Friday 27 November 2015

Voltage OP: Final Turn?

So this shit happened recently on CFA.


  • Opponent: Playing Claret Sword. At 4 damage, 3 pg used, 8 hand. Has 11 bind cards on screenshot.

  • Vanquisher: At 5 damage, just strided and use voltage. Front row got a whooping 33k.

  • Left side is Desert Gunner Shouran (+3k when a card is bind) just saw 4 cards bind this turn (1 from stride over vanquisher,triggered 2 chain bolt dragoon's skill, 1 wildrun dragoon). 

  • A chain bolt pumped chatura, the 2nd one pumped red river dragoon.

  • Chatura get wildrun's 5k. I didn't do the math right, but after the game realized chatura is suppose to be 51k instead. Math is really hard.

  • Had 2 stands and 2 crit left in the deck.

  • Hitting with chatura will buff everything in front row by another 3k

  • Hitting with voltage will buff everything by 6k.


Opponent was a good sport and didn't ragequit immediately. Props to him.

Wednesday 21 October 2015

Budget Deck Profile: Genesis Witches


Today I will preview one of my more favored cheaper deck. While it is nothing too flashy in terms of mechanics, it is very streamline (beat with columns) and its full of our cute and lovely witches from genesis, here's the list:

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Mahou Majo Columns

Grade 0: 17
1 Koroha (FVG)
4 Shiroma (crit)
4 Kukurihime (crit)
4 Lemonccino (crit)
4 Laurier (heal)

Grade 1: 13
4 Framboise (PG)
4 Melissa (CB1 call when SB)
3 Thyme (on call mill 3, 1 to soul)
2 Skoll (stride fodder)

Grade 2: 12
4 Chicory (12k attacker, mate)
4 Jasmine (SC3 12k attacker, mate)
4 Cardamon (CB1 call when SB +2k)

Grade 3: 8
4 Mint (Finisher)
4 Fennel (Main Ride)

Grade 4: 8
3 Doom brace (Your main stride)
1 Madew (fetch grade 3 from drop)
2 Varnagandr (Situation stride)
1 Blizza
1 Dione



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How to play this deck

The deck has a few focus, each helping the other somewhat:

  • Soul Chaining by looping Doom Brace SB3 and SC3 if 5 or less soul
  • Pushing 21k RG columns (Doom Brace, Mint, +3k with 12k attackers)
  • Legion returning triggers after thinning the deck for trigger density
  • Fennel Loop late game by shuffling back Fennel, Jasmine and 2 Heals once deck reaches 6-7 cards
Soul Chaining

Your main objective is to "chaining" through your deck to reach a reasonably low deck count while still pushing opponent every turn for damage. This deck aims to "soul Chain" through Doom Brace till the deck is thin, and then legion back triggers for high trigger density. That means you will try to maintain around 3-5 soul for Doom Brace every turn till you either need to Varnagandr or Mint's legion skill, which allows Doom brace will SC 3 every time you stride. This means at least 7 cards per turn will be removed from your deck (draw phase, sc3, triple drive) and you will reach the goal within 3-4 turns of striding.

Fennel Looping

This occurs when you have only 6-7 cards left in your deck. When this occurs you can permanently loop Fennel repeatably by shuffling back 2 heal, another Fennel and Jasmine to legion with. And after the attack, use Fennel's legion skill to SB the legion pair +1 card and search your top 5 for up to 2 witches, in which case we will just take a Fennel and add it to hand, to repeat this loop. Do note that this is a last resort tactics and cannot be repeated a lot of times unless you have an abundance of soul left (each loop cost 3 soul, 1 card + the legion you ride over). 

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Card Breakdown
I am just a messenger...of your
DOOM
This deck is basically a Doom brace deck in a witch engine. Doom Brace is you main damage pusher by providing 21k RG columns each turn and letting you build field through Cardamon and Melissa calling. Its not easy to guard multiple 21-26k RG columns and a 26k stride every turn, specially in a 12 critical deck.

Typical Game Sequence:
  1. Ride Fennel. CB1 to SC3.
  2. Stride Doom Brace.
  3. Call a RG so that each column has at least 1 RG.
  4. Doom Brace SB3 to pump both columns. SC3 due to only having 2 souls left.
  5. Call any Melissa or cardamon you SC.
  6. Swing with stride, triggers to your 21k+ RG columns.
Framboise and her are BFFs
Fennel is your ideal main ride and by herself she grants you the 3 soul required to start the "soul chaining". She is also your recovery legion as she can help build hand size to survive big turns through her legion skill by adding 2 witches from your top 5 to hand (only Skoll and Kukurihime can't be taken with her effect), sometimes getting that one PG you really need. You can also infinitely loop Fennel when you are at your last 7 cards due to how you can take a fennel you legion back and SB the previous legion pair every time, allowing you to keep looping, so long as you can survive guarding by looping back all your heal triggers. Her mate Jasmine is our 2nd set of 12k beater and like Fennel, helps us to SC3 to start the set up or help pay for bigger effects (Mint or Vanagandr).

These 2 are a god send for this deck. They help to get Melissa and Cardamon to the soul while also filling drop zone for legion. Shiroma is also a self-recycling trigger replaces itself, which makes the legion process much easier should you need to legion early. They add 1 card to the soul without needing GB or legion should you need to fix the soul before either (either from 2 to 3, or 5 to 6). Ideally try not to use their effects if it push you to 6+ souls as it prevents Doom Brace from soul looping, and only if you direly need to fish for Cardamon/Melissa or need the 3rd soul if you miss Fennel/Jasmine.
The deck gains its card advantage through SB effects, either through Fennel or Cardamon and Melissa. Shiroma is technically a wash, but can help you try to fix your soul count while sometimes letting you put either Cardamon or Melissa in the soul while cycling itself and helping early legion. You ideally want to ride Melissa and Cardamon as VG so they are guaranteed in the soul to be used and your other units are better used as RG. Do note that Cardamon allows some big plays through Koroha and Kukurihime as she is 11k when called from soul, making any 7k booster and her into a 21k column.
I am RNG-sus; hear me roar
Vanagrandr does not guarantee 21k columns, but he is special as he can help dig for multiple triggers and cards you need. He can also set up for surviving by leaving a heal trigger as the 4th card, which is useful sometimes. Unfortunately since the deck does not try to reach 6 soul consistently, I only opted to run 1 pair. Also not that you can possibly generate multiple attacks if there are a few Cardamon in the soul. Genesis has never really have consistent drive checks due to the rapid soul charging, but Vanagrandr gives you a shot at changing that fate.
She's strong, cute, and straight to the point about the beat down
Mint's legion is another push turn as we are reaching the end of our deck and cannot afford another Doom Brace. She will shuffle back our triggers, and grant us a 37k VG column (which rivals most strides) with boost and 21k Column. With a thin deck and high trigger density these columns can and are usually lethal. Like Vanagrandr she also can generate multiple attacks through Cardamon/Melissa, although they will be 16k/12k each instead of just 11k/7k.
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Variations
Skoll and Thyme are the only units main deck that can be tinkered with as everything else has a role to play. You can opt to run Bellini(10k attacker) instead of Skoll for more early game and more backup attackers, but this deck is more lacking of boosters than attackers. Last option is Hati, which allows us to always generate 21k columns or even 26k column (Doom Brace turn) every turn if you have 11k+ unit in front of it. Of the 3 Hati fits best into the game plan of "huge columns every turn", but as Genesis is already SC rapidly at times, I prefer the added consistency that Skoll gives, but Hati would be a close 2nd of cards I would try to run.


