Sunday, January 26, 2014

Morning Rush

  The Nova Grappler clan debuted from in the very first booster set, and up until now they've got a lot support not only the in the boosters but as well through trial decks and extra boosters. Their general strategy is to stand a lot and unlike, Aqua Force clan, they launch attacks that will rip good stuff from your opponent (10k shields and Sentinels.) So, those who will choose Nova Grappler as their clan will not regret. With their infinite support, there are a lot of fully, competitive builds. One of the most competitive builds and whose boss hasn't arrived yet on the English shores, is Strongest Beast Deity, Ethics Buster Extreme. So why I'm talking about this particular Nova Grappler build and not others?!. Well, first of all, this build is the most powerful, the best and strongest (duh) of all that Nova Grappler has in the current Japan format. I know you've got bored, so moving on to the card itself:
[AUTO](VC) Limit Break 4 (This ability is active if you have four or more damage):When this unit's drive check reveals a grade 1 or greater card with "Beast Deity" in its card name, choose one of your «Nova Grappler» rear-guards, and [Stand] it.
[CONT](VC):If you have a card named "Beast Deity, Ethics Buster" in your soul, this unit gets [Power]+2000.
[CONT](VC/RC): Lord (If you have a unit without a same clan as this unit, this unit cannot attack)
  This unit takes out the luck from equation. It drastically increases the number of attacks due it's limit break ability. Also it's a lot easier to guard since it's a crossride making it a 13k vanguard.
  If in the past Nova Grappler relied a lot on the stand triggers, now with this unit as your vanguard, you're gonna get 5 attacks.  "Yeah, but Aqua Force can do the same. They can launch up to 5 attacks in a row or even more" That's true, but to guard these attacks your opponent will have to put 10k shields or even more while Aqua Force needs 5k shield to guard and usually vanguard's limit break depends on the number of battles while Nova Grappler  doesn't give a damn on how many battles where fought until the vanguard's attack.
 Now getting on the decklist:
Grade 0:
1x Beast Deity, Riot Horn
8x critical triggers
4x draw triggers
4x heal

Grade 1:
4x Beast Deity, Solar Falcon
4x Beast Deity, Max Beat
3x Beast Deity, Hilarity Destroyer
3x Beast Deity, Desert Gator

Grade 2:
4x Beast Deity, Hatred Chaos
4x Beast Deity, Brainie Papio
3x Beast Deity, Golden Anglet.

