Thursday, December 11, 2014

The Golden Hope: Blue Flames.

  Long story short, this deck profile is about Gold Paladins (GP for future refference) and it includes the new cards and bosses from BT17 (in English it is BT16 ver.E). Before going to the deck profile let's talk about GP's core strategy. 
 Gold Paladin core strategy is top deck calling. At first you called at random because you could call only the top card of your deck but in the current season their aim is better (equal with Neo-Nectar's aim). This particular strategy inspired Bushiroad to give some units skills that activate when they are called from the deck. Before their aim omrpoved, those units weren't that popular because of their random calling but now they became the number one hit since now you can look at the a certain number of cards from the top of the deck, choose one, add/call it to the rearguard circle and put the rest on the bottom. 
 Clans with such strategy usually have certain advantages over other decks. The first one is that, since they superior call from the deck a lot, they tend to have a larger hand that can be used for guarding.  The other advantage is their unity. Most of the bosses of clans with such strategy rely a lot on their rearguards and having a full field is important to them. 
 Another reason why people play them is because they are not on a good therms with control clans such as Narukami and Kagero (when a unit is retired, another one pops up from the deck.) 
 Thanks to these advantages and the fact that they get abundant support is why a great deal of CFV players mained this clan.
 The recent big bosses from different clan have duplicated Blue Storm Supreme Dragon, Glory Maelstrom's main skill which forbids your opponent to call a grade 1 or higher unit when it attacks (but the cost and requirement are different), creating some sort of multitude choices of such units.
 GP got their own unit as well and became quite popular right away. I have seen and tested a lot of versions and the result of this hard work is listed below:

Grade 0:
1x Coronagal Liberator
4x Great Wish Liberator, Esus
4x Steel Edge Liberator, Aruira
4x Catchgal Liberator
4x Numinous Tree Liberator, Elchea

Grade 1:
4x Halo Liberator, Mark
4x May Rain Liberator, Bruno
4x Physical Force Liberator, Zorron
3x Fast Chase Liberator, Josephus

Grade 2:
4x Liberator, Lawful Trumpeter
4x Regulation Liberator, Aglovale
3x Oath Liberator, Aglovale

Grade 3:
4x Bluish Flame Liberator, Prominence Core
4x Bluish Flame Liberator, Prominence Glare
  Since the deck interacts quite a lot with Bluish Flame Liberator, Prominence Glare, a short review of it would be very appropiate.
[ACT](VC): Legion 20000 Regulation Liberator, Aglovale" (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):[Counter Blast (1) & Choose a card with "Bluish Flame" in its card name from your hand, and discard it] When your unit is placed on (RC) from your deck, if this is Legion, you may pay the cost. If you do, until end of turn, this unit gets [Critical]+1 and "[CONT](VC):During the battle that this unit attacks, your opponent cannot call grade 1 or greater units from hand to (GC).".
[ACT](VC):[Counter Blast (1) & Choose one of your rear-guards, and retire it] Look at four cards from the top of your deck, search for up to one card with "Liberator" in its card name from among them, call it to (RC), and put the rest on the bottom of your deck in any order. This ability cannot be used for the rest of that turn.
   The first skill is pretty obvious. The +1 critical is a side bonuse for more pressure on your side. Generally speaking, units with "[CONT](VC):During the battle that this unit attacks, your opponent cannot call grade 1 or greater units from hand to (GC)." in their skill are deadly. Despite the fact that grade 0 represent the main defense of any deck (mainly because they have 10000 shiled value beside the draw triggers.), an attack of 30000 power or more, under normal circumstances, is stopped with a Sentinel since it can provide better shield and uses less hand.
 As for his conditions, well, one of them can be respected very easily even with a full field thanks to it's second skill (talk about self-sustaining.)
 One of the main issues of the deck is that it's heavy counterblasting and besides healing and eating damage again, you don't have any other source of unflipping. Now, let's talk partly about the deck and partly how I came to this version.
 Currently there two starter that can match for the deck: Coronagal Liberator and Fire Passion Liberator, GuidoCoronagal Liberator gains +3000 power whenever a unit is called from your deck and  because, in the decks with such strategy, it is important to have high numbers is a key element in such decks, it won the arguement.  The average boost of this unit would be 14000 (+20000 from Legion boost) making the attack value 34000 (pretty scary considering the fact that your opponent will not be able to use grade 1 or higher units.)
 Also I maxed May Rain Liberator, Bruno because it has the exact same skill. It can replace Coronagal Liberator in case it gets retired. Also, it can provide good boost to front row as well.
 With these units on the field the superior calling itself is important to your victory so that is why I added some units that superior call but you will not be able to gain any rearguard additions here.
 I play rather an unusual trigger ratio (8 crits/4 stands/4 heals).Thanks to Fast Chase Liberator, Josephus, which allows to draw one card when called from the deck at the price of soulblast 1, I don't quite need them so it came down to another set of critical triggers and Catchgal Liberator.
 Catchgal Liberator won because of it's skill. When called from the deck, you can put this unit at the bottom of your deck and look at the top three cards of your deck, call one unit and return the rest on your deck and shuffle it.
 Physical Force Liberator, Zorron has a similar skill. When called from the deck, you can put it into the soul, look at top three, call another GP unit, and put the rest at the bottom of your deck in any order. And since it doesn't forbid to call another Physical Force Liberator, Zorron, you call him again, do the same thing to continue to power up Coronagal Liberator and May Rain Liberator, Bruno. (like I said above: the very fact of superior calling matters here. )
 Liberator, Lawful Trumpeter is a very good addition here. At the price of nothing, when you perform Legion, you can look at the top three cards of your deck, call one card with "Liberator" in it's name to an open rearguard circle and put the rest on the bottom of your deck in any order. This unit is very important since the skill of Bluish Flame Liberator, Prominence Glare can be activated only when you call a unit from the deck. Even though Bluish Flame Liberator, Prominence Glare can call on it's own, you need to preserve as many counterblast as possibly for it's main skill so if there is an oppurtunity to superior call from the deck at any kind of price but counterblasts, you need to use it.
 Another unit that superior calls is Oath Liberator, Aglovale. When he is called to the rearguard circle, at the price of a counterblast, you can look at the top three cards of your deck, call one unit with "Liberator" in it's name and put the rest at the bottom in any order. The first reason why I play it is that it can trigger a lot of superior calling with Catchgal Liberator and Physical Force Liberator, Zorron. It's skill activates regardless from where it is called (hand or deck) so it is a good addition to the deck. It can help regenerate the field as well if it gets wiped by Narukami/Kagero.
 I talked about units which activates their skill when called from the deck. Besides Fast Chase Liberator, JosephusRegulation Liberator, Aglovale has a skill of the same nature. When called from the deck. at the price of a soulblast, you can look at the top five cards and search a card with "Bluish Flame" in it's name and add it to your hand. This may help you to prevent the grade locking and also you gather the "Bluish Flame" cards in your hand to use them later either as a ride or as a cost. Since in this deck, the only cards with "Bluish Flame" in their name (as well as in the GP clan) are the grade 3 (and the cost involves discarding "Bluish Flame" card), it is quite understandable why I maxed it out.
 The other reason why I maxed it out is quite simple: Regulation Liberator, Aglovale is the Mate of our dear Vanguard, and in Legion decks, these are always maxed out.
 Also in Legion deck, the most effective way is to play from 4 to 6 grade 3's. I totally support that but from every rule, there are exceptions and this is one of them.
 I mentioned earlier that the only cards with "Bluish Flame" in their name are the grade 3's and since Bluish Flame Liberator, Prominence Glare requires to discard a card with "Bluish Flame" in it's name, it is clear that you need to play a maximum of "Bluish Flame" cards in your deck.
 I have played difference number of grade 3's: between 7 and 11 and the best proofed to be 8 grade 3's here. You are going to use the guard blocking skill of Bluish Flame Liberator, Prominence Glare from 3 to 6 times. Even you will have left seven cards with "Bluish Flame" in it's name, you will get the copies through drawing, drive checks and Regulation Liberator, Aglovale so you shouldn't worry about that part of the cost.
 In conclusion, Bluish Flame Liberator, Prominence Glare is really easy to use, met and I advise for people who just began to play the game.