For starter wise 2 other options stand out: Leyding and Pray Angel. Cinnamon, while being a witch unit, doesn't help our cause (we want to stay around 5 soul) and we cannot time her effect to our needs unlike Koroha. Leyding can replace itself for a proper unit, but only after striding, which leaves him vulnerable to early retires. Pray angel has similar issues as Leyding, but can give us the burst soul count should we are forced to legion a lot (easily from 2 to 6 soul) and do not have CB to spare for Fennel/Mint/Jasmine. I much prefer running Koroha because I will call starter to rearguard column regardless to have at least 1 unit in column for Doom Brace, and always boost 12k attackers with her. She can also make 21k columns outside of Doom Brace turns, and can be used early if you are afraid she gets retired early by Gatling Claw. All are decent choice and are playable, so pick which you prefer.

Alternative List

Grade 0: 17
1 Leyding (FVG)
4 Shiroma (crit)
4 Kukurihime (crit)
4 Lemonccino (crit)
4 Laurier (heal)

Grade 1: 13
4 Framboise (PG)
4 Melissa (CB1 call when SB)
4 Hati (+ power on SB)
1 Skoll (stride fodder)

Grade 2: 12
4 Chicory (12k attacker, mate)
4 Jasmine (SC3 12k attacker, mate)
4 Cardamon (CB1 call when SB +2k)

Grade 3: 8
4 Mint (Finisher)
4 Fennel (Main Ride)

Grade 4: 8
4 Doom brace (Your main stride)
1 Madew (fetch grade 3 from drop)
2 Varnagandr (Situation stride)
1 Blizza

Monday 5 October 2015

Card Review: Excelis Messiah

Yes, I is beautiful and we all know it...
So today we have the full previewed effect of Excelics Messiah. And here is the GR in its full glory:
Savior of all things...except LJ wallets
[AUTO](VC):[Counter Blast (1) & Choose a face down card named "Genesis Dragon, Amnesty Messiah" from your G zone, and turn it face up] When this unit attacks a vanguard, if you have a face up card named "Genesis Dragon, Amnesty Messiah" in your G zone, you may pay the cost. If you do, choose any number of locked cards, and unlock them. All of your units unlocked with this effect get [Power]+3000 until end of turn. Retire all of your opponent's units unlocked with this effect. If the number of units unlocked with this effect is three or more, this unit gets [Critical]+1 until end of that battle.

Firstly, my condolences to all the messiah players: your wallet will feel the pain for this one. You need at least 2 Amnesty just to get this to work, and 3 if you are planning to run 2. Having a stride zone full of GR is very bling, but also very VERY expensive... 7 GR (4 Amnesty and 3 Excelics) is quite painful...
All Hail Wallet Messiah
That aside, this effect is relatively strong. You have to stride Amnesty at least once, so this follows up another turn of critical pressure while buffing RG columns. So instead of having high power itself, it grants power to RG column. making it a very offensive stride, the flip of Big Crunch Dragon. Which is good considering link joker will need the offense to compliment their locking game. And it is actually easier than it looks to set up. You just need 2 self lockers and columns that reach at least 18k (easier than it looks with neuron, awakening and gravity well)

The retire component has resemblance to Chaos Breaker Dragon but without a cost. Although it seems counter-intuitive, but there are merits for it. It firstly allows you to actually kill problematic units so you can spend your lock on other effects. Also in combination with Big Crunch, you can actually retire problematic resist units if you managed to lock a column with resist.
You'll get a kick out of her...
It is mostly tied to g-era support, as self-locking is non-existent for star vaders or deletors. But you have few options to go about self-locking. Alter Ego already does this, but you also have access to Gravity Well (grade 2), Neuron Star (grade 3), Heavymaterial Dragon (grade 2) and Spiral Nebula (grade 0), we also have no news as of any further self locking support (as of 6/9/15).

With this in mind, 2 main ways of getting 21k column involves locking 1 unit (18k column) or locking 2 in a column (<18k). First lock is easy with Alter Ego stride skill, and 2nd can easily be achieved with Gravity Well or Neuron Star. Awakening is also interesting in this because with proper setup, you can make 4 attacks that turn. Example:

Awakening Set up:

Gravity well / Excelics /Arousal
dark metal    / Spiral     / destiny

  1. CB1, Alter Ego lock Dark Metal (self 1,enemy 1)
  2. Gravity well lock Awakening (self 2,enemy 1)
  3. spiral to soul, lock Destiny (self 3, enemy 2)
  4. swing with Gravity (14k, 5k guard)
  5. CB1, swing with Excelis unlock all your units (31k 2 crit)
  6. Awakening will stand Gravity Well and +2k to it, Dark Metal will unflip 1
  7. Awakening column will swing for 22k+ (9+7+3+3)
  8. Gravity Well will swing for 25k+ (9+4+7+2+3)

Total guard required: 5k + 30k(PG) + 15k + 15k + triggers, ~ 7-8 cards to guard that turn

You can replace gravity well with neuron star or a 2nd spiral nebula, so this combination is quite flexible. You also do not need to unlock your opponent's front row either as you unlocked 3 units, so you can keep them locked and save guard. Its very demanding to guard all of it without trggers. A very strong combination of offense and defense.
Drawing cards is good...
Alternatively Heavymaterial can be used instead of Awakening for less offensive but added hand cycling, in which case you do not have to use Spiral/Neuron Star, but your opponent has 1 less locked unit, so it is ideal if opponent only has 1 front row. (8+7+3+3=21)

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Pros/cons

Pros:
Better final turn pushes (assuming Messiah deck) compared to just Amnesty
Can retire some annoying Units
Finally resolve the lack of attack pressure LJ is plagued with

Cons:
Not suitable for all LJ decks (Not all want to stride amnesty first)
Probably crit the wallet due to needing amnesty in multiples
Constraints G-zone if running in multiples

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How I would go about Messiah deck now? I'd probably go full aggro at this point (4 Amnesty, 3 Excelics, 1 Blizza) as I am a more offensive orientated player, but there is merits for swapping a Amnesty/Excelics pair for a pair of Big Crunch Dragon. You just need to keep in mind to always have at least 1 more Amnesty than Excelics, Also the choice is between Judgement or Blizza for last slow, as Blizza allows GB2 immediately for digging through the deck, and judgement being the better pressure unit with a potential lock. So either:

Full Blown Aggro
4 Amnesty
3 Excelics
1 Blizza/Judgement

or

Utility
3 Amnesty
2 Excelics
1 Blizza/Judgement
2 Big Crunch Dragon

or

Control Based
2 Amnesty
1 Excelics
1 Blizza/Judgement
4 Big Crunch Dragon

or

Non-Messiah Decks
1 Amnesty
1 Blizza
2 Judgement
4 Big Crunch Dragon

Friday 25 September 2015

G-SP post GBT04

Grade 0: 18
2 david (FVG)
4 Kafir
8 crit
4 heals

Grade 1: 16
4 Brenwen
4 Karma Collector
1 Swordbreaker
3 Night Sky Eagle
4 Dark Quartz

Grade 2: 9
3 Serva
3 Grosne
3 Dark Pride

Grade 3: 7
4 Claret Sword
2 Manisa
1 Mordred

Grade 4: 8
4 Aurageyser Dragon
1 Aurageyser Doomed
1 Efnysion
2 Diablo

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How to play this deck:

Always Mulligan for Claret and a Grade 2. Having 16 grade 1 means you are likely to see one, so if the first 2 are not in opening hand, feel free to mulligan grade 1 away for additional chance. If both are present, then feel free to keep at least a grade 1 and another grade 3/Brenwen. Triggers should not be kept in hand unless you know opponent is rushing and need shields asap.

