Friday, 7 March 2014
I guess we have a similar combo like 'Chelsea'. I have built this centering around 'Silver Thorn'. If I build this deck using a non sub archetype it is just not as effective at it is right now. So I guess I will not use the same build for this build, since BT15 cards does help to change it a little.
Grade 0 x17
x1 Silver Thorn Beast Tamer, Emile (First Vanguard)
x4 Silver Thorn, Barking Dragon (Critical)
x2 Poison Juggler (Critical)
x4 Silver Thorn Marionette, Natasha (Draw)
x2 Rainbow Magician (Draw)
x4 Silver Thorn Juggler, Nadia (Heal)
Grade 1 x14
x4 Silver Thorn Hypnos, Lydia (PG)
x4 Silver Thorn Assistant, Irina
x4 Silver Thorn Assistant, Zelma
x2 Silver Thorn Beast Tamer, Ana
Grade 2 x11
x4 Silver Thorn Beast Tamer, Maricica
x4 Silver Thorn Upright Lion
x3 Silver Thorn, Rising Dragon
Grade 3 x8
x4 Miracle Pop, Eva (Break Ride)
x4 Nightmare Doll, Carole
I basically used the 'Silver Thorn' and changed it around a little with the grade 3s and triggers. I am using the 'Upright Lion' strategy which focus around 'Upright Lion'. As well I do not need to run any stand triggers in this deck, I can just focus on Critical and Draw Triggers, since you will be moving in and out from the soul.
I am running 'Silver Thorn Beast Tamer, Emile' because you can look at the top 5 cards and search for grade 1 and grade 2 'Silver Thorn' since I do not run any in my grade 3 section. You can still spam this card skill in this deck, so I am using this card instead.
For my grade 1 units, I am running 4 'Silver Thorn Hypnos, Lydia' which is a perfect guard to protect against your opponent units. I am also running 4 'Irina' which is a special soul blaster. This card only soul charges 1 'Silver Thorn' unit from the top 2 cards of the deck. This is why I kept it mostly 'Silver Thorn' for this deck, so you can use 'Irina' skill mostly.
I am also running 4 'Silver Thorn Assistant, Zelma', because this card can let you move a 'Silver Thorn' unit in and out. Usually this card works excellent with 'Upright Lion' because you can power up 'Upright Lion' at the same time as well as calling another unit onto the rear guards. Too bad you cannot call another 'Zelma' on the rear guard or, this will be good.
I am running 2 'Silver Thorn Beast Tamer, Ana' which will need your boosted unit to hits a vanguard for the skill to work. Once it is work, you can call another 'Silver Thorn' to the rear guard and then it returns to soul during the end phase. By combining this card with 'Silver Thorn Beast Tamer, Maricica', you will be able to call 2 'Silver Thorn' unit at the same time, which is good.
For my grade 2 units, I am running 4 'Silver Thorn Beast Tamer, Maricica', this card is just to put a little bit of pressure against your opponents. When this unit hits a vanguard, you will be able to call another 'Silver Thorn' unit onto a rear guard, but then it will be return during the end phase. At least it will keep your rear guard safe. I am also running 4 'Silver Thorn Upright Lion', because this is the main combo for this deck. This card gains 3k whenever a 'Silver Thorn' unit is moved out from the soul, and since my grade 3 focus on calling them out, it will make this unit very deadly.
I am running 3 'Silver Thorn, Rising Dragon', because this unit gains 3k when this unit attacks while you got a 'Silver Thorn' unit on the vanguard. This means this card will become a 12k beater. Although this unit will only be useful for one turn, because the grade 3s are not 'Silver Thorn' units, so this card will only become just a 9k beater. It will be great to send it to soul instead then.
For my grade 3 units, I am running 4 'Miracle Pop, Eva', which is a break ride card and a soul charger when this unit attacks. So this card will help you increase the number of cards in your soul. When you break ride on top of this unit, you will be able to move 2 cards to soul and call 2 new units from soul, when the vanguard attacks. This will strengthen the column as well, if you have 'Upright Lion' it will gain more power, which is very neat.
I am also running 4 'Nightmare Doll, Carole', even though this card only use in main phase, I still think it is good enough. During the main phase you will be able to use a lot more cards than during the battle phase. So it will help to power up 'Upright Lion' even more. The skill is basically the same as 'Chelsea' but you do not have Persona Blast and you only need to use 1 counterblast which is good. So you can move any cards you do not need to soul and call 2 new units from the soul, which should be mostly 'Silver Thorn'.
I think this build does better than 'Jumping Jill' and 'Glenn' deck, even though I am not running any 'Silver Thorn' on the vanguard. Well I do not need to because it is good at it is right now. You could use 'Venus Liquier' which uses 2 especial counterblast for the deck to call out your units.
