Monday, 1 September 2014

Bluish Flame Liberator, Prominence Glare Legion



Bluish Flame Liberator, Prominence Glare


*[ACT](VC): Legion 20000 "Liberator of Destiny, Aglovale" (If your opponent has a grade 3 or greater vanguard, only once, this unit may return four cards from your drop zone to your deck, and search your deck for the specified card, and perform Legion.)

[AUTO](VC):
[Counter Blast (1) & Choose a card with "Bluish Flame" in its card name from your hand, and discard it] When your unit is placed on (RC) from your deck, if this is in Legion, you may pay the cost. If you do, until end of turn, this unit gets [Critical]+1 and "[CONT](VC):During the battle that this unit attacks, your opponent cannot call grade 1 or greater units to (GC) from his or her hand.".

[ACT](VC):
[Counter Blast (1) & Choose one of your rear-guards, and retire it] Look at four cards from the top of your deck, search for up to one card with "Liberator" in its card name, call it to (RC), and put the rest on the bottom of your deck in any order. This ability cannot be used for the rest of that turn.*

Liberator of Destiny, Aglovale


*[AUTO](RC):When this unit attacks, if you have a vanguard with "Bluish Flame" in its card name, this unit gets [Power]+2000 until end of that battle.

[AUTO]:
[Soul Blast (1)] When this unit is placed on (RC) from your deck, you may pay the cost. If you do, look at five cards from the top of your deck, search for up to one card with "Bluish Flame" in its card name, reveal it to your opponent, put it into your hand, and shuffle your deck.*



First, they took 'Musketeers' and now it's 'Big Bang' and 'Glory Maelstrom' style, so I don't think the new 'Liberators' skill are really new. They basically used the original and changed it a little. Anyway we have some heavy skills but we have also the mate who does not need any counterblasts. The 'Liberators' will have plenty of power meaning this could be an easy victory for 'Liberators'. Mostly the high powered units can be easily stopped by perfect guards or quintet wall.

Friday, 29 August 2014

Royal Shadow (Sing Saver Abyss) Deck Profile


'Sing Saver Abyss' a deck that have been dominating through the tournaments, and I must say, it is hard to stop a vanguard that attacks 3 times with the constant 22k power and more, then with the 6 drive checks, the triggers bonus can go to the rear guards, so it is not easily stopped. 'Rebirth' is much more easier, because that unit only focus on the vanguard itself while the rear guards are locked. I decided to make my own version of 'Sing Saver Abyss', but it shouldn't be much of a different to other 'Sing Saver Abyss'.

The main unit of the deck and one of the most powerful one in the game. I guess this have overpowered a lot of restand units. What is good about this card, since Legion used up the hand very quick, it's really hard to stop multiple of restanding the vanguard, unless you using the old break ride deck where you can gain a huge hand size from specific clans. As well, this restanding the vanguard ability is not once per turn, as long you have the cost, you can use it as many times as you want. 

'Royal Shadow' have once more dominated the tournaments since the last one was 'Majesty Lord Blaster' which was a long time ago. Now the new 'Royal Shadow' uses Legion with 'Sing Saver' as the main unit. Look like 'Sing Saver' is a very popular card in 'Seekers' deck since the other 'Seekers' grade 3 units are not really useful for the deck. The only thing I would do is that not to use 'Phantom Blaster "Abyss"', skill so you could pull the easy 3 attack combination because. 'Seekers' does not have a unflipper, but even if you use 'Phantom Blaster' ability you will have to wait to pull an heal trigger to use 'Sing Saver' skill for 3 attacks.


'Revenger, Phantom Blaster "Abyss"', this card on its own is a one turn ability only if you perform Legion. So basically you will need to wait until you got the right cards to used this card ability otherwise you can perform Legion and then wait until you ride 'Sing Saver' on top to build up the soul. This unit is not really useful, if you do not use the full set of 'Revengers' to help this card.

Anyway the good part about this card is that you d not need to ride the same unit on top to make this card stand, so therefor you can power up the vanguard with triggers for the second attack and that will make it much harder for your opponent to guard against this card.


Ah, this bring backs memories, when we get to select the 'Blasters' unit from our decks. Now this card mainly target 'Phantom Blaster "Abyss"' from the deck, so you can ride it as soon as possible, because 'Phantom Blaster' must be ride first in order to make the full use of 'Sing Saver', although if you got it in your hand then you can target a 'Blaster' unit from the deck. There are other ways to fill up the soul for 'Sing Saver' but they not as efficient as this combination since it is the quickest.

Anyway unlike 'Majesty Lord' deck, you do not need too much of this unit in your deck, since it main goal specifically target one card only. Although you could add another one if you feel uneasy and might think your opponent will guard against the 'Blasters' preventing to activate this card skill.

