Saturday, 28 May 2016

Royal Paladin (Sanctuary Guard Arc) Deck Profile


At long last new support for Sanctuary Guard got released in Japanese only. I have no clue in when this will come out in English and if it does it might be big. Even I will be using Sanctuary Guard more than my Ezer deck that I have in real life because I love early rush. For those who doesn't know Sanctuary Guard is a deck that focus on powering up grade 1 or less units or using grade 1 or less units to power themselves up. Either way it actually make the full use of the grade 1s or less units we have on the field rather than grade 2s and grade 3s. I combined this deck with Garmore/Snogal combo because of speed and easier to call them out from deck since we also have grade 2 units who can call grade 2s. 

This deck will have a mixture of Limit Break and Generation Break unit which is useful in my opinion since it's good against people who couldn't ride grade 3s on the vanguard even though you have Sebreeze but thats only triggering Generation Break 1 units and nothing else. With a Limit Break unit you could do more, for Sanctuary Guard Dragon thats gaining crazy power on the vanguard circle and Sanctuary Guard Arc is a Generation Break 2 unit so activating Sebreeze won't help that card at all. I decided to go with 12 Critical build, well with the amount of deck thinning the deck does it's really not impossible pulling double or triple critical to finish off your opponents.

The new Sanctuary Guard G unit, Sanctuary Guard Imperial. This card puts pressure toward your opponents unlike Sanctuary Guard Regalia who only powers up the front row. Although I do feel like it's quite a waste wasting a good high power unit but then again if it's for triggering this card skill then it's worth the waste. It will definitely force your opponent to guard but they could guard this card instead of the rear guard. 

The skill of this card is only once per turn but become very handy for early pressure, you don't have to waste Saint Blow skill.  You can pay one counterblast to let one of your rear guard gains 3k power for each grade 1 or less rear guard you got then if that unit hits a vanguard, this unit gains 10k power and +1 critical. Well pressuring your opponent is always a good thing and forcing them to use all their best shields to block. Unlike Saint Blow which can only be used twice, this card can be used up to four times. 


Sanctuary Guard Arc the strider for Sanctuary Guard. We seen this used in the anime but the skill was not fully comfirmed. Now this card is released we could put this card to use and it is quite a useful card to use too. It works like Sanctuary Guard Dragon. The Generation Break 2 of this card is to let your grade 1 or less rear guards gains 5k bonus, and all of them gains 5k bonus, not the front row only like Regalia.

For this card striding skill it is basically the same as Sanctuary Guard Dragon second skill but with extra bonus like 3k power for the called unit and the vanguard unit. Quite handy if you ask me, I would prefer this unit on the vanguard when it comes to striding, but when it comes to non striding, I guess I'll let Sanctuary Guard Dragon to throw down the power. However Sanctuary Guard Arc have a decent Generation Break 2 skill which really brings out the deadly grade 1 units. 


Well it was either Sanctuary Guard Dragon or Sanctuary Guard Guarantee but Guarantee 10k base power really hurts when guarding attacks and plus your opponent only need to make 15k power to force you to guard with a 10k shield instead of a 5k shield. So Sanctuary Guard Dragon would a much preferable option not to mention it also have Limit Break as well as a second skill. The Limit Break skill is that this unit gains 3k power for each grade 1 or less rear guards you have on the field.

The second skill is basically similar to Sanctuary Guard Arc but instead, the skill is once per card. By discarding a card from your hand you can call a grade 1 or less unit from your deck. Usually this card works well with Limit Break enabler that enables you to activate Limit Break easily. However you don't need that card anymore since Sanctuary Guard have become more stride focus so you can focus on striding rather than triggering Limit Break early.


What I like about this card is that is very suitable for any decks as long as you have the right amount of grade 1s on the field. But this specifically designed more for Sanctuary Guard than anything else, well I still use this card in some of my decks. The requirement for this card is easy to fill, just need two or more grade 1 or less units on the rear guard circle. so Battle Song Angel can become a 9k booster and if you have a 12k beater these two cards will become 21k beater altogether. 

Not only that, this card gains an extra bonus, the power of Resist. Yes the worst thing about this deck is people wiping out those grade 1 or less rear guards, even though it is still easy to break through resist by using column retiring/lock. However this will still reduce the chances for this card being targeted by your opponent card skills and will help Sanctuary Guard keeps their powering up bonus because of this card.


