Thursday, 5 November 2015

G-BT05 Wildrun Dragoon

Wildrun Dragoon


[AUTO]:Forerunner
[ACT](RC) Generation Break 1:[Put this unit into your soul] Your opponent chooses a card from his or her drop zone, binds it face up, and you choose up to one of your other units, and until end of turn, it gets "[CONT](VC/RC) Thunderstrike 2 (This ability is active when your opponent's bind zone has two or more cards):During your turn, this unit gets [Power]+5000.".





Not a bad FV, well at least it is better than what OTT got. It feels like Bushiroad is favoring clans more instead of balancing out what clans need to have equally strength in the stride era. Although you only give one of your unit 5k power but at least you get to bind one more card. I don't know I feel like keeping the grade 3 searcher so I can use it for striding and hopefully Narukami will get another grade 3 that we could use to improve the Narukami deck since it does have a lack of support from G-BT02 but it was actually playable when you add some old cards to the deck. I am still wondering about back up grade 3s since there aren't many choices to choose from. Well I'm actually more looking forward to play Eradicators rather than Vanquisher since Eradicators needs improvement so they could be playable.

G-BT05 Conquering Supreme Dragon, Dragonic Vanquisher "VOLTAGE"

Conquering Supreme Dragon, Dragonic Vanquisher "VOLTAGE"


[Stride]-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.

[ACT](VC)
[1/Turn]:[Choose a face down card named "Conquering Supreme Dragon, Dragonic Vanquisher "VOLTAGE"" from your G zone, and turn it face up] Until end of turn, this unit gets "[AUTO](VC):When this unit's attack hits a vanguard, your opponent chooses one of his or her rear-guards, retires it, you choose up to two cards from your opponent's drop zone, and bind them face up."and "[CONT](VC) Generation Break 3:During your turn, all of the units in your front row get [Power]+3000 for each card in your opponent's bind zone.".



I kinda want to run 4 Voltage but reading the Generation Break 3 I could only run 2 the maximum since Conquest is still good and powerful to use more than this card. This card is more of an set up rather than going with four copies. The Generation Break 3 can be deadly when you actually set it up correctly and not rushing in. I think I am running 2 copies in the deck, I don't see the point of running 4 when you have Conquest Dragon that retires and gains 10k power. That card is usually the main finisher for the Narukami deck instead of this unit. But if they manage to survive then you could use this card and if you got enough binding done then this card will be deadly. Still I kinda wish Susanoo grade 4 also got a better Generation Break skill, 2k power to all units don't do much unless you are using power units and Oracle Think Tank aren't made for power. They just made for gaining a huge hand size.

Wednesday, 4 November 2015

G-BT05 Dragon Dancer, Bernadette

Dragon Dancer, Bernadette


[AUTO](RC) Thunderstrike 2 (This ability is active when your opponent's bind zone has two or more cards):[Soul Blast (1)] When this unit boosts, you may pay the cost. If you do, until end of that battle, the boosted unit gets [Power]+3000, and "[AUTO](VC/RC):[Counter Blast (1)] When this unit's attack hits a vanguard, you may pay the cost. If you do, your opponent chooses one of his or her rear-guards, retires it, and binds that card face up.".



The new keyword for Narukami is Thunderstrike basically need opponent to have bind cards for the cards to work. Well since this card is Thunderstrike 2 I doubt you could really bind 2 cards during your early turn. You will still need to use the help of Vanquisher and other units that have Generation Break ability just to trigger Thunderstrike easily. One of the main problem I would guess is the soul, I love to use the soul and I don't think I will have any room to add any more soul blasting units. I know this is a good card since it can acts as a 9k booster as well as putting pressure against the opponents  

G-BT05 Magical Calico

Magical Calico


[AUTO]:Forerunner
[ACT](RC) Generation Break 1 Oracle (This ability is active when you have five or more cards in your hand):[Put this unit into your soul & Choose a card from your hand, and discard it] Search your deck for up to three cards, and reveal them. Your opponent chooses two cards from among them, you put the chosen cards into your drop zone, put the rest into your hand, and shuffle your deck.