Wednesday, December 3, 2014

Absolute Legion: Planet Hell

 This is last but one deck that I built from the promotional Legions released during the Grade 3 Revival Campaign. 
 This deck is built from Dark Irregullars (DI for future refference) clan and since I have never spoken about it before I would give a short history and basic strategy guide. 
 DI started in the very first set but with just 4 cards. In the third booster set, they got 19 cards, making possible for building a deck. They got support seldom but always a good one. The longest break of DI support was between the seventh set and twelfth set. The twelfth brought us some very good refreshments, developing the very first competitive sub-clan: the Amon sub-clan. 
 This sub-clan pretty much keeps the general lines of the DI strategy but making it somehow, more explosive. Now, the basic strategy of the DI is massive soulcharging. Unlike Genesis though, the DI keep the soul and their skills are based on the number of cards on the soul. The most often skill they get is huge power up and criticals with some seldom draw. 
 Other important features of this clan will talked and/or explained bellow during the deck revision. 
Grade 0:

Grade 1:

Grade 2:

Grade 3:

8x G-Units. (If DI gets their own than you can use them. If not, you can use Harmonics Messiah amd Heat element, Magnum.
 The trigger line-up of this deck is 12 criticals and 4 heals. Some people may say that you should Hysteric Shirley (a draw trigger) becauseof her skill but it doesn't worth it. For DI, soulcharging and breaking huge numbers is no problem and therefore, running 12 criticals assure a solid pressure from your side. 
 The first Vanguard I use is  Greedy Hand. He is practically the most used started of DI since it appeared in Vanguard. At the price of a counterblast, you can choose one grade 2 or lower DI unit and put it into the soul.
 Now, if you run this starter, you must run Dimension Creeper.   His skill activates while he is in the soul, By soulblasting him, you get to soulcharge two more cards giving you another flat +1 (the soulcharging itself also matters.).  This combo is classic in DI and most of DI decks run this classic combo. Even though I run three, the recommended amount is, of course the maximum 4. The thing is that, thanks to this massive soulcharging, you will get him into the soul. Also, even if he gets in your hand, you can call him to the field and make another combo while  Amon's Leader, Astaroth is in Legion (explained below)
 Another source of soulcharging are the Hell Sisters (wicked nickname) This name reffers to Amon's Follower, Hell's Deal and Amon's Follower, Hell's Draw. They share the same on call skill: when you call them to the rearguard circle, if you have a vanguard with Amon in it's name you get to soulcharge two. Not one but two. This will increase again the number of cards into the soul. 
 Imprisoned Fallen Angel, Saraqael is a very unusual card in this deck. He is a an 11k grade 2 with a Restraint that can be removed until the end of the turn by soulblasting three cards. Well, I am not interested in his 11k basis but more in his soulblast. 
 Since you are going to soulcharge a lot, you may end up with no Legion because your luck was that all of your copies of Demon World Marquis, Amon ended up into the soul. Well, thanks to Imprisoned Fallen Angel, Saraqael, you get to fix that problem. Also, he can help you to Legion much faster (one of the conditions of Legioning is to have 4 or more cards in the drop zone.) without losing much hand. It is a small sacrifice for your great victory.
I  said before that DI main strategy is based on the number of cards into their soul but the very fact of soulcharging is crucial to the deck.
 Doreen the Thruster is a must in any DI deck. During the main phase, she gains +3000 power whenever a card is put into your soul. Psychicer of Dust, Izaya has the same condition and skill but it works as long as your vanguard is in Legion.
 These two are your main enforcers of your deck. These are true power creeps. Psychicer of Dust, Izaya can reach alone an average of 21000 power and imagine being boosted by Doreen the Thruster who can reach alone 18000. Mix that kind of column with a critical trigger, you get a super boom of power and pressure. This is why you need to max them at 4. They will be your opponent's number one target (yes, even the target of your opponent's vanguard attack).
 Now, let's combine those creepy rearguard columns with the vanguard's creepy columns. 
 Please welcome, the rulers of the Planet Hell: Amon's Leader, Astaroth and Demon World Marquis, Amon
[ACT](VC): Legion 21000 "Demon World Marquis, Amon" (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)
[CONT](VC): If this unit is Legion, this unit gets [Critical]+1 for each ten cards in your soul.
[AUTO](VC): When your opponent's rear-guard is put into the drop zone due to an effect from one of your cards, if you have another unit in your middle column with "Amon" in its card name, Soul Charge (3). This ability cannot be used for the rest of that tur
[CONT](VC):During your turn, this unit gets [Power]+1000 for each «Dark Irregulars» in your soul.
[ACT](VC):[Counter Blast (1) & Choose one of your «Dark Irregulars» rear-guards, and put it into your soul] Your opponent chooses one of his or her rear-guards, and retires it.
 In this case, talking about these units separately is impossible since they both involve each other a lot.
 The first thing you need to know is that Demon World Marquis, Amon's skills are activated while he is in Legion as well.
 Now, his power boost is also combined with the Legion, since the Legion rules states that the Legion's and Mate's power are combined.  During the game, you will have an average of 15 cards into the soul. That means, besides the usual 21000 you will have an additional 15000 which will make a total of 36,000 average. Now, boost him with a Doreen the Thruster who will have 18000 power boost you will get a vanguard column of 42000/ and, minimum, critical 2 (average being critical 3.)
 Let's talk about Demon World Marquis, Amon's second skill which is completed by Amon's Leader, Astaroth's skill. This combo, even though not perfect since your opponent gets to choose the unit which to retire is giving you a stable engine of soulcharging which will serve as powerhouse for Psychicer of Dust, Izaya and Doreen the Thruster.
 In the long run, it will also serve as power house for Demon World Marquis, Amon which will gain an additional 4000 power. Also you can reach the goal of twenty cards into the soul much faster (=> making Amon's Leader, Astaroth gain +2 critical.)
 However, you will minus yourself as well since you will need to put one card from the field into the soul. Well, that is true but here comes a plus: you can call one of the Hell Sisters to soulcharge, therefore increasing this amount of power.
 The targets for  Demon World Marquis, Amon's are quite plenty. The first target will be Dimension Creeper (you will have one in hand by the time to apply this combo.) Other targets may be Imprisoned Fallen Angel, Saraqael since his skill is used most of the times, very early, making it useless mid and late game and therefore, a very good skill for sacrifice.
 A combo that I used in most of my games was with the Hell Sisters. Call one of them to the field, soulacharge, use Demon World Marquis, Amon's skill and trigger Amon's Leader, Astaroth's skill. After that, call another Hell Sister soulcharging two more. This way you will get a total of seven cards into the soul not counting Dimension Creeper's skill which will add one more.

