Wednesday, June 18, 2014

Witches of Hope.

 So, I am back boys and girls yet with another awesome Genesis deck profile (I mained this clan by the way.). But before that, let's go for short background history and basic strategy guide.
 Genesis started at the beginning of the season three (the Break Ride season) in the 10th booster set: Triumphant Return of the King of Knights and up until Extra Booster 12: Waltz of the Goddess it got medium support but a qualitative one which is why Genesis decks are strong, effective and hard to build due the high variety of good
 Genesis core strategy is to soulcharge a lot and then use that soul as a cost or part of a cost. The cost starts from soulblast 3 and rises to soulblast 9. During a game you may end up soulcharging more than half of your deck if you are soolcharging crazy. . I never soulcharge more than I need too because even if I use Legion, I may still deck out so it's wise to control the soulcharging process.
 Now, Extra Booster Number Twelve: Waltz of the Godess comes with a lot of support for Regalia, Witch and Mice Guard sub-clans. I will try to talk about all sub-clans but most of the attention will get, of course, Witches and Regalia.
 I will start off with Witch sub-clan. When first released, Witches' function (not only in the Genesis clan but in others as well) was more supporting other sub-clans but Waltz of the Goddess brings to Witches a lot of goodies with which is possible to built up a top tier deck.
Note: The deck below is a pure Genesis deck and I am aware of the existence of Chaos Witches which I will review later. 
 Grade 0: 17
1x Regalia of Prayer, Pray Angel
12x Critical Triggers
4x Heal Triggers

Grade 1: 15
4x Witch of Frogs, Melissa
4x Witch of the Cat, Cumin
4x Witch of Strawberries, Framboise
3x Witch of Peaches, Bellini.

Grade 2: 12
4x Black Snake Witch, Chicory
4x Witch of Birds, Chamomile
4x Witches of Golden Eagles, Jasmine.

Grade 3: 6
4x Witch of Sea Eagles, Fennel
2x White Snake Witch, Mint.:

 In the current Legion meta, running six grade 3's has been prooven being the most efficient. Currently, in Japan the top Legion decks are the ones who run from 4 to 6 grade 3
 The main boss of the deckis obviously Witch of the Sea Eagles, Fennel
 [ACT](VC): Legion 20000 "Witch of Golden Eagles, Jasmine" (If your opponent has a grade 3 or greater vanguard, only once, this unit may return four cards from your drop zone to your deck, and search your deck for the specified card, and perform Legion.)
[AUTO](VC):[Soul Blast (3)] During the turn that this unit performed Legion, at the end of the battle that this unit attacked a vanguard, you may pay the cost. If you do, look at five cards from the top of your deck, search for up to two cards with "Witch" in its card name, reveal them to your opponent, put them into your hand, and shuffle your deck.
[AUTO]:[Counter Blast (1)] When this unit is placed on (VC), you may pay the cost. If you do, Soul Charge (3).
  Witch of Sea Eagles, Fennel is an autopilot unit ( as any Genesis Legion unit from now one. ) She soulcharges for her soulblast and through soulblast you get instant material for your next Legion and you start over again. Sure, the first Legion will be a bit harder but here early guarding is your friend. Use some triggers to guard and after use those triggers as a material for Legion. 
 So, in result you plus from Fennel's soulblast and create a sweet trigger stack for your drive checks and damage checks as well. And that stack comes in handy when White Snake Witch, Mint arrives to finish off what Fennel started. 
[ACT](VC): Legion 20000 "Black Snake Witch, Chicory" (If your opponent has a grade 3 or greater vanguard, only once, this unit may return four cards from your drop zone to your deck, and search your deck for the specified card, and perform Legion.)
[AUTO](VC):[Soul Blast (6)] When this unit attacks a vanguard, if this unit is in Legion, you may pay the cost. If you do, until end of turn, this unit gets [Power] +10000, and "[CONT](VC):All of your rear-guards with "Witch" in its card name in the front row get [Power]+5000.".
[ACT](VC):[Counter Blast (1)] If you have another unit with "Witch" in its card name in the center column, Soul Charge (3). This ability cannot be used for the rest of that turn. 

