Monday, September 29, 2014

The power of the Abyss.

 This deck is, probably, the last new meta deck that can be made out of the two extra boosters. Both boosters have some new strategies (such as Shaladin Witches), some well known abused strategies (CEO Yggdrassil) and last but not least - evolved units.
 The "evolved" units I am talking about are units that, as basis of creation, served the first bosses that was made for that clan. In this particular case I am talking of the new Revenger support.
  The "Revenger" sub-clan appeare in the 10th trial deck "Purgatory Revenger" at the begining of the Break Ride era with some further development in the 12th set "Binding Force of the Black Rings". Revenger respect the classical strategy of Shadow Paladin (retiring your units as a part of a cost.) Also, under the name of "Revenger", Shadow Palading got two types of units (those two types were also a "premiere" mechanism) The first unit was Revenger, Raging Form Dragon which is the first Persona Ride-type unit (allows you to ride another copy of itself on itself.). The other type of unit is Revenger, Dragruler Phantom which is the first Burner-type unit (dealing damage to the opponent's vanguard by not attacking it.)
 The new Revenger boss that is released in this deck is a new standing vanguard (god, I am so tired of them.) and it's name is Revenger, Phantom Blaster "Abyss"

ACT](VC): Legion 20000 "Blaster Dark Revenger "Abyss"" (If your opponent's vanguard is grade 3 or greater, this unit may return four cards from your drop zone into your deck only, search your deck for the specified card, and Legion)
[AUTO](VC):[Counter Blast (2) & Choose three of your rear-guards with "Revenger" in its card name, and retire them] 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, [Stand] all of your vanguard. This ability cannot be used for the rest of that turn. (Even if you do not pay the cost, this ability cannot be used for the rest of that turn.)
[AUTO](VC):When this unit attacks a vanguard, this unit gets [Power]+2000 until end of that battle.
 Well, even though I am tired of this standing vanguard tactic, this one is kind of different from others. Besides having a certain unexplainable charm, I like it because of it's limit to stand only during the turn it Legioned. If you think this is  kind of lame, than think twice before saying this. Attacking twice with the vanguard the opponent's vanguard (details matter here) it is huge. Even if the cost is retiring three "Revenger" units, you will gain a +1 every time you use this skill (since you are going to perform two Twin Drives.)
Let's not forget about the pressure. Being able to attack twice with the vanguard puts your opponent in a very tight spot (even if he survives that turn, the next turn he won't be able.) Also this allows you to put up the triggers from the first Twin Drive on the vanguard and if it happens to hit two triggers and your opponent puts up the usual "two to pass" guard, you will win.
 That is all the review I am able to do without involving a deck.

Grade 0:
1x Creeping Dark Goat
4x Grim Revenger
4x Revenger, Air Raid Dragon
4x Freezing Revenger
4x Healing Revenger

Grade 1:
4x Transient Revenger, Masquerade
3x Eloquence Revenger, Glonn
3x Revenger, Dark Bond Trumpeter
2x Hellrage Revenger, Quesal
2x Revenger of Darkness, Mac Lir

Grade 2:
4x Battle Spirit Revenger, Mackart
4x Blaster Dark Revenger "Abyss"
4x Nullity Revenger, Masquerade
4x Wily Revenger, Mana