You swing every turn with 21k columns and a big VG column. Eagle and Dark pride makes it really easy to form a 21k RG column when combined with Claret's skill. In turns you can't stride (or choose not to) you can just retire existing units (preferbly used quartz, eagle and swordbreaker) for claret's GB2, which usually force at least 2-3 cards off opponent depending on how many dark quartz called and likely force out a PG. It is quite easy to overwhelm opponent if you can keep up the 21k columns across multiple turns.

This deck can guard really well due to how it converts called units (usually a plus from calling from deck) into cards in hand. Aurageyser, doomed and swordbreaker add cards to hand while fueling card effects. You will likely go through most of your deck by 3rd stride, and likely deck out close to 4th-5th stride. At that point just ride Manisa and legion back the triggers for final push.

If choosing who to call as booster, always favor eagle over dark quartz unless VG needs the boost or you are calling quartz to boost VG by 15k. You will need quartz in the deck to trigger dark pride's effect, so try to keep at least 1-2 in deck unless its final push.

You have to get creative with your column sometimes. There are times its the right thing to call a dark pride at the back row just to retire it for aurageyser or diablo, which allows you to call a dark pride and form a new column. Its also entirely acceptable to call 2 quartz/eagle to form a 21k column, as making opponent guard that column and later retiring them for effects pays well over their worth.

Grosne needs 2 grade 1 or below called to hit 22k with a 7k booster. He can hit 31k with 3 grade 1 called and a eagle called by claret to boost it, while able to hit 16k with just kafir (if really need the soul). He dies a lot because he's our best column maker that needs to be on the field at start of the turn (you can consider putting it in back row the turn before you ride claret and stride so he gets benefit off the 1st claret skill.

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Breakdown:

Grade 0: 2 David, 4 Kafir, 8-12 crits, 0-4 heals
I originally ran 3 david when using 2 Doomed, but after reducing down to 1, 2 david is fine. David gives you a +1 off Aurageyser and reduce the cost of Doomed and Diablo, and is an extra potential card to check off either Aurageyser.
Kafir is manditory here. Fuels the soul if needed for two aurageyser + swordbreaker, and against early rush, he can boost Serva to 14k (10k guard against 9k) and then proceed to buff Claret to 21k with david boosting. In a pinch he can make 16k column with Grosne.

Alternative: Some people will like to play howl owls or Dark eye raven instead of all in crits. I am not in favor of howl owl as you will deck out much faster and rather have the crit pressure. Raven is bonus utility that can be combo with either claret or sharp fang witch to generate retire fodder and recycle the stand. In another different type of build i can see this going far with Grosne and Convalle, just not this build.

Grade 1: 4 Brenwen, 4 Karma collector, 1 Swordbreaker, 3 Night Sky eagle, 4 Dark Quartz
I play only 1 Swordbreaker as its not manditory to fetch all the time. She does help with bad hand, but you will be feeding the soul to Aurageyser, and only have Kafir to replenish it. You can fetch her when david is not available as fodder to reduce the minus. If you happen to have her in opening hand even after mulligan, you can just ride her and save your other grade 1 for bigger plays later in the game.
Originally I ran 4 eagles, but due to Dark Pride i ended up with 4 Quartz. Quartz is about as good as eagles for making columns, as called by claret will grant it 12k power, enough to boost 9k to 21k. They can also form 21k column with eagles, and then retired later. Eagles are still here because they are good for making columns, and if you can call at least 2 grade 1 that turn, eagle can push Grosne to 26k (9+3+3+11), which is difficult to get with anything else.

Alternative: If you do not want to run Quartz, you can instead max eagle to 4. Last 3 slots can be allocated to Swordbreaker, Gargubau, 8k Vanilla (10k if called by claret, early defensive ride and can be used with 9k to 15k guard a 7k, or 15k a 9k with a grade 3) or another david.

Grade 2: 3 Serva, 3 Grosne, 3 Dark Pride
For most G-era decks, unless they have really strong grade 2 lineup, I strongly advise at least 2 10k to smooth out the early game. They prevent people from rushing your face to hell (think tidal assault and swordmy calling shirley or Magatsu) and safely delay riding if you need to Brenwen to fetch Claret. They also are easy to push 21k with either eagle or quartz using Claret, and can still form 16k column with swordbreaker. Serva is also the mate for Manisa, which I will touch on later.
Grosne replaced Barbelith in this deck as he has a higher potential ceiling. He can hit 26k with eagle, something Barbelith previously couldn't. He makes 21k column with nearly any grade one, and 16k with Kafir. He'll die a lot cause many opponents hate him.
Dark pride is a new option available to the deck that furthers the deck's playstyle; thinning, getting positive or break even off the retire effects, and most importantly, countercharge and generating columns. He is also an attack magnet that many people will want dead, so he tends to save you guard just by being there. I ran only 3 because you will almost never get to call more than 2 quartz through its effect, so any more only improves the odds of seeing it but does nothing in the long run.

Alternative: you can run a 4th Grosne, Fiercebau, Shadow Lancer, or Macha and swap the numbers around, but I advise keeping at least 2 10k as they make quite a difference. Just be light on RG CB cost as most of it will be dumped into your stride of VG skill. Also if you choose to run Cormac over Manisa, you will have to run at least 2 Mackart.

Grade 3: 4 Claret, 2 Manisa, 1 Shadow Blaze
claret is the heart (pun intended) of the deck, so no excuse running less than 4 of him. He generates pluses for you, thins your deck, and can even help you push for damage once GB2 (which is always active after striding Aurageyser first). thanks to quartz, you can easily swing for 36k 2 crit by calling 2 quartz and still have a 21k RG column.

The remaining grade 3 are there to support claret. Manisa is my legion option because she has lower opportunity cost compared to Cormac. Cormac's mate Mackart is relatively weak due to spending many turns striding and have almost no revengers to call except revenger triggers. While to crit is valuable, the both do the same thing late game; shuffle back triggers to prevent deckout and swing with 21k+ legion, which by then Manisa's 10k base matters little cause you will be decking out or running low on hand to guard. Serva also fits like a glove in this deck due to its GB1 nature and cost little to have inside.

The last tech I ran is shadow blaze dragon for the times you get rushed. He's still a better option than Gilvers as he can help cripple your opponent's field to oblivion. In this slot you could also consider Mordred, but i rather have a LB unit that can directly impact the field.