Thursday, 6 March 2014
'Maelstrom' was out a long time ago, but now they have created a 'Blue Storm' series for these cards. Only some cards require especial counterblast in this deck which is good anyway so I do not really have to focus on a full set of them. Evil Leon used this card against the Good Leon in Season 3. Both of them was fighting for the future.
Grade 0 x17
x1 Officer Cadet, Erikk (First Vanguard)
x4 Blue Storm Soldier, Missile Trooper (Critical)
x4 Blue Storm Battle Princess, Doria (Draw)
x4 Blue Storm Fleet, Angler Soldier (Stand)
x4 Blue Storm Soldier, Kitchen Sailor (Heal)
Grade 1 x14
x4 Blue Storm Battle Princess, Crysta Elizabeth
x4 Blue Storm Marine General, Hermes
x3 Emerald Shield, Paschal (PG)
x2 Patrol Swimming Jellyfish Soldier
x1 Blue Storm Guardian Dragon, Icefall Dragon (QW)
Grade 2 x11
x4 Blue Storm Marine General, Gregorious
x4 Blue Storm Marine General, Spyros
x3 Storm Rider, Basil
Grade 3 x8
x3 Blue Storm Dragon, Maelstrom
x3 Blue Storm Karma Dragon, Maelstrom "Яeverse" (Cross Ride)
x2 Storm Rider, Diamantes
There are some 'Blue Storm' cards that I did not add in this deck, because I do not think it will be needed. Anyway this deck does need to be specific in using 'Blue Storm' because there is only a few cards that uses especial counterblasts which means you could add in other cards that you need. I never wanted to keep it pure 'Blue Storm' from the first I saw these cards. I am running 1 of each triggers from the 'Blue Storm' series and I think it is the best option so far.
I am running 'Officer Cadet, Erikk' as my first vanguard because it is a grade 3 searcher. I really don't like to run 'Blue Storm Cadet, Marios' because it only search for 'Maelstrom' for the grade 3s. You can surely see that my grade 3 line up is not just 'Maelstrom' only. As well you need to pull a 3rd attack which sometimes you can't when you on the grade 2 stage. Whereas as using 'Erikk' you could get any grade 3s in your hand by paying 1 counterblast. Hopefully the grade 3s you need, I usually need 'Diamantes', to hit the vanguard.
For my grade 1 units, I am running 4 'Blue Storm Battle Princess, Crysta Elizabeth', because it is a 7k booster as well you can call out another 'Aqua Force' unit from your hand. This is only when the boosted unit hits a vanguard, and also pay 1 especial counterblast. I am also running 4 'Blue Storm Marine General, Hermes', because it becomes a 10k beater when you have a 'Blue Storm' unit on the vanguard. This card skill only works on the rear guard just like the other clans that have the same skill as this card.
I am running 3 'Emerald Shield, Paschal', because it is a perfect guard as well this deck uses a lot of counterblasts once you got everything set up. Beside I think perfect guard will secure your defenses than quintet wall. Unfortunately 'Blue Storm' do not have their own perfect guard, so I have to use this card instead. I did not want to run 2 perfect guard and 2 quintet wall in this deck because by the time I have got a quintet wall, I nearly used up all the counterblasts from 'Maelstrom "Яeverse"' and that card is too good.
I am running 2 'Patrol Swimming Jellyfish Soldier' because this deck does uses a lot of counterblasts when you use your grade 3s. This is just a unflipper to unflip any damage that have been used. You will need to do 2 soul blast for this card to work, and you do not really have any soul charging units. I found this card quite useful as well it makes the use of 'Maelstrom "Яeverse"' last longer against your opponents.
I am running 1 'Blue Storm Guardian Dragon, Icefall Dragon', because I am not really a fan of quintet wall, but it does help you not to lose a lot of hand cards from the use of perfect guards. Although that is easily gain from 'Maelstrom "Яeverse"', this is for you do not have to discard all the time if you have 3 sentinels in your hand which does happen.
For my grade 2 units, I am running 4 'Blue Storm Marine General, Gregorious' because it will become a 12k beater when you got a 'Blue Storm' on the vanguard. Which means this skill only works when it is on the rear guards just like 'Blue Storm Marine General, Hermes'. I am also running 4 'Blue Storm Marine General, Spyros' because it is good when you ride on the grade 3s. You can make this card stand again by paying 1 especial counterblast. It is very effective as you could attack the vanguard and then attack the rear guards, or attack the vanguard twice with just 'Spyros'.
I am running 3 'Storm Rider, Basil', because I want to use this card since it will let you swap the column once this unit attacks the vanguard. You do not really want to rely on 'Spyros' because it uses counterblasts, and this card is a counterblast free. I know it does not do any boosting, but it is good enough to deal early damage against your opponent.
