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.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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.
Showing posts with label Aqua Force. Show all posts
Showing posts with label Aqua Force. Show all posts
Tuesday, 22 September 2015
Saturday, 13 June 2015
Everyone gets a cross-breakride!
So yea I was bored and thought of possible breakride units for existing cross-rides, since PBD and Overlord got the treatment, it would be cool for these to get it as well. I will do 1 for each nation to be fair to all of them. Here are my possible suggestion to how it will turn out, and a bit of background on why I choose to make them this way.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Blue storm dragon, Maelstrom (breakride)
[AUTO]:(LB4):[Counter Blast (1), Soul Blast (1)]: «Aqua Force» rides this unit, you may pay the cost. If you do, choose your vanguard, and until end of turn, that unit gets [Power]+10000, and "[AUTO](VC) At the end of the battle this unit attacks a vanguard, and if did not hit, and it is the forth battle or more, choose up to two of your rear-guards, [stand] them, and until end of turn they gain [power] +5000."
[AUTO](VC): When this unit attacks a vanguard, if it is the third battle of the turn or more, this unit gets power +3000 power until end of that battle.
There is too many crossrides in Bermuda, and between Cocytus and Maelstrom, I'd say more in favor of Maelstrom. This breakride is use to make glory all the more potent if they could guard it, but it does grant many of the other bosses potent final turn pushes similar to Lambros. This basically forces Reverse to hit or they are in for a world of hurt, tetra drive becomes 7 attacks if it does not hit on the 5th. The second ability is make it more incentive to get strong columns early by turning a 7k booster into a 21k VG column and help hitting cross-rides, but you still have to work in multiple attacks to get it.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Incandescent Lion, Blond Ezel (breakride)
[AUTO] Limit Break 4 (This ability is active if you have four or more damage):[Counter Blast (2),Soul Blast (1)] When an «Gold Paladin» rides this unit, you may pay the cost. If you do, look at up to four cards from the top of your deck, search for up to two «Gold Paladin» from among them, call them to separate open (RC), and put the rest on the bottom of your deck in any order, and choose your vanguard, and that unit gets [Power]+10000 until end of turn, and "[AUTO](VC): when this unit attacks a vanguard ,this unit gains [Power] equal to the combined power of units placed on (RC) from deck this turn."
[AUTO](VC)[1/Turn][Choose a grade 3 card from your hand, and reveal it] When a unit is placed on an open (RC) from your deck, if you have three or more rear-guards, you may pay the cost. If you do, search your deck for grade 3 or more unit with "ezel" in its name, show it to opponent, then add it to your hand. Then choose a grade 3 from your hand, discard it, shuffle your deck, and this unit gains [Power] +1000 until end of turn for each rear-guard you have.. (Even if you do not use this ability, you cannot use this ability again for the rest of the turn).
United Sanctuary have MLB, Ameterasu, and Ezel that needs rework, but Ameterasu already got revival legion for herself, and its difficult to make a breakride for MLB, so I ended up with Ezel. The idea here is to give Platina more final push potential, as one of its greatest weakness is the lack of board flooding ability as Platina. It also makes Platina itself hit like a truck minus critical pressure, so it think its fair. The whole gambit requires 5 CB and 1 SB, so it takes some steps to get it going, but boy you get to see some scary numbers when it does. The second effect also lets you find your next ride or stride fodder and rewards you for using RG to superior call.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Stern Blaukluger (Breakride)
[AUTO] Limit Break 4 (This ability is active if you have four or more damage):[Counter Blast (1), Soul Blast 3] When an «Nova Grappler» rides this unit, you may pay the cost. If you do, choose your vanguard, and that unit gets [Power]+10000 until end of turn, and "[AUTO](VC): when a rear-guard is [Rest] this turn, choose a unit, it gains [Power] +5000 until end of turn, and "[AUTO](RC) When this unit's attacks hit a vanguard, Counter Charge (1)."
[ACT](VC)[1/TURN](Counter Blast (1): This unit gains [Power]+2000 until end of turn, and "[AUTO](VC) When this unit's attack hits a vanguard this turn, draw a card, and Counter Charge (1)."