Friday, November 28, 2014

Under the Full Moon

Hi there. It's me again with another deck profile. In the first of the new arc, G Booster Set 1: Generation Stride, one of the clans that was ignored for quite a while, got a very huge support. That clan's name is (*drums*): Oracle Think Tank.
 One of the clans that was very popular at the beginning of the game, decayed through two seasons, getting crumbs of support from Bushi, has become now, with the new support, one of the most popular again. (Welcome back.)
 Even if OTT got a lot of support at the beginning of the game, it started to get more rare and rare until they were reduced to extra boosters and promos support only. (Bushi took a considerable amount of time to release this common 10k attacker).
 To make this matter worse, the OTT clan which was used by Misaki Tokura in the beginning of the anime was losing practically all of her fights (with the exception of the decisive ones). And that hasn't changed. In the new arc it was degraded to second-rate clan used causally and of course, losing. But you need to know that that isn't true.
 As for the strategy, OTT is the "strategist" of the Cray planet. They exceed in prediction, draw, and defense (oh boy.) which makes this clan very hard to beat (if they would get regular, effective support that is.)
 The new support for Oracle Think Tank abuses the basic of the OTT's specs. With this, they have a new thing that I like to name "strategic draw". It works like Battle Sister, Monaka: you look at top x cards and select an y number of cards, add them to your hand an put the rest on the bottom.
 Even though the principle isn't new, now it became more effective. As a result you can use it to stack triggers (again, nothing new but more effective) Reaching that stack of triggers will not be that very hard considering the fact that we have grade 4 triple standing behemoths (and I am surprised that OTT has two of them making it possible to play the maximum number of G-Units.)
 Many people have started already building OTT decks. Some of them barely include old cards, others barely have new cards. Either way, these decks are much, much better than the old OTT decks which involved more planning than now.
 No more babbling about general specs let's get down to business.
Grade 0:17
1x Godhawk, Ichibyoshi
4x Psychic Bird
4x Paisley Magus
4x Lozenge Magus

Grade 1:15
4x Goddess of the Crescent Moon, Tsukuyomi
4x Mediator, Amenosagiri
4x Oracle Guardian, Gemini OR Shrine Guard, Tsunagai (both are 8k  vanillas.)
3x Battle Sister, Lemonade

Grade 2:11
4x Goddess of the Half Moon, Tsukuyomi
4x Silent Tom
3x  Diviner, Kuroikazuchi

Grade 3: 7
4x Supreme Sky Battle Deity, Susanoo
3x Goddess of the Full Moon, Tsukuyomi

G-Units: 8
4x Soaring Auspicious Beast, Qilin
4x Sword Deity of Divine Sound, Takemikazuchi
 As you might guessed, the deck involves the full Tsukuyomi chain ride. Even though this chain ride has shift from the main role to a supportive role, the chain ride still plays an important part.
 Tsukuyomi chain ride is famous for stacking. With this chain alone, you will send 15 cards at the bottom of your deck. Since you can place them in any order, you can group the triggers which will increase the chances of getting double/triple triggers.
 Usually, after I perform the check of Godhawk, Ichibyoshi, I put the triggers last. This way, after you perform the check of Goddess of the Crescent Moon, Tsukuyomi, by sending first the triggers to the bottom and than the others, you will create a more solid stack of triggers.
 These chain rides also give some small pluses. If succeed riding from the top 5 of your deck, you will get a +2 or +3 since you will not ride from your deck.
 However, your main vanguard is not Goddess of the Full Moon, Tsukuyomi. As much it hurts me to say, Goddess of the Full Moon, Tsukuyomi is not what is used to be. Now, she is a sidekick, a "back-up" vanguard whether you like it or not.
 The main vanguard is Supreme Sky Battle Deity, Susanoo. He is one of the grade 3 that activates skills when you Stride. He has a GB2 (+5000/ +1 crit when attacks) which is nothing to scoff at but it is not this skill which makes him valuable at. The"break stride" skill is what makes it valuable for this deck, When you Stride over him, by paying a counterblast, you can look at the top two cards, choose one and add it to your hand. Yeah, I know. It looks lame at first, that is what I thought too but in the actual practice, this proofed to be more awesome.
 However, this is just a part of the combo involving the OTT Stride units. OTT has two of them (while GC has three already and counting), and probably, we won't see others very soon.
 Now, it is your grade 3 turn. Which unit is it to Stride first?.  The first unit to Stride would be Soaring Auspicious Beast, Qilin for two reasons.
 The first reason is it has an on hit skill. It allows you to look at the top two, add one and put the other on the bottom when the attack hits. So, it is logical to use it ASAP since the attack has a higher chance to hit early rather than lately.
 The second reason is Sword Deity of Divine Sound, Takemikazuchi's skill can be activated when you have two or more face-up cards in your G-Zone (not to be confused with Generation Break where the requirement extends to Vanguard Circle but in this case, it doesn't.) Sword Deity of Divine Sound, Takemikazuchi allows you to look at the top four cards, add two to your hand and put the rest at the bottom in any order. The cost of the skill is counterblast two and you turn face-up one copy of Sword Deity of Divine Sound, Takemikazuchi. Since OTT doesn't have anything to return G-Units face down, striding this unit at random is not recommended. The skill can be used maximum of two times since two copies will be reserved for Stride and the other two as a part of the cost.
 All the units above help in stacking triggers. Even though Tsukuyomi chain ride is the main engine, the other occasional engines are also welcomed.
 The other unit that has GB which comes very handy is Diviner, Kuroikazuchi. By paying a counterblast, you can draw one card when this boosted unit attacks a vanguard. (doesn't matter if the hits or not.) This makes him much more better than Maiden of Libra since this unit attacks needs to hit and the price is counterblast 2. Sure it doesn't have a GB, which makes her viable for early pressure, but in a deck that is heavy counterblast, you cannot use them at rand and recklessly.Before we are going to review the heavy counterblast issue, I will talk about Silent Tom and his best buddies: Oracle Guardian, Gemini  and Shrine Guard, Tsunagai.
Silent Tom and his two best buddies: Oracle Guardian, Gemini and Shrine Guard, Tsunagai, (they are 8k vanillas and  4 of these vanillas will be enough) are a must in almost all OTT deck. Combined with Oracle Guardian, Gemin or Shrine Guard, Tsunagai,  and mix up with a trigger you make your opponent  to lose some hand. It's skill has become more important due to new G Units appearance, Silent Tom and his clones has become more valuable than before.
 So the last part is about resolving the issue of counterblast. An efficient unflipper in such is always welcomed since you will not be force to eat damage for just the sake of counterblasts, especially in a deck that is focused on defense rather than attack.
 In order to boost their sales, Bushiroad added a new skill to PG. Besides the usual "that unit cannot be hit", if you have a unit with the name of PG untile the of the battle, you can choose one card from the damage zone and unflip it. OTT is one of the first clans to have such unit: Mediator, Amenosagiri. You can still play Battle Sister, Chocolat if you want, but you gotta agree that Mediator, Amenosagiri is much better  (sorry Chocolat.)
 The main unflipper for the deck Battle Sister, Lemonade. When called, by soulblast two cards, you get to unflip up to two facedown cards from your damage zone. Usually,  units with such skill  are played at two, but I took a risk to play three of them and  it paid off. Since Tsukuyomi gives you a small extra soul and the 6th soul can be achieved by reriding/Psychic Bird , you can use it more than two times Also, playing it at three, increases the chances of getting it at the right. Third thing is that you will not be force to eat damage or call Mediator, Amenosagiri solely for its unflipping skill.
Units that I considered.
These are just some cards that I considered to play (and at one point in my testing, I did but I excluded them eventually.)
 Divine Sword,Amenomurakumo  is the OTT version of the "1+2" when comes to Stride. I had to cut down each of my units by one in my Grade 1 section (except Goddess of the Crescent Moon, Tsukuyomi, of course), just to make some room for it. The deck transformed into a total mess and besides, I seldom used it since when it came to Striding time, I always had a grade 3 when it came to it.
 Don't get me wrong. The unit is great and if I would have room for it without cutting something else from grade 1 section, I would put him in the deck.
 Tankman Mode Morning, Star is not that great. When called, you return grade 1 or higher unit back to the deck, shuffle it, soulcharge one and unflip one card. I considered it for while because it might come in handy with Tsukuyomi but then I realized one thing: the whole point of the deck is to get a good hand advantage not reduce it. And besided, I have Battle Sister, Lemonade and Mediator, Amenosagiri for this stuff without going, in best case, -1.
 Playing Weather Forecaster, Miss_Mist now is a wild gamble, Some people already tried to combine Legion with Stride (no comment on that.) but the majority already moved to Stride (or will move.), making Weather Forecaster, Miss_Mist's invalid as a Sentinel unit without Sentinel text.
 Diviner, Shinatsuhiko has a 9k base power he has a GB1: when he attacks a vanguard, he gets +3000 power. When I built the deck it cam down to him and Diviner, Kuroikazuchi. After a small debate and some weird ratio while I worked on it, I decided to go with Diviner, Kuroikazuchi since the deck was a focusing more on defense rather than attack and here any card drawn outside the draw phase counts, Based on that logic, I decided not to go with that.
 Also I considered a wider variety of grade 3's instead of Goddess of the Full Moon, Tsukuyomi but since they won't make an appearance on the field since they would be used as a cost for Stride, I decided that it doesn't really matter so I put Goddess of the Full Moon, Tsukuyomi to have the full ride chain.