For my grade 3 units, I am running 3 'Blue Storm Dragon, Maelstrom', because when you do Limit Break, this card gains 5k power but it will need to be on the fourth battle which is not that hard to pull. As well when it hits, you can retire a unit and draw 1 card which is very hand to increase your hand. So this will means this card will become a 16k beater as well as adding pressure to your opponent if they have 3 or less damage which I doubt in this deck.
I am also running 3 'Blue Storm Karma Dragon, Maelstrom "Яeverse"' because it is a cross ride of 'Maelstrom' as well both of these cards have similar skill but 'Reverse' is better. This card lock does not activate during the main phase it activates during the battle phase, so you can lock 1 card then and pay 1 counterblast. By doing that this unit gains 5k power and +1 critical which puts a really pressure on your opponent. Plus if this attacking unit did not hit, you can draw 1 card and retire one of your opponent rear guards.
I am running 2 'Storm Rider, Diamantes', because I do not want to just use 'Basil' which only be a 10k and that will be not enough against your opponent vanguard. 'Diamantes' is a 11k beater which helps you a little bit meaning your opponent will have to guard for their vanguard unless they are running a 13k vanguard. So you could reduce their hand a bit more rather than not reducing it already.
This deck works really well, and I do not think I will need break ride in this deck so far. It deals very early damage to your opponent making them have to guard early or they could not guard against it. It should have a possibility of beating 'Link Joker' because it does a lot of multiple of attacks than it used to with this series.
The 'Machining' series was impressive, but disappointing. They really made this deck incomplete, and I hope they will finish it in future or else this clan may left behind again. It is not as bad now because it does stop a lot of your opponent cards from standing than it used to and plus their new break ride made this clan even better. Although missing cards, means incomplete deck or I will use this clan as my main deck.
Grade 0 x17
x1 Machining Little Bee (First Vanguard)
x4 Machining Scorpio (Critical)
x4 Raider Mantis (Draw)
x4 Machining Cicada (Stand)
x4 Machining Bombyx (Heal)
Grade 1 x14
x4 Machining Black Soldier
x3 Machining Caucasus
x3 Machining Locust
x2 Paralyze Madonna (PG)
x2 Machining Ladybug (QW)
Grade 2 x11
x4 Machining Armor Beetle (Promo)
x4 Machining Tarantula
x3 Machining Papillio
Grade 3 x8
x4 Unrivaled Blade Rogue, Cyclomatooth (Break Ride)
x2 Machining Spark Hercules
x2 Machining Stag Beetle
Most of these cards are from BT15 so I guess getting the original 'Machining' won't make a difference because you will not need them in this deck. As you can see this deck is incomplete which I hate, and why they have to target 'Megacolony' as always. I am running 1 of each triggers for this deck. I don't want to run 4 Critical and 8 Stand because it just does not fit in this kind of deck. I could use 8 Critical and 4 Stand, but having 1 of each is a suitable choice to me in this deck.
I am running 'Little Bee' as my first vanguard because this card can be put to great use with 'Armor Beetle' and 'Stag Beetle'. It will help your rest 'Machining' to stand during the main phase. Usually it will go to soul from the use of 'Armor Beetle' skill. It would actually be better if they made a grade 3 searcher for this deck because I am running different types of grade 3s.
For my grade 1 units, I am running 4 'Machining Black Soldier' because it gains 3k when you have a 'Machining' on the vanguard. As well the skill only works when it is on the rear guards. Every 'Machining' in the grade 1 section only focused on using the skill on the rear guards and none of them could work on the vanguard.
I am running 3 'Caucasus' because it is only a 6k booster, but when this boosted a 'Machining' unit and it hits a vanguard. You can choose one of your opponent rear guard and they cannot stand during the next turn. This is a good booster for some pressure as well it is a counterblast free unit, unlike 'Megacolony Battler B' which does the same things. I am also running 3 'Machining Locust', because this card is like a discard and draw card, but it needs your opponent cards to be resting in order to use it.
I am running 2 'Paralyze Madonna' which is a perfect guard to protect against any high powered units. Well this deck does not usually use a lot of counterblasts because your opponent will prevent some cards to hit the vanguard, so I guess running 2 perfect guard will not do that much harm. I am also running 2 'Machining Ladybug' which is a quintet wall, so any non 'Machining' that goes to the damage zone you and use them straight away, so your next unit could uses especial counterblast easily.
For my grade 2 units, I am running 4 'Machining Armor Beetle', because it is a counterblast free for stopping one of your opponent units from standing. You will only need to move one 'Megacolony' unit to soul, for this skill to work. I am also running 4 'Machining Tarantula' which this card will require especial counterblast for the skill to work. This card puts some pressure to your opponent because when this unit hits a vanguard you can choose one of your opponent unit and they cannot stand during the next turn. Your opponent could guard or not guard against this card, but that is up to their choices.