Star gate have mostly Dimension police or Nova crossrides, so it is between Daiyusha, Asura, or Blau. Daiyusha have the revival legion, Blau needed a better breakride for galaxy, and needed support more than Asura in general so here it is. Now this quite different from the original stern. Instead of restanding itself, the breakride effect makes the galaxy turn much harder to guard as more attacks get in. It also has strong synergy with Mars. The cost is also extremely heavy for nova so that they cannot keep break riding this over and over. The second skill is a form of VG pressure, very similar to the original stern, but instead of a restand, it helps gain some advantage if it hits, but you lose the CB if it does not, giving opponent incentive to actually want to guard it.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Silver Thorn Dragon Tamer, Luquier (Breakride)
[AUTO] Limit Break 4 (This ability is active if you have four or more damage):[Soul Blast (2)] When an «Pale Moon» rides this unit, you may pay the cost. If you do, choose your vanguard, and that unit gets [Power]+10000 until end of turn, and "[AUTO](VC): when a rear-guard is called to (RC) from the soul, choose a rear-guard, and that unit and your vanguard gains [Power] +3000 until end of turn, ".
[AUTO](VC)[1/Turn]:When a unit is placed on (RC) from soul, look at up to two cards from the top of your deck, search up to one card from among them, put it into your soul, and put the rest on the bottom of your deck in any order, and this unit gains [Power] +3000 until end of turn.
Dark Zone is between Amon or Luquier. I went with Luquier as they are in a slightly more rough shape than DI. The breakride effect mimics a combination of original Luquier + Lion. However she does not naturally call units from the soul, and you will rely on effect shenanigans to do so. It however fixes column issues that pale moon tend to have for their VG. The second effect rewards active use of RG effects to call more units; this time being a free use of Irina.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Sealed Demon Dragon, Dungaree (Breakride)
[AUTO] Limit Break 4 (This ability is active if you have four or more damage)[Counter Blast (1)]:When a «Narukami» rides this unit, choose your vanguard, and that unit gets [Power]+10000 until end of turn, choose up to two rear-guard in opponent front row, retire them and bind them, choose up to 1 card from opponent bind zone and call them to his front row <RC>, then if there is still a empty (RC) in the front row, choose up to one unit from that column and move it to the front row. For each card in opponent's bind zone, put the top card of your deck into bind zone.
[AUTO](VC)(choose a grade 3 in your hand, and reveal it) when this unit is placed on (VC), you may pay the cost. If you do, search your deck up to 1 grade 3 with "Dungaree" in its name, reveal it to your opponent, put into your hand, shuffle your deck, choose a card in your hand, and bind it.
This is an interesting take on Narukami, by moving opponent's RG to the front row so that they are at the mercy of their front row retirement effect. I considered either Vermillion or Dungaree to give a cross-breakride, and ended up settling for the less supported one. What the ability does is a retire effect for his front row, and increase number of bind cards for both you and your opponent, and move up to 1 unit at the back to the now open front row. You also 'pay' for how many you choose to retire by binding 1 card for each unit that ended up in the bind zone. The 2nd effect lets you hit your crossride, while also increasing your bind zone count for unlimited's LB4.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
School Hunter, Leo-Pald (Breakride)
[AUTO] Limit Break 4 (This ability is active if you have four or more damage):[Counter Blast (3), Soul Blast (2)] When an «Great Nature» rides this unit, you may pay the cost. If you do, choose your vanguard, and that unit gets [Power]+10000 until end of turn, choose up to five cards in your hand, call them to seperate (RC), choose up to five of your rear-guards, and those units gain [Power] +4000 until end of turn, and "[AUTO](RC): when a unit attack in the same column as this unit attacks a vanguard, if its [Power] is 20000 or more, draw a card, at the end of that turn, retire this unit ".
[AUTO](VC):When this unit attacks a vanguard, choose up to one of your rear-guards, until end of turn, it gains [Power] + 4000, and at the end of that turn, draw a card, Counter Charge (1), and retire that unit.