'Mackart' is a very useful unit since this card ability only needs you to perform Legion to work, but the Legion does not need to be the same clan to work, although this unit only specific target grade 1 or below 'Revenger', for the skill, and it must be at rest. I guess this is good when you Legion with 'Phantom Blaster' on the same turn to trigger the unit skill, since you will need to be retiring 'Revengers' for the skill to stand. 

This card does not work with 'Sing Saver' since you will not be doing anything with that unit, making this unit useless if you Legion. It will only fill up the field, but you really do not want the 'Revenger' units do you? If you got 'Sing Saver' on the vanguard. You want to focus on attacking for the finisher move.



Well I guess that last scene of these two cards in a deck was in a 'Royal Shadow' deck and now here we are again using these two beaters. Now because of Shadow Paladin grade 3s have 'Blaster' in it name, it can easily trigger these two card ability. This will make the attack formation much stronger especially if 'Sing Saver' can attack 3 times in a row, but sometimes luck does not help you which can be annoying. As well if you have 'Blaster Blade Seeker' as Legion, they will also trigger these two card skill making the Legion even better.





 Deck Recipe


Grade 0x17
x1 Wingal Brave (First Vanguard)
x4 Certain Kill Seeker, Modron (Critical)
x4 Seeker, Harold Breath Dragon (Critical)
x4 Margal (Draw)
x4 Seeker, Loving Healer (Heal)

Grade 1 x15
x4 Guardian Law Seeker, Shiron (PG)
x4 Lake Maiden, Lien
x4 Knight of Friendship, Kay (10k Beater)
x2 Transient Revenger, Masquerade (10k Beater)
x1 Flail Seeker, Hasbasado

Grade 2 x13
x4 Blaster Blade Seeker (Mate)
x3 Blaster Dark Revenger "Abyss" (Mate)
x3 Battle Spirit Revenger, Mackart
x2 Blaster Blade Spirit
x1 Knight of Loyalty, Bedivere (12k Beater)

Grade 3 x5
x4 Seeker, Sing Saver Dragon (Legion)
x1 Revenger, Phantom Blaster "Abyss" (Legion)

 

Clipping Deletor, Evo Promo

Clipping Deletor, Evo


*[AUTO]:[Counter Blast (2)] When this unit is placed on (RC), if your opponent's vanguard is deleted, you may pay the cost. If you do, search your deck for up to one card with "Deletor" in its card name not named "Clipping Deletor, Evo", call it to (RC), and shuffle your deck.*






I think this is quite a heavy counterblasts seeing how it needs a special requirement. Even 'Gildas' doesn't need that heavy for a rear guard unit and it can call 'Seekers' unit. I am wondering why are 'Deletors' so heavy counterblasts, but anyway this card is a promo card, hopefully there maybe another unit you could used instead. 

Movie Booster: Light Origin Seeker, Alfred XIV Legion


Light Origin Seeker, Alfred XIV


*[ACT](VC): Legion 20000 "Blaster Blade" or "Blaster Blade Seeker" (If your opponent has a grade 3 or greater vanguard, only once, this unit may return four cards from your drop zone to your deck, and search your deck for the specified card, and perform Legion.)

[CONT](VC):During your turn, if this unit is in Legion, this unit gets [Power]+1000 for each other unit you have with "Seeker" in its card name. Then, if the number of rear-guards you have is five or more, this unit gets [Critical]+1.

[ACT](VC):[Counter Blast (2)-card with "Seeker" in its card name] Search your deck for up to one card with "Seeker" in its card name, call it to (RC), and shuffle your deck.*

Blaster Blade Seeker


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







Is it me? or there isn't anything special about the new 'Alfred' ability. It is pretty much the same as other 'Alfred' for the power up and calling units to the rear guards. They only added a critical to make it different, but that critical need five or more rear guards to work, which is quite a lot, since 'Seekers' does not fill the field as easily as 'Liberators', but I do not know since we have not see the full list yet. The only thing this 'Alfred' is different from the rest of the Legion, is that you can use 'Blaster Blade' as well as 'Blaster Blade Seeker'. Yay! the original 'Blaster Blade' got a legion.

Thursday, 28 August 2014

Genesis (Regalia of Wisdom and Courage, Brunhild) Deck Profile


I have forgotten about this card, so I decided to make a deck using the Ultimate Break unit, 'Brunhild'. The help of the new 'Regalia' units also work with a normal break ride deck rather than Legion, which is great since there are some cards that do not need Legion, so I added to this deck instead. I tried to keep the 'Regalia' build as pure as possible because there arer other 'Regalia' support even though they do not have 'Regalia' in it's name, that can help the deck to make it even better. This deck crazy draw power is very insane especially when these two unit Break Ride and Ultimate Break combined, meaning you can draw five cards at once if you manage to retire three units.


The first Ultimate Break unit for 'Genesis' clan, well I never thought 'Genesis' will have a Ultimate Break unit. This is not just any normal 'Ultimate Break' unit, it is also a Cross Break Ride unit, so now we have two abilities in one card. Well it seems 'Regalia' have another Cross Ride unit for some reason even though I think 'Minerva' is good enough, but I guess this Ultimate Break unit is not bad either, since it also have it very own uses.