Well I guess when it comes to a deck who relies on grade 1 or less rear guards, Jumpgal is heavily recommended. Well even though I said heavily recommended, you still don't have to run it. For a deck like Sanctuary Guard who can easily call tons of grade 1s to the rear guards, it won't be surprise if this card was in the way. 

Anyway, this card acts like a grade 2 when you manage to fill in the requirements. If you got two or more grade 1 or less rear guards, this card gains 5k bonus and the power to Intercept your opponent units. Of course it will be better if you run more than one copy of this card, but then again a 10k beater isn't that much effective than a 11k beater or a 12k beater who could deal damage on their own. 



Deck Recipe


Grade 0x17
x1 Jumpgal (First Vanguard)
x4 
Bringer of Good Luck, Epona (Critical)

x4 Burning Mane Lion (Critical)
x4 Knight of Flash (Critical)
x4 Yggdrasil Maiden, Elaine (Heal)

Grade 1 x15
x4 Hope Keeper (PG)
x4 Battlesong Angel
x4 Snogal
x3 Laurel Knight, Sicilus (Grade 1 Strider)

Grade 2 x10
x4 Transmigration Knight, Brede (12k Beater)
x3 Beast Knight, Garmore
x3 Starlight Violinist

Grade 3 x8
x4 Sanctuary Guard Arc (Strider)
x4 Sanctuary Guard Dragon (Limit Break)

G Zone x16
x4 Holy Dragon, Saint Blow Dragon
x4 Holy Dragon, Sanctuary Guard Regalie
x3 Holy Dragon, Sanctuary Guard Imperial
x2 Dark Element, Dizmel (G Guard)
x2 Metal Element, Scryew (G Guard)
x1 Air Element, Sebreeze


Friday, 27 May 2016

Kagero (Supreme Heavenly Emperor Dragon, Dragonic Blademaster "Taiten") Deck Profile


Guess it is kinda sad if the blog stop posting, so I am just going to post the main decks only. Found some helpers and that will reduce my workload since I don't have time to post all the decks. Lets say one thing WELCOME BACK Blademaster, after a long few sets you finally got supported with the new ability Blaze. Unfortunately even though I have Blademaster I prefer the good old Overlord deck since that what Eternal Flames was made off. Overlord! so I'm going to have to sell my Blademasters and Twilight Dragon, but hey they might sell for a high price because G-BT01 is harder to get a hold off. 

Blaze is an ability that activates at the beginning of attack step and if you got more rear guards than your opponent and your vanguard become Blaze. You only need to Blaze once to trigger the card skill and for Blademaster activating Blaze is an easy task. At first I thought the ability Blaze was awful but then it made sense for a heavy retiring deck like Blademaster who can easily trigger this new ability. Then I went totally in love with Blaze, I don't know, I still feel like selling Blademaster though since I have an Overlord deck with me. 

I found this hilarious, one day a person asked me what will this card skill will be on Skype, and I said it might get retiring and critical ability. Then next this card was revealed and I laughed lol. When I did not discuss the cost but the skill was like haha it has retiring and critical. I'm not even psychic but I guessed it since it's Bushiroad and the previous grade 4s that have been revealed for other clans grade 3 units. Then again it makes sense for Taiten to gain +1 critical because of Blademaster Generation Break 2 ability who gains +1 critical when you attack and have more rear guards than your opponent. I love that ability. 

Like I mentioned in the paragraph this card skill is basically retiring and gaining +1 critical. It has a once per turn ability which you can only use this once per turn and a generation break 2 skill. To be honest Generation break 2 does not take long anymore as long as you G guard first then you can play any Generation break 2 skill as first strider. Cards like this who gains +1 critical can really pressure your opponent during their early turn, assuming they didn't get a perfect guard already or G guard to guard with. This card is not a persona flip so you do not have to flip the same copy but I would advise to flip the first copy first time so you can at least retire a unit since this card retire units for every Taiten flipped face up in the G zone. Well the good news is you can use this up to 3 times, but it doesn't matter if this is not your finisher because some of Kagero OP strides.