So those are my take on some units I would give the 'breakride' treatment. What do you guys think? Leave some comments on what you think or would like to see get the same treatment.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Blue storm dragon, Maelstrom (breakride)
[AUTO]:(LB4):[Counter Blast (1), Soul Blast (1)]: «Aqua Force» rides this unit, you may pay the cost. If you do, choose your vanguard, and until end of turn, that unit gets [Power]+10000, and "[AUTO](VC) At the end of the battle this unit attacks a vanguard, and if did not hit, and it is the forth battle or more, choose up to two of your rear-guards, [stand] them, and until end of turn they gain [power] +5000."
[AUTO](VC): When this unit attacks a vanguard, if it is the third battle of the turn or more, this unit gets power +3000 power until end of that battle.
There is too many crossrides in Bermuda, and between Cocytus and Maelstrom, I'd say more in favor of Maelstrom. This breakride is use to make glory all the more potent if they could guard it, but it does grant many of the other bosses potent final turn pushes similar to Lambros. This basically forces Reverse to hit or they are in for a world of hurt, tetra drive becomes 7 attacks if it does not hit on the 5th. The second ability is make it more incentive to get strong columns early by turning a 7k booster into a 21k VG column and help hitting cross-rides, but you still have to work in multiple attacks to get it.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
![]() |
Art by Rwka |
Incandescent Lion, Blond Ezel (breakride)
[AUTO] Limit Break 4 (This ability is active if you have four or more damage):[Counter Blast (2),Soul Blast (1)] When an «Gold Paladin» rides this unit, you may pay the cost. If you do, look at up to four cards from the top of your deck, search for up to two «Gold Paladin» from among them, call them to separate open (RC), and put the rest on the bottom of your deck in any order, and choose your vanguard, and that unit gets [Power]+10000 until end of turn, and "[AUTO](VC): when this unit attacks a vanguard ,this unit gains [Power] equal to the combined power of units placed on (RC) from deck this turn."
[AUTO](VC)[1/Turn][Choose a grade 3 card from your hand, and reveal it] When a unit is placed on an open (RC) from your deck, if you have three or more rear-guards, you may pay the cost. If you do, search your deck for grade 3 or more unit with "ezel" in its name, show it to opponent, then add it to your hand. Then choose a grade 3 from your hand, discard it, shuffle your deck, and this unit gains [Power] +1000 until end of turn for each rear-guard you have.. (Even if you do not use this ability, you cannot use this ability again for the rest of the turn).
United Sanctuary have MLB, Ameterasu, and Ezel that needs rework, but Ameterasu already got revival legion for herself, and its difficult to make a breakride for MLB, so I ended up with Ezel. The idea here is to give Platina more final push potential, as one of its greatest weakness is the lack of board flooding ability as Platina. It also makes Platina itself hit like a truck minus critical pressure, so it think its fair. The whole gambit requires 5 CB and 1 SB, so it takes some steps to get it going, but boy you get to see some scary numbers when it does. The second effect also lets you find your next ride or stride fodder and rewards you for using RG to superior call.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Stern Blaukluger (Breakride)
[AUTO] Limit Break 4 (This ability is active if you have four or more damage):[Counter Blast (1), Soul Blast 3] When an «Nova Grappler» rides this unit, you may pay the cost. If you do, choose your vanguard, and that unit gets [Power]+10000 until end of turn, and "[AUTO](VC): when a rear-guard is [Rest] this turn, choose a unit, it gains [Power] +5000 until end of turn, and "[AUTO](RC) When this unit's attacks hit a vanguard, Counter Charge (1)."
[ACT](VC)[1/TURN](Counter Blast (1): This unit gains [Power]+2000 until end of turn, and "[AUTO](VC) When this unit's attack hits a vanguard this turn, draw a card, and Counter Charge (1)."
