Monday, April 7, 2014

The Flying Dutchman.

  The fear of the seven seas, the pain and suffering which they bring and they never are welcomed near a ship. These, ladies and gentlemen, are pirates. Meet the Vanguard pirates - Granblue.
 Granblue clan debuted in the very first set of this game. However, 'cause it gets only seldom support, you don't have much of a choice when building a deck. This clan basic strategy is superior calling from the drop zone (now guarding has become more fun and complicated). Now all aboard and let's see what this deck has to offer.
Grade 0:
1x Captain Nightkid (starter)
4x Rough Seas Banshee
4x Ghoul Cannonball 
4x Sorrowful Gunshot, Nightflare
4x Doctor Rouge. 

Grade 1:
4x Dandy Romario
4x Gust Jinn.
3x Sea Strolling Banshee
2x Samurai Spirit

Grade 2:
4x Corrosion Dragon, Corrupt Dragon.
4x Ruin Shade
3x Commodore Blueblood.

Grade 3:
4x Lord of the Seven Seas, Nighmist
3x Ice Prison Hades Emperor, Cocytus "Reverse"
2x Witch Doctor of the Abyss, Negromarl
  This build operates pretty much like Silver Thorn Dragon Queen Luquier "Яeverse"  but instead of soul it's related to the drop zone.
As you can see the trigger ratio is a classical 8 crits, 4 draws and 4 heal. I can say that this trigger line-up is the most widely used because stand triggers in a deck that focuses more on attacking power than number of attack are useless.
 As for starter, why Captain Nighkid.
[AUTO]: When another «Granblue» rides this unit, you may call this card to (RC).
[ACT](RC): [Counter Blast (1) & Put this unit into your soul] Look at up to ten cards from the top of your deck, search for up to one «Granblue» from among them, put it into your drop zone, and shuffle your deck.
 As an under supported clan, this starter is the best you can get. It helps you, at a certain extent, at one-time precise shot. The best choice is to put something that has a skill that activates when called from the drop zone like Sea Strolling Banshee
 AUTO]:[Soul Blast (1)] When this unit is placed on (RC) from your drop zone, if you have a «Granblue» vanguard, you may pay the cost. If you do, draw a card.
 This ghost of ship doesn't need to much explaining. Since you have soul to spare why not use it?. Drawing is always good and also you get a booster (not a great one but still.) Another unit that activates its skill when called from the drop zone is  Corrosion Dragon, Corrupt Dragon.
[AUTO]:When this unit is placed on (RC) from your drop zone, if you have a «Granblue» vanguard, this unit gets [Power]+3000 until end of turn.
 Powering up is always good. Since Cocytus R gives an additional 3000,  it somehow compensates the fact that you are going to lock one of your units.
 These are the only  units that you can work from the drop zone but both offer two basic things that a deck needs: drawing and power up. We figured what unit to call from the drop zone, but how to put them there?. Ruin Shade can really help with that
[AUTO](VC/RC): [Put two cards from the top of your deck into your drop zone] When this unit attacks, if you have a «Granblue» vanguard, you may pay the cost. If you do, this unit gets [Power]+2000 until end of that battle.
 An 11,000 beater and a constant milling engine. The first advice is not to overuse it. You may end up in decking out if your opponent has a strong defense. The best time to use this card is early game and stop using it when the cardfight becomes more like a fight between beatsticks.
 While Japan is passing to the Legion era, the rest of the world is not in the very heat of the breakride era and Granblue is no exception. Meet Lord of the Seven Seas, Nighmist
[AUTO] Limit Break 4 (This ability is active if you have four or more damage):When a «Granblue» rides this unit, choose your vanguard, and that unit gets [Power]+10000 until end of turn, and choose up to two «Granblue» from your drop zone, call them to (RC), and the units called with this effect get [Power]+5000 until end of turn, and at the end of that turn, retire those units.
[CONT](VC):During your turn, if the number of «Granblue» rear-guards you have is four or more, 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)
 Use and dump. Ride it multiple times and you use the Banshee and Corrupt Dragon more than one time. More than that, used right, at end of the turn you can still have one more unit. How, do you ask?. With Witch Doctor of the Abyss, Negromarl that's how.
[AUTO]:[Counter Blast (2)] When this unit is placed on (VC) or (RC), if you have a «Granblue» vanguard, you may pay the cost. If you do, choose a card from your drop zone, and call it to (RC).
 Some people may look awkward at this or even claim that it's a horrible unit. It's true that it is dreadful as a vanguard and not quite good when you call from your hand but it's one of the best targets for Nighmist. Call it from the drop zone with Nightmist's skill and than use it's skill to superior call something from the drop zone. The 5000 bonus will compensate for it's lack of power and you'll not be stuck with it on the field. Sounds a good combo to me.
 Emperor of the dark depths of oceans, the terror of Cray's seas. Meet the pirate of the Void, Ice Prison Hades Emperor, Cocytus "Reverse"
ACT](VC) Limit Break 4 (This ability is active if you have four or more damage):[Put three cards from the top of your deck into your drop zone & Choose one of your «Granblue» rear-guards, and lock it] Choose one «Granblue» from your drop zone, call it to (RC), and that unit gets [Power]+3000 until end of turn.
(The locked card is turned face down, and cannot do anything. It turns face up at the end of the owner's turn.)
[CONT](VC):If you have a card named "Ice Prison Necromancer, Cocytus" 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)
 Well, at least he takes care that he has what to call from the drop zone. You can go use Negromarl to call Corrupt Dragon, than retire Negromarl as a cost for Samurai Spirit This way you're going to manipulate both field and the drop zone as well until it fits your needs.
 Why bother playing it?
1. Guarding, retiring and discarding has a whole new meaning. You should take in the account that everything that goes into the drop zone becomes a target for superior calling.
2. Dragonic monkeys will have a hard time. If you're opponent is a "pro" and plays something like Narukami, he'll trapped. His own strategy will backfire to him.
3. Players underestimate this build. A good deal of players are underestimating such clans to their own regret. It's a wild card to play but those who don't risk, don't gain.
 Trash, you say?
1. Decking out.With all this milling (sending cards from your deck to your drop zone), you may deck out. So be careful with your milling. Don't overdue it.
2. Small toolbox. Compared to other clans this deck has a narrow toolbox that actually works.

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