Obviously the main grade 3 unit of this deck especially a retiring deck to trigger Blaze ability is Blademaster. In the past Blademaster have save me many of times because of the Generation Break 2 ability and I did not have the cost to stride. It gains 5k bonus and not only that it gains +1 critical if you got more rear guards than your opponent. For a Kagero deck the requirement is really easy to pull since they mostly retire unless you are using Overlord who stands their vanguard and attack but they still have some retiring abilities or ways to remove people RGs. 

For this card on stride ability, you pay one counterblast to retire a rear guard. Simple enough no additional bonus since thats where other Kagero unit skill kicks in. Although Kagero was known as very heavy counterblast based if it wasn't for Aetniki and Protect Orb who have been doing unflipping for Kagero so you can constantly use the skills all the time. The deck would not last long. However for this G-BT07 support, the new cards seems to power up the deck even better. 

Whats good about this ability? NO GENERATION BREAK!, REAR GUARD AND VANGUARD SKILL! and can be CONSTANTLY USE. One of the best grade 3s for a retiring deck in my opinion and hey Sutherland got an upgrade, too bad it didn't join Overlord but sided with Blademaster instead. Okay this card have two different abilities, for the first ability is constantly retiring, well if you manage to place a card in the same column as this unit and your opponent have a unit in the same column. Then again this card will shut that column because of the retiring ability as long as you don't have a unit behind this card.

The second skill was designed to make combo with the first skill, the second skill is similar to the original Sutherland how you need Reas to gain extra bonus. However this time Reas is a perfect guard and this card gains 4k power if you have Reas behind the back row of this unit meaning a constant 21k beater. My kind of liking for hitting 11k vanguards and forcing my opponents to guard with 15k shield or even a G guard. Only works if your vanguard is Blazing though which is simple to do. It's a simple 4k bonus but with a 6k booster for Reas it's really deadly and Reas can go back to your hand by paying one soul blast after it boosted so you can trigger Sutherland first skill. 

This is like the most powerful grade 2 unit we ever saw unlike the others. For Blademaster doing a full retiring is simple enough, although it doesn't have the ability Blaze so you will need cards that can trigger Blaze early. It gains 2k bonus and retiring one grade 1 or less on your opponent field. If this unit is blazing this unit gains 2k extra power for every opponent open rear guards, so if your opponent got five empty rear guards thats 10k bonus plus the 2k on top meaning 21k beater. Gotta love crazy power thats what retiring Kagero is all about. Then again other clans gain crazy power through their own methods, like Angel Feathers through damage zone, Dimension Police through Vanguard etc.

The worst part about Aetniki is that the skill can only be used once per card, once you used up Aetniki is all over for counter charging, this is why timing must need for that card to when to use it and how to use it. But not anymore, I think this card can just replace it even though it's only once per turn its still better to keep this card on the field rather than anywhere else. Not only that Nadel gains 4k bonus as well meaning this card will become a 11k booster. These only work if your vanguard is blazing though which shouldn't be a problem for Blademaster to do.



BLAZE TO GLORY!


Grade 0x17
x1 Red Pulse Dracokid (First Vanguard)
x4 Dragon Knight, Jannat (Critical)

x4 Spiritburn Dragon (Critical)
x4 Gattling Claw Dragon (Draw)
x4 Dragon Monk, Genjo (Heal)

Grade 1 x14
x4 Escort Dragon Attendant, Reas (PG)
x4 Lava Flow Dragon (Grade 1 strider)
x3 Dragon Knight, Nadel
x3 Dragon Monk Gyokuryu

Grade 2 x11
x4 Dragon Knight, Nadim
x4 Twilight Arrow Dragon
x3 Radiant Dragon

Grade 3 x8
x4 Dragonic Blademaster (Strider)
x4 Dragon Fang Chain-bullet, Sutherland

G Zone x16
x4 Supreme Heavenly Emperor Dragon, Dragonic Blademaster "Taiten"
x4 Transcendence Divine Dragon, Nouvelle Vague L’Express
x2 Flame Emperor Dragon King, Asyl Orb Dragon (G Guard)
x2 Flame Wing Steel Beast, Denial Griffin (G Guard)
x2 Flame Emperor Dragon King, Root Flare Dragon
x1 Divine Dragon Knight, Mahmud
x1 Air Element, Sebreeze


Saturday, 21 May 2016

Aqua Force - First Wave Legion!


