Monday, April 14, 2014

Angel Beats: Upgrading Frontier.

  In any TCG (Trading Card Game), a few minor changes in your older decks can make a huge difference and Vanguard is no exception to that. The basic strategy of the deck remains the same but the changes may improve the peace, effectiveness, quality, and you have a wider variety of card for your deck. This time we're going to improve an Angel Feather deck.
  Angel Feather debuted in the the sixth set (Breaker of Limits) that introduced a new mechanic: Limit Break. The clan evolved further and got support for the Limit Break mechanic spin-off: Break Ride. After that the clan got (and let's it still does), fairly said, a constant support.
  The core of their strategy is to manipulate the damage zone transforming it into a "second hand." In the 11th set a new sub-clan (archetype.) debuted named "Celestial." Now, for these two, swapping cards from your hand with those from the  damage zone comes second. The first priority is to have a certain card in the damage zone that will enable your vanguard to activate a quite head aching skill (for your opponent that is). So that you can understand what I'm talking about let's review the elder angel - Solidify Celestial Zerachiel :

CONT](VC) Limit Break 4 (This ability is active if you have four or more damage):During your turn, if you have a face up card named "Solidify Celestial, Zerachiel" in your damage zone, all of your units with "Celestial" in its card name get [Power]+3000.
[ACT](VC):[Counter Blast (2)-card with "Celestial" in its card name] This unit gets [Power]+5000 until end of turn.
[CONT](VC/RC): Lord (If you have a unit without a same clan as this unit, this unit cannot attack)
 This unit's Limit Break is "cloned" from another unit from a different clan. The only difference between those two is the amount of support which makes her a better option when comes to breaking numbers but there aren't good when comes to pressure (if the attack hits, than you can activate that unit's skill. Usually it enables you to perform a powerfull combo.) Before we're going for an in-depth analysis of the BT-13 image of the deck, let's see the the 11th set image:

Grade 0:
1x First Aid Celestial, Peniel
4x Critical Hit Angel
4x Hot Shot Celestial, Samyaza
4x Rampage Cart Angel
4x Recovery Celestial, Ramuel

Grade 1:
4x Adamantine Celestial, Aniel
4x Underlay Celestial, Hesediel
4x Marking Celestial, Arabhaki
3x Battle Cupid, Nociel.

Grade 2:
4x Wild Shot Celestial, Raguel
4x Essence Celestial, Becca
3x Candle Celestial, Sariel

Grade 3:
4x Solidify Celestial Zerachiel
3x Prophecy Celestial, Remiel.
  The deck is pretty much vanilla. Battle Cupid, Nociel has a 6,000 power base and allows you to swap one card from your hand with one card from your damage zone when you guard with it and it's not affected by Zerachiel's Limit Break. Essence Celestial Becca is a 10,000 vanilla and with Zerachiel turns her into 13k rearguard. Back then, there weren't to many Celestials to choose from. More than that, the break ride that they've got (Prophecy Celestial, Ramiel.) is quite weak considering other clan's break rides so that means skipping the breakride part. The BT-13 gives us the opportunity to make some minor upgrades that increases the performance of the deck but we can't replace the breakride.
 Grade 0:
1x First Aid Celestial, Peniel
4x Critical Hit Angel
4x Hot Shot Celestial, Samyaza
4x Rampage Cart Angel
4x Recovery Celestial, Ramuel

Grade 1:
4x Adamantine Celestial, Aniel (null guard.)
4x Underlay Celestial, Hesediel
4x Nursing Celestial Narelle
2x Marking Celestial, Arabhaki

Grade 2:
4x Wild Shot Celestial, Raguel
4x Emergency Celestial, Danielle
4x Candle Celestial, Sariel