Star gate have mostly Dimension police or Nova crossrides, so it is between Daiyusha, Asura, or Blau. Daiyusha have the revival legion, Blau needed a better breakride for galaxy, and needed support more than Asura in general so here it is. Now this quite different from the original stern. Instead of restanding itself, the breakride effect makes the galaxy turn much harder to guard as more attacks get in. It also has strong synergy with Mars. The cost is also extremely heavy for nova so that they cannot keep break riding this over and over. The second skill is a form of VG pressure, very similar to the original stern, but instead of a restand, it helps gain some advantage if it hits, but you lose the CB if it does not, giving opponent incentive to actually want to guard it.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
![]() |
Art by Rwka |
Silver Thorn Dragon Tamer, Luquier (Breakride)
[AUTO] Limit Break 4 (This ability is active if you have four or more damage):[Soul Blast (2)] When an «Pale Moon» rides this unit, you may pay the cost. If you do, choose your vanguard, and that unit gets [Power]+10000 until end of turn, and "[AUTO](VC): when a rear-guard is called to (RC) from the soul, choose a rear-guard, and that unit and your vanguard gains [Power] +3000 until end of turn, ".
[AUTO](VC)[1/Turn]:When a unit is placed on (RC) from soul, look at up to two cards from the top of your deck, search up to one card from among them, put it into your soul, and put the rest on the bottom of your deck in any order, and this unit gains [Power] +3000 until end of turn.
Dark Zone is between Amon or Luquier. I went with Luquier as they are in a slightly more rough shape than DI. The breakride effect mimics a combination of original Luquier + Lion. However she does not naturally call units from the soul, and you will rely on effect shenanigans to do so. It however fixes column issues that pale moon tend to have for their VG. The second effect rewards active use of RG effects to call more units; this time being a free use of Irina.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Sealed Demon Dragon, Dungaree (Breakride)
[AUTO] Limit Break 4 (This ability is active if you have four or more damage)[Counter Blast (1)]:When a «Narukami» rides this unit, choose your vanguard, and that unit gets [Power]+10000 until end of turn, choose up to two rear-guard in opponent front row, retire them and bind them, choose up to 1 card from opponent bind zone and call them to his front row <RC>, then if there is still a empty (RC) in the front row, choose up to one unit from that column and move it to the front row. For each card in opponent's bind zone, put the top card of your deck into bind zone.
[AUTO](VC)(choose a grade 3 in your hand, and reveal it) when this unit is placed on (VC), you may pay the cost. If you do, search your deck up to 1 grade 3 with "Dungaree" in its name, reveal it to your opponent, put into your hand, shuffle your deck, choose a card in your hand, and bind it.
This is an interesting take on Narukami, by moving opponent's RG to the front row so that they are at the mercy of their front row retirement effect. I considered either Vermillion or Dungaree to give a cross-breakride, and ended up settling for the less supported one. What the ability does is a retire effect for his front row, and increase number of bind cards for both you and your opponent, and move up to 1 unit at the back to the now open front row. You also 'pay' for how many you choose to retire by binding 1 card for each unit that ended up in the bind zone. The 2nd effect lets you hit your crossride, while also increasing your bind zone count for unlimited's LB4.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
School Hunter, Leo-Pald (Breakride)
[AUTO] Limit Break 4 (This ability is active if you have four or more damage):[Counter Blast (3), Soul Blast (2)] When an «Great Nature» rides this unit, you may pay the cost. If you do, choose your vanguard, and that unit gets [Power]+10000 until end of turn, choose up to five cards in your hand, call them to seperate (RC), choose up to five of your rear-guards, and those units gain [Power] +4000 until end of turn, and "[AUTO](RC): when a unit attack in the same column as this unit attacks a vanguard, if its [Power] is 20000 or more, draw a card, at the end of that turn, retire this unit ".
[AUTO](VC):When this unit attacks a vanguard, choose up to one of your rear-guards, until end of turn, it gains [Power] + 4000, and at the end of that turn, draw a card, Counter Charge (1), and retire that unit.
This is equivalent to a altmile in the form of a great nature breakride, except it buffs the entire field and cost at least 3 times more. Note that you don't have to hit to get the draw, and even units boosted by pumped units will grant the draw, so pumping the column will net two draw and 8000 power, but will cause the column to retire. This works in line with Reverse's calling back retired units. This provides some insane push power while enabling you have a hand to guard at the end of the turn. The second effect is basically a big berry GB1, but suits the theme of trading units for power and shields in hand, while getting even more pluses off gaining back retired units.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~So those are my take on some units I would give the 'breakride' treatment. What do you guys think? Leave some comments on what you think or would like to see get the same treatment.
Subscribe to:
Posts (Atom)