Grade 3:
4x Revenger, Phantom Blaster "Abyss"
 Now, let's continue our review. I will try to be explicit and put simply thing that look complicated but are quite simply (quite complicated put, don't you think? :D)
  The number of times you will able to attack twice witht he vanguard (=you will Legion) depends on the tenacity of your opponent. If he is an Attacker, than you will probably play until one of you will be worn out it's defense (= you will Legion 3-4 times for a game of that type.). If the player is a Defender, than you will Legion almost 6 times (let's return not just triggers back to the deck when we Legion.).
 As for the cost, well that is nothing complciated. Shadow Paladin can call a lot a grade one to the field with Battle Spirit Revenger, Mackart (but it needs to be on the field when you Legion.) and Wily Revenger, Mana. In extreme cases you can also use Revenger, Dark Bond Trumpeter but I usually use him just as a cost.
 Thanks to this massive superior calling and Legion you will increase the chances of getting triggers (the Twin Drive has become more fun.) and adding Creeping Dark Goat's skill and the power of the draw triggers (Freezing Revenger) you will be able to get another copy of Revenger, Phantom Blaster "Abyss" right on schedule.
 As for why I play Eloquence Revenger, Glonn and why three copies. Well, 4 will overboard and two is way to less. As for why I play it: you will build up some soul down there and it will be a shame not to use it. This way you will be able to use Revenger, Phantom Blaster "Abyss" more than 4 times.
 I know it is short so consider this an extra release or something like that. I hope I can have some other decks that I really can write more about (I am not that fascinated of Shadow Paladin clan save Witches.)

Friday, September 26, 2014

The Dragons' Den.

 Cheer up, my  friends
 As dragons arrive
Big and dreadful and spitting fire
Burning everything to ashes
These dragons are from the Cray planet
And they are known as Kagero clan.

 After this brief introduction, I suppose more detailed info must be required. The poem talks about the looks and a little bit of their strategy  (why in every TCG must be dragon-based cards and decks?).
 Kagero is one of the first clan released and got abundant support up until the 5th set (which includes the first standing vanguard - Dragonic Overlord the End .) After the 5th set the support had been shut down until the 11th set where they pretty much got more awesome cards than before allowing to create an overrated and overestimated combo (but effective) with their break ride - Dauntless Drive Dragon. From that point on,it has been as clear as day that the core strategy of this clan is standing vanguards.
 Besides standing vanguards, Kagero specializes in retiring the opponent's rearguards (even though not as powerful as their lightning brothers from Narukami ) in very interesting ways. The latest way of retirement is retiring unis in the same column as the unit with the effect. (Mirror retirement.) And to make the things better (or worse, depends on how you look at it), there are units that activate their skills when the you retire an opponent's rearguard. The most often is that they power up or unfliping. 
 As I said above, the clan specialize in standing vanguards and the deck list below is no difference:
Grade 0:17

Grade 1: 17

Grade 2: 12


Grade 3: 4

 The deck is working quite well with just 4 grade 3's. If you want some safety, you can run Red Pulse Dracokid as your first vanguard but Fargo is far more better. A good thing about this is that the main boss has "Overlord" in it's name so you can splash in some "Overlord" support as well (like I did with Lizard Soldier, Fargo). Another good thing the deck is not so "Perdition" focused which gives you the chance to replace some Kagero cards that have the same skill (for e.g: you can replace Perdition Dragon, Rampart Dragon with Wyvern Guard, Barri since basically they share the same skill.)
 The first thing I am going to talk is the Grade 0. First of all the started I use (Lizard Soldier, Fargo) but since I am planning on using him with Perdition Imperial Dragon, Dragonic Overlord the Great (damn, that is a long name.) there are no problems. 
 As for the triggers, I put some names just for the eyes with the exception of Seal Dragon, Artpique (it is better to have triggers with skill.). Many players say that in Kagero clan it is better to have 6 crits/6 draws/4 heals (which is mainly used for Persona Blast decks). I broke the rule and it turned to work better than that. Kagero is all about power and pressure. And that thought made me to use the standard ratio (8 crits/4 draw/4 heals.) You could play 12 criticals and 4 heals but that means "all or nothing" and it is more for people with a great deal of Vanguard experience.
Since we are at ratio thingy, I will explain why I run two Quintet Walls (Dragon Knight, Gimel) and two Perfect Guards (Perdition Dragon, Rampart Dragon). Besides the classic Legion argument (you must have at least 4 cards in your drop zone to perform Legion and for Kagero that is harder to fullfil.), Kagero has hand issues. For this clan, is hard to maintain a good hand and playing four PG will make your hand more thinner and playing 4 Quintet Walls will eat a lot of counterblasts and the deck is heavy counterblasting already, and that is why I compromised on using two of each type.
 Since I mentioned heavy counterblasting, I thing it is a good time to place Lizard Soldier, Grom here. When called, by soulblasting two cards, you can unflip up to two cards. I run three because I want to make sure that I will  use it at least once (I usually used twice since you will have a minimum of 4 cards in the soul.). I quit on Belicosity Dragon since I need the unflipping mid and late game and there is no way that this unit's attack will hit the vanguard.
 Now to the offensive part. The first combo (involves Perdition Dragon Knight, Tarayev and Perdition Battler, Mareisei. They both gain +5000 and +3000 respectively when a unit in the same column as they are retired at any step during your turn. They gain the most out of Perdition Imperial Dragon, Dragonic Overlord the Great's skills and without them, you will lose some good numbers and more possibly, a good deal of pressure as well.
 Perdition Dragon, Dragonic Neoflame is first of all, the Mate of our main vanguard and that is why you need to max it and second reason is it's skill.When you  call it to rearguard it gets a pretty nice skill until the end of the turn. Whenever a unit in the same column is retired by counterblasting one card, you can retire another one in the same column. More simply put, you will kill two birds with one stone.
 That is all folks.
PS: I know this is a short description but the deck is practically autopilot (like all of the meta decks) and with a bit of experience, the deck is great for "middle-beginner" level (I dunno if I there is such level.)


