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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1 comment:

  1. Thanks for the awesome deck profile and overview on the gold paladin strategy. I personally don't like playing meta, and because a few people from my locals are going to pick this up, I will have to give it a miss. I would love to see a profile on the new mega colony support coming out in BT15, or maybe the new nightsnow unit for Granblue in the FC2014. Those would have to be my favourite rogue decks for the new format coming with the new sets, but I haven't been able to decide between them yet as I am also considering the new Palemoon crossride, Venus Luquier( which I would also like a profile on but no pressure haha). Anyway once again thanks for the awesome take on Goldpaladins, I will definately show this to my friends who play them.

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