Monday, November 24, 2014

Views on Stride

Hello, everyone. Now, since all my decks from now on will have to involve Stride, I need to talk about it even if it is a little bit summary.
 So, what is Stride?. Stride is a new deck zone in vanguard a.k.a Extra Deck. Before we talk about the new mechanics based on this new zone,  Let's talk about some common traits that all Stride units have a.k.a G-units.
Common Traits of G-Units. 
 All G-units are grade 4 triple drive behemoths. You can Stride when you and your opponent are at grade 3 or higher. Also,  when you Stride, you select one of your Vanguards and it becomes it's Heart. It copies the name (meaning that the Stride unit will have two names: its own and the Heart's) of the Heart but not it's skill (but I think that will change very soon.).
 The triple drive is what buggs me the most since the only weakness of clans such as Nova Grappler and Narukami are gone (they always had hand problems.) But with this, that problem is gone and makes them the most terrifying clans ever: a huge attack power and a strong defense.
 All Stride units are put face down in the G-Zone and they can be strided only when they are face down. At the End Phase, they return to the Stride zone face-up. This means that one copy of a G-unit can be Strided just once (like Legion.). Since you can put a maximum of 8 G-Units in the G-Zone (you can put a maximum of 4 copies of the same G-Unit so yeah.), logically you will be able to Stride 8 times. But that is not true. There are Stride units which involves turning one facedown G-unit face-up. That means the number of Strides you will have is of course less.
 Now, in order to Stride, you need to discard card(s)   which grades are equal to grade 3 or more. So, obviously, when you Stride, you will discard a grade 3. Sometimes I discarded a grade 2+1 or three grade 1 units. Considering the fact that they have triple drive, it makes sense that such cost will be put.