I am running 3 'Machining Papillio', because this card is a instant skill once it is called onto a rear guard. You can choose one of your opponent unit and it cannot stand for that turn and also because it is a 8k beater, you could use 'Armor Beetle' to move this card to soul, and call another stronger unit to the rear guards. You will get 2 cards that can stop cards from standing as well as getting a powerful unit onto the rear guards.
For my grade 3 units, I am running 4 'Unrivaled Blade Rogue, Cyclomatooth', because it is the best break ride ever for 'Megacolony' deck. When your break ride this card, all your opponent unit cannot stand, and that is including the vanguard. So if they do not have anything to ride with I guess they cannot do anything then and they will not have a lot of hand left to guard against attacks.
I am running 2 'Machining Spark Hercules', because it uses 2 especial counterblast. By paying 2 especial counterblast it gains 10k and +1 critical as well as the ability to make one of your opponent unit not to stand. It is quite good but quite heavy as well since we do not have a unflipper for this deck at the moment. I am also running 2 'Machining Stag Beetle' to fill up the empty rear guards as well you will be able to use 'Little Bee' skill to make one of your unit stand and gains 3k power. You do not really need a lot of stand for this combo.
Well hopefully in future, Bushiroad should make more cards for this clan or else it will always be incomplete. They have not got support for a long time and now it got a little support. But still I guess it is good, but it might not last long until the new cards arrive.
Wednesday, 5 March 2014
Long live King Alfred! It would actually be cool if this card was a cross ride version of Alfred, because they both have similar skill. This card was used by Aichi in Season 3. He acquired this card by good Takuto lending him the strength. Well I guess this card can be like 'Alfred Early' by looking at the artwork. This is another card that uses Ultimate Break in Season 3.
Grade 0 x18
x2 Yearning Liberator, Arum (First Vanguard)
x4 Liberator of Hope, Epona (Critical)
x4 Strike Liberator (Critical)
x4 Armed Liberator, Gwydion (Draw)
x4 Nappgal Liberator (Heal)
Grade 1 x13
x4 Halo Liberator, Mark
x4 May Rain Liberator, Bruno
x4 White Rainbow Liberator, Balan
x1 Future Liberator, Llew
Grade 2 x11
x4 Blaster Blade Liberator
x4 Liberator of Royalty, Phallon
x3 Liberator, Star Rain Trumpeter
Grade 3 x8
x4 Liberator, Monarch Sanctuary Alfred
x4 Liberator of Bonds, Gancelot Zenith
I just kept it simple even though 'Liberators' have many good support for this deck. There are cards that I would like to add and some cards that I would ignore. I focused mainly on 'Blaster Blade Liberator' and 'Alfred Monarch' and it is easy to get these 2 cards combination, which I like. The main focus will be getting 5 damage and because I do not run break ride in this deck, it will be easier to use those cards. I am running 8 Critical and 4 Draw triggers.
I am running 'Arum' as my first vanguard because it works great with 'Alfred Monarch' Ultimate Break and 'Gancelot Zenith' Limit Break. So I am running 2 copies of this card because it does not need a counterblast for you to use the skill, but it does require a grade 3 on the vanguard just like 'Claudus' in 'Revengers'.
For my grade 1 units, I am running 4 'Halo Liberator, Mark', which is a perfect guard and to me I cannot use 'Quintet Wall' in this deck because of heavy counterblasts this deck uses. I am not running 'Alfred Monarch' alone, I am also running 'Gancelot Zenith' which also uses counterblasts, but it does help the deck if you are lucky in calling the right cards out which you should be. For me Quintet Wall will just be in my way in this deck, and I know people run them in their decks but not for me.
I am also running 4 'May Rain Liberator, Bruno', because this deck mainly focus on calling units from deck which puts the card into a very good use. You will be getting like a 10k or maybe more booster to boost up your units. I am also running 4 'White Rainbow Liberator, Balan', because I am running 4 'Blaster Blade Liberator' which put this card into a very good use. This card is like 'Dorint' which reduces 'Blaster Blade Liberator' counterblasts or unflip some damage to use it.
I am running 1 'Future Liberator, Llew', this is because I have focused all the main cards leaving a space with only 1 left. So I decided to choose this booster. When you have 4 or more 'Liberators' unit it gains 4k power when it boost the vanguard, making your vanguard nice and powerful. It will requires luck to get this card on the rear guards or in your hand, but it is only one card which 'Bruno' could do better.
For my grade 2 units, I am running 4 'Blaster Blade Liberator' because this card is the main focus in this deck. So you might as well have better chances to use some card skills from this card. As well it will help you retire one of your opponent front row which is needed if they are interceptors or important units. I am also running 4 'Phallon' because it is a 12k beater once it is on the rear guard which is good to deal enough damage.