The first thing I thought about this card is that it is a new Pale Moon first vanguard because of the name and the artwork. But no it is a Oracle Think Tank first vanguard with an ability erm... I think it is kinda bad.. well.. really bad. The only way I am thinking to use this card is using it in a Legion deck since those discarding really help to build up the drop zone and then Legion. Otherwise I could use the grade 3 searcher or Hahiki which isn't Oracle restricted but Generation Break restricted. I can deal with that since it could mean I could get a bigger hand size instead of losing my hand which i do not know why would you want to lose your hand anyway. 

G-BT05 Flip Croony

Flip Croony


[AUTO](VC/RC) Generation Break 1 Oracle (This ability is active when you have five or more cards in your hand):When this unit's attack hits a vanguard, look at two cards from the top of your deck, search for one card from among them, put it into your hand, and put the rest on the bottom of the deck in any order.





Another card with Oracle but this time no counterblasts which is good. If there were any counterblasts or soul blasts used I would not use this card but with a free use just Oracle restricted I might have a rethink about it. It will be hard to find a back up grade 3 for a regular Oracle Think Tank deck and I think I am stuck with this Generation Break option if I am going to update a Susanoo deck. It is good since you have the option to use this card on the vanguard or the rear guard which puts pressure for your opponent. Plus no counterblasts actually help since the new Oracle Think Tank deck might use a lot of counterblasts so this card will be quite useful when you want to try and increase your hand size.

G-BT05 Imperial Shrine Guard, Akagi

Imperial Shrine Guard, Akagi


[AUTO] Generation Break 1:[Counter Blast (1) & Soul Blast (1)] When this unit is placed on (RC), if you have a grade 3 or greater vanguard with "Susanoo" in its card name, you may pay the cost. If you do, look at two cards from the top of your deck, search for up to one card from among them, put it into your hand, put the rest on the bottom of your deck in any order, and this unit gets [Power]+2000 until end of turn.



Not much of a big fan of this card since I need room to add other units to the deck but I will still need to wait what cards they are coming for Oracle Think Tank. This card is basically like Quilin but you don't need to hit the vanguard and then it gains 2k power just for one turn. Not really much special and considering that Oracle Think Tank does use up a lot of counterblasts especially when you are focusing on Susanoo and the Stride units so adding too many of these cards could cause a problem. Oh and I forgot other units that may be in the deck if I know they are definitely in the deck and not replaceable. It is going to hard to build a completely new Oracle Think Tank deck with the new support.

G-BT05 Imperial Shrine Guard, Sumiyoshi

Imperial Shrine Guard, Sumiyoshi


[AUTO](RC) Generation Break 1 Oracle (This ability is active when you have five or more cards in your hand):[Soul Blast (1)] When this unit boosts, if you have a grade 3 or greater vanguard with "Susanoo" in its card name, you may pay the cost. If you do, this unit gets [Power]+3000 until end of that battle.





The new ability Oracle which means you need five or more cards in your hand to activate and if you don't the cards are then useless despite you have a face up stride. For me I am not a big fan of the new ability for Oracle Think Tank, if you have a slow start deck like a deck full of Generation Break, then it will be useless until you can meet the requirement. Don't forget you sometimes will have to guard or lose your best rear guard units if you want to keep Oracle. Anyway this card is very useful with Silent Tom and by adding Susanoo powering up ability thats a grand total of 22k power which makes a good finisher for Silent Tom since your opponent may use up their perfect guards from guarding against your stride units. Silent Tom is still a deadly unit even though it is an 8k beater, it can become deadly by combining the right sort of cards. 

G-BT05 Dragon-defeating Battle Deity, Kamu Susanoo

Dragon-defeating Battle Deity, Kamu Susanoo


[Stride]-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.

[ACT](VC)[1/Turn]:[Choose a face down card named "Dragon-defeating Battle Deity, Kamu Susanoo" from your G zone, and turn it face up] Until end of turn, this unit gets "[AUTO](VC):When this unit's attack hits a vanguard, look at two cards from the top of your deck, search for up to one card from among them, put it into your hand, and put the rest on the bottom of the deck in any order." and"[CONT](VC) Generation Break 3:During your turn, all of your units get [Power]+2000.".