Deck Function

I know what you're all thinking? This looks like any Aqua Force deck but with the inclusion of Tetra-Burst? HOW DARE I???

Well to make a long explanation short... Tetra-Burst on its own is highly generic and offers little to no real advantage in the present times. Yes, its one of the natural highest powered Legions out there and its a consistent 2* Critical. Currently, it's very easy to block especially since its only a ~Twin Drive~, but its main role is actually to perform Legion and shuffle the triggers back into the deck to help "Trigger" even harder with Strides the following turns.

The alternate focus of this deck is to actually use Thavas if possible, otherwise just sit on Tetra-Burst until you can no longer stride, run low on cards in the deck, or want to pressure the opponent with a guaranteed 2* Critical.

The GRADE 2 line-up is meant to accommodate for all 3 of the Vanguards, Tetra-Burst support is only good if you are in "Legion", and in present times, you want to "Stride" as much as possible! So to make up for that 4th Wave for Thavas, G-Units, and Tetra-Burst's skill I included Magnum and Tidal Assault to enable it in a generic setting. Now you're thinking why Adelaide? Well, notice how Thavas can be a potential Vanguard, and you have more chances of him NOT being the Grade 3 go to. However you have the option of Striding into Commander Thavas! This stride will enable you to make FULL use of any Thavas related cards you might have in hand. Because you can control the situation of when to stride into Thavas to make full use of his support, this allows you to make optimal rush-downs on your opponent while taking full advantage of the drawing and multi-attacking units.

As for Tetra-Burst, its support comes from the GRADE 1's. The penguin is there to help you search for extra copies of Tetra-Burst so you can stride easier, call units if you keep losing them or to ride and perform "Legion" to shuffle triggers back into the deck. Since, you can never have enough triggers! Am I right?! Wheel Assault is there to help correct columns where Magnum/Tidal Assault are not present, or you got pushed into a corner and had to resort to creating a traditional Aqua Force Column (Grade 2's and 3's). The seagull is there to help you create optimal pushes with units that may need to be called but cannot be utilized to their fullest. It helps you hit the magic numbers with weaker units providing an additional safeguard in case you had to make sub-optimal columns. Such as using Starless while using a G-Unit.

Feel free to play around with the deck list, I've gone through 4 other variations of my Tetra-Burst deck. I use Sebastian as an early game tech since he provides an insane amount of pressure if going first since its a better OG Malestrom with no cost or restriction and easier to use... I cannot believe OG Malestrom got outclassed by a common Grade 3 unit. I will also add a couple other possible lists for those that want more ideas. But I made this since Aqua Force Legion is greatly overlooked due to how bad all of them are sadly. So, I'm doing my best to create the most competitive deck for them, possible.


Thanks!

~ Navataru ~


Blue Storm Wave Dragon, Tetra-Burst


 (Sadly not a "Blue-Wave")

Decklist


GRADE 4: (16)
Guard Leader of Sky and Water, Flotia x 4 (G-Guardian)
Marine General of Heavenly Silk, Lambros x 4
Storm Dominator, Commander Thavas x 4 
Marine General of the Heavenly Scales, Tidal Bore Dragon x 2
 Marine General of Heavenly Silk, Khristos x 1
Marine General of Heavenly Silk, Aristotle x 1

GRADE 3: (8)
Blue Storm Wave Dragon, Tetra-Burst Dragon x 4 (Legion)
 One Who Surpasses the Storm, Thavas x 2
Blue Storm Marine General, Sebastian x 2

GRADE 2: (12)
Magnum Assault x 4
Blue Storm Marine General, Starless x 2 (Mate)
Tidal Assault x 4
Battle Siren, Adelaide x 2

GRADE 1: (13)
Kelpie Rider, Nikki x 3
Paschal (Perfect Guard) x 4
Penguin Soldier of the Blue Storm Fleet x 2
Wheel Assault x 2
  Dispatch Mission Seagull Soldier x 2