I am running 3 'Liberator, Star Rain Trumpeter', this card is a recycler of 'Blaster Blade Liberator' so you will not need to worry if they are run out of the deck. By return 'Blaster Blade Liberator' to deck you will be able to call a new unit from the top of the deck to an open rear guard circle. Yes you will need open rear guard circle, if you want to call another unit as well as this unit skill work on the rear guard circle and not the vanguard. But you can return 'Blaster Blade Liberator' from the soul or drop zone which is completely up to your choice.
For my grade 3 units, I am running 4 'Liberator, Monarch Sanctuary Alfred', which is one of the main card in this deck. For it Limit Break, it is a little bit different from 'Garmore'. 'Garmore' returns card to the bottom of the deck and then call 5 top units from the deck. 'Alfred Monarch' returns unit to the top of the deck and then called them back again. It might seems pointless but it is not because at this stage you could set up the field of how you like. This also works when the cards are lock so then you will get them unlock.
You can use 'Arum' skill to place 'Blaster Blade Liberator' on top, to activate 'Alfred Monarch' Limit Break and then Ultimate Break, which is very handy. Also cards that have been called out using this skill are called at the same time, which means it makes 'Bruno' very effective. 'Bruno' will gains around 12k making it a very high booster. As well we do not forget that 'Alfred Monarch' gains 1k for each 'Gold Paladin' unit.
I am also running 4 'Liberator of Bonds, Gancelot Zenith', because this will be like a back up plan when you can't use 'Alfred Monarch'. By paying 1 counterblast you can return 1 grade 2 or less to the bottom of the deck and then call the top card from the deck and gains 10k power. Which does increase the attacking power as well as triggering 'Bruno' skill, if you got it on the rear guard.
As you can see I do not run break ride cards. This is because I do not what to choose, and so far this deck have done good without it. So I might leave it for now. Break ride is not really that important except giving an extra 10k power and extra skill that it haves.
Tuesday, 4 March 2014
I decided to make a 'Dragruler' deck. 'Dragruler' is the cross ride of 'Moldred' just like 'Gancelot Zenith'. Look like these 2 clans have their similarity in some ways but not all the time. 'Dragruler' will deals an extra damage to your opponent, and it is very good when they have 4 damage so you dealing another damage straight away without attacking. This puts pressure to your opponent as they will need to guard now. Ren use this card against Kai in Season 3.
Grade 0 x17
x1 Judgebau Revenger (First Vanguard)
x4 Grim Revenger (Critical)
x4 Revenger, Air Raid Dragon (Critical)
x4 Death Feather Eagle (Critical)
x4 Healing Revenger (Heal)
Grade 1 x14
x4 Dark Revenger, Mac Lir (PG)
x4 Barrier Troop Revenger, Dorint
x4 Sharp Point Revenger, Shadow Lancer
x2 Revenger, Dark Bond Trumpeter
Grade 2 x11
x4 Blaster Dark Revenger
x4 Nullity Revenger, Masquerade
x3 Wily Revenger, Mana
Grade 3 x8
x4 Illusionary Revenger, Mordred Phantom (Break Ride)
x4 Revenger, Dragruler Phantom (Cross Ride)
Some major differences with this build because each grades have a new unit added to it instead of an old unit. There are some card I've got no choice but to remove them so I can fit in some other cards for this deck. This deck now empty the deck more than ever which some new cards support. I wish 'Liberator' can call specific cards onto the rear guards instead of calling from top of the deck, but I guess they made this one more specific. So I am running 12 Critical because it will be easy to pull double trigger, usually draw triggers screw me up when I try and get double trigger.
I am running 'Judgebau Revenger' because you can call 2 grade 1s at rest making it easier to fill up the rear guards as well as getting more boosters out. But you will need this unit to boost a 'Phantom' unit for the skill to work and the cost of 1 counterblast. I guess that is easy to pull since your grade 3s are just 'Phantom' unit only. I am not running 'Claudus' even though my deck runs 'Blaster Dark Revenger' because 'Judgebau' does more calling especially when it targets the boosters mainly, for the front row, it can all be done by 'Moldred Phantom' when you break ride.
For my grade 1 units, I am running 4 'Dark Revenger, Mac Lir' which is a perfect guard. I really would not suggest Quintet Wall to be use in this kind of decks because of heavy counterblasts. Well not that heavy, it is just that too many cards need to use 1 counterblasts to use their skills which does not make a good use for Quintet Wall. I am also running 4 'Dorint' which is a unflipper when 'Blaster Dark Revenger' is called onto the same column. This card will let you unflip one damage when 'Blaster Dark Revenger' is called, you can use 'Blaster Dark Revenger' first or 'Dorint' since this will be up to you.
