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Showing posts with label deck profile. Show all posts
Showing posts with label deck profile. Show all posts

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, 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, 15 June 2015

From Budget to Competitive: Dark irregular Part 2



Welcome back to the second part of Budget to Competitive. We will continue to look into dark irregulars on a whole and compare both options available: Amon focused, and Scharlachrot.

Again I will list the pricing I used in previous article.

Noteables

I will mark the prices of all the options as *Worth getting, *not so budget unfriendly, and *super-budget unfriendly.

(RR) Scharlachrot Vampir ~$4-6 each, easily found
(RR) Flag Breaker ~ $3-4 each, easily found (Compulsory)
(RR) Squall Maker Vampir ~$2-3 each, easily found
(RRR) One Who is Abhorrent, Gilles de Rais ~$6-8 each, easily found
(PR) Flying Librarian ~$1-2 each, not so easy found
(RR) Doreen the thruster ~$6-9 each, very hard to acquire
(PR) Psychic of Ash, Hadar ~ $25+ per legion pair, very hard to acquire
(PR) Astaroth Legion ~$7-9 per legion pair, not so easy found
(RR) Yellow Bolt ~$2-3 each, not so easily found
(R) Alluring Succubus ~$2-3 each, very hard to find
(RR) Great Demon, Soulless Demagogue ~ $1-2 each, easily found
(RRR) Amon's Claw, Marchocias ~$2-3 each, not so easily found
(RRR) Demon Marquis, Amon "Яeverse" ~$5-6 each, not so easily found
(RR) Amon's Follower, Vlad Specula ~$4-5 each, not so easily found

Di C and R play sets from GBT03: ~$10 for play set, easily found
Dark knight of nightmareland ~$2 for play set, not so easy
Hysteric Shirley ~$2 for play set, not so easy
Most C ~$1 for 5, most R ~$2 for play set

Now here is the rough breakdown for prices I would use for my decks:

Total price breakdown for Amon if buying singles:
4 Amon Яeverse ~$20
2 Astaroth set ~$16
2 Gilles ~$12
3 Marchocias ~$9
4 Flag breaker ~ $14

total: $71 +

Total price breakdown for Scharlachrot if buying singles:
4 Scharlachrot ~$20
4 Squall Maker ~$8
2-3 Librarian ~$4
4 Flag breaker ~ $16
4 Gilles ~$24

total: $74+

The price breakdown isn't very far off after doing the math. Its just that Amon have more early game and soul charge potential, but are reasonably harder to acquire. Scharlachrot is much easier to acquire, and people will likely be selling the entire deck for reasonable price. Both decks have the pros and cons, so pick what you like!

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Some Thoughts

Doreen the thruster vs Lunatic Masquerade
Price: $6-9 vs $0.2
So Doreen is something MANY DI players will consider a must have. Personally i think otherwise. She promotes bulk soul charging, has use pre-stride, has a higher number possible compared to Lunatic, and has almost 3000% price increase compared to Lunatic, and is rather difficult to acquire. And if you comparing turns where there is no soul charging involved (like when you are 6-7 cards from decking out), she is weaker than Lunatic, which is always a stable 11K by then.  Not to say she is bad, but she and predator tends to lure newer DI players to spam their SC effects just to keep numbers up across multiple turns, which I feel is just gonna make decking out a real thing. You have to pace your SC effects to get the most out of DI, and unless it is final turn or you need the souls, I suggest trying not to aim for high soul count just to make Doreen work, but rather get her to benefit off the incidental soul charge effects you have.

Shirley vs Monochrome
Price: $0.25 vs $0.2
This is a matter of preference, as I feel if you are even going to stride even once, Monochrome performs better. Granted Shirley is 2 SC during main phase, Monochrome lets you do 2 things DI does not have often: drawing cards and countercharge. You give up a 10k shield, but you make up for it with another use of an important skill like Bar maid or either Vampir, while recycling a stand trigger back to deck and a draw. So I feel even if your deck sorely needs draw like in Amon, even Amon have very huge front row during either stride, so it is in favor of Monochrome.

Astaroth vs Hadar
Price: $8 vs $20+
Based on card pool available, Astaroth gets to dip into the entire Amon card pool, which has some of the most efficient SC engine possible. He is also a legion with always crit pressure, and a mate that is still strong even if you had to ride it. Hadar is the more generic legion, and with the printing of Rigil it is possible to make a grade 3 line-up of both Rigil and Hadar. Only real problem is getting Hadar legion set. As of this writing the price has seen a crazy spike, due to the demand for the mate, which is good in any legion DI deck. So if you wallet is hurting, Astaroth is being printed as a legion pair promo and more easily available as compared to the now low print Hadar legion.

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Decklists:
Fanart Amon "Яeverse" From  Franky Kesuma

Amon list

Grade 0: 18
2 Bar maid Grace (FVG)
4 Hell's trick (heal)
4 Grausam (effect crit)
4 Cruel Hand (crit)
4 Monochrome (stand)

Grade 1: 13
4 Flag breaker (PGG)
2 Pure love succubus
3 Hell's deal
4 Phu Gremlin

Grade 2:11
4 Ron Gremlin
4 Hell's Draw
3 Hell's Nail

Grade 3: 8
2 Amon
4 Amon "Яeverse"
2 Astaroth

Grade 4: 8
2 Gilles
2 Demagouge
3 Marchocias
1 Kisskill Lila

Now the plan for this list is full balls aggro. Your main stride will be Demagouge as you soul charge set up, and Marchocias for big swing turns. Grilles is strictly a finisher, and if you ended up having 2 bar maid in play, we can easily see a 66k+ Grilles with glory and double crit, which is quite game over for most people. Astaroth is there in the event you starting to deck out, as most of the time you will be spend as reverse, hopefully have the crossride through all the soul charging. You can swap Phu Gremlin for Doreen if you want, but no more than 2, as I find Phu useful even late game as emergency attackers.