Mechanics based on G-Unit/G-Zone
 Now, let's talk about the new changes that brought up Stride. Well, the first change was the introduction of two new phases: Stride Step and G-Assist Phase. 
 Stride Step occurs after the Ride Phase and only then you can perform Stride (unless stated otherwise. I have a feeling that soon we will be able to Stride outside of this step.)
G-Assist Phase
 The G-Assist Phase is a  new phase and, personally, a very effective way to make some people buy the new products by pressing the point where it hurts most. This phase was introduced to prevent grade locking.
 This phase is after the draw phase and in order to perform this step you have to fullfil all conditions bellow:
1. Your current vanguard must not be grade 3 or greater.
2. You must not have any card in your hand with one grade greater than your vanguard.\
3. You must have 2 or more cards in your Generation Zone.
If you fullfill all three conditions above, than you can perform the next steps:
1. Reveal the cards in your hand to your opponent.
2. Look at five cards from the top of your deck.
3. From among them, add up to one card with 1 grade greater than your vanguard to your hand, and shuffle your deck.
4. Send 2 cards from your hand and 2 cards from your G zone out of the game (This is not bind nor discard).
Note: In the case where you did not add any card to your hand during the step 3, shuffle your deck, skip step 4, and proceed to ride phase.
Now, if you read the 3rd condition, then you will understand what I mean by saying that G-Assist Phase is  a very effective way to make some people buy the new products by pressing the point where it hurts most.
 As a result of this new Phase, a new zone appeared which is named RFG: Removed from game. And mark my words when I am saying that a new clan will appear that will resolve around this zone.
Generation Break 1 & 2.
 Another mechanic that Bushiroard created based on the G-Units is Generation Break (GB for future refference). It is similar to Limit Break but instead of damage as refference, it uses the face-up G-Units on your side of the field. Currently there are two types of  GB: GB1 and GB2.
 GB1 (=Generation Break 1) can be activated when you have one or more face-up G-Units on  your vanguard Circle and/or G Zone. GB1 is present not just in the grade 3 but in all grades (yes, in grade 0 as well.),. GB1 is a solid proof that Bushi still has some reason left. Since you can Stride when both players are at Grade 3, this is a very reasonable restraint.
 GB1 makes grade 2 or lower units usable as simple beatsticks early, not abusable early as skills. This restraint has been included even on the common 10k/11k/12k attackers and on on-hit units, making impossible for a solid early rush and/or abuse. In a twisted way, you can think that triggers have a more important role than ever with this restraint.
 GB2(=Generation Break 2.) is a restraint that so far only grade 3 units have. The skills they get are activated by having two or more face-up G-Units on your vanguard Circle and/or G Zone. These skills varies from lame to op, but the point is the same. Now, some people may that this will be a whole new LB era since you need some time to turn two G-units face up. That is not true since it doesn't involve a certain number of damage but involves the number of face-up G-Units on your Vanguard Circle and/or G-Zone. So early guarding is advised.
G-Units' Assistance 
 The new grade 3's have another skills also concerning G-units. These new grade 3's have skill(s) that activate if you Stride while they are on the Vanguard Circle (similar to break ride but without the the Limit Bread 4 stuff.) The skills, again, varies from lame to op. However since you are going to Stride early, this makes even the lamest new grade 3's very effective.
As usual, some clans have cheating while others don't. Stand triggers have not been very popular lately so Bushi decided to give them skills that a certain clan and/or deck needs. So, it happens that the new Gear Chronicle clan has one stand trigger that when it boosts, you can choose one face-up Stride unit and turn it face down (talk about recycling.). If you do this than you will have to return it back to the deck. (very convenient.) With such dinamic change, it is always hard to predict how many times you will be able to Stride. Usually, in the recent games when I used Stride, I never Strided more than 4 times and I Strided every turn..
  Another important addition and, of course, must have a.k.a staple, is the new 1+2 grades unit. This new card a  is a grade 1 unit that has two skills. The first skill is that, when called, you may reveal one grade 3 and  you can search your deck for one grade 3 add it and send one card from your hand to the drop zone. The second skill activates when you pay the cost to Stride. If you discard this unit as a cost for Stride, than it gains grade +2 => makes it a grade 3 => which is sufficient to Stride. Also, this means that you won't need to play more grade 3's than usual (even though they are the first candidates to do this).
Impact on the game
 Some impact have been described above and now I will try to describe (predict would be better said) how this will impact the game. Besides a new level of power creeping, some old cards and also, ignored cards, are returning to the scene and/or are getting from the tier 2 or bellow back on top. Such as Tsukuyomi chain ride which has become op lately and especially with Lemonade and the Stride units, you will a super-mega cocktail which is greater than Amtaerasu Megablast. 
The Limit Break era, well, it is not affected  a lot even with the new Limit Break Cancelers. They mind their own business and G-Units mindtheir own. They can work together but not as the new grade 3 bosses do.
 Legion is a little bit more complicated. Their interaction is much better than the Limit Break since you can return triggers back to the deck and combined with a triple drive behemoth.... you do the math. On top of that, you can still have both Legion support cards and GB support cards in your deck. Looks pretty promising to me. (a new deck idea came upon me.)
 Now, I save the best for last: Break Ride. Since it occurs during the Ride Phase and the Ride Phase is followed by the Stride Step, is it worth to play them since you are planning to Stride right away?  The answer is: yes, as long as the break ride skill will activate right away or as I like to say. "effective immediately". Of course, if you stride the same turn you will lose the 10k boost from the ride. However, the original power of your current vanguard is added to the G-Unit G-units so far have a 15-16k) so you will still gain 5k or 6k depending on the G-Unit so there is no loss here.
To understand what I mean by "effective immediately" I will give you an exanple between two breakrides: Prism Image, Vert and Duo True Sister, Meer. These two units, they are both break rides but they have different timing. 
Duo True Sister, Meer gives the vanguard a skill that activates when you attack with your vanguard. So, if you Stride a G-Unit on the vanguard after the breakride, you will lose that skill since the G-unit copies the name but not the skill.But things are different with Prism Image, Vert. Her skill activates in the Ride Phase, before the Stride Step, which means the part about bouncing units will activate (and since Bermuda Triangle activates skills when are bounced back, you gain something.). 
 This can also be abused with the units such as Liberator, Holy Shine Dragon. This units abuse the breakride even more since they recycle themselves at the End Phase, after the G-Unit is returned. 
 So like it or not boys, Break Rides are still viable now (even after one era and the beginning of the a whole new arc.*sigh* )
This is all for this article. 

Wednesday, October 29, 2014

Genesis deck: Minerva update.

 Building a Genesis deck is one of the hardest tasks. Genesis has a lot of units. There are some staples, must have units of course but the rest of them are so good, that tempt ypou to put them in your deck. This clan, unlike other, has very few useless units that, even in the right deck can do quite a wreckage.
 When building a Genesis deck, it is important to know what the boss needs and from that point, you can start building the deck.
 The new extra booster for Genesis, extended the "Regalia" sub clan it giving it not oonly the possibility not only to build a new deck but also to update the first deck that involvedd Regalia: the Minerva deck.
 Just to feel the difference, I will post the old deck so that you can make the comparison.
Note: for the most recent summary intro of the clan you can read the inroduction here.
Grade 0:
1x Battle Maiden, Amenohoakari
4x Cyber Tiger (critical trigger)
4x Battle Maiden, Kukurihime (critical trigger)
4x Lemon Witch, Limonccino (critical trigger)
4x Witch of Big Pots, Laurier (heal trigger)

Grade 1:
3x Shield Godess, Aegis
3x Apple Witch, Cider
4x Witch of Frogs, Melissa
3x Witch of Oranges, Valencia

Grade 2:
3x Witch of Ravens, Chamomille
3x Witch of Grapes, Grappa
3x Goddess of Trees, Jupiter
3x Battle Maiden, Sabohime

Grade 3:
4x Regalia of Wisdom, Angelica
4x Omniscience Regalia, Minerva

And now for the new deck:

Grade 0:
1x Battle Maiden, Amenohoakari
4x Far Sight Regalia, Clear Angel (critical trigger)
4x Battle Maiden, Kukurihime
4x Lemon Witch, Limonccino(critical trigger)
4x Regalia of Benevolence, Eir (heal trigger)

Grade 1:
3x Regalia of Frozen Breath, Svalin
3x Apple Witch, Cider
3x Witch of Frogs, Melissa
4x Exorcism Regalia, Shiny Angel

Grade 2:
4x Witch of Ravens, Chamomille
4x Regalia of Fate, Norn
4x Evening Regalia, Hesperides