Grade 3:
4x Solidify Celestial Zerachiel
3x Prophecy Celestial, Ramiel.
  This version of the deck is a little bit better than the 11th set version. As you can see, we've replaced Battle Cupid Nociel with Nursing Celestial, Narelle and the 10,000 vanilla was removed for Emergency Celestial, Danielle. Now, time for an more detailed analysis of the deck.
  In a deck that specializes on breaking numbers and doesn't have any units with skills that allows them to stand on their own, the best option is to run critical triggers.
  The minimum column, by Zerachiel standards, is 21,000 and the maximum is 27,000. Powered up by a critical trigger (+5000 power and extra critical.) you'll have 26,000 and 32,000 column respectively. This will give your opponent's deck a run for his price.
  Another side bonus is the swapping part. During the game, a couple of triggers will always end up in your damage zone. You won't get the effect in your turn but you can swap them with your grade 3's from your hand. This way you get rid of no shield cards and get 10,000 shield value cards.
 The starter or the first vanguard is  First Aid Celestial, Peniel.
[AUTO]: Forerunner (When a unit of the same clan rides this unit, you may call this unit to (RC))
[ACT](RC):[Put this unit into your soul] If you have an «Angel Feather» vanguard, choose one face up card from your damage zone with "Celestial" in its card name, call it to (RC), and put the top card of your deck into your damage zone face down.
  The starter is the best Celestial starter that Angel Feather clan has at moment. This starter, at least, can replace himself with something better. But, a dragon monkey asks: So what?!. Most of the times you will call something lame from your damage zone. You can't everything you need, not even Zerachiel.
  Candle Celestial, Sariel bursts in, here.
 [AUTO]:[Counter Blast (1)] When this unit is placed on (RC), if you have an «Angel Feather» vanguard, you may pay the cost. If you do, search your deck for up to one «Angel Feather», put it into your damage zone, and shuffle your deck. If you put a card into the damage zone this way, choose a face up card from your damage zone, and put it into your drop zone.
 First of all, this unit can be used in any Angel Feather deck. Secondly, this allows you to put in your damage zone, literally, anything for later targeting. The fact that has an 8,000 powerbase is compensated by Zerachiel's limit break tranforming her into a 11k beater which makes a good attacker as well. The only real downside you you must put a face-up card from your damage zone into the drop zone (can't grap anything from there.) In result, a restriction appears: you need to have at least two face-up cards in your damage zone. While we are at puting cards in damage zone, it's really nice to have some bonsues from there too. Meet Emergency Celestial, Danielle.
[AUTO](Damage zone):[Counter Blast (1)-another card with "Celestial" in its card name] When another card is put into your damage zone, if you have an «Angel Feather» vanguard, you may pay the cost. If you do, call this card to (RC), and put the top card of your deck into your damage zone.
  This unit took Becca's place in this deck.  You can get this unit out of your damage zone during your turn if you lack some attackers as well as when you take damage during your opponent''s turn to use it as 5,000 shield. The only dissadvantage (and an unsigifigant one) that this unit has in front of Becca is that she has a 9,000 power base and Becca's has a 10,000 power base.
  Since we are at swaping and replacing, it's time for Nursing Celestial Narelle to shine.
[AUTO]:[Choose a card with "Celestial" in its card name from your hand, and put it into your damage zone] When this unit is placed on (RC), if you have an «Angel Feather» vanguard, you may pay the cost. If you do, choose a card from your damage zone, and put it into your hand.
  The card can be used in combo with Daniele (if Daniele is already there.) Besides that, it replaced Battle Cupid Nociel. Why do you ask?. The first reason, she is a Celestial which means she falls under the Zerachiel's Limit Break. Second, she has a 7k base (turned into a 10k base) being a better booster.  Battle Cupid Nociel activates it's skill during battle phase and early game, you can't use it in possible combos with Sariel or Peniel.
 Some Celestial units are gaining power not only through Zerachiel's Limit Break but also through their own skill. Wild Shot Celestial, Raguel it's the common 12,000 attacker (a 9,000 power base and gains 3,000 power when attacks.) and with the additional 3000, it becomes 15,000. Pretty good on her own.
 If you thought the Zerachiel which is in the damage zone enables only Zerachiel skill, you are wrong. Underlay Celestial, Hesediel packs some heat in her.

 [CONT](VC/RC):During your turn, if you have a face up card named "Solidify Celestial, Zerachiel" in your damage zone, this unit gets [Power]+3000.
  One sentence that convinces you should run 4 copies. So, practically she doubles her power. And let's keep in mind she is a grade one unit which means she can boost the front row units. That is what I call a big boom.
  A lot of Vanguard players tend to add in the decks either a break ride (if it is available) or a unit that works as vanguard. I take the same precautions as well and that's why I play Prophecy Celestial, Remiel.
 [AUTO] Limit Break 4 (This ability is active if you have four or more damage):When an «Angel Feather» rides this unit, choose a card from your damage zone, put it into your hand, and put the top card of your deck into your damage zone, and choose your vanguard, and that unit gets [Power]+10000 until end of turn.
[AUTO](VC):When this unit attacks a vanguard, 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)
  This unit will work only if you have less than four damage. Otherwise, ride Zerachiel and skip the break riding part. The only reason I have this is as a precaution in case something goes wrong.
  So, let's make a summary at what this deck is good at:
1. Two hands. Angel Feather turns the damage zone into a second hand making you able not only to grab but also to drop something there.
2. Breaking numbers. With a full field and Zerachiel skill activated, your opponent will need either a bunch of 10,000 shield or a bunch of damaged heal triggers to win the game.
3. Minimum costs. If you already have msot of the Celestial stuff from the 11th set, the 14th set version isn't that expensive.
 Gloomy part:
1. No field regeneration. If your field is wiped out, the other units can compensates but the attacks won't be very strong.
2. No pressure. Besides the occasional critical triggers, besides dealing damage you don't get any side bonuses. I consider this as a backfire. You can't have both things that makes your opponent guard your attacks.










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