Wednesday, October 29, 2014

Genesis deck: Minerva update.

 Building a Genesis deck is one of the hardest tasks. Genesis has a lot of units. There are some staples, must have units of course but the rest of them are so good, that tempt ypou to put them in your deck. This clan, unlike other, has very few useless units that, even in the right deck can do quite a wreckage.
 When building a Genesis deck, it is important to know what the boss needs and from that point, you can start building the deck.
 The new extra booster for Genesis, extended the "Regalia" sub clan it giving it not oonly the possibility not only to build a new deck but also to update the first deck that involvedd Regalia: the Minerva deck.
 Just to feel the difference, I will post the old deck so that you can make the comparison.
Note: for the most recent summary intro of the clan you can read the inroduction here.
Grade 0:
1x Battle Maiden, Amenohoakari
4x Cyber Tiger (critical trigger)
4x Battle Maiden, Kukurihime (critical trigger)
4x Lemon Witch, Limonccino (critical trigger)
4x Witch of Big Pots, Laurier (heal trigger)

Grade 1:
3x Shield Godess, Aegis
3x Apple Witch, Cider
4x Witch of Frogs, Melissa
3x Witch of Oranges, Valencia

Grade 2:
3x Witch of Ravens, Chamomille
3x Witch of Grapes, Grappa
3x Goddess of Trees, Jupiter
3x Battle Maiden, Sabohime

Grade 3:
4x Regalia of Wisdom, Angelica
4x Omniscience Regalia, Minerva


And now for the new deck:

Grade 0:
1x Battle Maiden, Amenohoakari
4x Far Sight Regalia, Clear Angel (critical trigger)
4x Battle Maiden, Kukurihime
4x Lemon Witch, Limonccino(critical trigger)
4x Regalia of Benevolence, Eir (heal trigger)

Grade 1:
3x Regalia of Frozen Breath, Svalin
3x Apple Witch, Cider
3x Witch of Frogs, Melissa
4x Exorcism Regalia, Shiny Angel

Grade 2:
4x Witch of Ravens, Chamomille
4x Regalia of Fate, Norn
4x Evening Regalia, Hesperides

Grade 3:
4x Regalia of Wisdom, Angelica
4x Omniscience Regalia, Minerva
 This deck comparison is made out of pure entertaiment. I really wondered how the first "Regalia" units will work with the latest large addition. It turned out to be more destructive than original deck.
Let's start with I have kept. I have kept the trigger ration from the first deck: 12 crit/4 heals. Even with the new Regalia stand trigger skill, the critical is important as the power and I have decided in the favour of the first.
 Battle Maiden, Amenohoakari is practically the best soulcharger ever made. Using it with Regalia of Wisdom, Angelica, you will be able to soulcharge two cards per turn. Even with Omniscience Regalia, Minerva as your vanguard, the soulcharging process is pretty stable with a litle help from here and there.
 Witch of Ravens, Chamomille and Witch of Frogs, Melissa will always be two of my favorite units to have in a Genesis deck. Thanks to them, you can have another extra way to fill your rearguard slots, perform additional attacks, and on top of that, they are perfect grade 2 and grade 1 rides.
 Regalia of Wisdom, Angelica and Omniscience Regalia, Minerva, are obviously common parts of the both decks. Regalia of Wisdom, Angelica represents the main soulcharging engine of the deck along the starter. Also, her break ride ability is very useful to soften the hit on your hand by Omniscience Regalia, MinervaOmniscience Regalia, Minerva is one of the best Genesis units. It's a standing vanguard (very common in the break ride era.) that can actually work. She is very effective, being able to hit good numbers, independent standing, no hard conditions to fullfil and it is a crossride which helps a little bit with the defense.
 Now, it is time to observe the differences.
So, in the triggers I have replaced Cyber Tiger with Far Sight Regalia, Clear Angel and Witch of Big Pots, Laurier with Regalia of Benevolence, Eir. Another similar change was done with Shield Godess, Aegis, replacing it with Regalia of Frozen Breath, Svalin. Even though they share the same skills (having none can be considered the same as well.), the main purpose of the change was made because they have "Regalia" in their name (talking about being royal).
 Apple Witch, Cider is a part of the both decks but the difference is when it can be used. Now, the grade 3's are not the only "Regalia" units around it's skill can be used much earlier. The most efficient would if woud use it with the new "Regalia" QW. It's a sweet combo that will probably set more than half of the soul you are going to need.
 The extra booster set gave us units that allow us to soulcharge not just from the deck but also from the drop zone as well. Exorcism Regalia, Shiny Angel is one of those units. Even though there is similar unit in the grade 2 , four of them will be plenty. When called, you can choose up to three "Regalia" units in the soul from your drop zone. This way you can recycle the units you soulblasted. And because of this unit I decided to add as many Regalia units as possible.
 Sure, you can add any Regalia you want but the best Regalia unit to put in your soul is Regalia of Fate, Norn and/or Evening Regalia, Hesperides. As  Witch of Ravens, Chamomille, both have skills that activate upon soulblasting. Regalia of Fate, Norn gives power +5000 to a "Regalia" vanguard and Evening Regalia, Hesperides allows you to retire a unit if the attack hits the vanguard (talk about pressure.)
 Now, the new version of the deck has been more effective and more destructive than the initial version. It adds a little bit of everything: pressure, power and those can be recycled again and again, without putting you in the danger of decking out or, God forbid, soulless.