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Stride Era's Amon

Scharlachrot build

Grade 0: 17
1 Werbat Ordonnanz
4 Alice (heal)
4 Monochrome (stand)
4 Weretiger (crit)
4 Dark knight (crit)

Grade 1: 13
4 Flag Breaker (PGG)
3 Lunatic Masquarede (11k booster @ 10 soul)
4 Pure love Succubus (stride fodder)
2 killing dollmaster

Grade 2: 12
2 Flying Librarian
4 Knife conducter
3 Izyla (legion mate)
3 Squall Maker Vampir

Grade 3: 8
4 Scharlachrot Vampir
3 Hadar (legion)

Grade 4: 8
2 KissKill Lila
4 Gilles
2 Demagouge

This is very similar to previous budget list except for the inclusion of 2nd set of Grilles and 2 Librarian and Legion. I find librarian's really decent even though it is only 8k, as we have mainly Lunatic as a booster. We have some strong 21k columns in squall maker or any column with lunatic (at 6 soul he is 9k boost, which is 21k with knife conductor), while VG column is a threat by itself thanks to stride and GB2. Same deal as previous deck; where you have to pace your SC or else you risk decking out. It is definitely less aggressive than Amon, but you have more card advantage, and therefore less likely to run out of gas. Legion is there for the end game when you still have not killed your opponent, and can help you purge triggers out of the soul to legion back.
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So what do you guys think?  I am currently working on a DP and GP deck, and posting my NG deck that I main. Leave your comments on what you want to see next!

Wednesday, 10 June 2015

From Budget to Competitive: Dark irregular Part 1



Its time for me to do a new budget deck. This time after a few people's suggestion I decided to try making a dark irregular deck. Thanks to the availability of it in the recent GBT03 booster, and how many top tier players find it weak. I have decided to look at what is possible for making this deck work and work out a cost-efficient means to play this deck.

This time round I will try a different approach towards making the deck. I will first look up all the possible cards we can add, availability, and price range, before deciding on options. Based on a little digging and some running around Singapore, this is the price range I could get for these:

Noteable Pricing:

I will mark the prices of all the options as *Worth getting, *not so budget unfriendly, and *super-budget unfriendly.

(RR) Scharlachrot Vampir ~$4-6 each, easily found
(RR) Flag Breaker ~ $3-4 each, easily found (Compulsory)
(RR) Squall Maker Vampir ~$2-3 each, easily found
(RRR) One Who is Abhorrent, Gilles de Rais ~$6-8 each, easily found
(PR) Flying Librarian ~$1-2 each, not so easy found
(RR) Doreen the thruster ~$6-9 each, very hard to acquire
(RR) Emblem Master ~$2-5 each, very hard to acquire
(PR) Psychic of Ash, Hadar ~ $25+ per legion pair, very hard to acquire
(PR) Astaroth Legion ~$7-9 per legion pair, not so easy found
(RR) Yellow Bolt ~$2-3 each, not so easily found
(R) Alluring Succubus ~$2-3 each, very hard to find
(RR) Great Demon, Soulless Demagogue ~ $1-2 each, easily found
(RRR) Amon's Claw, Marchocias ~$2-3 each, not so easily found
(RRR) Demon Marquis, Amon "Яeverse" ~$5-6 each, not so easily found
(RR) Amon's Follower, Vlad Specula ~$4-5 each, not so easily found


Dark knight of nightmareland ~$2 for play set, not so easy
Hysteric Shirley ~$2 for play set, not so easy
Most C ~$1 for 5, most R ~$2 for play set
Di C and R play sets from GBT03: ~$10 for play set, easily found (see image)



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He's our main man... I mean Vampir...
Since we are going about the cheaper and more easily available cards, it effectively makes our deck revolve around striding, You have to play 4 Flag breaker and 4 Scharlachrot Vampir, and 2 Gilles to have a decent chance against most decks. That is ~$47+ cost already. If you include the C and R bundle, that's close to $60. So while this deck is reasonably cheap, its not one of those super budget ones.

If you are lucky and are one of the few who bought box slots @ ~$50 for 8 slots, you might get most of this for a really good deal and have spares to either trade for what you need or sell spare C and R! The rest of you don't give up! Check up trade forums and have a look out at stores and player base to see if they have any sweet deals for these. Its entirely possible to get this under $50 if they are desperate enough to let them go!

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Deck List:
Budget Dark Irregular

Grade 0: 17
1 Werbat Ordonnanz
4 Alice (heal)
4 Monochrome (stand)
4 Weretiger (crit)
4 Dark knight (crit)*

Grade 1: 13
4 Flag Breaker (PGG)
3 Lunatic Masquarede
4 Pure love Succubus (stride fodder)
3 Killing dollmaster

Grade 2: 11
4 Knife conducter
4 Werewolf Jaeger
3 Squall Maker Vampir


Grade 3: 4
4 Scharlachrot Vampir
4 Sweet Predator

Grade 4:
4 KissKill Lila
2 Gilles
2 Demagouge**

* Its not found in GBT03, but you will definitely get a play set in your DI playing career, so just grab them from stall if possible.
** This is particularly strong with Starter + stride skill adding 6 cards to soul in 1 turn. It is a bulk RR in FC15, so its reasonably easy to acquire.