Grade 3:
4x Beast Deity. Ethics Buster
4x Strongest Beast Deity, Ethics Buster Extreme.
 As usual we start with the trigger ratio. Someone will ask this: Are you smoking?!. Why you're running critical triggers in the Nova Grappler deck ?!. Well, it's true I'm smoking but the reason why I'm running critical triggers is because Strongest Beast Deity, Ethics Buster Extreme transforms more than half of your deck into stand triggers but without the 5k bonus. So since you're going to check a a trigger and another unit, you're going to have an extra attack with 21k+ and a critical 2. I think that's better than just a simple standing.
  Why not running 4 stands/4 criticals?. Well, it is possible, but a critical trigger will always give more pressure than a stand trigger. It gives you a 5k bonus, but stands are like dead drive checks in the build because, your opponent can just say no guard to that one and take 1 damage while taking 2 damage when your opponent is at 3 damage is more risky. So that's why we need to increase the chances of getting a critical trigger.
 Draw triggers are in any deck of this kind. They're spare 5k shield and it's always nice to damage check one. You'll get 5k to your vanguard, which will make easier to guard and draw an extra card. This is pretty common in this game and it's nothing amazing about that but somehow, in anime that's an amazing thing.
  Moving on to the starter, or more correctly first vanguard: Beast Deity, Riot Horn.
[AUTO]: Forerunner (When a unit of the same clan rides this unit, you may call this unit to (RC))
[AUTO](RC):When a unit in the same column as this unit with "Beast Deity" in its card name becomes [Stand], [Stand] this unit.
  This unit is one of the key cards in this deck. It allows
you to launch a good attack  that  will make your opponent to lose a 10k shield or some cards that he tried to save for later assaults. This unit is more sweeter when used with Beast Deity, Hatred Chaos:
[AUTO](RC): When this unit attacks, if you have a vanguard with "Beast Deity" in its card name, this unit gets [Power]+3000 until end of the battle.
 Shortly put, using our main boss' limit break, you'll stand this unit and Riot Horn's skill kicks in. In result, you have one more 17k attack coming at your opponent's way. That's what I prefer this starter over others. 
 A unit with similar skill is Beast Deity, Max Beat:
[AUTO](RC):[Counter Blast (1)-card with "Beast Deity" in its card name] During your battle phase, when this unit becomes [Stand], if you have a «Nova Grappler» vanguard you may pay the cost. If you do, choose another of your «Nova Grappler» rear-guards, and [Stand] it.
  Instruction on how using the awesomeness  of Max Beat:
1. Using the Limit Break, stand this card.
2. Using it's awesome skill, stand the unit that's in the front of it and stand it.
3. Enjoy the results.
. The second ingredient of this cocktail is Beast Deity, Brainy Papio:
[AUTO](VC/RC):[Counter Blast (1)-card with "Beast Deity" in its card name] When this unit's attack hits a vanguard, if you have a «Nova Grappler» vanguard, you may pay the cost. If you do, choose another of your «Nova Grappler» rear-guards, and [Stand] it.
  This card's attack, will be in the most cases, guarded (duh). It's a great way to make your opponent lose some cards. This card is good in the early and mid game, to put up some pressure. The chances of gaining extra attacks with this unit's skill are higher early game, when players eat a lot of damage. And, just in case, if the attack hits the vanguard, stand the Max Beat that boosted this unit, and using it's skill, stand Brainie Papio one more time and voila: your second round of cocktails is ready.
  Now let's make a spin off of this cocktail, switching Brainy Papio with Beast Deity, Golden Anglet.:
[AUTO](RC):During your battle phase, when this unit becomes [Stand], this unit gets [Power]+3000 until end of turn.
 First of all with a trigger, this unit can launch an attack of 18000 by itself (which is very good.) And if by any chance, it happens to be boosted by Max Beat   the attack will rise up 25,000.
 Now, someone will say that Hatred Chaos is better. It's true but you need to have 50 cards in your deck. The other option is to run the   Beast Deity, Damned Leo   which is a vanilla. Running vanilla is okay-ish, but why run  it, when there is Golden Anglet which 100 times better the that. 
When comes to riding, usually it's a tough choice. I really hate when I have to ride a very important card that's better in my hand or on my rearguard circle (PG for example.) For grade 1 ride at least the problem is resolved by  Beast Deity, Hilarity Destroyer:
[AUTO](VC/RC):[Choose a card from your hand, and discard it] When this unit's attack hits a vanguard, if you have a vanguard with "Beast Deity" in its card name, you may pay the cost. If you do, draw a card
  So this card is perfect for the grade one ride. I don't have a particular interest in it as a rearguard (but it's good if you opt for a an early rush)
  Thanks to 50 cards deck rule, you need to complete the deck with something. You're pretty much tied to choose between this and Beast Deity, Blank Marsh.. I've tested different variations, and Blank Marsh skill it's not that great. It offers one time pressure. eats a counterblasts and you need to replace that booster while this card gives some extra draw power from early game.
  When comes to grade 3, it's preferably to synergize your main boss ability with a breakride. Obviously, the best unit to synergize with our boss' limit break is Beast Deity, Ethics Buster:
 AUTO] Limit Break 4 (This ability is active if you have four or more damage):When a «Nova Grappler» rides this unit, choose your vanguard, and until end of turn, that unit gets [Power]+10000 and "[AUTO](VC):When this unit attacks a vanguard, [Stand] all of your «Nova Grappler» rear-guards in the front row.".
[AUTO](VC):When this unit is boosted by a «Nova Grappler», this unit gets [Power]+2000 until end of that battle.
[CONT](VC/RC): Lord (If you have a unit without a same clan as this
unit, this unit cannot attack).
 There is not much to say here. The card is a break ride that will give Extreme a 10,000 and nice skill. Even if you reveal a double trigger check (the chances are slim but it can happen.) whille your opponent nullified the attack, you have 2 more attacks left that are more stronger than the previous ones.
 Now as for the final ingredient for the most awesome and deadly cocktail ever created in the vanguard: Strongest Beast Deity, Ethics Buster Extreme.

[AUTO](VC) Limit Break 4 (This ability is active if you have four or more damage):When this unit's drive check reveals a grade 1 or greater card with "Beast Deity" in its card name, choose one of your «Nova Grappler» rear-guards, and [Stand] it.
[CONT](VC):If you have a card named "Beast Deity, Ethics Buster" in your soul, this unit gets [Power]+2000.
[CONT](VC/RC): Lord (If you have a unit without a same clan as this unit, this unit cannot attack)
  Yes, folks it's returned. One of the most strongest units ever created for this clan.
  Even if the break ride turn didn't turn into the final turn your opponent will have a hard time guarding because he'll need at least 5 cards per turn to guard.
 Secondly, you'll be siting on 13k vanguard power base which means it'll be easier to guard your opponents attacks, especially if he has unboosted units or it's the Aqua Force clan. Our boss review is over and we move to the traditional part:
 Pros:
1. Great synergy. Standing two units is enough to stand two other units making you able to launch two more attacks.
2. Standing is a sure thing. The deck doesn't depends on stands triggers anymore.
3. Running criticals and being to stand is one of the best combo ever created.
4.  Landing more than 5 attacks per turn will sure drain your opponents hand a lot and eventually, he'll not be able to form proper colomns nor to keep up hte peace when it'll come to guarding.

 Cons:
1. Double trigger check. It happens rare in a game, but when it happens it surely messes up your plans
2. Relies on rearguards too much. If your rearguards are retired, it'll be hard to fill them up again.

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