      



Sunday, September 21, 2014

Lords of Winter Seas

Hello, everyone. I cannot tell how much work I have on my hands at the moment. All this releases making a lot of big waves (mainly because of world finales and English world is finally catching up with Japan.) deck profiles has just tripled (not to mention my dear college work.) Anyway, I will keep posting about the upcoming stuff and hopefully, make it in time for all meta decks that I really love and about the decks I really love. (I have started two other decks profile already and I have no idea when I am going to finish.) So all this things aside, this deck is all about pirates, (Granblue clan.).
 Granblue clan debuted in the very first set of this game but it got seldom support. In BT13, it got some cool units including a Ğ¯everse crossride and a breakride. Afterwards, it got some support in FC2014 (as all other clans). However, BT17 provides us with a significant support including more superior calling from the drop zone,a Quintet Wall and some power-up stuff.
 The strategy of this clans is not hard at all. It transforms the drop zone into a toolbox of units that may be superior called. In addition to the usual ways of filling the drop zone (guarding, discarding and healing) they have an unique special ability (for Vanguard that is): sending cards directly from deck to the drop zone (more simple: milling.)
 The deck bellow is a combination of all the sets mention above. I know that some stuff isn't out in English format yet but with the astronomical speed of release and mutilations,  you may get it at the end of 2014. That said, let's move to the deck list itself.
Grade 0:
1x Captain Nightkid 
4x Jimmie the Ghostie
4x Rough Seas_Banshee
4x Gunshot of Sorrow, Nightflare
4x Doctor Rouge

Grade 1:
4x Brutal Shade
4x Chief of the Deck, Arman
2x Evil Shade
2x  Gust Jinn
2x Reef Banshee

Grade 2:
4x Ruin Shade 
4x Dragon Corrode, Corrupt Dragon
3x Three Star Chef, Pietro