Total cost: ~$60

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Winning Image:
Stride every turn and make 21k columns. Lunatic + either Knife or werewolf will make 21k columns with little effort, while squall with any booster makes 21k column for 1 CB. Ideally you have 3 soul breakpoints; 6 (Scharlachrot stride skill), 10 (other effects) and 15 (Gilles). It is extremely vital NOT to rush to 15. Take it slow and reap the benefits off Scharlachrot stride skill to retire, and only go to 15 for the kill. Sweet predator is mostly fodder or an extra RG attacker, but you can push her up through dark knight, monochrome, werebat or dollmaster, also making columns.

My favorite G1 for this deck. Works like a Doreen, but none of the commitments required! 


Disclaimer: This is the base required for the deck to function properly. Trust me, it works out fine if you pace your soul charging. You don't have to all in at once, and take a while to whittle down opponent with 21k+ columns. You get decent advantage off Kisskill + Scharlachrot + monochrome, so you can still stay afloat while you hammer away at your opponent.

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Next time round I will talk more about possible improvements, as well as look into building towards the Amon sub clan as well. Till then, leave some comments and share your opinions! Let me know if you prefer the older format or this format.

Thursday, 4 June 2015

Deck Profile: My Ashlei Stands Above All



So today I did this deck on a whim, which feels a little different from normal JK decks. But i feel this is a decent deck that can still fight with the newer decks thanks to stride and LB4 enabler. So lets move on to deck list:

Disclaimer: This deck is NOT meta. This is about what I feel is important as a VG player: winning Image. You can beat anyone with a meta deck, but if you are looking for style points, or want to try something people do not usually predict very well, come give this deck a try. Its actually reasonably fun to play.

Deck Name: My Ashlei Stands Above All

Grade 0: 17
1 Heloise (FVG)
5 crit (JK)
2 draw (JK)
5 stand (JK)
4 heal (JK)

Grade 1: 14
4 Holy knight guardian (PGG)
2 Alwain (Ashlei Pump)
4 Cymberline (rest pump jk +10k)
4 Sabremy (LB4 enabler)


Grade 2: 11
4 Tracey (12k attacker)
4 Swordmy (searcher)
2 Violinist (CB1 SB1 call G2)
1 Kymbelinus (special intercept)

Grade 3: 8
4 Ashlei R
3 Ashlei (breakride)
1 Yvain (legion)

Grade 4:
2 Garblade (swordmy pressure)
2 Jirron
2 Saint Blow (crit finisher)
2 Samuil (Dragruler effect)

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Game Plan:
Flood the field (like what all JK should do) and smack them silly. Using Samuil to push them in damage helps to make your stand triggers all the more scary. You want to mainly sit on Ashlei R, either crossride or not. The breakride is good for forcing PG, and the crossride is a nightmare to face as an aggro deck. The deck is relatively light on CB compared to other RP decks (only Samuil and Ashlei R into swordmy cost 2CB per turn). I don't really think the JK PG is needed, but if you feel otherwise you can run JK PG instead.

Winning Image:
Swinging in with a full field and making him guard everything since Samuil accelerated your opponent's end game, and therefore need to guard all the attacks. You get consistency off searching for Swordmy, helping you build your field to what you need at the moment.

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Notable things:

Running stands:
This is towards the game plan of sitting on Ashlei, and using Jirron and Samuil to push for end game.
With opponent's damage pushing towards 4-5 damage, stands become really annoying to deal with, and its a crying shame to put all that power to waste. I would run 6 stands if not for the need to run at least some draw, but if you are gutsy, you can run 6crit/6stand instead.

Alwain + Cymberline + stands + Jirron:
So you might ask, why did i play stands. Cause its really a waste not to due to the ways you can make some retarded attacker really huge. You can use Alwain to pump your RG ashlei bigger, making it 10k the 1st time and a stand translate to 15k guard. This does not factoring in any other effects like Cymberline +5k, or even Jirron's effect.

2 Violinist:
They are here to fetch swordmy, and if TSD splashing these does not already tell you something, its that swordmy is really consistantly good. Finds a Cyberline to boost power, Sabremy to enable LB4, or just plain fill a 16k column, all for just 1 CB. And violinist is basically your swordmy 5-6. If lacking CB you can fetch a Kymberlinus for defense or Tracey if you need another attacker.

Ashlei Crossride:
Its an option, but its alright if you do not want to make it happen. Extra Ashlei are either used as stride fodder and recycled by Alwain, or used as attackers. The main focus here is to abuse the synergy with Alwain + stands in this deck, so you want to run many Ashlei. 8 is not a lot of difference from 7, so it allows me to put in the next tech card.

x1 Yvain:
Ok this is here INCASE I am decking out, but it is quite unlikely since I will either die by then, or my opponent will. But if I reach that point, we can just shuffle back triggers and go for final push. He's crit pressure by himself, meaning opponent's cannot ignore him. Plus he is legion with swordmy, so no deck space wasted on his mate.

Why only 2 Saint Blow?!?! And why Jirron?!?!
Jirron is super synergy with stand triggers. And saint blow, although good, will usually just eat up a PG most of the time since they are expecting it, so i rather stride Samuil or Jirron instead. The saint blow are just incase you know opponent has no PG, if opportunity arises, give him the surprise butt sex. But he's not needed to kill the guy. It does not matter much wad your opponent do, he just drop cards or roll over and die. No need to worry he got PG or not. Simplicity is good.

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So what do you guys think? Leave your comments if you have other interesting ways to play this deck (you can leave standard meta list too, but that be boring and brings nothing new to this archetype, so I rather not go there if possible.)

Tuesday, 2 June 2015

Deck profile: Claret Sword Dragon deck



Alight guys this time is a very, VERY straightforward deck profile. We will be talking about new deck built with the heartbreak unit for shadow: Claret Sword Dragon. But first, watch the link below to understand why its awesome.



That power. Much hand. Such field. So Spam. Very strong.