I am also running 4 'Sharp Point Revenger, Shadow Lancer' because when you discard a grade 3, you can add one 'Moldred Phantom' to your hand increasing the chances of getting break ride when it comes to your turn. This will also thins your deck with less grade 3s, so the chances of drive checking grade 3s will be lowered, so you do not get a full hand with grade 3s. This skill only works when this unit is on the rear guard and you must have a grade 3 to discard with.
I replaced 'Transient Revenger, Masquerade' with 'Shadow Lancer' because I just figure out that I should focus boosting on this stage. The attacking part can all be done with the grade 2s and 3s, so I would not worry about using 'Masquerade' for now. I know it gains 3k power when this unit attacks which become a handy 10k beater, but I do not think I have any room for this deck because I focus a lot on calling units out.
I am running 2 'Revenger, Dark Bond Trumpeter' because I still think this unit is good to use some of the cards for retiring. I know this time my triggers line up are all 10k shield but does it matter? As long you can get something to retire with, without using a huge amount of hand size will be good. You will have defenses left to protect against your opponent.
For my grade 2 units, I am running 4 'Blaster Dark Revenger' because this card will let you retire one front row by paying 2 counterblasts. At first I did not want to use this card, but then I realize, why not? So I added it to this deck, but it did cost me to take out some cards from the deck. I am also running 4 'Nullity Revenger, Masquerade', because this card will become a 12k beater when it attacks. You must have a 'Revenger' on the vanguard for this card skill to work and also this card only works during on the rear guards and not the vanguard. Still, it can be easily called out from the deck.
I am running 3 'Wily Revenger, Mana', because it does not need any counterblasts to call out grade 1 units on the same column. But then it will return to deck at during the end phase unlike 'Tarutu'. 'Tarutu' even though it is a brilliant card with 9k beater as well as calling grade 1 'Revenger' to any rear guards, it does requires 2 counterblasts. Now you do not want to use a lot of counterblasts as it already does, because you will need to save some for 'Dragruler' skill.
For my grade 3 units, I am running 4 'Illusionary Revenger, Mordred Phantom', because it is a break ride. When you break ride this card, by paying 1 counterblast, your vanguard gains 10k as well as the ability to call a 'Revenger' unit to the rear guard and gets 5k bonus until the end of the turn. Doing a continuous break ride with this card makes some strongest attacks.
I am also running 4 'Revenger, Dragruler Phantom' because it is a cross ride of 'Moldred Phantom'. By paying 2 counterblasts you will be able to deal 1 damage to your opponent without attacking. Your opponent must have 4 or less damage for this skill to work. It does not work when your opponent have 5 damage or this card will actually do pretty good in a lot of decks. As well since it is a cross ride unit, it will gains a extra 2k bonus.
I am not running 'Raging Form Dragon' in this deck, but I will love to, to add that bit of attacking and dealing damage. It seems this deck is made specifically for 'Dragruler' and not 'Raging Form' but still, I cannot find a good combination between these 2 cards and include break ride which is annoying to me. It will takes some time until I can find the good combination for adding 'Raging Form' and 'Dragruler' together.
Monday, 3 March 2014
The mighty power of 'Glendios'. The first 'Instant Win' card for Cardfight Vanguard as well as the need of playing Morikawa style. I guess this surpass the 'Dimension Police' deck where you need to drive check grade 3s, but the problem is, too many grade 3s can really stop you from doing anything. This deck is a bit different though, you can still have a lots a grade 3s and it would not affect this deck that much, except miss riding so you will need to find the perfect balance for them. This card was used by Evil Takuto against Good Takuto and Aichi in Season 3.
Grade 0 x17
x1 Star-vader, World Line Dragon (First Vanguard)
x3 Star-vader, Spark Doll (Critical)
x3 Star-vader, Weiss Soldat (Critical)
x3 Star-vader, Jailer Tail (Draw)
x3 Star-vader, Nebula Captor (Draw)
x4 Recollection Star-vader, Tellurium (Heal)
Grade 1 x11
x4 Barrier Star-vader, Promethium (PG)
x4 Star-vader, Ruin Magician
x3 Engraving Star-vader, Praseodymium
Grade 2 x9
x4 Star-vader, Magnet Hollow
x3 Star-vader, Cold Death Dragon
x2 Star-vader, Colony Maker
Grade 3 x13
x4 Star-vader, "Omega" Glendios
x2 Star-vader, Infinite Zero Dragon (Break Ride)
x2 Star-vader, "Яeverse" Cradle
x5 Other "Яeverse" cards, 1 copy each.
I've tried to make this deck simple, because by trying to adding every single card support for 'Glendios' does not help the deck a lot. Let just say 7 'Яeverse' is pretty much enough in my opinion, you can easily get them from your deck to your hand with the help of some card supports. I am running 6 Critical and 6 Draw triggers like I mostly do. This is just to hope for getting 'Яeverse' in your hand.