Grade 3:
4x Lord of the Seven Seas, Nightmist 
4x Drift Ice Swordsman, Nightsnow
 The deck is working quite well and I really enjoy this deck, The deck combines units from different sets (FC2014, BT17, BT13, and some units from the beginning of this clan.) so it may some problems finding old units. The core strategy of the deck is to perform break ride twice (the first break ride will be normal and the second one is a superior one.) in the same turn and combined with a certain Limit Break, you can get an entire field with a back row of 15k and a rearguard front row of 17k. Sounds pretty good for a good rip off.  The downside is that it may work twice at most since we don't recycle anything. Moreover, you need quite a setup.  Since Granblue superior calls from the drop zone, you will need some good material. Here comes in Evil Shade and Ruin Shade.
 Evil Shade allows you to mill the top two cards of your deck in exchange for +4000 when boost a vanguard. Running two copies is enough since it works only with the vanguard. It is best to use it early or at least before the all setup would be ready. It was very painful for me to choose between this and Sea Strolling Banshee. At the end, Evil Shade won because the deck didn't have enough milling.
  Ruin Shade is pretty much the same as Evil Shade. It gets +2000 power at the same cost and when attacks. Both of these are key units in the deck that will build up your drop zone.
 Another way of building up the drop zone is through guarding. Besides the usual shields there are Sentinels. Any clan that makes use the drop zone (such as Neo-Nectar ) or can create an amazing combo using them (such as Genesis) usually run 4 Quintet Walls but here we have an exception and that is heavy counterblasting. Without an efficient unflipper (I threw in Three Star Chef, Pietro because it is the only unflipper that Granblue has and this deck needs one.), you are very tight when comes to counterblast and that is why I play 2 Quintet Walls and 2 Perfect Guards.As soon as Granblue gets some efficient unflippers you can switch to 4 Quintet Walls with no problem.
 The most desirable targets for superior calling are Chief of the Deck, Arman and Dragon Corrode, Corrupt Dragon. These two units have the same skill: they gain +3000 when called from the drop zone until the end of the turn. Now, they gain an additional +5000 power from the abilities that they will be called with. Now, do the math yourself and you will see how much power you will have.
 Before to the main and final piece of this deck strategy, there is one more unit that is not crucial but it proofed to me to be extremely useful:  Brutal Shade. It will be released in BT17 and it is a limit break 4 canceller (it allows you to apply limit break 4 abilities at three or less damage including break rides.). It got announced at a Vanguard tv stream in July that many clans will get such units and Granblue is fortunate to be one of the first ones to get it. Now, the last and most important  piece of this setup.
 You need to have at least one copy of  Drift Ice Swordsman, Nightsnow in your drop zone. For this sole reason, I run Captain Nightkid as my starter. At a price of a counterblast and putting it into the soul, it allows you to peek at the top 10 cards of your deck and put one of those into the drop zone. It happened very rare when I didn't get him but this is your safest bet for this deck.
I use the standard trigger ratio since getting a stand trigger at the peak of your power is highly unlikeable.The only reason why I would make room for them would be if they would have damage unflipping.
 That is all for today folks. I hope that tomorrow I will make another deck (possibly Grannblue again or something.)


 



Friday, September 19, 2014

Heirs of Morgana.

 Hello, there, Today I came with a new deck profile (I know you got pretty tired of that) for a sub-clan that I am really a fan of: Witches. I have talked about  witches who bring hope (justice, harmony and other good stuff.) but this time I will talk about darkness, fear, despair, silence. Meet those witches who are responsible for all of that: The Shaladin Witches.
 Since this is the first time when I talk about this clan I will put some general stuff. Shadow Paladin was introduced in the 4th set and  instantly became a hit.In the first two seasons they were low on support but  they became popular even they barely got support but starting with third season they hit the tier 1 list and from that point, they got some serious support.
 Shaladin's can be interpreted an opposite of the Royal Paladins. (it was expected at some point.). Their basic strategy is to retire units in as a cost (or a part of it.) for theirs skill but there is a  problem of such strategy: maintaining hand (you cannot expect to be the normal call a dozen units and still be able to defend yourself) and here is where Shaladins copies Royals skills but unlike in Royals, Shaladin units don't hang around a lot. And for the sake of mentioning they have some minimum draw power which allows you, if you are brave enough, run 12 critical triggers (if you are insane than go for 16 criticals and no heals.) Also an oddity I have observed in Shaladins starting from the third season is that they kept a large hand despite the negative facts mentioned above.
 Now, Shaladin Witches. As in all clans, Shaladin Witches were just a support sub-clan but with the new extra booster, they can stand on their own. Their strategy is different from the original Shaladins (the replace your opponent units with grade 0 and even decrease the opponent's vanguar power). Another curious thing about it is that they have more draw power than any other Shaladin deck. So , now, let's go to see the deck list and explain what and why is here and how it works.
Grade 0: 17
1x Witch of Banquets, Lir
4x Black Crow Witch, Eine
4x Witch of Goats, Medb
4x Grim Revenger