You will realize Kanzaki is laying the smack-down with mostly G1 units. You will also realize that claret lets you toolbox for needed G1. And you will make good RG columns literally every turn you are striding. Now imagine the second stride is Diablo instead of aurageyser, and the sheer amount of cost to guard those turns. That is pretty much what we are going to do with this deck:

G0: 19
3 new sharp knight, David (FVG)
4 healing revenger
12 crit (all revenger)

G1: 14
4 night sky eagle
4 knight of yearning, Branwen
1 Black sage, Charron
4 karma collector (PGG)
1 black-winged swordbreaker

G2: 10
4 comet witch serva
1 skull witch Nemain
1 smother knight, Giva
2 fiercebau
2 fighting spirit revenger, Macart

G3: 7
4 claret sword dragon
3 ambitious spirit revenger, Cormack

G4: 8
2 aurageyser dragon
4 Phantom Blaster Dragon Diablo
1 Grim recruiter
1 elsyion

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Disclaimer: This deck very much Auto-pilots itself very well. All you need to do is set up 21k RG columns and let the crits from triggers and Vg column do the rest. And you will still have the hand to guard properly. Crazy but true.

2nd Disclaimer: This list looks like a bloody mess, but its not. I gave most of these things reasonable considerations before I made and test out this list. The numbers can be a tad funny but they are there for a reason. I will go to the choice breakdown in a bit.

Winning Image:
Run opponent out of cards through sheer brute force. With pluses left right and center, you can easily take a beating when required, and dish them every turn through sheer RG columns and VG crit pressure. You will literally have crits every turn on the VG column (claret, diablo, Kormac) and this will run your opponent dry of guard really fast, or kill them outright if they failed to guard at 3 damage and you flip a crit.

THEM BIRDS!!!
Beware the birds; they gonna rain on your enemies' parade!

Eagle pulls its weight in this deck. He comes in and make columns, and then gets retired later to fuel effects once his effect wears off. Its no slouch as an attacker as well, being one of the only G1 capable of hitting even crossrides with Claret +2k alone. Would love to run more than 4 of these if possible. Try not to ride them if at all possible, even if you have to ride a PG!

CRITS FOR MANY TURNS
You get a crit, he get a crit, they get a crit, everyone gets crits! 

Nothing as threatening as the idea of you dying if you don't guard at 4 damage. Or even 3 if you get crit trigger. The deck's VG column is crits every day, forcing opponent's to act on it or risk dying, and this indirectly translate to triggers going to side columns and making it even more taxing to them. At the rate people add cards to hand through drive checks and drawing, something has to give after 2-3 turns, and when it does, boy will it hurt.

Draws many cards,without even trying.
You are going to see this combo happen, Regularly and A LOT

The way SP cycle through units for hand advantage allows you to commit to the field, thin your deck and still maintain good hand size. Imagine the following scenario:

Your turn starts with 3 CB, and 2 soul.
Stride Aurageyser on top of Claret, fetch a swordbreaker
SB for swordbreaker draw a card (+1 hand)
Call Nemain/Giva to cycle through cards (drop 1, +2 hand, overall +1)
Make another column with 21k.
Swing with Nemain/Giva + 8k sword breaker (11k)
Swing with aurageyser and add 2+3 cards to hand (+5 hand), triggers to side
swing with last column, usually 26-31k.

You just cycled through 9 cards in your deck, for 3CB and 2SB, and a discard, easily digging for more gas to go off the next turn with diablo. Opponent needs to guard a 11k, a 26K+triple drive, and another 21-31k column. This easily cost him 2-3 damage or force 5-6 cards out of his hand to guard. Its absolutely smashing your opponent's face, and you will be smiling while doing it.

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Card Explanation:

G0:

12 crit 4 heals: Standard procedure. You can make room for a single cursed eye raven, but I found in testing that if you fail to kill the other person, the chance of decking is actually real.  Hence why I didn't run howl owl for the souls, but trust me, you won'r need more than 2 souls for this list. You are not gonna stride aura twice, neither do you use trumpeter. Just 1 lonely swordbreaker to cash in cheap card advantage off claret and aurageyser to turn the deck on autopilot.

3 David: No jokes here. Run AT LEAST 3 of these, you won't regret it. It just makes the deck so trivial. Aurageyser? Pay with just your starter. Diablo? Just claret a 2nd and pay again. Not striding and want claret to smash? Pay with one for the cheapest 21k 2 crit possible. It is also a 10k shield if really needed, which increases the overall density of shields in hand, though I would really not want to guard with this unless I have to. The fact that its not a good booster is countered by the way the deck makes it a 7k booster through claret's +2k, and you can either boost the Vg or fiercebau otherwise.

G1:

4 Night sky eagle: seriously run 4 of these. They are very good at beefing up RG columns. They make 11k attackers, make 21k with basically any 10k+ in front, It even makes 16k with Giva or david. And with all the crits rolling from the VG, they are gonna guard it like mad, making these 21k columns, especially with crits, really punishing to their resources to guard.

4 Branwen: The standard stride fodder. Makes sure you hit claret in timely fashion, and is fodder for striding otherwise.

4 Karma collector: your countercharge PG. With how fast you plow through your deck, you are almost guaranteed to see at least 1 unflip off them. Maintaining Claret's breakstride effect and Diablo or Aurageyser cost 2 CB per turn, so this gives it a little help to ensure there is a 3rd time.

1 Charon: No it is not a typo, I am playing a 8k vanilla. Due to the presence of nemain in the deck, I have one of this to make the column boost to 11k. Also calling it with claret, although not desirable, is still a 10k booster for a turn. If not to your taste you can consider running Bolfri instead as a potential 10k attacker.