Grade 3:
4x Regalia of Wisdom, Angelica
4x Omniscience Regalia, Minerva
 This deck comparison is made out of pure entertaiment. I really wondered how the first "Regalia" units will work with the latest large addition. It turned out to be more destructive than original deck.
Let's start with I have kept. I have kept the trigger ration from the first deck: 12 crit/4 heals. Even with the new Regalia stand trigger skill, the critical is important as the power and I have decided in the favour of the first.
 Battle Maiden, Amenohoakari is practically the best soulcharger ever made. Using it with Regalia of Wisdom, Angelica, you will be able to soulcharge two cards per turn. Even with Omniscience Regalia, Minerva as your vanguard, the soulcharging process is pretty stable with a litle help from here and there.
 Witch of Ravens, Chamomille and Witch of Frogs, Melissa will always be two of my favorite units to have in a Genesis deck. Thanks to them, you can have another extra way to fill your rearguard slots, perform additional attacks, and on top of that, they are perfect grade 2 and grade 1 rides.
 Regalia of Wisdom, Angelica and Omniscience Regalia, Minerva, are obviously common parts of the both decks. Regalia of Wisdom, Angelica represents the main soulcharging engine of the deck along the starter. Also, her break ride ability is very useful to soften the hit on your hand by Omniscience Regalia, MinervaOmniscience Regalia, Minerva is one of the best Genesis units. It's a standing vanguard (very common in the break ride era.) that can actually work. She is very effective, being able to hit good numbers, independent standing, no hard conditions to fullfil and it is a crossride which helps a little bit with the defense.
 Now, it is time to observe the differences.
So, in the triggers I have replaced Cyber Tiger with Far Sight Regalia, Clear Angel and Witch of Big Pots, Laurier with Regalia of Benevolence, Eir. Another similar change was done with Shield Godess, Aegis, replacing it with Regalia of Frozen Breath, Svalin. Even though they share the same skills (having none can be considered the same as well.), the main purpose of the change was made because they have "Regalia" in their name (talking about being royal).
 Apple Witch, Cider is a part of the both decks but the difference is when it can be used. Now, the grade 3's are not the only "Regalia" units around it's skill can be used much earlier. The most efficient would if woud use it with the new "Regalia" QW. It's a sweet combo that will probably set more than half of the soul you are going to need.
 The extra booster set gave us units that allow us to soulcharge not just from the deck but also from the drop zone as well. Exorcism Regalia, Shiny Angel is one of those units. Even though there is similar unit in the grade 2 , four of them will be plenty. When called, you can choose up to three "Regalia" units in the soul from your drop zone. This way you can recycle the units you soulblasted. And because of this unit I decided to add as many Regalia units as possible.
 Sure, you can add any Regalia you want but the best Regalia unit to put in your soul is Regalia of Fate, Norn and/or Evening Regalia, Hesperides. As  Witch of Ravens, Chamomille, both have skills that activate upon soulblasting. Regalia of Fate, Norn gives power +5000 to a "Regalia" vanguard and Evening Regalia, Hesperides allows you to retire a unit if the attack hits the vanguard (talk about pressure.)
 Now, the new version of the deck has been more effective and more destructive than the initial version. It adds a little bit of everything: pressure, power and those can be recycled again and again, without putting you in the danger of decking out or, God forbid, soulless.

Monday, October 27, 2014

Blue Storm Cyclone.

Hello there Another awesome deck profile by me and this time we are going to talk about Aqua Force. Aqua Force (AqF for future reference.) is a clan that has it's beginnings in the 8th set: Blue Storm Armada.
 The clan has a clear military art focusing on the navy theme. The clan has got seldom support. However their clan had been and is, at the moment, one of the most powerful and broken clan.
 The core of the strategy focuses on multiple battles but not restanding. (Even if they have some units that restand on their own or let you restand other rearguards) and a lot of skills activate based on the number of a certain battle. The first battle is usually a power up and allows you to exchange postions with the another unit in the same row.  Starting with the third battle, the pressure is on. The third battle is a boosted on and that is why AqF has a lot of grade 2 units that let you do something (draw a card, stand another AqF unit, etc.) if it is the third battle and, in most cases, that unit's attack hits (most of the times, it must hit the vanguard.).
I hope you understood what I meant. The strategy of this clan is so easy to understand in practice but very hard to explain in words.
 Besides that, the clan also has a natural ability for an early rush for both grade 1 and 2 giving a huge gap to begin with. And even if the opponent survives with no damage that turn, you will reduce his/her hand quite a lot. The downside is that would bring him/her much more closer to perform Legion. But, believe me, it is worth the risk.
 The deck below is pretty simple to use with a little bit of experience.
 Grade 0: 17
1x Blue Storm Cadet, Anos
12x Stand Triggers
4x Heal Triggers

Grade 1: 14
4x Blue Storm Marine General, Hermes
4x Blue Storm Soldier, Tempest Boarder
2x Blue Storm Guardian Dragon, Icefall Dragon
2x Blue Storm Battle Princess, Electra
2x Patrol Swimming Jellyfish Soldier.

Grade 2: 15
4x Blue Storm Marine General, Gregorios
4x Blue Storm Marine General, Ianis
4x Blue Storm Marine General, Starless
3x Twin Strike Brave Shooter

Grade 3: 4
4x Blue Storm Wave Dragon, Tetra-burst Dragon
  The new "Legion ratio" has been very effective for me. Thanks to this, I can focus on one strategy without any delays such as break rides or lame alternatives. Another good thing about it is the fact that you will invest much less money in such decks than the ones that run 7/8 RRR grade 3's.
 A lot of players are debating what ratio is the best for AqF. There are a lot of variations but I choose to go a little extreme playing twelve stands. The reason behind this is that when your Vanguard attacks (usually it is the 4th battle), all of your units are at rest. Going with such radical decision creates an element of surprise in your favour. Also, using Mass Production Sailor as the stand trigger will add more to that. The thing is you can put more than 4 copies of it in the deck. This way you can confuse your opponent on your trigger ratio. 
 It proofed very efficient of me reaching even 6 battles per turn (vanguard included.) while playing stand triggers. The more safer way is to play 8 stand/ 4 draws or 4 crits/ 4 heals. The decision is up to you to make.
 Now, let's talk about defending. The clan is basically, an offensive type so defense is the most important priority but this doesn't mean you don't have to play Sentinels. I choose to play 2 Blue Storm Battle Princess, Electra (PG) and 2 Blue Storm Guardian Dragon, Icefall Dragon (QW) since the deck has some problems getting 4 cards in the drop zone. Playing 4 Blue Storm Battle Princess, Electra is okay but it will slow you down a little bit your Legion (not by much.) If you decide to play 4 Blue Storm Guardian Dragon, Icefall Dragon, than you will have some real trouble. The thing is, that all the counterblast part should be used mostly by Blue Storm Wave Dragon, Tetra-burst Dragon (unless you want to eat damage just for skill.). That is why I had to go with he new Sentinel ratio that most of the Offensive deck use.
 Every turn the counterblasts reserve will be reduced until you are going to reach 0. Now, I really hate the part where I must take damage despite the fact that I can defend myself (remember: one of the AqF key elements in their strategy is to create a gap of damage in which you have less.)
 Patrol Swimming Jellyfish Soldier can help you with that part of the job. When called, by soulblasting two cards, you can choose up to two cards in your damage zone and turn them face up. The skill is great but since I will not have enough soul to spare for more than two times, I think two copies of it will be enough.
  Achieving three battles before the vanguard is quite easy despite the limitations of the field. The 4th battle can be achieved through two units in this deck. The first unit is Blue Storm Soldier, Tempest Boarder. At the end of the battle this unit boosted, if your vanguard is in Legion, you can choose two units in the same row and exchange their positions (but the state doesn't change.) In this case you will need two units that can hit the vanguard on their own, in the same row (anything but Blue Storm Marine General, Starless. He is a different scenario.) After that, you boost with Blue Storm Soldier, Tempest Boarder the rearguard in the front. After that battle, choose the rested unit in the other rearguard row, exchange it's positions with the one in the back row (the state remains the same.) and you have a new attack.
 The method above is quite complicated and it screws my plans a little bit but it is a safe measure. The other method to achieve a fourth battle is with Blue Storm Marine General, Starless. First of all , he is the mate of our Vanguard and that is why it needs to be maxed out. Secondly, using this is much more simpler. Attack with him first, then if your Vanguard is in Legion, he gains +3000 power, and at the end of that battle, switch the him with the unit in the back row and attack with that unit. It is best to be use either with Blue Storm Marine General, Gregorios (the Blue Storm 12k attacker) or Twin Strike Brave Shooter. The last one gains +3000 when attacks if you have two or less units at rest (he counts himself as rest when he attacks.) so he is perfect for second battle. I added him as a result.
 Now, AqF has a lot of rearguards (especially grade 2) that activate skills on the third battle (not the fourth or more. I want real pressure) and/or when hits anything or the Vanguard. I choose the pressure since it always consumes a good chunk of shield and because I can benefit from it if it actually hits. Finally, I chose to go with Blue Storm Marine General, Ianis. When his attack hits the vanguard and if it is the third battle, if your Vanguard is in Legion, you can draw a card. This somehow compensates for the lack of the draw power and used right away after Legion, you can actually succeed in activating his skill.
 Blue Storm Wave Dragon, Tetra-burst Dragon is your main boss, obviously. By a counterblast, this unit gains +5000 power and extra crit. (if it is in Legion of course.) The attack has enough pressure to make it your opponent guard it. And since you will run twelve stands, you will have a high chances of practically beating down your opponent.
 Overall, the deck is pretty simple and basic and doesn't require a lot of skill, despite the complicated description I gave.

