Vanguard. Here is it's skill:
Stealth Beast, Kuroko
[AUTO] Forerunner (When a unit of the same clan rides this unit, you may call this unit to  (RC))
[AUTO](RC): [Soul Blast (1)] When an attack hits a Vanguard during the battle that this unit boosted, if you have a <<Nubatama>> Vanguard, you may pay the cost. If you do, choose up to 2 cards in your opponent's bind zone, and put them into the drop zone.
By using this unit and placing it behind your Vanguard, it adds even more pressure. Even if you attack with the G2 Legion mate first and it fails to hit, this unit boosting the Vanguard's high-powered attack would add alot of pressure to your opponent to guard, or it's -2 to them instantly.
Overall, I would say I'm impressed by these 2 units, as not only do they go along with Nubatama's old gimmick, they are very pressurizing units when used correctly in a well-built deck. To help you, below is a decklist I came up with. Feel free to follow it or share your opinions in the comments :)

4 Shura Stealth Dragon, Mantrakongou; 4 Shura Stealth Dragon Kabukicongo
4 Shura Stealth Dragon, Daranikongou; 4 Stealth Dragon, Kokujou; 3 Stealth Beast, Tamahagane
4 Stealth Beast, Minjakure(pg); 4 Stealth Dragon, Dreadmaster; 4 Tempest Steath Rouge, Fuuki
2 Stealth Beast, Hagakure; 4 Stealth Dragon, Kurogane(critical); 4 Stealth Fiend, Mashiromomen(stand); 4 Stealth Fiend, Otsuzura(draw); 4 Stealth Fiend, Zashikihime(heal)
Starter: Stealth Beast, Kuroko

Kabukicongo acts as a back-up plan when your hand size goes too low, and you can't afford to use the Legion skill anymore. This way, he still pressurizes your opponent a lot with his LB4, and the help of the G2 Legion mate and Kuroko.
Kokujou is basically a staple in every Nubatama deck. Because of the cards in the bind zone, Kokujou will power up significantly when you use the Legion skill or Kabukicongo's LB4 skill. Tamahagane can be combo'ed with the Legion skill to set 4 cards in your opponent's bind zone, a nice even number for Daranikongou and Kuroko's skills to go off.
Dreadmaster is just a pressure unit for your opponent to guard, since you would very easily have less cards in your hand than him/her. Fuuki helps to build up the soul, and at the same time combos with the Legion skill to make 4 cards in the drop zone for Daranikongou and Kuroko's skills to go off later.
Hagakure is just fun to use as it makes your opponent use up his/her hand even on his/her turn, since you would very easily have less cards in hand than your opponent(unless he/she purposely decides to use up his/her whole hand on RGs, which would leave him/her quite defenseless later).
There is no other option than rainbow triggers for Nubatama, but it works well nonetheless. Stands can be used to restand pressure units on the field(like Daranikongou), criticals add to pressure on the high powered units on the field(like Kokujou), and draws help to maintain hand size at a decent level to maintain defense.

All in all, Nubatama is a very fun deck to use, but tricky as you need to know when to time your moves right. Feel free to share your opinions on these cards and the decklist in the comments below :)

Signing off,
Lee Megan

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.

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~

Thursday, 4 July 2013

Link Joker Part 2 SchwarzChild Dragon

Hey folks, This is le-jester over here. I am here to share a few Extra spoilers, decklist of the SchwarzChild Dragon build that you might want to play with link jokers.

Schwarzschild Dragon
BT12-006-RRR (Sample)
[ACT] (VC) Limit Break 4 (This ability is active if you have four or more damage):[Counter Blast (3) & Choose a card named "Schwarzschild Dragon" from your hand, and discard it] Choose up to three of your opponent's rear-guards, lock them, and this unit gets [Power]+10000/[Critical]+1 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]:[Counter Blast (1)] When this unit is placed on (VC), you may pay the cost. If you do, look at up to five cards from the top of your deck, search for up to one card named "Schwarzschild Dragon" from among them, reveal it to your opponent, put it into your hand, and shuffle your deck. [CONT]:If you have a card named "Gravity Collapse Dragon" in your soul, this unit gets [Power]+1000.

My comments on this Badass:
Whoa... Lock 3 cards. Triangle lock and ya GG.com Persona blast? Seriously? Its way too counterblast heavy. A chain ride ride for LJ. Its been time chain ride got respawned into the meta after being on hiatus and unpopular for so long.