1 Swordbreaker: Yes only 1. Its for cases when you really need it. And honestly with the lack of soul, you do not ever want to call it more than once from deck. The 1st soul is strictly reserved for Aurageyser, so this is the give some use to the remaining soul. She still can make columns with 10k attackers for 16k, or even make 11k columns with david before you retire them both to Diablo. You can drop the Charon for another, but I feel it is overkill just to increase the odds of seeing one go off. You do not need this to go off to make this deck work: it good to have but you won't die without it.

G2:

4 Serva: Why 10k vanilla? Because it is awesome with eagle. That and since you want to stride first before your opponent, you will have to sit on G2 for at least a round. This gives you one of the safest G2 to sit on, as well as making 21k columns with eagle. If you manage to draw multiples you can call them as pokers, and they are not as easily punished as most 9k G2. This really helps to shore up the weak start most GB dependent decks have.

2 Macart: These are here for just 1 purpose: Kormac at the VERY end of the game when you are going to deck out. They are basically vanillas that are not as good as vanillas, but you have to play them to access the backup plan. So just the minimal amount is fine, it is also fine to ride this if you cant find a 10k to ride since you are going to SB it out anyway.

2 fiercebau: They are here mainly as unflip pressure, They edge out a little over shadow lancer cause with eagles (again!) you can make a 22k column if eagle is the only backrow left. They don't actually have to countercharge, as if that attack got 2-3 cards off the opponent, its already worth it. If you need the unflip, you might have to be cautious and swing RG VG RG with fiercebau being last, and retiring 1st RG column and VG booster.

1 Giva & 1 Nemain: This is personal preference, but the main turn you want to use the draw 2 is when you are trying to set up. Giva is a little more easier to make columns with as a 7k, but nemain gives you cards when you need them the most. So pick your choice; I opted to run just 1 of each because even if I dump all my CB on the VG, the option is still good to have.

G3:

4 Claret: The main G3 you want to sit on and milk for all it's worth. Do note that the 2k power is deceptively useful. Eagles can hit crossrides, 10k attacker becomes 12k, swordbreaker can boost nemain to hit 11k. Also post aurageyser, you can use his GB2 to pressure crits every turn if you find yourself in a situation where you cannot or do not want to stride, so just cause you are striding does not mean there is no crit pressure, making them drop at least 2 cards a turn for the VG.

3 Kormac: This is your alternative ride. He is strictly there as a legion option, again also with crit pressure. He is also not picky on what he eats, so you can feed him used swordbreaker or eagles. the 23k legion attack also lets you pull a 31k with charon, if the oppotunity presents itself.

G4:

2 Aurageyser: This is your set-up stride. 90% of the time you are going to stride this first to set up for the rest of the game. fuels your hand and gives you options to either diablo next turn or claret to pressure. I don't run another pair because I forgone SC effects for more pressure, as owls just make you deck out faster.

4 Diablo: This is the pressure maker. Mid game you basically cripple your opponent with this. It cost minimal 4 cards (2 RG and 2 for PG) to guard this, and mercy on your foes if they don't have a pg. He can win you the game form 3 damage easily, and paying for him is as simple as David + used units. Between this, claret and kormac, you are gonna pressure them crits every single turn.

2 Others: The last 2 strides are for toolboxing. I am not a fan of recruiter as you already toolbox very well, and I always stride aura first. However, there are times this is better, however uncommon. Elsyion is another pressure unit, and can get scary columns if boosted by at least a 6k booster (41k), which is nearly unguardable outside of PG early. You can even run a 2nd pair of aurageysers, although it is not advised. Others consider Blizza or Atmos, but its really up to you.

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What I did not play and why:

Blaster Dark Diablo and CO.

Blaster Dark Diablo: Lets come to some consensus; Diablo is not very good without his stride. So he is only relevant on turns where you stride PBDD, which is pretty much only twice if you want to use the effect. People argue that you can ride this over claret before striding to gain access to the retire, but it just cost you 2 hand ( riding Diablo and another card to stride over since you will be at GB2) and I'd rather use claret to toolbox and thin the deck, fill some columns and push for game. It is true that Diablo lets PBDD kill off a RG so he cannot pay for the guard restriction and die, but that is not the reason he is in this deck. He is here to pretty much bleed your opponent of cards, with the random upside of killing him if his hand is incapable of guarding, or your opponent forget it exists and did not have 2 RG up.

So I'll finalize it here again: this is NOT a PBDD deck that intends to cheese the guard restriction, this is a Claret deck aiming to overpower your opponent every turn while toolboxing and maintaining hand size. If you want a deck that fully utilize PBDD as a win condition, revengers with its blasters control is the better deck for it; this deck only have PBDD as pseudo retire to make him throw out resources to not die.


Dorint/Claudas: Regarding his other suppport, they specifically need a 'blaster' VG to function. As much as I love dorint/claudas 22k + unflip, we cannot get it consistently functioning UNLESS we stride PBDD without using its effect just for the blaster name. If the plan is to do that I suggest just playing the legend deck.

Charon/Darkheart: We already running David as retire fodder, so charon is just a glorified david who can search for Diablo, which we are not running. Darkheart clashes with our soul requirements, which is reserved for swordbreaker and aurageyser. It also requires a blaster again, making it situational to a PBDD turn. The deck slots for G1 is already tight as it is, and hard to run darkheart without running owls in this deck, which I will get to shortly.


Howl owl: This card is good, but after much testing, I feel I can actually live without the draw. Mostly because this greatly accelerated my decking speed. With strides and deck thinning, the danger of decking is quite real if you cannot kill your opponent. Also I really hate drive checking this on a PBDD turn instead of a crit, or revealing this off aurageyser. At least if you reveal a 10k shield it is worth it for aurageyser, but revealing owl is just a bad feel. I have also minimized my soul consumption in this deck to just 2, so I won't be missing this much.