Alternative: You can run Cormac instead of Manisa, though I dislike his mate a lot as he does not justify the deck space. If you do so make sure to run at least 2 Mackart. You can also opt to either Badhaah Caar as a useful grade 3 to call as RG. Desperate dragon is also a decent option if you change most of your triggers to revengers and include some LB enabler. You can also opt to cut a Brenwen to run a 8th Grade 3 of choice.

Grade 4: 4 Aurageyser, 1 Doomed, 1 Efnysien, 2 Diablo
I ran 4 Aurageyser as a 1st stride and a situational stride. Sometimes you just don't want to stride aurageyser doomed, and really need to lower cost of Aurageyser to dig further into the deck. Just be cautious if you have used swordbreaker, as you will have 2 soul to work with outside of kafir. Note that with dark pride, you can potentially generate a 4th attack through combat retire.
The doomed is a role player rather than a finisher. It helps you clear away grade 1 who no longer have effect (very important in this deck) as they tend to clutter the back row, so rather than calling over them and minus, you can retire them to effects and draw more cards. He has the occasional upside of blowing up opponent's units. Being an act skill may sound painful to many who are used to combat retire (like RFD or RPBA) but in this kind of deck where you want to call units before attacking, this is actually acceptable.
There is also a staple pair of diablo for the times you want to wreck their face. Diablo punishes opponents for not calling 2 units out with his guard restrictions. You need not always use the guard restriction; monitor opponent's drive checks, and it he does not seem to have a PG ready, the 36k 2 crit is good enough for 1 CB. Against opponents with PG, he still demands 2 retire and a PG, which is a minimal of 4 cards.
Efnysien is another role player here. He can easily hit 36k unboosted with a retire and a dark quartz called. In fact one of my most common play is when opponent does not give me counterblast, I usually stride this and retire dark pride, which allows me to fetch dark quartz to make Efnysien 36, and using the unflip to have claret fetch an eagle to make a new 21k column. Its still a very demanding turn to guard (PG stride and 21+ rear column) for almost no cost. He is also ideal if you don't want to over commit in the all in and want to wither down opponent a bit more, and thus retiring a used booster for a new booster.

Alternatives: you can opt to run 3 aurageyser and 1 doomed if you for reasons don't want the 2nd aurageyser as an option. Running 4 diablo also gives you more offensive power that taxes your opponent, but I much rather have more than 4 strides and have access to a toolbox. Diablo also leaves you a little light on the defense department; you have to be the judge of that.

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Things to keep in mind:

Disclaimer* The deck is straight-forward, but its by no means easy to play properly! It ain't great nature math inducing, but it takes some planning. Small mistakes tend to cost you in the long run, and card counting (how many triggers left, how many useful calls left in deck, what your opponent drive check) goes a long way to play this deck to its potential.

1) You are on a fixed timer to kill your opponent. That is around 2-4 turns including first stride. Because of how aurageyser cycles through the deck, combined with claret and dark pride pulling units from deck, you are expected to deck out around your 5th stride. This also means your VG will ALWAYS attack theirs because of chance to crit them. Hence sometimes you might wanna slow down the card drawing if you know game will drag long . This includes the but not exclusive to the following:

-Not calling swordbreaker unless you have to. Its always there if you need it, but its not there because you must grab it. She makes doomed turns less painful and helps you dig deeper for that PG you are lacking in important fights, and should strictly used as such.

-Spending a turn as GB2 claret to force guard out isn't terrible either as you can still make scary numbers with correct hand. Its also cost no CB to do, which happens sometimes when opponent does not want to give you any.

-unless your hand is terrible that 10k shield doesn't matter, or opponent grade lock, or you need 3 soul for double aurageyser + swordbreaker (against spike brother comes to mind), try NOT to use kafir to cycle. He's flexible and gives us options, but only use it if needed. He's equally valuable as a 10k shield.

2) Plan your turns! Decide starting from first stride the order of cards you will play out. Different situations call for different strides, and there is no fixed sequence on how you would go about it other than 90% of the time aurageyser goes first. This deck performs really well when you plan out your turns, pick proper units to call at good timings. Keep that last Manisa and use Brenwen instead to stride if you aren't sure opponent is 100% dead and you are gonna deck out in 2 turns!

3) Opponents no hand > your opponent have a lot of damage, unless that crit kills them. Due to the nature of this deck, your late game VG will likely have an innate critical or high chance of drive checking them. As such, you always wanna pressure the crit on your 21+ RG column to pressure out all the guard. So aim to make plays with this goal in mind.

-This makes those who no guard the vanguard only take 1 damage at best but still need to throw down cards that turn as it reduce the odds of damage check a trigger. If opponent does not guard the 2 crit, he took 3+ damage this turn anyway, instead of taking only roughly 2 damage because the RG column is easier to guard after damage check.

-As tempting as it is to outright put them to high damage by crit to VG, we aim to kill opponents in 3-4 strides, and you want them to drop everything by the time your VG start to have inherit crit. This only applies if opponent is at 3 or less damage and we are striding aurageyser or Efnysion. At 3 damage any other stride or claret's GB2 will outright kill them for us if we check a crit trigger and they aren't guarded.

-Against an weak hand, diablo and doomed will decimate them even at 3 damage, which is why we have Efnysien and aurageyser to "pave the way" for us, and use big RG columns to wither down opponent.

4) Plan your columns properly. This deck makes easy 21k columns every turn, but it hurts you if you can't keep it that way every turn.

-Sometimes you don't have to kill david on first stride (aka aurageyser) and thus save him for an easier doomed turn. Applies mostly for non-retire clans. Against retire clans expect your first david to die A LOT, so plan columns accordingly.

-Sometimes with heavy grade 1 hands you can have david to RG column and apply a little more early pressure, especially if you need brenwen to fetch a claret. Opponents usually don't bother with it and any attack diverted at it means opponent committing cards to field, which mean less cards to guard or exposing their grade 2 to further attacks.

Claret's stride skill is borderline crazy. In addition to fixing columns and toolboxing, the 2k power gained also allows columns previously difficult to get. David becomes 7k booster, swordbreaker becomes 8k, brenwen becomes 9k booster, quartz can pretty much boost anything to 21k as 12k.

-Dark pride allows for multiple attacks per turn if properly set up. Especially so on diablo turn where opponent will take an immediate -4 (2 RG and at least a PG) just for the stride alone, allowing you to get Dark pride value if the resulting quartz generates another good column.

-Sometimes you can call something with dark pride for first swing, and prepare something 11k+ to combo with the called dark pride once aurageyser retires dark pride + fodder.

5) Try not to take more than 2 damage early if possible. This is more than enough resource to go about a aurageyser + claret combo and generate a 21k column. This is good practice in G-era decks because of how bad getting rushed is. It pretty much allows you to take risks you normally cannot take, taking an expected crit to save guard for future turns. It also allows you pace your damage as close to opponent as possible unless either side got trigger sacked. This allows you to have proper control over heal triggers (assuming you check them)

6) Don't let it get to you when you lose!. Kanzaki can go shut it about winning is everything. This deck is very potent, and can give many decks a run for their money. But its not unbeatable by any stretch. Its just really consistent and there will be times where your deck just doesn't give you what you need when you need it. Opponents can still trigger sack you, you drive checks can run dry of triggers, everything important goes to damage zone, opponent 6-7th damage heal; stuff can happen. Winning is never final, losing is never fatal. That's what makes vanguard different from other games: there's a reasonable amount of thinking and skill, but luck is still equally important and keep things interesting.