Monday, October 20, 2014

Absolute Legion: Graceful Knights

 Hi there, it is me again. So, this is the second article from the Absolute Legion series which are based on the Grade 3 Revival Campaign.
 So this one is all about Royal Paladins but not just any paladins. This involves the first good ace of the clan, King of Knights, Alfred. It was quite meta before the LB, BR and Legion but as each of those came, it ha been forgotten in midst of the game's history.
Note: If you want some background and base strategy info, click here. (read only the intro.)
 The campaign brought a Legion that involves this card. It's name is Vanguard of the King of Knights, Ezer.
 [ACT](VC): Legion 21000 "King of Knights, Alfred" (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)
[ACT](VC):[Soul Blast (2) & Choose a card with the same name as a unit in your (VC) from your hand, and discard it] If this unit is in Legion, search your deck for up to one grade 0, grade 1, and grade 2 card, call them to separate (RC), and shuffle your deck.
[CONT](VC):If this unit is in Legion, your units cannot boost this unit.

 [CONT](VC):Your units cannot boost this unit.
[CONT](VC):During your turn, this unit gets [Power]+2000 for each of your «Royal Paladin» rear-guards.
[ACT](VC/RC):[Counter Blast (3)] Search your deck for up to one grade 2 or less «Royal Paladin», call it to (RC), and shuffle your deck.

 Now that you saw both skills, I will try to do some basic review so that you could understand the full potential of the skills as well as the restraints.
 Now, let's start with the Legion skill of Vanguard of the King of Knights, Ezer.
 Royal Paladin were always good at superior calling but with heavy counterblasting. This skill however involves Legion Persona Blast (meaning you have to discard one copy of one of the units on your Vanguard Circle..) Also, it is in your advantage that this card isn't limited to once per turn meaning that you can use it more than once per turn as long as you can pay the  cost. This small technicality allows you to deal with clans such as Narukami and Kagero. And, probably unimportant, but since the skill doesn't mention that the circles must be open, it can help you to deal with Megacolony as well.  As for the other power creeps, the deck can withstand that as well with their usual shield quality.
 As for King of Knights, Alfred, you can use it's skill to superior call a unit but it's kind of heavy and it must be used on extreme cases.
 Now, if you paid attention to the both skills, you see that they both have a restraint (probably to remove confusion) but considering the fact that King of Knights, Alfred gains +10000 power with a full field in addition with the 21000 Legion power (creating a total of 31000 power), you can say that this restriction is quite understandable. Also, 31000 power is quite standard in the Legion meta so don't worry about that.
  With that said, let's see what can we do with the current pool of card:

Grade 0: 17
1x Libergal
8x Critical Triggers
4x Margal
4x  Heal Triggers

Grade 1: 13
4x Flash Shield, Iseult
3x Flail Seeker, Hasbasado
3x Toypugal
3x Lake Maiden, Lien

Grade 2: 12
4x Shibelgal Seeker
4x Contract Seeker, Menprius
4x Blaster Blade Spirit

Grade 3: 8
4x King of Knights, Alfred
4x Vanguard of the King of Knights, Ezer
 So, the basic idea of the deck is to massive superior call. And since the aim is perfect, it is perfectly safe to use some on call skills.
 Grade ratio as you can see is the classic 17/13/12/8. I know that some people wills say that I am a hypocrite or that I am breaking my own rule of running from 4 to 6 grade 3's. But for every rule there is an exception/ And that exception is for Absolute Legion series which will run at least 7 grade 3's.
 Libergal is my first vanguard and it's the traditional grade 3 searcher. Out of the starters that are there you can say that this one is the best because you will need at least two grade 3's in your hand if you want to use the skill right away after you Legion.
 The trigger ratio is 8 crits/ 4 draws/4 heals. I played the Rainbow Triggers because of Silent Sage, Sharon's skill but after testing, I convinced myself that Margal will be able to provide extra soul alone without any extra help from Silent Sage, Sharon. That is why I replaced it with another set of crits.
 Flash Shield, Iseult is the null guard. You can run anything that has the same ability as Flash Shield, Iseult as long as it is from Royal Paladin clan. I decided that running 2 null guards/2 quintet walls or 4 quintet walls is not an option. By using a Quintet Wall, you may end up with a grade 3 in your drop zone because of this (I even ended up with 2 of them) so now, the only option remain is 4 Null Guards.
 Flail Seeker, Hasbasado gains +4000 power when called (either from hand or deck but I prefer the latest). It is perfect for a final turn push with something that has at least 10000 power base. Even if I do not run the vanilla, Blaster Blade Spirit has a 10000 power base. If it's called from the deck by counterblasting one you can retire one grade 2 or higher unit from the front  row. However, when it's targeted by an attack, you must retire it (doesn't matter if the attack hits or not.) A perfect balanced unit and also a perfect target for Vanguard of the King of Knights, Ezer. Pretty sweet combo, don't you think?.
 As for my other grade 2 units, they are all about pressure. Shibelgal Seeker let's you draw a card when it's attack hits a Vanguard but your Vanguard must be in Legion. It's 8000 power base can be compensated by Toypugal. Thanks to it's ability (gains +3000 power in boost when you have 2 or more grade 3's on your rearguard circle and/or Vanguard Circle), you will have a good row of 17,000 power.
 Contract Seeker, Menprius can be of use in many cases. It's ability is a on-hit Vanguard grade 3 searcher (when it hits the Vanguard, but paying counterblasting one you can look at the top five cards and search for a grade 3 among them.) It can help in cases of grade lock, also it can be a tool to fish out a part of a cost but the most important thing is that it provides pressure just as Shibelgal Seeker.
 Lake Maiden, Lien is a key unit for your Legion. Every clan that has such a clone is pretty lucky (unless limitations are provided.) By resting it and discarding one card you can draw one. Nothing big but it can provide Legion material but it can also be a stable engine of extra draws. Since the Vanguard cannot be boosted but you will need something behind it to be at full strength,  Lake Maiden, Lien is the best choice for "boosting" the vanguard.
 As a final saying, I can say that this deck stands quite good in therms of pressure and drawing. And since it involves superior calling a lot, it gives you some good hand surplus and in mid-game, you will have increased chances of getting triggers thanks to Royal Paladin's natural perfect aiming and Legion of course.