I am running 'World Line' as my first vanguard, because this is the card that will start of your consistency. By discarding a 'Яeverse' card you will be able to look at the top 5 cards of your deck once per turn. This will help you get the grade you need. I think 7 'Яeverse' is enough, you really do not need half of the deck to be grade 3s for this deck. You should be able to get the consistency of this deck, and also you should be able to pull triggers easily, because of searching.
For my grade 1 units, I am running 4 'Barrier Star-vader, Promethium' which is a perfect guard. It might seems too much but it is not because you are mostly running 'Link Joker' units for discarding. The 'Яeverse' units will be discarded by 'World Line' or 'Glendios', but I am only running 5 different clans which does not affect the perfect guards a lot. I am also running 4 'Star-vader, Ruin Magician', because this card will help you get back the discarded 'Яeverse' card from the drop zone up to the number of 'Яeverse' units on the rear guards. Come to think of it, that is quite a lot for the cost of one counterblast.
I am running 3 'Engraving Star-vader, Praseodymium' because this card is a unflipper. You do not have a grade 2 'Link Joker' unflipper for this deck which is quite annoying. Although this card can also unflip cards up to the amount of 'Яeverse' units you have on the rear guards, which is quite good. The only problem is this card is only a 6k booster, but I guess it does not matter in this deck.
For my grade 2 units, I am running 4 'Star-vader, Magnet Hollow', because this card will let you add a 'Яeverse' unit to your hand by paying 1 counterblast. this card is not easy to pull because you will need to hit a vanguard with this unit and some opponents will not let you do that so easily. So it depends on the playing style of the opponents.
I am running 3 'Star-vader, Cold Death Dragon', because when your opponent have a lock unit, you can call another unit from the top of your opponent deck and lock it. Because lock units cannot be replaced, they will have to choose their own units, or place it on a empty rear guard. This is the card that solve 'Glendios' main weakness which is gathering 5 rear guards to lock, but now it changed the situation. Although running 4 of this card will help you more, but it is only a 8k beater and uses 1 counterblast for that skill, so I think 4 is a bit overdoing things.
I am running 2 'Star-vader, Colony Maker', because I am running less grade 1s. This card is similar to 'Cold Death' but instead of locking, you will be able to call another grade 1 'Star-Vader' unit onto the rear guard. Which this card you can choose either 'Ruin Magician' or 'Praseodymium' to strengthen 'Glendios'. This is to make 'Glendios' to have endless use of 'Яeverse' units'. Although I am only running 2 because again this card does use 1 counterblast, and we need to save some of them up for the main finisher.
For my grade 3 units, I am running 4 'Star-vader, "Omega" Glendios', because it is to make sure you actually draw this card. It can change from a 'non Link Joker 'Яeverse'' to a 'Link Joker 'Яeverse'' and that makes it very efficient. As well with the help of 'World Line' to help you get this card to your hand. It will also make your 'Яeverse' units gains 4k, which mean they will become a 15k beater, so with boosters it make them more power. This is all happening when 'Glendios' is on the vanguard. 'Glendios' Limit Break is the all power 'Omega Lock' which cannot be undone when your opponent end phase ended. So they will need to wait 2 whole turns to finally get their cards unlock again.
'Glendios' Ultimate Break can be easily pulled because there is the right amount of cards that will help you use this Ultimate Break. There is one thing that can stop 'Glendios' Ultimate Break from happening, and that is keep you at 4 damage. If your opponent can play their cards right then 'Glendios' Ultimate Break will become useless and you will have to focus on the attacking side, which should not be a problem.
I am running 2 'Star-vader, Infinite Zero Dragon', because it is a break ride card. This card will help you lock 2 units, one from back row and one from front row to make it easier for 'Glendios'. Intentionally I was running 3 'Infinite Zero' but what is the point of just locking and then they get unlock again. So I focused my attention on 'Glendios' more because of the card skill. By combining this card and 'Glendios' skill by calling a 'Яeverse' unit to the rear guard you will be able to lock 3 units in one turn which make it less time.
This combo does require specific timing as I know it does not work all the time because of less break ride and your opponent knowledge of countering the locks. As more people get familiar with 'Glendios' the easy to counter the deck, but you do not always need to use 'Glendios' Ultimate Break. You can just focus on attacking instead, but keeping 'Omega Lock' to weaken the attacking force.
I am also running 2 'Star-vader, "Яeverse" Cradle', because it is a 'Яeverse' unit came from 'Link Joker' clan. This card can also turn any 'non Link Joker 'Яeverse'' to 'Link Joker 'Яeverse'', just like 'Glendios'. When you call the 'Яeverse' units you will be able to lock an opponent unit and then this card gains 5k power. The only difference is that ''Яeverse' units does not get 4k bonus as well as 'Omega Lock'. Well we do not need to talk about Ultimate Break because that is 'Glendios' special skill, and a very nasty one as well.