-That said, when this deck sacks people, it sacks them HARD. Your wins can look like complete blowouts at times, and it can be quite bad-ass to look at. And while its good to feel great about it, please be humble and remember that there will come a time you will be on that receiving end as well. No point being a prick about it; Humble in victory, graceful in defeat is how we leave good impression (even if people do moan a little when they see david)

-Keep calm while playing this deck. A calm, collective, and focused player playing this deck is a frightening opponent, and is a force to be reckoned (by vanguard standards). You take the tools you need, when you need it, hit like a truck, and tank through most crazy turns like its nothing. We have the tools, but we don't have to slap it in their faces.

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So that's my take on G-SP after gb04. Wad do you guys think? Do leave some comments!

Thursday 24 September 2015

Lets talk House Rules: Grade Locking

Looking for a way to remedy the intentional grade locking done by people against g-era decks. Its not against the rules, but its against fun for some and I'd rather everyone do what they want and lose, then one side playing vanillas the whole game. So I suggest this house rule to let people at least play their rearguard effects with a minor penalty. It ain't perfect and there is likely room for abuse, but if used responsibly, it does help everyone to at least have their fun. Important and often asked parts are highlighted like so.

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Stride Burst

At the beginning of your stride step, if your VG was a grade 3 since the start of the turn, and your opponent did not ride a grade 3 last turn, and their VG was not a grade 3 since the start of their turn, you may ask your opponent to choose and reveal a card in hand. Do the following based on what is revealed. Either way you cannot use Stride Burst again for the rest of the game.

<If opponent reveals a grade 3> If your opponent is a grade 2, your opponent now RIDE the grade 3, and may then draw up to 1 card. You choose 1 card in your hand and remove it from game. Effects that take place when the grade 3 is placed on <VC> are negated. Resume game as normal afterwards.

<If opponent does not reveal a grade 3> you choose 2 face-down cards in your G-zone, choose to cards in your hand, and remove from game those chosen cards. You may then perform a stride this turn as though your opponent's VG was a grade 3. Resume game as normal afterwards.

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FAQ

Things to note:

1) Only works if opponent has intentionally been holding back riding even though he has drawn a grade 3 that can be ridden. Opponent needs to
-start their turn as a non-grade 3
-did not ride that turn
-you were a grade 3 since your turn start (meaning you ride to grade 3 on your last turn)
-this also means opponent had the opportunity to ride to grade 3 and stride first, but opponent forgo it
-he reveals a card in hand when you ASK for it (not force upon them!, be polite even if annoyed)
-he choose one to reveal, and based on card revealed apply either 1st or 2nd effect.
-everything that happens is a Game State Effect, and is by no means affected by any other card effect in play, hand, drop, or bind zone. Things waiting to resolve will only begin to resolve once the whole process is done.

2) You take a minus to do this, but at least your g-break units aren't vanilla anymore and you get at least 1 break-stride skill off your grade 3 (if its that unit).

3) You can choose not to activate Stride Burst (Not mandatory) when conditions are met, so opponent can't force you to perform it unless you want to.

4) you opponent can choose to reveal ANY card (even if he has a grade 3, opponent can choose to reveal another card, should they wish so)

5) You don't have access to your stride break GB2 unless you stride a persona flip, cross-stride or Blizza. But you will activate all your other GB1 units.

6) The penalty is exactly the same as G-assisting. Reason why this has to be implemented is there are times you are forcing the opponent to ride a sub-par unit that's terrible to ride first. So instead of assisting to hit your ride, you are paying the 'assist' to enable all your g-break, which is quite a fair trade off considering you are smashing them for your stride numbers while they are grade 2. If opponent does not want to ride that grade 3, opponent can reveal something else, and proceed with next effect instead.

7) Why negate the on ride effect for opponent? Because they could have done so on their own turn, but chose not to, so I don't think they deserve to get their effects on your own turn (might result in some rule complications so this stop-gaps MOST, but not all of them). They are already getting up to a draw for the minus the ride will cost them, as well as you having to minus one.

8) For 2nd effect, only the player who initiates Stride Burst takes the G-assist penalty because most GB1 effects are balanced out as mid-late game effects, which can and will easily take over the game after 1-2 rounds. Hence the penalty is there to reduce the complete blowout (imagine staring down aurageyser and 2x 21k RG columns without paying assist cost. The grade lock deck will just roll over and die because they intentionally do so to prevent that from happening in the first place! This gives them at least a fighting chance by letting the cost weaken your defenses, granting a window to fight back).

9) This allows BOTH players to have some consent on how the game flow will become (you and the opponent). I don't want this to be something you force other party to comply to just because you want to play your way. If we do that we are no different from the person intentionally grade-locking. This is the better middle ground I can find so that everyone gets to play with the cards they consciously put into their deck.

10) This does not affect legion at all. Reason being is legion are still mostly related to their corresponding sub clans, and some of them (jewel knight, revengers, seekers, liberators) have some of the most crazy early game plays due to some of the mates plus their sub-clan attackers. Also another note is most legion bosses are not vanilla when not in legion. Many have some effect or power gain through their non-legion effect (although some like mega flare are made easier by being in legion), and therefore don't have the same problem as G-era grade 3 who do not even have an effect to work with.

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What do you guys think? do leave your comments on opinions regarding how to minimize the fun lost due to grade locking!

Tuesday 22 September 2015

Ripple support as of 23/9

Ripple is getting new support in the aqua force clan booster, and I like what I am seeing.

Demise Ripple Orest

AUTO](RC):[Put this unit on the bottom of your deck] At the end of the battle that this unit boosted, if the number of your other [Rest] units with "Ripple" in its card name is two or more, 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 "Ripple" in its card name from among them, reveal it to your opponent, put it into your hand, and shuffle your deck.

So this lets you search top 5 for a ripple after boost, assuming you have VG and at least another ripple. This lets us trade the trigger for more chance to find a proper unit or hitting the ride chain, find a persona, while recycling the trigger back. A great boon to consistency.

4k does not seem like much, but remember that the ride chain if ridden properly (extremely easy with Odysseus) are 8k/10k/11k respectively, which can hit conventional 12k/14k/15k breakpoints we need against another non vanilla vg. The legion also hits 22k assuming you have Pavroth in soul, so 26k is still an ideal breakpoint. Lastly You can still swing with this and Lavisse to make a 16k in a pinch, as long as its the 2nd column to attack. 7k will still hit 11k, 9k will hit crossrides for 13k, and 11k will hit 15k, which is 10k for most grade 2.