GRADE 0: (17)
 Bubble Edge, Dracokid x 1
Battle Siren, Mallika x 4 (Draw)
Supersonic Sailor x 4 (Critical)
Kelpie Rider, Petros x 4 (Critical)
Medical Officer of the Blue Storm Fleet x 4 (Heal)


I'm Not-Rich Version Pure Blue-Storm
GRADE 4: (16)
Guard Leader of Sky and Water, Flotia x 4 (G-Guardian)
Marine General of Heavenly Silk, Lambros x4
Marine General of the Heavenly Scales, Tidal Bore Dragon x4
 Marine General of Heavenly Silk, Khristos x2
Marine General of Heavenly Silk, Aristotle x2

GRADE 3: (8)
Blue Storm Wave Dragon, Tetra-Burst Dragon x 4 (Legion)
 One Who Surpasses the Storm, Thavas x 2
Blue Storm Marine General, Sebastian x 2


GRADE 2: (12)
Magnum Assault x 4
Blue Storm Marine General, Starless x 2 (Mate)
Battle Siren, Adelaide x 4
High Tide, Sniper x 2

GRADE 1: (13)
Kelpie Rider, Nikki x2
Paschal (Perfect Guard) x 4
Penguin Soldier of the Blue Storm Fleet x 2
Stacia x 3
  Dispatch Mission Seagull Soldier x 2

GRADE 0: (17)
 Battle Cadet, Andrei x 1
Any Trigger x 4 (Draw)
Any Trigger x 4 (Critical)
Any Trigger x 4 (Critical)
Any Trigger x 4 (Heal)
GRADE 4: (16)
Guard Leader of Sky and Water, Flotia x 4 (G-Guardian)
Marine General of Heavenly Silk, Lambros x4
Storm Dominator, Commander Thavas x 4
Marine General of the Heavenly Scales, Tidal Bore Dragon x2
 Marine General of Heavenly Silk, Khristos x1
Marine General of Heavenly Silk, Aristotle x1

GRADE 3: (8)
Blue Storm Wave Dragon, Tetra-Burst Dragon x 4 (Legion)
Blue Storm Marine General, Sebastian x4

GRADE 2: (12)
Magnum Assault x 4
Blue Storm Marine General, Starless x 2 (Mate)
Tidal Assault x 4
High Tide, Sniper/ Couple Dagger Sailor x 2

GRADE 1: (13)
Kelpie Rider, Nikki x4
Blue Storm Shield, Homerus (Perfect Guard) x 4
Stacia x 3
  Dispatch Mission Seagull Soldier x 2

GRADE 0: (17)
Bubble Edge, Dracokid x 1
Battle Siren, Mallika x 4 (Draw)
Supersonic Sailor x 4 (Critical)
Kelpie Rider, Petros x 4 (Critical)
Medical Officer of the Blue Storm Fleet x 4 (Heal)

Saturday, 30 April 2016

Back to Blogging (if preparation are done)

Sup guys! I died a little but I think I am back.

Felt weird have to go back to blogging because Facebook is a pain searching for own decks. Only be going back to blog if preparation are made. Even if I go back to blogging time schedule is too tight for me and I can only post about 4-6 decks per week unlike 2-3 decks per day. So I really need active authors who could be able to post 4-6 decks a week to, I think I need about 2 who are able to do 4-6 decks a week then if this add up we would be able to get 12-24 decks per week. I doubt we could get 24 decks a week since there are not a lot of deck building needed to get 24. but 12 decks a week is quite reasonable. 

However I'll be introducing Budget Deck Builds since I started them on the Facebook Page. More decks to post but we will have some much fun with those kind of decks, really takes out the thinking gear for what kind of cards we need instead of expensive cards. But obviously for G decks we will still need to use the main grade 3 unit but the rest of the deck will be different. However sub clan decks unless requested personally we will just go with a cheap build. 

Once CFO is released, we gonna use CFO instead of CFA. We could create a steam group there but not at the moment since the game is not release and it is still in a beta testing phase.

Don't get your hope just yet since I haven't been blogging for quite a while now and if we don't get 2 more active authors the plan will not work since I don't have time to post every single decks. Also I would prefer different timezone since card of the days are released in the middle of the night for me so I have to post them when I wake up. But if you are active then it doesn't matter about it then since activeness is what I mainly need for the blog and the workload.

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.