Grade 1: 15
4x Witch of Nostrum, Arianrhod
4x Witch of Precious Stones, Dana
3x Witch of Pursuit, Sekuana
4x Dark Revenger, Mac Lir

Grade 2: 12
4x Witch of Reality, Femme
4x Witch of Attraction, Adora
4x Inspection Witch, Deirdre


Grade 3: 6
3x Witch of Enchantment, Fianna
3x Cultus Witch, Rias
 As you can see, I broke free from that the break ride system when you ran 8 grade 3. Well, it is not the case anymore. The break ride decks tend to run 8 grade 3's in order to make sure that you will ride in the right order (first the break ride and after, the unit you will finish your opponent with.) However in Legion decks that is not the case. In Japan, most of the winning decks (where Legion has become meta already) have 4 grade 3's and rarely, 6 so you can draw the conclusions yourself. Also by decreasing the grade 3's number you free space for units you want in a deck but you can't put them (a Vanguard deck must have 50 cards exactly>>> no more no less.) That said we move to another ratio: the trigger ratio.
 I use a rather unusual trigger ratio for the Shadow Paladin clan (8 criticals, 4 stands, 4 heals.) The Shaladins don't run stands since they are retiring a lot and counterblasting and that is why usually it run the standard 8 criticials, 4 draws, 4 heals. Witches retire a more light than other SP decks  but counterblast more heavy and that is why you need some unflipers. I tried Cursed Lancer (hit the vanguard>>> unflip one) but it wasn't effective as the latest way.. Now, Bushiroad realized that stand triggers weren't popular and that is why they tempted us with giving them some nice skills and Witch of Goats, Medb is no exception. When called, if the opponent hast two or more grade 0 on the field, then you can unflip one card. This unit has been to tuned to work with our FVG (Witch of Banquets, Lir) which allows you to call two grade 0 unit if the attack hit and the Vanguard is in Legion (which will hit eventually) giving the possibility to unflip two cards at once. Another fact that made me replace draws with stands was that the deck has plenty of draw power and hence, made the draws optional.
  In order to perform the Legion, there two main condition. The first one is to have the Mate of your vanguard (at least one of them) in the deck which is practically already done. The second one is to have at least four cards in the drop zone (now this one is harder). There are many ways of achieving (playing a quintet wall, early guarding etc.) but the most easiest way is using  Witch of Nostrum, Arianrhod. This unit is one of the key units of the early game (and every clan that has such units and Legion are quite lucky). By resting it and discarding one card from your hand, you can draw another. Performing this early allows you reach faster one condition that takes longer to fill: having at least four cards in your drop zone. This unit is the perfect ride if your going first and/or using two copies of it, you won't be forced to delay your Legion.
  Witch of Enchantment, Fianna is your main enforcer and your main draw power. In practice I have discovered that this form of retirement is way much better than the usual one. You're not only get rid of your opponent's units, but also you decrease your opponent's chances of getting triggers. On top of that, you will be facing half-backed attacks (14,000 average.) Also, her last skill provides you a tremendous draw power and, possibly, to fuel up the drop zone for your next Legion.
  Witch of Precious Stones, Dana and Inspection Witch, Deirdre share the same skill: replace one unit of your choice on the field when called with one grade 0 of the opponent's choice at the price of a soulblast. Besides replacing you the units you can get two major advantages. The thing is that when your opponent performs Legion, in the most cases they return triggers. That said, by using those two, you take away the most wanted Legion  triggers. The cost represents another advantage since it will fuel up the drop zone for another possible Legion.
 Cultus Witch, Rias is your killer unit. There is no point in using it early because your opponent will just say  no guard and survive. You must use this skill when your opponent is most vulnerable (low hand, 4+ damage). Also it is better to use it when your opponent will have at least three grade 0 on the field (Bushiroad already ruled that a Vanguard may have negative value) for maximum performance.
 For an additional diminishing power you can use Witch of Pursuit, Sekuana. It diminishes opponent's vanguard by 5000 by retiring one "Witch" rearguard as long as he has two or more grade 0 on his side of the field. You can use it y in your grade 2 turn where Witch of Attraction, Adora's pressure is available. She is on hit-Rias clone. When it hits the vanguard, by paying a cb1, you choose a rearguard and your opponent looks at the top five and reveals it with a grade 0 (it;s very rare that they don't have a grade 0 among those cards.)
 Now the last but not the least: Sentinels. Now, I play 4 null guards because I can get four cards into the damage zone without consuming an additional counterblast. The 2/2 ratio woks for clans that have no other means of sending cards to their drop zone.
 In the finale I have to say that this is pure fun to play. It tickles your brain to think, on how to fit the puzzle pieces of your strategy and how tto make the final result shine.