Rating: 7/10 Its an effect trigger that improves the consistency of the deck. definitely run 4. Mostly to fix terribly hands.
Flashing Ripple Odysseus

[ACT](RC)[1/Turn]:[Choose one of your other rear-guards, and put it into your soul] Search your deck for up to one card with "Ripple" in its card name with the same grade as your vanguard, ride it as [Stand], and shuffle your deck. If you rode, choose up to one card not named "Flashing Ripple, Odysseus" from your soul with the same grade as your vanguard, call it to (RC), and that unit gets [Power]+2000 until end of turn.

This ripple ride chain getting the Darwin treatment. As long as you can get this to RC, it doesn't matter if you hit the ride chain anymore as you can just fix it there and then.

Missed Sotirio? Just send Alecs back to soul and fix it, and get back that 8k defense.

Missed Pavroth? Ride it as required and call back out a tidal assault or Lavisse you were forced to ride and giving them 2k, making any 8k boost a huge 19k column.

Can also easily fetch Militiades or Genovious depending on whether opponent is grade stuck or not. Or just reride Militiades for another round of effects and legion.

Also note that you can only call same grade as VG, so no fixing column other than front row most of the time, and cannot loop indefinitely since you can't call another Odysseus.

Side not is that this hurts megacolony's VG stun, since it does not specify VG needing to be in stand to activate. It also get rid of gigaparalyzed units and call out new units (abeit mostly grade 3) so you can still have a decent attack turn.

(25/9) It has been brought to my attention that you can Infinitely recycle Militiades every turn with multiple Light Signal Penguin Soldier, similar to how kagero does it with the X. Wad you do is this:

1) Ride over Existing legion with Odysseus effect
2) SB legion and mate with Light Signal. Draw a card
3) Legion back the units you SB
4) Next turn use Odysseus to Ride Militiades again, call out Genovious in soul. Use Militiades' on ride effect if applicable
5) Call Light signal #2 OVER Genovious RG, SB 1st Light Signal and Militiades. Draw a card
6) Legion back Light Signal #1, Genovious and Militiades and 1 other cards. Light Signal #2 is now Light Signal #1
7) Repeat 4-6 whenever you have a Light Signal to call ad naussium, every turn

Rating: 9/10. Super consistent. No Brainer 4-of. Super derp with Light signal penguin soldier.

Turbulent Ripple. Lavisse

AUTO](RC):When this unit attacks, if the number of your other [Rest] units with "Ripple" in its card name is two or more, this unit gets [Power]+3000 until end of turn.

Few things to take away from this:
1) Its out Pseudo 12k sub-clan attacker, which all aggressive clans should have. In a pinch makes 16k column with Orest and Alecs.
2) Makes a 19k column with 7k booster to force 15k guard on 9k grade 2.
3) Its effect is not 1/turn, and stacks for the whole turn, meaning on Genovious or Militiades turns, you expect at least 6k power, which results in 22k column
4) Use with Odysseus you can make a 14k attacker on turn 2 by sending him in to ride Pavroth, then calling him out as a 11k, which gets +3k through effect to become 14k.

Rating: 7/10. Ain't flashy but serves the needs ideally. We still are not sure if we'll see a grade 1 version of this (as of 23/9), but hell it would be awesome. As of now this will do just fine.
Breaking Ripple, Miltiades

[ACT](VC): Legion21000 "Thundering Ripple, Genovious" (If your opponent's vanguard is grade 3 or greater, this unit may return four cards from your drop zone into your deck once, search your deck for the specified card, and Legion)
[AUTO](VC):When this unit attacks a vanguard, if this unit is Legion, and if the number of [Rest] units in your front row is three or more, choose up to one of your rear-guards and [Stand] it, and Counter Charge (1). Then, if the number of [Rest] units in your back row is three or more, draw a card.
[AUTO]:[Counter Blast (1)] When this unit is placed on (VC), you may pay the cost. If you do, look at three cards from the top of your deck, search for up to one card with "Ripple" in its card name from among them, reveal it to your opponent, put it into your hand, and put the rest into your drop zone.

So this can get quite confusing for many, and may look a little meh. But this is anything but meh.

We start by looking at the on ride effect; CB1 to top 3 for a ripple card, add up to one to hand, and the rest hit the drop zone. Being a legion based deck the drop zone filling is always welcome as we can save hand instead of committing cards to guard. It also helps search for another ripple, and since another 3 ripple cards are previewed, that makes a grand total of 28/49 cards in deck if you run 4 of everything, which is over 50% chance, a reasonable rate. Be it finding a RG to call, or grabbing a genovious to persona or stride, its a welcoming plus for aqua force who naturally lack in that department.

Militiades is also a 21k legion (due to being a revival legion for grade 3 genovoius). Which grants the deck access to some decent legion support like Anos(Pavroth does not need Alecs in soul for effect but we lose ride chain search), Milos(resist tidal assault), Starless (grade 2 Diamantes), Mola (10k vg booster) and tempest broader (costless unit swap) should u choose to run them. We also have access to Madew to retireve copies of Militiades or Genovious in drop zone, which is always a plus.

The legion based effect is a little trickier to understand. Basically its tailored to the ripple strategy of full field attack before using Genovious' persona to restand the entire field. Due to this we need to know that:

1) Attack order is RG/RG/VG (restand RG)/RG/RG
2) They usually will play mostly crits (maybe draw)
3) They have some of the scariest rush due to Pavroth and tidal assault, so they are aggressive in nature
4) They reward committing to a full field due to Genovious full field restand
4) There is no need for 4th attack enabler, as the grade 3 is the enabler, so space can be committed to ride chain.

The first part helps you meet the important 3 rested front row (on full field, legion have 4 units in front row, including the mate, so this helps meet Genovious condition). Even if you have just 1 16k column, you can still restand a unit to place triggers on (legion 2 units + rested front row). It also adds in a countercharge, making it easier to get Genovious 2 CB requirement. It becomes very relevant when you cant access a 2nd front row attacker, as we can stand a booster, and use genovious to stand the front row, although its quite undesirable for cost. This is due to Genovious being a limit break unit, so we won'y always have it available unless we run the enabler.

2nd part involves you having a full field and rewards you with a free draw if you can swing as a full field. This is actually the minor part of the effect as its never easy to full field as aqua force, particularly against retire clans. but if you managed to, you get to draw an extra card a turn, which puts this roughly on par with stride adding 3 cards to hand, minus a drive check, helping to dig further for a persona.
3rd part would involve after the attack end, and you have an opportunity to use Genovious' persona, whcih will restand the entire field for another 2 columns of attacks (and if stacia is behind VG with GB1, she can attack again as well). Again note that you need exactly 3 rested front row, so this is where the first legion effect comes into play in the event you have 2 front row RG. This is done after the attack, meaning that even if you did not have a persona in hand before attack, you still have 2 drive checks and Militiades draw effect to find it, as well as Orest to check top 5, increasing the odds greatly.

Rating: 8/10. Strong role player, helps them get small incremental advantage over multiple turns while providing legion support. Will likely bring back the ripple deck, in a good way (less of the grade stuck shenenigans Pavroth was, but more of a proper legion focused deck with ride chain).
Torrential Ripple, Podromos

[AUTO](VC):[Choose a face down card named "Torrential Ripple, Podromos" from your G zone, and turn it face up] When this unit's attack hits a vanguard, if you have a heart card with "Ripple" in its card name, you may pay the cost. If you do, look at five cards from the top of your deck, search for up to two cards with "Ripple" in its card name from among them, call them to separate (RC), and shuffle your deck.