For the other 5 'Яeverse' units, they will need to be one copy each, so you can use 'Ruin Magician' and 'Praseodymium' efficiently. Only 'Cradle' can be use as many copies as you want because it is a 'Link Joker' unit to help you ride on the vanguard.
Sunday, 2 March 2014
Since I have made a "Rebirth" deck, I decided to now make 'The End' deck. The reason why is because both of these builds are different. Don't think that I am only changing "Rebirth" for 'The End'. Nop, it does not work that way to me. I think these 2 different cards have their own way of fighting and their own ways to create combo.
Grade 0 x17
x1 Red Pulse Dracokid (First Vanguard)
x4 Demonic Dragon Mage, Rakshasa (Critical)
x2 Demonic Dragon Mage, Abarara (Critical)
x4 Gattling Claw Dragon (Draw)
x2 Seal Dragon, Artpique (Draw)
x4 Dragon Dancer, Therese (Heal)
Grade 1 x14
x4 Wyvern Guard, Barri (PG)
x4 Eternal Bringer Griffin
x4 Seal Dragon, Kersey
x2 Lizard Soldier, Grom
Grade 2 x11
x4 Burning Horn Dragon
x4 Dragonic Burnout
x3 Berserk Dragon
Grade 3 x8
x4 Dragonic Overlord (Break Ride)
x4 Dragonic Overlord the End (Persona Blast) (Cross Ride)
There are some major differences between Rebirth and this deck, because this deck, you do not need to lock cards, so you do not need to focus on cards that can be used before they are lock. I can tell you one thing, I used 'Rebirth' deck and altered the changes. This time I am running 6 Critical and 6 Draw because of Persona Blast.
I am running 'Red Pulse Dracokid' as my first vanguard because the deck is using persona blast. So you might want to try at least getting 2 copies in your hand. Even if I am running 6 Critical and 6 Draw triggers, you will not always draw the cards you need, well the grade 3 options, there are only 2 choices.
For my grade 1 units, I am running 4 'Barri' because it is a perfect guard. I will not suggest Quintet Wall in this deck, just like 'Rebirth'. Reason why is because this deck uses some heavy counterblasts already. I know it is less the 'Rebirth', but still I changed some cards a little to make uses for some heavy counterblasters. I am also running 4 'Eternal Bringer Griffin' because this card will help you get get 'Dragonic Overlord Break Ride' by discarding a grade 3. As well as this card is a 7k booster which makes it quite good.
I am also running 4 'Seal Dragon, Kersey', because this card let you discard and draw when your opponent have a grade 2 on the vanguard or rear guard circle. This time I did not use Gojo, because that card need to be rest, whereas 'Kersey' does not. This is because I am not locking my own rear guards, so I will not need cards that go to rest. I will need to focus on boosting this time which this card does the job even though, you can only use this card skill once.
I am running 2 'Lizard Soldier, Grom', because of heavy counterblasts, and you might want to use some card skills over again. This will cost you 2 soul blasts though, but it should not be a problem since you have cards that can move to soul. Also you can do break rides on top to increase the number of cards in soul.
For my grade 2 units, I am running 4 'Burning Horn Dragon' because it will become a 12k beater once you have a 'Overlord' on the vanguard. It should not be hard to pull because you are only 1 turn away to use this card skill. I am also running 4 'Dragonic Burnout' to do some more retiring. I might be using a lot of soul blasts but I am not. You will need to require the perfect timing to use this card, just like 'Rebirth'. Getting the 'Overlords' to the drop zone will be easy.
I am running 3 'Berserk Dragon', because this deck does not use a lot of counterblasts until the late game. So I decided to do some more retiring even though I have 'Dragonic Burnout'. 'Dragonic Burnout' might be good to get rid off any grades one the rear guards, but we need to retire the boosters as well. 'Dragonic Overlord Break Ride' can focus on removing one front rear guard and attack the vanguard again. By the time you use these 3 card skills, you will already removed up to 3-4 rear guards depending on situation. It is a big lost to your opponent.
For my grade 3 units, I am running 4 'Dragonic Overlord' because it is a break ride card. When you break ride, you will be able to attack 1 rear guard and then stand again. So therefore you can get rid off one of their inteceptors as well as making the vanguard stand again to attack the vanguard. It does cost you 1 counterblast and 1 card to discard for this skill to work, but it should be no problem.
I am also running 4 'Dragonic Overlord the End' because it is a persona blast. Now I think combining 'Rebirth' and 'The End' together does not work as well as separately. The good thing with this persona blast is that you do not need to use it when you have 4 damage. You will need 2 counterblasts though to use Persona Blast. When you have another copy in your hand when you break ride try and attack the rear guard, if they are not guarding, so you can use this card Persona Blast to attack 3 times. You will be wiping 2 of the front row as well as getting the chance to attack the vanguard.