Monday, October 27, 2014

Blue Storm Cyclone.

Hello there Another awesome deck profile by me and this time we are going to talk about Aqua Force. Aqua Force (AqF for future reference.) is a clan that has it's beginnings in the 8th set: Blue Storm Armada.
 The clan has a clear military art focusing on the navy theme. The clan has got seldom support. However their clan had been and is, at the moment, one of the most powerful and broken clan.
 The core of the strategy focuses on multiple battles but not restanding. (Even if they have some units that restand on their own or let you restand other rearguards) and a lot of skills activate based on the number of a certain battle. The first battle is usually a power up and allows you to exchange postions with the another unit in the same row.  Starting with the third battle, the pressure is on. The third battle is a boosted on and that is why AqF has a lot of grade 2 units that let you do something (draw a card, stand another AqF unit, etc.) if it is the third battle and, in most cases, that unit's attack hits (most of the times, it must hit the vanguard.).
I hope you understood what I meant. The strategy of this clan is so easy to understand in practice but very hard to explain in words.
 Besides that, the clan also has a natural ability for an early rush for both grade 1 and 2 giving a huge gap to begin with. And even if the opponent survives with no damage that turn, you will reduce his/her hand quite a lot. The downside is that would bring him/her much more closer to perform Legion. But, believe me, it is worth the risk.
 The deck below is pretty simple to use with a little bit of experience.
 Grade 0: 17
1x Blue Storm Cadet, Anos
12x Stand Triggers
4x Heal Triggers

Grade 1: 14
4x Blue Storm Marine General, Hermes
4x Blue Storm Soldier, Tempest Boarder
2x Blue Storm Guardian Dragon, Icefall Dragon
2x Blue Storm Battle Princess, Electra
2x Patrol Swimming Jellyfish Soldier.

Grade 2: 15
4x Blue Storm Marine General, Gregorios
4x Blue Storm Marine General, Ianis
4x Blue Storm Marine General, Starless
3x Twin Strike Brave Shooter