This is really good. Its cost no CB, it helps fuel the Field by potentially calling up to 2 ripple, granted we still not sure if any more grade 1 or 2 is going to be printed, so as of now... we have 28/49 ripples maximum, slightly over 50%, meaning likely at least 1 unit called. Its also a pressure on hit unit, meaning you don't have to flip until he actually hits. Best part he does not have to be the 3rd or 4th attack, so more reasons to go straight crits.

Rating: 9/10. Definitely play in ripple decks, but mostly as 3 of due to the nature of on hit, as we really only need this to go off once, and the 3rd is here incase the first miss.

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How I would go about building this deck? It kind of builds itself.

Grade 0: 17
1 Alecs
4 Orest
4 Sonic Sailor
4 Crit (or 4 Malikka for more consistency and possible columns)
4 Heal

Grade 1:
4 Odysseus
4 Sotirio
4 PG (Any will do, though TD PG would save lots of cash)
3 8k/LB4 enabler/Kelpie rider/Stacia (Depending on whether you want early rush, earlier Genovious or more Lambros/extra utility unit)

Grade 2: 12
4 Pavroth
4 Lavisse
4 Tidal Assault (No contest in rushing department)

Grade 3: 8
4 Genovious
4 Militiades

Grade 4:
2 Lambros (Always run at least 2, we dont have enabler outside of stacia or tidal assault)
3 Podromas (helps fill the field, its never gonna hit twice ever, so 3rd copy only if 1st one missed)
3 Madew (Recur back Genovious for persona)

Best part of this deck is everything works without striding, so opponent gains no real advantage for grade stuck.

Random rantings

Few things that crossed my mind:

1.
I think I am getting addicted to striding aurageyser dragon. combined with claret fetching a swordbreaker and putting it behind serva, and retiring david to aurageyser, gives you some of the most insane and best feel of hand size boost ever (think only 3 Peace with multiple Darling can compare). Specially if you get to stride first, puts you so far ahead at times, even with crappy hand, that you are set for the next 1-2 turns. Hell there are times I even consider striding it twice depending on opponents (against big final turns like Bad End Ogre, or retire clans and LJ) over doomed. Never regretted buying and keeping 4, specially when it was still $12.

2.
RP getting way too much support. Granted most are for either Altmile and Alfred, we still have the insane altmile stride, and I think good JK are printed because we might see something happen to Swordmy. Benon is a pretty strong early play for 1 CB, i can easily see it being tech in in budget royal lists along with Mirron. Alfred is basically RP's version of Ezel; screwing LJ like its nothing. but since most of Alfred's support ties to a grade 3, at least if this craze catches on we'll see a lot less of the "grade stuck at 2 and swordmy you to death". Bushi must have been smoking weed again...

3.
Think deletor will be pretty consistent after the comic booster. Now with ample ways to countercharge, and getting pluses off Alba and Elro, a potential unflip trigger, and a new alternate win in Eigorg (ain't easy), but at least opponent can't do shit against it cause if they refuse to fill the drop zone by guarding, they are gonna die to delete. And best thing none of this give a lick whether opponent is grade 3 or not, which gives deletor a strong identity of aggression over say Messiah.

4.
Aqua force support is arriving. Ripple support kind of makes me fearful if they print more grade 1 and grade 2 support, but the legion is in the right direction. Definitely brace for a new maelstrom (likely a breakride or more effects pre LB4 version), thavas stride will also likely be a big middle finger to tidal bore 3-4. Hell we likely see 1 tidal bore, 1 socrates, 4 lambros, and maybe 2 thavas. Hopefully it would help if they can gain a little more field for less, but that might be asking for too much.

5.
Rush period is finally over, and it has slowed down significantly enough for me to start writing on a consistent basis (hopefully). No promises.

Monday 21 September 2015

Random Decklist: Troll Shadow

Grade 0: 17
1 Creeping dark goat
8 crit
4 cursed eye raven
4 heal

Grade 1: 13
3 Brenwen
3 Peaker
4 Nemain (PG) (non-foil)
2 Swordbreaker (only expensive RR)
1 Servemyu

Grade 2: 12
4 Serva
4 Grosne
4 Macha (LD non-foil)

Grade 3: 8
4 Manisa
2 Baddah Caar (9k)
2 Sharp Fang Witch

Grade 4:
4 Madew (comic booster R)
2 Efnysion (FC RR)
2 Diablo (non-foil)

This deck was inspired by Timmy power gamer. Its not as offensive as a claret based deck, but it has so much card advantage its not even funny.Between. Madew recycling a on call grade 3, macha, baddah and sharp fang fetching, you have many options. Peaker is there so that you don't get owned for riding one of the 9k. you can get big columns through Grosne and spamming ravens to call (which thins the deck making the legion turn high trigger density) and using sharp fang to call multiple ravens. Wads more, this deck is relatively cheap with only Swordbreaker costing a significant amount (rest of them have a cheaper alternative print).

Monday 24 August 2015

Away Doesn't Mean Gone Forever, Random Rants

Hi all, and as most of you are aware, its been a LONG time since I last posted, so I figured a update post is in order.

I have been away with other commitments since last month; getting a job, sorting out personal problems, and so many weekend events that I could not find the time to have fun at Vanguard. But I frankly didn't regret the 'break'.

The burnout is real. I starting to get weary of the game as time goes by. Its very natural for us to experience this, once things get repetitive, we take things for granted, and nothing really seems to maintain our interest. Times like this a little away time might be just what the doctor ordered.

Been playing all other sort of games online as I haven;t the time to pop by my LGS to play. Path of Exile. Skyforge open beta. Hearthstone. Diablo 3. Even just catching up on all those shows I told myself to get it over with" but procrastinated.  We only have so much time in our mortal time here, and if your interest is like mine, we just ain't got enough time to do ALL of them.

But fear not people. I have taken a break, and now that I have a fresher perspective of the game, and with GBT04 inbound, I will have more interesting things to talk about for awhile! Definitely look forward to the following:


  • Talk about each Clan that will gain support from the set. Focus mostly the mechanics for each G-era clan, the flavor of the mechanics and how they work.

  • A guide on deck decisions, as well as in-game decisions for G-era decks, with focus on tackling Grade-locking opponents.

  • Why taking damage early in G-era is bad, and guarding early can either make or break the game for you.

  • A Stand trigger rant: why bushi pushing hard for stand with strong recycling effects.


First one will probably span around 6-7 articles at least, so expect to see quite a few post in the weeks to come. 

Tuesday 21 July 2015

Card Review: Dark Pride Dragon, Dark Quartz Dragon, Aurageyser Damned

Today I will reveal 3 new cards that work together to aid claret sword. They are Dark Pride Dragon, Dark Quartz Dragon, and finally Aurageyser Damned. And does it look good for G-SP next set. I will actually go back to working on this deck again.