I don't know what to say. It's basically only good for setting up Generation Break 2 skill. Well I guess I could add 2 copies to the deck like I did with the other strides deck. I don't really like how you need to hit the vanguard for the skill to work. Quilin could do that and you could save up more units for Striding. The only way we could make this card skill is by having some high power units for Oracle Think Tank so this Generation Break 3 is useful. Oracle Think Tank does use up a lot of counterblasts but only powering up only for Generation Break seems to be a bit less. Oracle Think Tank is already good with the support already, it mainly just need a grade 1 fodder, susanoo and some stride so you have a working deck. Otherwise if the new support aren't good then it will just be pointless changing the builds. Bushiroad need to come up with a better plan.

Monday, 2 November 2015

G-BT05 Heat Elemental, Juju

Heat Elemental, Juju


[AUTO]:When this unit is placed on (GC), if it is during the battle in which your opponent's grade 2 vanguard attacks, choose one of your units that is being attacked, and that unit cannot be hit until end of that battle.

[CONT]:This card is also of all clans and nations.





It's Kyuubi, and this unit feels like Cat Butler but of course it works way different than Cat Butler does. Mainly this card works against Legion decks and thats mainly it. Unfortunately it doesn't stop units like CEO Yggdrasil if you are guarding from hand. You need this unit to be call from deck if you want to stop those cards. But it's quite fun to see this card in action especially if people prefer Legion more than other units. I know some people who do especially the card shop where most people use Legion. I wonder if this card works the same as Taboo when Knuckle Buster attacks all the units but I guess we have to wait for the ruling. Although I'm not sure of running this card in the deck because the probability of encountering Legion decks these days are kinda low, but even if you do, they could be using grade 3 as mate instead of grade 2s. 

Sunday, 1 November 2015

Aqua Force (Maelstrom) Update Deck Profile


There is one combo I hate the most, Glory and this Maelstrom Break Ride. It almost guarantee you an instant win unless your opponent is lucky enough to check the heals. I just don't like cards that guarantee nearly an instant win. It doesn't really take much skills to use them unless you are bad at using the cards. Anyway I am not only posting Glory Maelstrom but also Maelstrom R as well. Maelstrom R focus on pressuring your opponent thanks to the new cards and Glory Maelstrom, well you know how it works, break ride on Maelstrom for a instant can't guard combo. You don't even need to rely on the Despina trigger plus it has more power this time because you are break riding on top. To be honest with the Glory Maelstrom deck I didn't really need to stride because of the usefulness of the units that I can do.


Lets start of by talking about this new Maelstrom break ride unit. So far we have Dragonic Overlord and Phantom Blaster Dragon for the break ride unit. No Alfred break ride unfortunately. They are missing Alfred or Majesty Lord Blaster break ride one of the main units as the three card for Dragonic Overlord and Phantom Blaster Dragon. C'mon Bushiroad we need the main one. Anyway this break ride unit have two abilities just like Phantom Blaster Dragon.


For the Limit Break, when you ride on top of this card, your vanguard gains 10k power. During your 4th wave, when this unit attacks a vanguard, you can draw one card and choose one of your opponent rear guard and retire it. Then your opponent cannot guard grade 0s from their hand. This card works excellent with Glory Maelstrom because that will mean your opponent cannot guard against the attack. Don't forget that Limit Break 5 problem is solved for Glory problem, your opponent will need to avoid the 4th damage but that's going to be hard lol.

There is another skill for this unit and it is not just a normal power up option like other break ride units. When this unit hits a vanguard, if you on wave 3rd or more you can add one Maelstrom from your deck to your hand. When you have all the combo set you could add Glory to your hand. But that's only if this unit hits a vanguard during 3rd wave or more. Still at least this vanguard will add some pressure against the opponent because if it hits, you get to add and you could use that grade 3 to discard for striding if you want. But if you got enough damage you don't need to stride.

Here is this unit, the Glory Maelstrom, then many cards decided to copy this card skill. At first using the Despina combo for this unit wasn't effective enough because you need Limit Break 5 which is also known as Ultimate Break. Now thanks to a certain unit Ultimate Break are treated as Limit Break which makes it much easier for fighters. I don't think your opponent will not attack you at 3 damage, that would be a pain to do.

When this unit attacks a vanguard, by paying one counterblast this unit gains 5k power and your opponent cannot guard with grade 1s from their hand. The key in this is guarding and if your opponent cannot guard, it makes an easy win especially now you don't have to rely on Despina. You can just use break ride skill which provide more power than just a single trigger so your opponent won't be able to intercept easily. The only way to avoid this combo is by using card skills that don't need you to guard from hand.