Monday, September 15, 2014

The Golden Hope: Alfred Zenith.

Golden light the spears through darkness.
 With sharpest blades and toughest armor
Restore the peace and harmony
And the beauty of Cray planet.
 I hope you figured out that I am a crappy poem writter and that this article is going to be about Gold Paladins (totally unrelated). However since this deck has dozens of versions with a lot of alterations I decided to call this strategy Alfred Zenith
 Before I move to the details, a general description would be nice (at least I think so.) Gold Paladin core strategy is top deck calling. At first you called at random because you could call only the top card but in the current season their aim is better (equal with Neo-Nectar's aim). A second specialty of Gold Paladins is their unity which is expressed through their skills. As a side note, if you want to main this clan then make sure your wallet is fat. They have abundant support and singles are pricey. 
 I am not a meta player  but since Link Joker appeared, people had been complaining about them being overpowered and than Bushiroad comes with a brilliant idea: gives to some clans some random promos with unlocking skills and hands the full resistance to Gold Paladins and hands not one general unlocker but two of them. The first one was Salvation Lion, Grand Ezel_Scissors that appeared in the 14th set followed in the next set by Liberator, Monarch Sanctuary Alfred. Both of them are general unlockers (unlocks all of your locked units at one time.) and your guess is right: only Gold Paladin have such units. The release of  Liberator, Monarch Sanctuary Alfred comes as an encounter to Link Joker's darkness, especially against the first auto-win unit (a win that doesn't require to deliver a 6th damage and it's name is Star-vader, "Omega" Glendios). So let's view the main boss and see how that works out.
[AUTO](VC) Limit Break 5 (This ability is active if you have five or more damage):When your unit named "Blaster Blade Liberator" is placed on (RC) from your deck, this unit gets [Power]+10000/[Critical]+1 until end of turn.
[ACT](VC) Limit Break 4 (This ability is active if you have four or more damage):[Counter Blast (3) & Soul Blast (2)] Put all of your rear-guards and locked cards on top of your deck in any order, and look at five cards from the top of your deck, search for up to five cards with "Liberator" in its card name, call them to separate (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.
[CONT](VC):During your turn, this unit gets [Power]+1000 for each of your «Gold Paladin» rear-guards.
[CONT](VC/RC): Lord (If you have a unit without a same clan as this unit, this unit cannot attack)
 Even though it's primary use was designed against Link Joker's anti-game mechanic, it doesn't meant you must use only against that deck. It can be used as a deck strategy against other clans and decks as well. The Ultimate Break (Limit Break 5 clause) is a side bonus  and you shouldn't endanger yourself for that skill only. The most important skill his normal Limit Break and what you should focus on. Now, let's move on to the army itself.
Grade 0: 17