Gravity Collapse Dragon
Gravity Collapse
[CONT](VC): When you have a card named "Gravity Ball Dragon" in your soul, this unit gets [Power]+1000.[AUTO]: When this unit rides on "Gravity Ball Dragon" and you have a card named "Micro-hole Dracokid" in soul, choose up to one of your opponent's rearguard 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)

Gravity Ball Dragon
Gravity Ball
[CONT](VC): If you have a card named "Micro-hole Dracokid" in your soul, this unit gets [Power]+1000. [AUTO]: When a grade 2 «Link Joker» other than a card named "Gravity Collapse Dragon" rides this unit, if you have a card named "Micro-hole Dracokid" in your soul, look at up to seven cards from the top of your deck, search for up to one card named "Gravity Collapse Dragon" from among them, ride it, and shuffle your deck.

Micro-hole Dracokid
Micro-Hole
[AUTO]: When a card named "Gravity Ball Dragon" rides this unit, look at up to seven cards from the top of your deck, search for up to one card named "Gravity Collapse Dragon" or "Schwarzschild Dragon" from among them, reveal it to your opponent, put it to your hand, and shuffle your deck. [AUTO]: When a «Link Joker» other than a card named "Gravity Ball Dragon" rides this unit, you may call this card to (RC).

So now we can conclude the 2 distinct build in Link Jokers
BT12 S05 SPVSBT12-006-RRR (Sample)
Here is my decklist for Schwarzchild dragon.

SVG:
1x Micro-Hole Dracokid

G0:
4x Star-vader, Vice Soldiert (Critical Trigger)
4x Star-vader, Meteor Liger (Critical Trigger)
4x Star-vader, Nebula Captor (Draw Trigger)
4x Star-vader, Stellar Garage (Heal Trigger)

G1:
4x Gravity Ball Dragon
4x Barrier Star-vader, Promethium
4x Demonic Claw Star-vader, Lanthanum
2x One Who Opens the Black Door OR Hollow Twin Blades, Binary Star

G2:
4x Gravity Collapse Dragon
4x Gamma Burst Fenrir
3x One Who Shoots Gravitational Singularities

G3:
4x Star-Vader, Infinite Zero Dragon
4x SchwarzChild Dragon

Comments on this decklist:
This deck focuses on locking your opponent consistently every turn and gain pluses via the chain ride.
Reason why I played Lanthanum is its a 9k booster when your opponent has a locked rearguard.
I also picked One Who Opens the Black Door for consistency and speed in getting the extra copy of SchwarzChild Dragon ASAP and to hasten the process.

Gravity Collapse is an effective card that locks your opponent units freely without any counterblasts. Which is the prefered card to play over a mobius breath whose condition is harder to fulfill. Fenrir for a 11k beatstick and Singularities for Further Pressure.

This deck focuses on Riding IZD as your grade 3 over SZD. As it helps to buy you time to stock up the other piece and do a devastating persona blast later on. This deck doesn't uses much counterblasts at all with exception of SZD for the "Final Turn" and the triangle lock. This deck is quite fast ya may say with the chain ride. However every chain ride has only ONE major weakness which will cause it to lose to itself which is missing the chainride.

Signing off,
 Le Jester

Sunday, 19 May 2013

Tachikaze deck review and tourney report

Hi guys, this is le jester over here. Its been like a week or so since I last update or made a new post. Today I am going to share with everyone my Tachikaze Ancient Dragon deck and give you all insights more about it after testing it for a while. Before that, I would like to introduce a new section of my blog, where i will do tournament reports.

Yew Tee Full Yen MiniMart Tournament
Participants:14
Format: Double Elimination

Round 1 vs Ancient Dragons(Mirror Match)
Match 1
Forgot what happened. I remembered i had a huge advantage and hand size with spino driver.
Match 2
Hit em hard with Tyranno legend with especial counterblast and spawn a collumn of iguanogorg to push for game.
OO

Round 2 vs OTT Soulless
Match 1
Can't remember much, but both has a huge handsize and a match that last vry long.
Match 2
I forgot how i lost.
Match 3
I happened to Outlast him and drain his hand with my extra criticals that Spino and Tyranno Legend gave me which pressured him to guard no pass all the way.
OXO

Top 8:
Round 3 vs DKV THE BLOOD
Match 1
Hit THE BLOOD with perfect number collumns and have a huge hand size of 11 cards.
Match 2
Same as match 1.
OO

Top 4:
Round 4 vs OTT Soulless
Match 1
Silent tom is so annoying. >.<
Hard to guard against CEO, no boosters to hit them hard during early game. Drawn them at late game where i do not need. Hand was all attackers. Can't guard for long and died.
Match 2
Same as match 1.
XX

Result 3rd/4th. Top 4 participants decide to share prize.