Monday, October 13, 2014

Absolute Legion: Deflection.

 Bushiroad has started a campaign named "Grade 3 Revival campaign". This campaign was to bring back the old grade 3 units that at some point in the game had been very popular. This is again is yet another series of articles that will focus on this campaign. I gave the title  "Absolute Legion" to this series because the cards will be released during this campaign will be Legion cards that will have a grade 3 Mate. That is pretty "absolute to me".
 Now, during this campaign, a lot of clans got the above mentioned type of Legion, including Oracle Think Tank (for future reference, OTT for short.) That is one of the few events that stirred up the Vanguard community. Bushiroad isn't known for giving equal support to all clans.
 Even if OTT got a lot of support at the beginning of the game, it started to get more rare and rare until they were reduced to extra boosters and promos support only. To make this matter worse, the OTT clan which was used by Misaki Tokura in the beginning of the anime was losing practically all of her fights (with the exception of the decisive ones). They couldn't let Kamui to lose sometimes (talking about marketing.) With all that above, the OTT clan fainted away and therefore downgrade. However in the new arc (at least in the first set of it), it is already confirmed OTT support.
 As for the strategy, OTT is the "strategist" of the Cray planet. Their lore states tha they exceed in prediction and also in defense (oh boy.) which makes this clan very hard to beat (if they would get regular, effective support that is.) None the less, the clans possible builds are quite various. Some of them focus on either draw or prediction, and others have a little bit of both. This deck is falls under the third category.

Grade 0:
1x Little Witch, LuLu 
4x Psychic Bird 
4x Oracle Guardian, Nike
4x Battle Sister, Ginger
4x Lozenge Magus

Grade 1:
4x Oracle Guardian, Gemini 
4x Battle Sister, Chocolat 
4x Weather Forecaster, Miss_Mist 
3x  Battle Maiden, Sayorihime

Grade 2:
4x  Battle Deity, Susanoo
4x Silent Tom
4x Oracle Guardian, Wiseman

Grade 3:
3x CEO Amaterasu 
3x Goddess of the Treasured Mirror, Ohirume
  The trigger ratio in the deck is the latest fashion in the OTT clan. Since they can draw on their own quite good and stands are no use in the OTT, the only type of trigger available left is an additional set of critical triggers. The first vanguard is Little Witch, LuLu. Some players argue that in this deck the soul is important because of CEO Amaterasu (below is explained why) and Little Witch, LuLu doesn't belong in the deck. Honestly, I don't care emptying the soul since it will grow very fast. On top of that, Little Witch, LuLu provides two cards into the drop zone (which brings you closer to Legion), an extra draw (so OTT-like) and a 5k booster (kind of meh but still decent. ).
 The final deck was made after a lot of testing and consideration. I have kept some staple units but I also made some changes to withstand with the meta.
 Practically, all players have quitted on vanillas. The most common base power in the grade one is 7000and 9,000 base power in the grade 2 section. They have some nice skills and that is why they prefer them over the simple vanillas.
 That is why I have Oracle Guardian, Wiseman (which is a grade 2 vanilla.) Some people argue that I should play Battle Maiden, Tagitsuhime over this but I decided to run it becuase it will be my first choice for ride at the grade 2 "stage" of the game. This way, I can fend off my opponents grade 2 vanguard attacks with a 10000 shield (the "no pass" type of shield) and besides I already have Battle Deity, Susanoo as 12000 attacker .
 Oracle Guardian, Gemini (the grade one vanilla.) is the best booster of the deck. It can make good numbers with all of the cards but in the most cases he is used with Silent Tom. This pair go way back in the history of this game and it is widely used in the OTT decks. It is best to stack triggers on them to form the 21000 or 26000 magic  numbers and given Silent Toms skill, your opponent only saving is eihher a Sentinel or half o his hand.
 Speaking of Sentinels, in this deck there are 4 (Battle Sister, Chocolat)...tehnically speaking. There was another card that brought OTT on the first page besides Goddess of the Treasured Mirror, Ohirume. That card was Weather Forecaster, Miss_Mist. Bushiroad already ruled that her skill to nullify Vanguard's attack can be used at anytime as long as your opponent has a grade 2 on his VC. Legioning, in most of the cases, involves having a grade 2 Mate. So if you are facing off a Legion deck (the odds are  in your favour.), you will have 8 Sentinels.
 Now, let the Absolute Legion descend.
[ACT](VC): Legion 21000 "CEO Amaterasu" (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)
[ACT](VC):[Counter Blast (1)] If this unit is in Legion, declare a card name, and reveal the top card of your deck. If the revealed card is the card you declared, Soul Charge (2), choose up to two cards from your damage zone, and turn them face up. Then, if the revealed card is a card with the same name as a unit on your (VC), draw two cards. This ability cannot be used for the rest of that turn.

 [CONT](VC):During your turn, if the number of cards in your hand is four or greater, this unit gets [Power]+4000.
[AUTO](VC):At the beginning of your main phase, Soul Charge (1), look at the top card of your deck, and put that card on the top or the bottom of your deck.
[AUTO](VC/RC):[Soul Blast (8) & Counter Blast (5)] When this unit's attack hits, you may pay the cost. If you do, draw up to five cards.
 In this case it is impossible to talk about Goddess of the Treasured Mirror, Ohirume without involving CEO Amaterasu. First of all, what you should know is that all Amaterasu skills that activate on the Vannguard Circle on her own, will activate in Legion as well. With that said  the attack value of your Legion attack alone will not be 21000 but 25000. More over, thanks to CEO Amaterasu, you will know when to use Goddess of the Treasured Mirror, Ohirume's Legion skill  and you will never get it wrong. Most of the times I use it when I have one of those two on the top of the deck so I can get the two extra draws.
 The last skill of CEO Amaterasu is a sweet addition. Thanks to this mega soulcharge (with both skills you will soulcharge three cards per turn.), your opponent should watch what attacks they should card. The size of a hand makes the difference between win or lose.
 In conclusion the deck brings back the old days of OTT days where having a strategy actually mattered.
 The End.