Card Review: Holy Dragon, Sanctuary Guard Regalia + Sanctuary Guard Guarantee
http://cardfight.wikia.com/wiki/Holy_Dragon,_Sanctuary_Guard_Regalia
Stride (Released when both players' vanguards are grade 3 or greater!)-Stride Step-[Choose one or more cards with the sum of their grades being 3 or greater from your hand, and discard them] Stride this card on your (VC) from face down.
[CONT](VC):During your turn, if you have a heart card with "Sanctuary Guard" in its card name, all of the units in your front row get [Power]+3000 for each of your grade 1 or less rear-guards.
Rejoice Sanctuary guard users: They now give you a new stride that helps you advance your "G1 matters" strategy. With this it effectively can give your front row up to +15k power, literally saint blow's effect minus the crit. Great synergy with stand triggers. Best of all it cost NO CB. This is a great addition to Saint Blow dragon as an additional stride unit in this type of deck.
Rating: 8/10.
This grants a brand new way for a sanctuary guard dragon deck to lay the beats. Granting upwards to 15K to each column for a small cost of a G3 discard is quite insane, and as a sanctuary guard deck, RP has ways to make full use of this card's effect.
http://cardfight.wikia.com/wiki/Sanctuary_Guard_Guarantee
As of this writing, only 2 G3 has Sanctuary guard in its name: Good old Sanctuary Guard Dragon and the newcomer Sanctuary Guard Guarantee. I am going to cheat on this review and also review Guarantee as well. Although Many might frown upon being a 10k base, Guarantee is still a valid attacker for this type of strategy. The CB1 +3k works in tandem with calling a 8k booster behind it to form 21k column. And as playing this deck, only your RG will cost u CB. Also once GB1 he can get a potential +15k to Vg column.
Rating: 7/10
Don't let the 10k base fool you. This card is a role player in a sanctuary guard deck. It allows you to hit 21k with 1CB and a 8k booster, which you have an abundance of in Sanctuary guard. It is also another G3 that lets you use the new stride for the archetype.
Thursday, 23 April 2015
Tuesday, 21 April 2015
Deck Profile: Seekers Anti-Meta Rush (Super Budget)
OK this was taken from one of my reddit post when I was working on it a few months ago. But it is here for your viewing benefits! I bring you my Seeker aggro rush.
Deck list:
Deck list:
Grade 0:
- 4 Self Possessed seeker, Lucius
- 8 Seeker crit
- 8 crit
Grade 1:
- 4 Good faith Seeker Cynric (+3k attacker)
- 4 Seeker of right path, Gangalen (+2k attacker VG)
- 4 Seeker, Seblmy (+3k attacker if 3 front row seeker, VG/RG)
- 4 Sky arrow bow seeker, Lunete (+3k attacker if 4 other seeker, VG/RG)
- 3 Seeker, Plume Wall Angel (QW)
- 2 Seeker, youthful mage (cb1 +1k)
Grade 2:
- 4 Endowed seeker, Vallod (10 vanilla)
- 2 Sky bow seeker, Morvi (+3k attacker if 4 other seeker, VG/RG)
- 2 Full Bloom seeker, Cerdic (12k attacker)
Grade 3:
- 1 Forthright Seeker, Egbert (Legion)
Grade 4:
- 2-8 stride units (any is fine, minimal 2)
Why play this deck:
- It hurts alot of the current meta (no stride or legion)
- Games are fast. Really fast.
- Its dirt cheap. Only real expensive stuff are QW (`$2ea) and liew if you are gonna get them.
- People expect a legion deck when they see seeker as it is their strongest push factor and may mulligan badly against a rush (not keeping some 10k shields).
Have been experimenting with this deck for awhile and have found it to be consistent enough to win majority of the games I played in my area. This is a very simple rush that that does not ride a G3 and rushes your opponent. Not riding a g3 allows you to prevent your opponent from performing legion or striding, hence blanking a good portion of their deck. A few special note about this list:
- 4 Lucius - These are here as additional 8k boosters. It serves 3 main functions. 1) greatly increase your chances of filling all your columns with 18k rows with seekers which helps against crossrides, 2) are 10k shields when used to guard unlike other g1 & 3) are seekers to trigger Lunete and Morvi 4+ seeker RG.
- 3 plume wall angel - This proves to be slightly better than PG in this deck due to hand constraints of having no draw (triggers or effects or even twin drive). Also the only other CB use is from youthful mage or end game Cerdic, which you will only use sparingly.
- This are you attackers in addition to the normal power attackers. They increase your odds of making columns on fastest possible turns. Also do note that their effects also function in the VG circle, so even your VG will be 15k for 1 pass early!
- 1 Egbert - This is a 1-of if you do draw it late game as you never want it in your opening hand. Late game however its there to push for final turn by providing a 31k+ center row +crit. Add in twin drive and also legion to shuffle back your crit triggers to sack your opponent. The 2CB cost is nothing in a deck that will never us this effect more than once ever. Never ever ride this unless it is pushing for game as your opponent will now be able to push for game also by striding or legion.