Ancient Dragons Decklist that I've used.

SVG:
Ancient Dragon, Baby Rex

Grade 3:
4x Ancient Dragon, Spino Driver
4x Ancient Dragon, Tyranno Legend

Grade 2:
4x Ancient Dragon, BeamAnkylo
4x Ancient Dragon, Deino Clawed
3x Ancient Dragon, Cryolophor

Grade 1:
4x Ancient Dragon, Parasawall
4x Ancient Dragon, Iguanagorg
3x Ancient Dragon, Tri-Plasma
3x Ancient Dragon, Gattling Allo

Grade 0:
6x draw
6x Critical
4x Heal

Now back to the discussion and FAQ About Ancient Dragons, Below are just some of the FAQ that will get you some insights on the deck.
Why more Tachis are Appearing in the meta?
It is cost effective to build. For about $80 you can build one and start eradicating those eradicators and kick ass in the metagame.

Can I use spino's breakride if I have only one rearguard and does the vanguard gain the 10k if I dont pay cost?
No.Apparently, you have to pay cost in order successfully break ride on a spino and gain its full effect.
Here is what the card has to say:
[AUTO] Limit Break 4 (This ability is active if you have four or more damage):[Choose two of your «Tachikaze» rear-guards, and retire them] When a «Tachikaze» rides this unit, you may pay the cost. If you do, draw two cards, choose one of your vanguards, and that unit gets [Power]+10000/[Critical]+1 until end of turn. [AUTO](VC):When this unit attacks, if the number of rear-guards you have is more than your opponent's, this unit gets [Power]+2000 until end of that battle. [CONT](VC/RC): Lord (If you do not have units with the same clan as this unit, this unit cannot attack.)
Therefore for the new vanguard to gain the additional power of 10k and 1 extra critical, you would need to pay its cost of retiring 2 tachikaze units. However this effect may also be a double edge sword. Use it Wisely.
One tip on countering spino, Try to retire and clear their rearguards. Spino needs to eat its rearguard and they need to retire the right rearguards at the correct timing to gain its pluses and to add the pressure.

Can I still superior call a tyranno legend if my opponent decide to retire my Baby Rex or Iguanagorg?
Yes you may superior call him.
Here is baby rex's effect:
[AUTO]: Forerunner (When another unit of the same clan rides this unit, you may call it to (RC)) [AUTO]:[Counter Blast (1)] When this unit is put into the drop zone from (RC), if you have a «Tachikaze» vanguard, you may pay the cost. If you do, search your deck for up to one card named "Ancient Dragon, Tyrannolegend", call it to (RC), and shuffle your deck.

Iguanagorg's effect:
[AUTO]:[Counter Blast (1)] When this unit is put into the drop zone from (RC), if you have a vanguard with "Ancient Dragon" in its card name, you may pay the cost. If you do, call this card to (RC).

Should I add a Sonic Noa (8k booster) to my deck?
My answer is no, It would not have synergy with tyranno legend although you can hit magic numbers if boosted with Spino Driver, it will be a Jam card on your field if you were to boost a tyranno legend.
Tyranno legend would require you to retire 3 units with "Ancient Dragon" in its name to gain the additional 10k and bonus critical when attacking. With a Sonic noa behind him, will screw up your field and cause you to do less stunts with the deck and will not let you hit for high numbers if you are not using his effect.

In conclusion, I would like to mentioned that Ancient Dragons might be one of the best answers I had against the huge wave  of eradicators as a counter measure . It has the consistency and the aggressiveness to push for game in the early game and mid game. And also last till late game and still kick ass with the bonus criticals.
It is a versatile deck to play however, It requires pure timing and set up to really pull off its effects and perform its stunts to screw your opponent up with your Spino Drivers and Tyranno Legend. Ancient Dragon is not as easy as you thought it would be as it can also be a double edged sword at times and at  times, it can give massive advantage and put massive pressure on your opponent every turn.

Meanwhile, Do stay tune and subscribe for more news and do join our marketplace if you are looking for any cards or have any burning questions to ask me.
http://www.facebook.com/groups/levanguard/

Signing Off,
Khai AKA Le Jester

Tuesday, 12 March 2013

Troll decks: Dark Irregulars Reijy

Sick of playing decks that are of the mainstream meta?
Here are some ideas on what other decks you can play to troll your opponent during tourneys.