For the Ultimate Break skill, you will need to pay four counterblasts and soul blast six cards, so you can retire up to three units on your opponent field, and for each one you retire, you can draw that many amount. So basically the maximum you can draw is three cards and if you combine this unit with break ride skill, you can draw two more cards making a grand total of drawing five cards in one turn, increasing your hand size. Not that 'Regalia' doesn't increase hand size already, but this increase the hand size even more.


'Regalia' break ride unit and it is perfect for 'Genesis'. By break riding on top of this unit, you can soul blast three cards and draw two cards. This unit also soul charges one card to gain an extra 1k power, but at least we need the soul charging part, the more cards it soul charges the better to activate the grade 3 units that relies on heavy soul blasting. 

This unit is the main unit for the cross ride as 'Minerva' and 'Brunhild' will gain an extra 2k bonus. So this will mean you will have a 13k vanguard, which is good for defense since you do not need to guard too much but against Legion, you will still have to guard with the same amount of shields, or maybe less since 3k does makes a different to guarding.


I don't know if you need this or not since 'Regalia' gives you plenty of draw power anyway. By paying one counterblast, this unit powers up any of your 'Regalia' unit by 5k and when the unit hits a vanguard, you can draw one card by paying an extra three soul blasts. Well I will think that this card would go very well with 'Minerva' but with 'Brunhild' I do not see this card works very well, since 'Brunhild' already gives plenty of draw power if you combined with 'Angelica'. So I do not think that this card is really needed in this type of deck, but I know this card is very handy, if you add it in other 'Regalia' decks.




Whats better with 'Regalia' is that they have these two units that can soul charge from the drop zone. It must be a miracle that they made these cards to soul charge from drop zone, but I like it. Now I have more than one way to soul charge cards to build up the soul quicker. We already know you can soul charge from hand and from deck, but this makes it even better by soul charging from the drop zone. The units must be 'Regalia' though, so this is why these two are better in a 'Regalia' deck than in any other 'Genesis' clan.



At first these beaters weren't very effective because of the lack of 'Regalia' units that can trigger these card skills, but now they are very useful for 'Regalia' since we have a full deck of 'Regalia' units. You can activate these card skills very early without waiting for grade 3 'Regalia' unit, but of course, since some of them are used for 'Legion' there are only some that can be used for a normal 'Regalia' deck.





 Deck Recipe


Grade 0x17
x1 Battle Maiden, Amenohoakari (First Vanguard)
x4 Battle Maiden, Kukurihime (Critical)
x4 Far Sight Regalia, Clear Angel (Critical)
x4 Regalia of Foredoom, Lot Angel (Draw)
x4 Regalia of Benevolence, Eir (Heal)

Grade 1 x14
x4 Goddess of Self-sacrifice, Kushinada (PG)
x4 Apple Witch, Cider
x3 Regalia of Purify, Pure Angel
x3 Ordain Owl

Grade 2 x11
x4 Regalia of Fate, Norn
x4 Goddess of Trees, Jupiter (12k Beater)
x3 Regalia of Midday, Hemera

Grade 3 x8
x3 Regalia of Wisdom, Angelica (Break Ride)
x3 Regalia of Wisdom and Courage, Brunhild (Cross Ride)
x2 Omniscience Regalia, Minerva (Cross Ride)

 

Contract Seeker, Menprius

Contract Seeker, Menprius


*[AUTO](VC/RC):[Counter Blast (1)] When this unit's attack hits a vanguard, 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 grade 3 or greater card from among them, reveal it to your opponent, put it into your hand, and shuffle your deck.*




It was about time that 'Royal Paladin' get their very first grade 3 searcher. I have been waiting for this moment right from the start where most of the clan, got their own grade 3 searcher. Now I can use this unit on a normal 'Royal Paladin' deck since there are lack of choices to choose from. Anyway about this artwork reminds me of the 90s anime, I don't know who design this but that artwork amazed me.

Wednesday, 27 August 2014

Acquirer Deletor, Igor

Acquirer Deletor, Igor


*[AUTO]: Forerunner (When a unit of the same clan rides this unit, you may call this unit to (RC))

[AUTO](RC):
[Put this unit into your soul] When your opponent's vanguard is deleted, you may pay the cost. If you do, draw a card, choose a card from your damage zone, and turn it face up*






Link Joker very first unflipper and it is for the 'Deletors'. Could 'Deletors' really change the way 'Link Joker' are at the moment? Well we have to find out what the rest of the trial deck have in store for us. It is amazing that how these forerunners are beginning to get into the trial decks, but since it is the trial deck these forerunner will not be the best. Even though I think this is one of the best forerunner for the trial deck, since you can unflip a damage and draw at the same time. I am kinda guessing that 'Deletors' are very heavy counterblasts, so this is why they definitely need unflippers.