Tips:
- Guard alot and early. It gets harder to guard as the game progress, and guarding for your RG saves you the effort to replace them. There are no heals in the deck so no point having same or more damage than your opponent unless its final turn.
- Plan ahead. If you can only make 2 good columns first turn, it might be better to split into 10k/VG/10k instead of 2 16k. Triggers will screw you over, but it pressures your opponent to guard a lot more or take risk with damage check. also later on the board transition as you fill them up will be easier.
- With Lucius, try to hobo them in hand unless they are needed immediately for forming columns. They are the only few that can guard for 10k by itself, which can make a difference. If you know opponents have a crossride then use them solely for boosting and only guard with the excess.
- abuse those numbers. Ideal numbers to hit are 17k on 7k G1, 19k on G2 9k, and 16k on 11k G3. The goal is to make the -1 from riding hurt them more than you as cards are scarce during first 4-5 turns. By pushing them to dying range early you pressure them to guard with everything and slow down their offence long enough for them to not kill you.
- always hit face. Never attack the rg. Pressure them to intercept with their RG.
- Plan to force as much shields as you can. Ideally if your opponent guarded VG and you get a crit, swing with the column with crit first to force out guard (15k). Even if he don't guard and gets a heal off it, your other 16k column will still force out a 5k shield, possibility even a 10k shield that he was saving for it beforehand.
- Revengers are a bitch, especially the mordred/dragruler + blaster control. Its uphill but not unwinnable. Blaster dark abyss is a total bitch as it +1 you and threaten to kill another front row and then intercepts for 5k shields. Also many people have already dropped mordred/dragruler for raging form/phantom blaster abyss and therefore MOST of the time you rarely have to contend with 13k base.
- Novelle also provides the same issue with revengers. The fact they can gattling into cruel over their striken to set up for novelle can and will hurt you alot. However they will not get many retires as most of their hand is spent guarding early and either their hand will be greatly taxed or they are very close to dying. Save your QW for Novelle itself.
Thursday, 16 April 2015
Card Review: Meteorkaiser Tribrute
Card Review: Meteorkaiser Tribrute
http://cardfight.wikia.com/wiki/Meteokaiser,_Tribrute
http://cardfight.wikia.com/wiki/Meteokaiser,_Tribrute
Stride (Released when both players' vanguards are grade 3 or greater!)-Stride Step-[Choose one or more cards with the sum of their grades being 3 or greater from your hand, and discard them] Stride this card on your (VC) from face down.
[AUTO](VC):[Counter Blast (1)] When your rear-guard [Stand] due to an effect from one of your cards, you may pay the cost. If you do, that unit gets [Power]+2000 until end of turn, choose one of your opponent's rear-guards with [Power] less than or equal to that unit's [Power], and retire it.
First thing you realise is that its effect is very similar to previous GB-01 bosses muscle shriek and Musashi with a power based RG retire. This grants NG a option they sorely lacked: a way to retire back-row units. The bonus power allows for 9k to hit 11k VG un-assisted as well as ensure 7k G1s can either retire 9k G2 and help boost 12k attackers to next break point.
[AUTO](VC):[Counter Blast (1)] When your rear-guard [Stand] due to an effect from one of your cards, you may pay the cost. If you do, that unit gets [Power]+2000 until end of turn, choose one of your opponent's rear-guards with [Power] less than or equal to that unit's [Power], and retire it.
First thing you realise is that its effect is very similar to previous GB-01 bosses muscle shriek and Musashi with a power based RG retire. This grants NG a option they sorely lacked: a way to retire back-row units. The bonus power allows for 9k to hit 11k VG un-assisted as well as ensure 7k G1s can either retire 9k G2 and help boost 12k attackers to next break point.
The trigger requirement is 1) need to stand a unit when this is your VG 2) need CB1 when the stand triggers. This is easily achievable with G-generation NG as they can force 1 stand effect for 1CB. The real issue comes when you have to go through 2CB for a retire through a forced stand, which means this is usually a once a turn thing.
However, there are few ways to force out stand effects through effects that cost no CB.
1) Death army units: Combined with death army pawn to rest them during main phase, and bishop (1CB) and knight (on call) to restand them for cheap. This gives you time to play your unflippers and let trigger checking a G3 blow up more of your opponent's board with Guy and Lady.
2) Energy Girl: If you are not already running 4 of her in any nova deck that stride, I highly advise you do so, especially extreme battlers. She can generate +1 buffed attack just by boosting after all the stand effects, and for the low cost of using a 10k shield to boost (usually worth it if it force another attack through thats at least 10-15k guard). All without costing a single CB.
3) Combat phase unflips: 2 cards fall under this category: Starlight hedgehog and toolkit boy. Both works well in timing as you pay for tribrute ability before any of the unflip resolves. Only qualm being that hedgehog is a 8k that only triggers once, but toolkit can provide pressure in a deck that runs 12-16 stands to VG circle.
Verdict: 8/10
Overall i feel this is a good G-unit that NG should have. He probably is at most a 1-2 of in most decks to provide the retire utility. I am guessing in a devoted deck that plays around him, for example an asura deck with good g3 count and death army support, he can pretty much decimate your opponent's entire board. Overall a very Balanced effect and great utility.
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