Grade 1: 13

Grade 3:
3x Liberator, Monarch Sanctuary Alfred
4x Liberator of Bonds, Gancelot Zenith
 The main strategy of the deck is to use Liberator of Bonds, Gancelot Zenith to launch a 4th attack culminating with Liberator, Monarch Sanctuary Alfred skill which will reboot the field. Now, let's review some basic strategies and combos. Let's start with costs and how we deal with them.
 The big bosses require a lot of counterblasts and not to mention Liberator of the Flute, Escrad and Blaster Blade Liberator skills making the deck counterblast heavy. Gold Paladin have a couple of common units that allows you unflip but they are both non-Liberators which creates some complication since both bosses operates with Liberator sub-clan. So the only option left is White Rainbow Liberator, Balan. The bottom line of this unit is that whenever Blaster Blade Liberator is called on the field, you unflip one card in your damage zone. And now for some possible scenarios that will answer your questions:
1. You have more than one copy of White Rainbow Liberator, Balan and you call one copy of Blaster Blade Liberator. In this case, you get to unflip one face down card for every Balan on the field. ( e.g: if you have two copies on the field - you have the right to unflip up to two cards in the damage zone and so on.)
2. You have one copy of  White Rainbow Liberator, Balan on the field but you called two or more copies of  Blaster Blade Liberator. Same principle as above apply: For every copy of  Blaster Blade Liberator called you get to unflip one card from your damage zone (e.g: two copies called >>> two cards unflip)
Note: The skills will still activate if they are called at the same time with Liberator, Monarch Sanctuary Alfred's skill
 So now you ask why I run only three of each?. Why not max them out?.  The reason behind this is that I have to profit from every side of the GP strategy. On top of that, I run those two because the only unfliping combo that Liberator has.
Another cost (which applies to Liberator, Monarch Sanctuary Alfred only.) is the soul. That soul can be provided simply by riding  Liberator of Bonds, Gancelot Zenith over himself. Another unit which supplies the soul is Physical Force Liberator, Zorron. You can send him to soul when he is called from the deck and you get to choose from the top three cards and call another unit but him. It's pretty null trade but you get soul and the fact that you perform an additional superior calling is also in your advantage. (Below is explained why this is crucial.)
 Now let's move to another important issues: field. In order to make full use of skills, it is good to have a full field. Now, how do you form this field is it up to you. You can call units from your hand or you can form your field by superior calling. In the second case, you get to form your field by calling from the deck using skills such as Liberator of the Flute, Escrad's  and Liberator, Star Rain Trumpeter's. This way you get to save some extra hand for guarding (which is important for considering the power creep at the current state of the game.)
 Above I said that the simple fact that superior calling (even it is practically a null trade) is important. Why, you ask?. It is because of May Rain Liberator, Bruno and Overcast Liberator, Geraint.  They both share the same skill: whenever you call from the deck, the get power +3000. Overcast Liberator, Geraint will be the first target of your opponents attacks since it's a grade two but May Rain Liberator, Bruno is a grade one. I run them both because Liberator of Bonds, Gancelot Zenith triggers their skills creating power up engine but in reaction with Liberator, Monarch Sanctuary Alfred it creates a even bigger boom. They both get power +3000 for every other unit callled. Under normal circumstances that is +12000 power.
 Let's talk about guarding now. The grade 0 contributes a lot in this issues but also are the Sentinels. But since they are two types of Sentinels (Perfect Guard and Quintet Wall), pops up the question: what type of sentinel to play or play in half. So, based on my experience, I came to the conclusion that it is better to play 4 Perfect Guards (Halo Liberator, Mark). The main arguement is that the deck is counterblast heavy as it is. I really hated when I had a QW in hand but I couldn't guard because I couldn't pay the cost of cb1.
 And finally we are down to grade 0. The starter I use Spring Breeze Messenger.  It is the best starter suited for this deck. It is practically a null trade but it can trigger a lot of skills that involve more superior calling.
 And last but not the least is the trigger ration. I ran the classin 8 critical triggers, 4 draw trigger and 4 heal triggers. I tried Rainbow triggers as well it was like truly lucky to get the right trigger at the right time. So I rather have three (or four) consistent attacks than 5 or 6 attacks that can be easily fended by a 5,000 shield.
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