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Dark Quartz Dragon
[AUTO] Generation Break 1 (This ability is active if you have one or more face up G units in total on your (VC) or G zone):When this unit is placed on (RC), if you have a grade 3 or greater vanguard with "Claret Sword Dragon" in its card name, choose one of your vanguards, and that unit and this unit get [Power]+3000 until end of turn.

So firstly, these two have emphasis on having claret sword dragon as the VG, meaning no shenanigans for revengers, strictly only claret support. And what interesting support it is. We will first look into Dark Quartz as he is the biggest interaction towards claret.

G-SP is all about those freaking huge one time columns. And Dark Quartz provides a 10k booster the turn it is called and a small 3k bonus to claret. Although this seems very small, it is far from it. 3k makes any 7k boost become another 10k guard, which guys is a real pain to deal with outside of a PG. It also lets you hit a crossride for free 5k more shields. But the beauty of it is when you call this using claret stride skill behind it. Claret +2k and this skill combined is a whooping 15k power boost to the stride, easily pushing to PG or no guard range of 41k (35k shields for 1 pass, 40k for 2 and 45k for 3).

Whats make this really a star is the interaction with claret's stride skill. The 2k bonus makes it an 12k booster, easily pushing a 9k unit it boost to 21k. It can also serve as a 12k attacker the turn too if you desperately need attackers. So base math you need to know as a claret deck:

Claret stride skill + Dark Quartz = 12k booster/attacker
Claret stride skill + Dark Quartz boosting stride = 41k stride attacking
Claret stride skill + Dark Quartz + 9k (Fiercebau, macha, dark pride) = 21k
Dark Quartz + any 11k+ (G3, Barbelith, Fiercebau, night sky eagle) = 21k
Dark Quartz + any 6k (say Swordbreaker, Giva, stride skill +2k any 4k) = 16k

Best part? This is effectively costless other than calling it through effects or hand, so all your counterblast can be used towards claret or the stride effects. Granted that its only for 1 turn, but this has never deterred night sky eagle, and I think this is no difference for Dark Quartz. But it only gets better with Dark Pride Dragon.

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Dark Pride Dragon
[AUTO] Generation Break 1 (This ability is active if you have one or more face up G units in total on your (VC) or G zone):When this unit is put into the drop zone from (RC) for the cost of your unit's ability, if you have a grade 3 or greater vanguard with "Claret Sword Dragon" in its card name, search your deck for up to one card named "Dark Quartz Dragon", call it to (RC), and shuffle your deck. If you called that card, Counter Charge (1).

Previously when i ran this deck I was running Macha and Fiercebau to fill up the grade 2 slots to go with 10k vanilla and Barbelith. Now I can just run this and not have to worry too much for having to retire a grade 2. The problem of retiring a grade 2 for any skill (usually Diablo, or future Aurageyser Damned) is that you lose a 5k intercept. But this creates a very interesting incentive: A deck thin of a power unit as well as a countercharge that SP sorely lacks.

Step away Grim, I am the new pressure!
This creates an interesting use out of Efnysian. Sometimes you don't really have a G1 you want to kill when you stride this, and don't want to kill your G2, or you have no counterblast to use claret's stride skill. But now the trade off isn't so bad as you get to unflip immediately after striding, and still be in time to use claret's stride skill. So this can be pulled off even if there is no counterblast available. And if you call Dark Quartz, Efnysian automatically goes up to 36k (26+3+7=36), if Dark Quartz boost it we are looking at 46k!

So since it does quite a deal for a Claret deck, you expect this to die, a lot. Which brings me to its real hidden value: its an attack magnet. Your opponent WILL want this off the board if possible, which will draw out attacks like its a VG, which can and will save you valuable hand. Just careful against those overlords and Big Bang who are gonna attack it anyway.

More thinning and fodder, how he likes it
And then we have interactions with Diablo. you can set up a field where:

Dark pride / Diablo / Any 11k
David (+2k)/Any 7k/nothing

Stride Diablo, stride skill call david and give it 2k power (7k)
Activate Diablo's skill.
Swing with 16k Dark Pride/David column
Swing with Diablo, retiring Dark Pride and David
Call a  Dark Quartz behind last column, Diablo goes from 43k to 46k (another 5k shields!)
Swing with 21k+ last column (12+10=22)

So its entirely possible to diablo for minimal cost and still get out a strong swing turn (1 PG, 25+ shields and 2 RG to guard, about 8-9 cards to guard), with 2 cards thinned from deck before drive checks.

Edit* This is brought up by some, but if you retire this to Aurageyser Dragon's skill when it is attacking, you have to reveal the top 2 first, before calling Dark Quartz from the deck. This works either way since you get to unflip, thin 1 more card out of the deck, all before the drive checks.

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Wrecking train, Mode-B
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.

[ACT](VC)[1/Turn]:[Counter Blast (1) & Choose a face down card named "Supremacy Black Dragon, Aurageyser Dragon" from your G zone, and turn it face up & Choose three of your rear-guards, and retire them] Reveal two cards from the top of your deck. Choose one of your opponent's rear-guards for each grade 1 or less card revealed with this effect, and retire them. Put the cards revealed with this effect into your hand. If the number of face up cards named "Supremacy Black Dragon, Aurageyser Dragon" in your G zone is three or more, this unit gets [Critical]+1 until end of turn.

This was previewed awhile ago, but I feel we need to talk about him here. This is basically "Mode B" of Aurageyser dragon's Value train. You retire 3 units (which is likely a David and a unit you can or have already profit off) to draw 2 cards. And as an added bonus, if any of the cards you drew are grade 1 and below, you get a FREE retire each, which can beautifully set up for Diablo next turn by crippling opponent's rearguard formation.

Wrecking train, Mode-A
Interesting note about the cost is not a persona flip, but rather reducing the amount of "Aurageyser Dragon" left as a stride option. Also this means striding this after using Aurageyser skill once automatically entitles you to a free critical. The skill being an ACT skill is frowned upon by many people as many SP players prefer it during combat to maximize the value of units, but I see this as more of a way to cash in 1-time use units like Dark Quartz and Night sky Eagles for more cards, making room to call more of them, and possibly using these 2 new cards to fill the field.

So how many would you run? If you are not such a fan of Diablo (like me), you can easily run 4 Aurageyser and 2 Damned and 2 Diablo. Alternatively a workable lineup is running 3 Aurageyser and 1 Damned and 4 Diablo, although I rather stride Aurageysers to further cement the gap between my opponent and me, and Diablo as the coup the grace. He tends to be heavier on commitment than Aurageyser, so I would not advise more than 2 of him.

How does this fair against other big strides like Saint Blow? I'd say its quite nasty considering we can now boost stride by 15k thanks to Dark Quarts and Claret's stride skill, effectively mimicking Saint Blow. And although you give up 2-3 units and a CB, you are drawing 2 more cards, and thinning at least 1 card (thin 2 if you retire David + Dark Pride) and still possibly getting 1-2 retires off it. Pretty good odds of what SP does very well; overwhelm your opponents and plus back to mitigate any minus you take. Sure you don't have guard restrictions like Gillas or Ragnaclock, but Olivia and Saint Blow have already proven it does not really matter as you are swinging hard; the pressure itself is key.

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So what do you guys think? Leave your comments and tell me what do you plan for these new units when they are released!