  It's a cool "finisher" to end the game and you don't need more than two. Two assures you will get it at the right time. What is the right time you ask? The "right" time is when your opponent will have some trouble to guard and as a bonus, he will have five damage.With Fennel's trigger stack and this power up skill, you will have a lot of fun. 
 Moving on to other yet, important support: Witch of Frogs, Melissa and Witch of Birds, Chamomile.
[AUTO]:[Counter Blast (1)] When this unit is put into the drop zone from your soul, if you have a «Genesis» vanguard, you may pay the cost. If you do, call this unit to (RC).
 One of Genesis main problems is forming a full field. Sometimes I won with just one or two rearguards on the field and that was thanks to Lady Luck (and my trigger stack as well) but the point is if you want to bring out Mint's full potential, it is important to have a full field. These two can help you with whatever you need (attackers or boosters) without losing hand and also it's good to have something 
  By soulblasting like crazy, you may end up soulless so an additional way to soulcharge is through on call. 
[AUTO]:[Counter Blast (1)] When this unit is placed on (RC), if you have a vanguard with "Witch" in its card name, you may pay the cost. If you do, Soul Charge (3), and this unit gets [Power]+3000 until end of turn.
  Witch of Golden Eagles, Jasmine is the one card you need for soulcharging at any time of the game (early, mid or late.) And as a side note, she is the Mate of our main vanguard with whom you need to Legion quite a lot and that is why you need to max it out (4 copies.)
 Moving on to Witch of Strawberries, Framboise.
  [CONT]: Sentinel (You may only have up to four cards with "[CONT]: Sentinel" in a deck)
[AUTO]:[Choose a card from your hand, and discard it] When this unit is placed on (GC), you may pay the cost. If you do, choose one of your units that is being attacked, and that unit cannot be hit until end of that battle.
  Meet the second universal perfect guard. It can be used practically in any deck (including Chaos Witches.) Since we don't have a Cider clone for Witches (let's hope we do get one.) Also a good thing to run Perfect Guards is that well, they're perfect. No matter what power creep comes at you, you can simply nullify it.

 Meet the main force and base of an early rush of any deck:
AUTO](RC): When this unit attacks, if you have a vanguard with "Witch" in its card name, this unit gets [Power]+3000 until end of that battle.
 Both have staple skills which is why is mandatory to run them,  Bellini got the extra spot that formed as a result of reducing the grade 3 number from 8 to six. The 12,000 attackers are maxed most of the times, especially in beatdown decks such as this. Witch of the Cat, Cumin is a filler here. It is an on-call soulcharger just like Jasmine but soulcharger only one card. You can run any Witch you like as long as it doesn't disturbs the synergy of the deck. Now, for the finale, a couple of sentences about the grade 0 section.
 First vanguard in this deck is Regalia of Prayer, Pray Angel

[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 your vanguard is in Legion, Soul Charge (3), choose your vanguard, and that unit gets [Power]+5000 until end of turn
 Surprised, I guess. For idealistic purposes, you can use Witch of House Mouse, Koroha but she won't give you what this will. Koroha will give you one card in the soul and a power up of 3000 to a unit of your choice. I play Pray Angel as my starter because of the counterblast free soulcharge. It's a quite useful skills considering the amount of counterblasts used in this deck (Mellisa, Chamomille, Fennel, Jasmine and Mint.)
 Base upon the skills and arguements, you can decide what trigger ratio to run but I preffer to run twelve twelve critical triggers.. Thanks to Fennel (yes, she is a key unit in this deck and I know I had mentioned her at least a dozen times) you will get one of the strongest twelve card deck late game. Double crits will be guaranteed and your opponent will have some guarding issues (no more 2 to pass guard). And just happens you just Legioned with White Snake Witch, Mint. (gg mate.)
 As for running the deck or not, that is totally up to you. I only post my opinions and observations of why a deck/ unit should be played. See ya next week fellows.

Sunday, June 15, 2014

Legion & other things

 Hello there people. I didn't post for some while so I hope I am going to catch your interest with this formal article about latest releases. The reason behind this is that (my future decks will involve Legion obviously I had to make my viewsabout Legion and other major changes that came with it ) Bushiroad, besides Legion, had made some huge changes in therms of mechanics as well as deck building possibilities increasing the variety of the decks exponentially. So what huge changes made two trial decks, one booster set and two upcoming extra booster sets?. Let start with some small things.
 The first huge change Bushi made was removing clan restriction. The previous two eras, Bushi developed an entire policy against clan mixing, but now they switched sizes. If earlier, building a mixed clan deck was quite impossible, mainly due to Lord restriction and as a side restriction a lot of skills apply if you had a unit with the same clan  as vanguard including null guards and quintet walls. Well, not anymore. Starting with Booster set 16: Legion of Dragon and Blades. Guardian Law Seeker, Shiron is the very first universal null guard  complemented by Harship Brawler, Toshu the first universal Quintet Wall. Now you have Sentinels for your mixed clan decks as well as you have the possibility to create a deck from scraps you get from different pulls (you know, when you get some good units and you don't have enough cards to build a deck.)
 Besides staple units, some Legion support units be splashed into a deck  (or anything else with no restriction} creating an absolute overpowered broken non-sense deck.And if you are worried about triggers, well you shouldn't. As long as you have at least  one unit that belongs to the same clan as the trigger you check, you can give the bonuses to any unit you want
 Now, to the main change of the season: Legion. Legion in my view is a return to basics. Early guarding, more mid game action than ever and of course with insane skills on each sidem breath taking cardfights. Sure there power creeps all over the place but I can't say anything bad on it 'cause I am one of those and the game won't survive if they would release only balanced cards. WIth that folks, I end my turn.