I don't know about combining this with break riding. It does slow things down because you are waiting instead of putting early critical pressure against your opponent. I guess the good thing is about the break riding combo is that it limits your opponent choice. But then again they don't have to guard so you only get 1 draw and 1 retiring instead of 2 draw and 2 retiring which is a risky move. 

For the Limit Break skill, by paying one counterblasts and locking one of your rest rear guard unit, when this unit attacks a vanguard if it the fourth or more battle this unit gains 5k power and +1 Critical then an additional ability. If the attack did not hit, you can retire one of your opponent rear guard unit and draw one card. This is what I like about this card better than Glory since it automatically put pressure by triggering the Limit Break skill easily.


'Rascal Sweeper' is a unit that can replace the Storm Rider if you have a Maelstrom unit on the vanguard. Look like Basil will be no more since the 10k power is kinda useless now against 11k vanguard unless someone decided to use 10k vanguard again. Although since the Maelstrom are grade 3s this card would be a little slowly than the Storm Rides but getting Maelstorm o the vanguard is very easy to do. 

This card have a once per turn ability and when this unit attacks, if you have a Maelstrom unit on the vanguard, this card gains 2k. At the end of the battle that this unit attacks a vanguard, if it is the first battle and you have a Maelstrom vanguard, you can exchange position with another unit in the same column. The current position will stay the same as they are.


This unit is like a 12k beater but that's only if you got Maelstrom on the vanguard circle. Well if you don't have Maelstrom then this card is pretty much just a normal 7k vanilla. I prefer using a 10k beater for the early rush but a 12k beater is useful for later like hitting 11k vanguard on it's own. I still think there are better replacement for this card though so you don't have to use it in the deck unless you really want to hit 11k vanguard. It only gains 2k when this unit attack, but gain a extra 3k when it is 2nd wave. 






Maelstrom R


Grade 0x17
x1 Officer Cadet, Erikk (FV)
x4 Battle Siren, Mallika (DT)
x4 Blue Storm Battle Princess, Doris (ST)
x4 Angler Soldier of the Blue Storm Fleet (ST)
x4 Medical Officer of the Blue Storm Fleet (HT) 

Grade 1 x13
x4 Blue Storm Shield, Homeros (PG)
x4 Mako Shark Soldier of the Blue Storm Fleet 
(LB Enabler)
x3 Blue Storm Marine General, Hermes 
(10k Beater)
x2 Light Signals Penguin Soldier

Grade 2 x12
x4 Blue Storm Marine General, Gregorios 
(12k Beater)
x4 Tidal Assault
x2 Blue Storm Soldier, Rascal Sweeper
x2 Blue Storm Marine General, Ianis

Grade 3 x8
x4 Blue Storm Karma Dragon, Maelstrom "Яeverse" (Limit Break)
x3 Blue Storm Marine General, Sebastian
x1 Storm Rider, Diamantes

G Zone x8
x4 Blue Storm Marshal Dragon, Admiral Maelstrom
x4 Marine General of Heavenly Silk, Lambros


Glory Maelstrom


Grade 0x17
x1 Officer Cadet, Erikk (FV)
x4 Supersonic Sailor (CT)
x4 Blue Storm Marine General, Despina (CT)
x4 Battle Siren, Mallika (DT)
x4 Medical Officer of the Blue Storm Fleet (HT) 

Grade 1 x13
x4 Blue Storm Shield, Homeros (PG)
x3 Mako Shark Soldier of the Blue Storm Fleet 
(LB Enabler)
x3 Dark Elemental, Doxic (LB5 Enabler)
xBlue Storm Battle Princess, Choralia (Promo)

Grade 2 x12
x4 Blue Storm Marine General, Gregorios 
(12k Beater)
x4 Tidal Assault
x2 Blue Storm Soldier, Rascal Sweeper
x2 Blue Storm Marine General, Ianis
Grade 3 x8
x4 Blue Storm Dragon, Maelstrom (Break Ride)
x3 Blue Storm Supreme Dragon, Glory Maelstrom (Cross Ride)
x1 Storm Rider, Diamantes

G Zone x8
x4 Blue Storm Marshal Dragon, Admiral Maelstrom
x4 Marine General of Heavenly Silk, Lambros