Dark night maiden, Macha: A lot of you will ask why not play her. The reason is simply the lack of CB to spare. You are running pretty much 2 CB per turn just to keep on striding, which means you have about 0-1 CB to spare for her effect if you going for 2nd PBDD. Also note that she cannot search for David directly, which is a pain since you want to retire him for effects to dumb down the cost.

Demon World Castle, ToteWitchita: Many already expressed dislike for this, but I am gonna say it here to make it clear: He is just mediocre in this deck for what he does. He contest for soul, he only push for 26k with eagle (claret can go to 31k), and with your first 3 strides likely to be aura>PBDDx2, you will not use his effect much. He offers at least a call if opponent grade lock themselves, but then I rather have Cormack bust them open due to having +3k to make 19-21k VG column, and still provide the legion option which this deck sorely needs.

Revengers support: This is not the deck to play them as they require specific units to sacrifice or need a revenger VG. The exception case is Cormack as he isn't picky about his food and is a strong unit overall, although his mate is absolutely useless in here unless you want to call a trigger.

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Possible Considerations

Barbelith: The SP 12k attacker should have been in the booster instead of a promo. He does make make columns without much help, and is a low maintenance but good attacker overall. I would consider swapping out giva/nemain if they under-perform, as even though I like the option of filtering 2 cards, I could not afford the CB most of the time.

Servemyu: This is another promo that can be considered. A 10k  VG booster is decent as a 1 of, probably in place of a the 8K vanilla. This becomes very relevant when you using Claret's GB2, as 31k 2 crit for little investment is no slouch. I would only run 1 though, as you can easily fetch it as required, and eagles and 8k vanilla off claret can be 10k boosters in a pinch and still work on RG columns. This is also good with Cormack to make a 33k 2 crit column.

Bolfri: Could be used instead of 8K vanilla. He can be called in by Claret to make a 12k attacker, and makes 21k column with eagle by itself, 16k with swordbreaker.. I like him, but only as an emergency attacker that can be fetched as required, and a booster that can transition into an attacker as required. Probably run the most 1-2.

Cursed eye raven: This can be swap in to replace a crit. The merits of it is that its a recyclable trigger, but even as just 1 copy I seem to always drive check it when i need it, so I stayed with 12 crits, but it is an interesting choice to feed claret or diablo with.

Witch of Comets, Manisa: Now this is a very contradictory choice, but it has proven to work reasonably well late game when you are decking out. The 10k base does not matter at that point of the game, as its kill or be killed at that point you have to legion this to prevent deck out. The advantage of replacing Cormack with her is 1)cheaper option, 2)She cost you less deck space so you can run other G2 with effects instead of Macart, and we are already 10k base G2 so the mate barely cost you deck space. In a pinch she is functionally a 12k attacker, but most of the time she is stride fodder or your legion on final few turns. Give her a try as she does not disappoint, but be prepared to get a lot of people's attention.

Sunday, 31 May 2015

From Budget to Competitive: Gear Chronicle part 2

Welcome to the continuation of my budget series articles for gear chronicle. We will talk about some of the possible changes to make for the deck, options vs cost, and what you should prioritize on depending on your capital limits. My previous article walks through how to build a decent good deck from scratch with 2 x TD and a few good rares and commons, so do look up the link below if you have not already.

From budget to competitive gear chronicle part 1


Money Sinks:

The following cards are where most of your money get sunk into. I will breakdown what they offer to the clan in general, relative priority of getting them, and how viable are they relative to their budget cost. Gentle reminder that shop prices will be considerably more than what I am quoting here as reference, but that doesn't mean you should not try them if you you can't find it from players! Sometimes you can get really sweet deals from shops if they are really nice, so don't hesitate to inquire.

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High priorities:
These are basically stuff you will 100% need without fail. They make the deck function towards its winning image, so if wallet allows, grab them! Good deals exist if you are persistent, specially among players and traders, so be polite about it, and if they are not offering lower, do respect their decisions and don't force it.

#1: Interdimensional Dragon, Ragnaclock Dragon ~$8-10 (Eng ~$15)

Ragnaclock is a beast. It can carry the entire deck on its back if needed, and is a threat that everyone facing gear have to plan for. That means saving PG specifically for him, and thus this create awkward situations where opponent's will not guard your first few strides if their hand does not have enough G0 shields. This allows you to severely punish them with chrono jet's GB2 glory if they use up most of their G0. Or if their drive checks had no PG, you can potentially punish them with this for high damage or even end the game. Minimal at least a pair.

When do I get this?
When your wallet allows it. I would prioritize at least getting a pair to gain the option. Even more than other options. However if it is over your spending capital, faterider is still a decent option, and your opponent will assume you have it and play around it regardless. Ideal aim is to get 2 of these asap, although a complete play set need not be immediate if wallet is a little light.

Is it worth the cost?
Very. Its a very powerful finisher that requires opponent to have an exact answer or it will cost him. I gotten mine at ~$8 each in Singapore, during the off period where the clan saw a decline in play. Granted it was a good bargain, I would say $8-10 is a good deal. For english side unfortunately the nature of the game is expensive, so expect around ~$15 each. Still worth getting a pair if you can afford it.

#1/2: Interdimensional Dragon, Faterider Dragon $4-5 (English ~ $6-10)

This is a very strong unit for budget cost. He grants the clan toolbox potential as well as high amount of power later in the game. Best of all it has no CB or SB cost, meaning they can be spent on your control effects or guard restrictions. The power to a unit is no slouch either, as after striding ragnaclock you can easily get multiple 3k power to 3-4 unit. Ideally at least 1 in the G-zone, but 2 is a possibility.