Blade Wing Reijy
His effects are:
[CONT](VC):If the number of «Dark Irregulars» in your soul is fifteen or more, this unit gets [Critical]+2. [AUTO]:When this unit is placed on (VC), choose one of your «Dark Irregulars» rear-guards, search your deck for up to three cards with the same name as that card, put them into your soul, and shuffle your deck.

This card is indeed the best troll in the format to shut down all limit break decks. Now your opponent would want to wish they have a Limit Break 3 instead. Basically leaving your opponent at 3 damage with this card, automatically shuts down their deck mechanisms and power plays that will screw you up. By leaving at them at 3 damage, not only did it cripple them, but also pressure them to guard this card no matter what. This will also save you from the IMBA stunts of the spike brother decks and prevent major plays such as the dragger-dudley combo.
Here is a decklist on how this deck is build.
G0:
1x greedy hand
4x draw trigger
8x critical
G1:
3x March Hare of Nightmareland
4x Demon bike of witching hour
4x Yellow bolt
4x Alluring Succubus

G2:
4x Decadent Succubus
3x Emblem Master
4x Flirtatious Succubus

G3:
4x Blade wing reijy
3x Maquis of the demon world, Amon

How does it work?
How do i get my 15 soul?
Turn 1:
Ride Yellow bolt on greedy hand
BT07-019EN RR BT07-087EN C
Yellow bolt's effect:
ACT【V/R】: [Rest this unit] If you have a «Dark Irregulars» vanguard, Soul Charge (1).

Greedy hand effect:
AUTO: When another «Dark Irregulars» rides this unit, you may call this card to Rear-guard Circle. ACT【R】: [Counter Blast (1) & Put this unit into your soul] Search your deck for up to one grade 2 or less «Dark Irregulars», put it into your soul, and shuffle your deck.

Meaning, you ride yellow bolt, greedy hand move to rearguard.
Soul size = 0
Rest Yellow bolt effect.
Soul size =1
Use Greedy hand effect to move him to soul and put a grade 2 or below to soul.
Soul size =3

Turn 2:
Ride Decadent Succubus
BT03-043EN-C + PR-0019EN or BT03-024EN-R
Decadent succubus effect:
AUTO【V】: When another of your «Dark Irregulars» is placed on Rear-guard Circle, you may Soul Charge (1).

Soul size =4
Ride her as a vanguard on turn 2, call Alluring succubus and Flirtatious Succubus for a +2 soul each.
+2 +2
Soul size =8
Call demon bike behind vanguard.
Soul size =9
Call emblem master.
Soul size =10
Attack opponent vanguard with emblem master, boosted with Alluring Succubus.
Use counterblast when attack hit vanguard.
Soul size = 10 ~ 13(under perfect condtion)

Turn 3:
Ride Reijy.
Soul size=11 ~ 14
Use reijy effect to soul charge 3 demon bike.
Soul size 14 ~ 17.
Minimum soul size should be around 12~14 under worse case scenario.
Reijy at 15 soul @_@

Trolling begins at turn 4 onwards.

Saturday, 16 February 2013

BT10 deck ideas Part1

I am glad to announced that BT10 has been officially released.
Here are some deck ideas with the new supports from BT10.

Deck Idea 1: Nova Grapplers
BT10-008
SVG: Beast Deity White Tiger
G0:
4x Heal
4x Draw
8x Stand

G1:
3x Dancing Wolf
4x Beast Deity, Blank Marsh
3x Beast Deity, Herarti Destroyer
4x Twin Blader

G2:
4x Beast Deity, Hatred Chaos
4x Beast Deity, Golden Anglet
3x Street Bouncer

G3:
4x Beast Deity, Ethics Buster
4x Super Beast Deity, Iluminal Dragon

So how does this deck works?
This deck revolves around standing rearguard columns and Pressuring your opponent with Magic numbers. Reason for the grade 3 line up of Iluminal and Ethics Buster, is to Restand most of your rearguards And hit opponent with magic numbers to up to an additional 2 times this turn. Where in total,
28k vanguard (11k Iluminal dragon + 7k boost + Ethics buster)
+ 16k rearguard (7k + 9k) before re-standing
+ 16k rearguard (7k + 9k) before re-standing
+ 27k rearguard (10k + 12k + 5k trigger) after re-standing
+ 27k rearguard (10k + 12k + 5 trigger) after re-standing

Assuming opponent controls an 11k vanguard
Opponent has to guard At least
30k for no trigger pass for vanguard + 10k for rearguard + 10k for rearguard + 20k for rearguard + 20k for rearguard.
Total of 80k guard. Isn't that an OTK that Over Extends and Over Kill your opponent badly.