When to get this?
You can either get this asap if you know ragnaclock is out of your range, or get this after ragnaclock. It really depends on your wallet capacity, so use personal judgement for this. He is really good for his cost, and grants insane utility to a deck with not much filtering.

It it worth the cost?
I would say he is the 2nd most important unit to have in the G-zone for english, as for Jap he's a steal for his price. As of writing I find found mine for around ~$5 each, and keep 2 in the event I want to play a more aggressive stride focusing on RG. For english this can easily reach around $8-10 for RRR, which is alright for what it does, but a little on the pricier end, so you are extremely budget . 

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Medium priorities:
Everything here helps the deck, but it is more of a quality of life change that you can live without. Most of these are quite affordable upgrades so if there are good offers you can afford, do snag them. They are good quality of life improvement, at reasonable cost.


#1: Glimmer breath dragon $1-2 (Eng $2)

This unit is very similar to Burnout Dragon. Like burnout, he makes you committed to a G3 in your deck, which is Chrono jet. But given how strong that is, you usually want to sit on chrono jet for a LONG time, making the oppotunity cost extremely low. He does cost a soul which is a scarce resource in GC, but if planned properly its manageable. Unlike his precessor Relic master, he cant be used pre-stride but can hit 11k vg unhindered and cost only 1CB 1SB, so take your pick. Do note when considering other units that require souls, as this tends to clash with them. Its a decision either to use this over Amber as GC actually lack backrow boosters to commit due to deck constraints; glimmer is more independent while amber is over a long term, so take your pick.

When to get this?
When good deals arrive. This card is cheap for what it does unlike burnout (main clan hype too stronk). Since we commit mostly to chrono jet, this has marginal drawbacks and as a standalone its quite good. Look out for great deals as people may be willing to even through this in in bundle trades just to get rid of it. Take them when its convenient and never look back. If you are going to focus on amber then you might want to hold on this one.

Is it worth the cost?
Very good deal. I got mine at roughly $1 each through bundle trades, as the hype is currently down. English ones will be roughly $2 each which is still affordable. He's flexible, and cheap to boot. A real budget saver.
#2: Steam maiden, Arlim ~$4-5 (Eng $5-7)
This is our PGG that grants a chance to countercharge(new unflip keyword). You can reliably get 1 unflip (possibly more) based on how long the game drags. If you are aiming for more RG that consume CB this is rather handy for managing that, but not mandatory. She cannot be used to guard for RG, so it is something to note against matchups with Overlords or Big Bang.

When to get this?
When you settled High priorities. This means she is lower priority than Ragnaclock and Faterider, as the TD already have normal PG, so getting them basically only adds a chance to countercharge. You will definitely want to prioritize utility and main cards before getting this, but keep a look out for sweet deals. Ideally you want to get 4 at one shot.

Is it worth the cost?
I got mine at about $4 each due to good deals, but many will be willing to pay about $5 for them. English ones may go up to $5-7 depending on where you get them. In my opinion they are decent if you intend to use a lot of CB and don't mind forsaking RG against Naru or Kagero. Overall I feel it not high priority, but important to look out for when appropriate.

#3: Lost age dragon ~$4-6 (Eng $2-3)

This is a book promo that should have just been the TD promo instead of mystery flare. Unfortunately its Bushiroad's marketing strategy, so we gotta live with that. Its nothing complicated, simple hit pressure and instant tuck effect for no cost. Definitely more cost effective than chronoscommand overall, a very good 1-of when opponent have multiple targets you want to pick off the field.

When to get this?
When you get a decent deal. You won't miss it if you don't have one, but he is an excellent option to have. He can be found occasionally within traders as it is a book promo, so it is just a matter of whether you can afford it. Its not as scary as Ragnaclock and cost roughly the price of Faterider, so if given the choice, Faterider>Lost Age.

Is it worth the cost?
Depends. If tight on wallet I'd say you can get similar on hit pressure through Epochmaker + Glimmer Breath. He demands roughly ~$4-6 in Singapore for the Jap one, so it may deter some people. In English he is cheap at around $2-3 each, so this is one of the cards English had it easy. On hit pressure for free is never bad, so if given sweet deals do consider it, can be worth the cost.


Notable #1: Interdimensional Dragon, Epochmaker Dragon ~$2-3

This is my favorite pick in this category, A real dark horse.It grants good pressure for free, and lets you reuse your glimmer breath or steam breath dragon. The extra attack from a G3 is very underrated, as if planned properly, even if opponent has a damage trigger, he still can hit his front row to pressure guard. Another cool thing is you can relocate your RG when they get called back, so you can shift boosters around or even put important units like amber in the back row so they don't get attacked during opponent's turn. So get creative.

When to get this?
I would say try to get 1. It is a GR, the art is pretty cool, and its cheap to boot. I usually like to stride this or Lost age first to get the pressure out since many people want to take the first few damage for CB and save hand, so the frequency of it going off is quite high. If they PG this, it works in your favor since that's one less PG for Ragnaclock. Grab this when cheap offers arise.

Is it worth the cost?
I may be bias, but its worth getting one, even for the art alone. Got mine at a cheap $2, which is great for budget players. Don't let the fact it is a GR scare your wallet, as many people don't want to hold on to this. Unfortunately this is not available yet in English, so you guys are out of luck for the moment.

Notable #2: Interdimensional Beast, Upheaval Pegasus ~$0-1

This dark horse (no pun intended) is a risky gamble that can pay off really well, especially if you already have units that benefit off tuck effects already in play. Mistgazer, gear hawk and Gear hound get ridiculously large of it, which generates really big RG columns.  Sometimes you can even get opponent's triggers to be stranded on his field, which means less triggers in his deck overall. However do note this can be risky if opponent has RG that have on call effect, as they can pay for them even on your turn! So some caution to be taken. A very high risk high reward card for the more adventurous.

When to get this?
Get this off trades as throw-ins. This thing is really cheap as it is considered a trash RR from FC15, so should not be hard to aquire. It helps that there are better strides out there, but for cheap this card adds a little fun into your game with friends at little cost.

Is it worth the cost?
If gotten for cheap/free yes. Its a fun pick that I throw in to keep games interesting. I got mine off box sharing for FC15 since nobody wanted it, and got it thrown in along with my nova stuff. Again this is a FC15 card, so English will have to wait to see if they will get it. Overall its good cost for fun gotten, so it doesn't hurt to pick up one.

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Low priorities:
Here is where some caution is required; I do not really advise getting these immediately either because they are not cost efficient for what they do, cost too much, or very low priority over those mentioned above. In no way they are terrible, just that if budget is a concern, try to steer away from these.

*Heart Thump Worker ~$2-3 (Eng ~$5-7)

This unit helps to build up soul for your SB, which is rare in GC. However this does not justify the cost (especially in Eng).
When to get this?
After everything else in priority. I would value this the least important of all the upgrades, as the improvement is just an extra critical that can soul charge. That said, if you manage to get this as a throw in during trade, do snag some up as you will eventually get them, just not before the rest.

Is it worth the cost?
Not so. Everything else provides better utility for cost ratio. I would not pay the price for this in Eng, but for Jap I think within range of $2 is acceptable, although i rather settle the strides and other stuff first before considering this.

Chronos Command Dragon ~$7-9(Eng ~$9)

Now this may seem contradictory, but hear me out on this. This unit does not do what you expect it to do, and not well at it.Firstly you have no control of when you want the effect to go off, unless opponent rush you with full field, and even then properly staggered effects will get you the same results (chrono+epochmaker+glimmer). Next thing to note is the cost is rather high at CB2 + SB1 + a discard. Assuming a SB = 1CB, you need to make sure you nail at least 4 RG to break even. For the same on hit lost age or epoch can generate +1 off this for no extra cost. It would be nice to have one, but I feel other units perform better on average.

When to get this?
After almost every other stride, or there is a steal. I personally do not feel this is worth it's current cost (partly due to this being a GR) so the price is still hyped. I feel if on a budget, you get more bang for your buck with either fate rider or even ragnaclock. So don't put this on a high priority unless its a really good deal.

Is it worth the cost?
Personally I don't like it, but some say 1 copy doesn't hurt. He is floating $7-9 atm, which Eng one goes around $9 or so. He is priced this way since he is the GR form GBT01, but I feel his effective price should be around ~$6. So if you get lucky and find it for that price, do grab it then.

Steam fighter, mesh-he $4-5 (Eng ~$5)

This is also another one that I feel varies in value. IF you want to focus heavily on CB like amber + Ishin, you will want to consider this to mitigate some cost. However soul is already precious to the clan as it is, so I will try not to run this with other SB effects.

When to get this?
This unit's priority depends on how heavy your deck's CB is. In my budget list it is light on CB and runs Gigi, so this does not fit in. However if using a heavy CB and light SB effect, this can find a home, and its priority becomes right after Arlim. Otherwise I tend to stay away form this one.

Is it worth the cost?
I think it should be cheaper. Both the Jap and Eng ones cost ~$5, but I think its more bang for your buck if you are heavy on CB. Again this depends on your list mostly whether you can support it well or not.

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Here is how I would go about purchases depending on how much I can afford:

Budget route:
1x epochmaker > 1x upheaval > 1x faterider > 2x Ragnaclock > 1x lost age > 2-3x glimmer breath  > 4x arlim >2x Ragnaclock > rest

High capital route:
4x Ragnaclock > 4x Arlim > 1x fate rider > 1x lost age > 4x heart thump > 2-3x mesh-he > rest

Maximum Budget list

G0: 17
1 Gunner Gear dracokid or Timepiece dracokid (FVG)
4 Steam maiden, Uluru (heal)
4 Luckypot dracokid (draw)
4 Steam battler, dadasig (critical)
4 Vainglory dream gear cat (stand)

G1: 14
4 Withdrawn gear raven (PG)
4 Mistgazer dragon (power booster)
2 steam rider Dizkal (9k attacker)
4 Steam breath dragon (strider)

G2: 11
4 Smoke gear dragon (10k base)
3 Steam fighter, amber (retire unit)
4 Twinmaser dragon (12k attacker)

G3: 8
4 Chrono jet dragon (Main G3)
4 Steam maiden Elul (backup G3)

G4: 8
2 lost age dragon
2 fate rider dragon
2 epochmaker dragon
2 upheaval Pegasus

Proposed list (final):

G0: 17
1 Gunner Gear dracokid or Timepiece dracokid (FVG)
4 Steam maiden, Uluru (heal)
4 Luckypot dracokid (draw)
4 Steam battler, dadasig (critical)
4 heart thump worker* (critical)

G1: 14
4 Steam maiden Arlim* (PGG)
4 Mistgazer dragon (power booster)
2 steam rider Dizkal (9k attacker)
4 Steam breath dragon (strider)

G2: 11
3 Smoke gear dragon (10k base)
3 Glimmer breath dragon* (retire unit)
3 Twinmaser dragon (12k attacker)
2 steam knight puzer lli* (legion mate)

G3: 8
4 Chrono jet dragon (Main G3)
4 Ruin disposal dragon (backup G3 legion)

G4: 8
4 Ragnaclock dragon
1 lost age dragon
1 fate rider dragon
1 epochmaker dragon
1 upheaval Pegasus