Grade 3: 4
4x Blue Storm Wave Dragon, Tetra-burst Dragon
  The new "Legion ratio" has been very effective for me. Thanks to this, I can focus on one strategy without any delays such as break rides or lame alternatives. Another good thing about it is the fact that you will invest much less money in such decks than the ones that run 7/8 RRR grade 3's.
 A lot of players are debating what ratio is the best for AqF. There are a lot of variations but I choose to go a little extreme playing twelve stands. The reason behind this is that when your Vanguard attacks (usually it is the 4th battle), all of your units are at rest. Going with such radical decision creates an element of surprise in your favour. Also, using Mass Production Sailor as the stand trigger will add more to that. The thing is you can put more than 4 copies of it in the deck. This way you can confuse your opponent on your trigger ratio. 
 It proofed very efficient of me reaching even 6 battles per turn (vanguard included.) while playing stand triggers. The more safer way is to play 8 stand/ 4 draws or 4 crits/ 4 heals. The decision is up to you to make.
 Now, let's talk about defending. The clan is basically, an offensive type so defense is the most important priority but this doesn't mean you don't have to play Sentinels. I choose to play 2 Blue Storm Battle Princess, Electra (PG) and 2 Blue Storm Guardian Dragon, Icefall Dragon (QW) since the deck has some problems getting 4 cards in the drop zone. Playing 4 Blue Storm Battle Princess, Electra is okay but it will slow you down a little bit your Legion (not by much.) If you decide to play 4 Blue Storm Guardian Dragon, Icefall Dragon, than you will have some real trouble. The thing is, that all the counterblast part should be used mostly by Blue Storm Wave Dragon, Tetra-burst Dragon (unless you want to eat damage just for skill.). That is why I had to go with he new Sentinel ratio that most of the Offensive deck use.
 Every turn the counterblasts reserve will be reduced until you are going to reach 0. Now, I really hate the part where I must take damage despite the fact that I can defend myself (remember: one of the AqF key elements in their strategy is to create a gap of damage in which you have less.)
 Patrol Swimming Jellyfish Soldier can help you with that part of the job. When called, by soulblasting two cards, you can choose up to two cards in your damage zone and turn them face up. The skill is great but since I will not have enough soul to spare for more than two times, I think two copies of it will be enough.
  Achieving three battles before the vanguard is quite easy despite the limitations of the field. The 4th battle can be achieved through two units in this deck. The first unit is Blue Storm Soldier, Tempest Boarder. At the end of the battle this unit boosted, if your vanguard is in Legion, you can choose two units in the same row and exchange their positions (but the state doesn't change.) In this case you will need two units that can hit the vanguard on their own, in the same row (anything but Blue Storm Marine General, Starless. He is a different scenario.) After that, you boost with Blue Storm Soldier, Tempest Boarder the rearguard in the front. After that battle, choose the rested unit in the other rearguard row, exchange it's positions with the one in the back row (the state remains the same.) and you have a new attack.
 The method above is quite complicated and it screws my plans a little bit but it is a safe measure. The other method to achieve a fourth battle is with Blue Storm Marine General, Starless. First of all , he is the mate of our Vanguard and that is why it needs to be maxed out. Secondly, using this is much more simpler. Attack with him first, then if your Vanguard is in Legion, he gains +3000 power, and at the end of that battle, switch the him with the unit in the back row and attack with that unit. It is best to be use either with Blue Storm Marine General, Gregorios (the Blue Storm 12k attacker) or Twin Strike Brave Shooter. The last one gains +3000 when attacks if you have two or less units at rest (he counts himself as rest when he attacks.) so he is perfect for second battle. I added him as a result.
 Now, AqF has a lot of rearguards (especially grade 2) that activate skills on the third battle (not the fourth or more. I want real pressure) and/or when hits anything or the Vanguard. I choose the pressure since it always consumes a good chunk of shield and because I can benefit from it if it actually hits. Finally, I chose to go with Blue Storm Marine General, Ianis. When his attack hits the vanguard and if it is the third battle, if your Vanguard is in Legion, you can draw a card. This somehow compensates for the lack of the draw power and used right away after Legion, you can actually succeed in activating his skill.
 Blue Storm Wave Dragon, Tetra-burst Dragon is your main boss, obviously. By a counterblast, this unit gains +5000 power and extra crit. (if it is in Legion of course.) The attack has enough pressure to make it your opponent guard it. And since you will run twelve stands, you will have a high chances of practically beating down your opponent.
 Overall, the deck is pretty simple and basic and doesn't require a lot of skill, despite the complicated description I gave.

Monday, October 20, 2014

Absolute Legion: Graceful Knights

 Hi there, it is me again. So, this is the second article from the Absolute Legion series which are based on the Grade 3 Revival Campaign.
 So this one is all about Royal Paladins but not just any paladins. This involves the first good ace of the clan, King of Knights, Alfred. It was quite meta before the LB, BR and Legion but as each of those came, it ha been forgotten in midst of the game's history.
Note: If you want some background and base strategy info, click here. (read only the intro.)
 The campaign brought a Legion that involves this card. It's name is Vanguard of the King of Knights, Ezer.
 [ACT](VC): Legion 21000 "King of Knights, Alfred" (If your opponent's vanguard is grade 3 or greater, this unit may return four cards from your drop zone into your deck once, search your deck for the specified card, and Legion)
[ACT](VC):[Soul Blast (2) & Choose a card with the same name as a unit in your (VC) from your hand, and discard it] If this unit is in Legion, search your deck for up to one grade 0, grade 1, and grade 2 card, call them to separate (RC), and shuffle your deck.
[CONT](VC):If this unit is in Legion, your units cannot boost this unit.



 [CONT](VC):Your units cannot boost this unit.
[CONT](VC):During your turn, this unit gets [Power]+2000 for each of your «Royal Paladin» rear-guards.
[ACT](VC/RC):[Counter Blast (3)] Search your deck for up to one grade 2 or less «Royal Paladin», call it to (RC), and shuffle your deck.

 Now that you saw both skills, I will try to do some basic review so that you could understand the full potential of the skills as well as the restraints.
 Now, let's start with the Legion skill of Vanguard of the King of Knights, Ezer.
 Royal Paladin were always good at superior calling but with heavy counterblasting. This skill however involves Legion Persona Blast (meaning you have to discard one copy of one of the units on your Vanguard Circle..) Also, it is in your advantage that this card isn't limited to once per turn meaning that you can use it more than once per turn as long as you can pay the  cost. This small technicality allows you to deal with clans such as Narukami and Kagero. And, probably unimportant, but since the skill doesn't mention that the circles must be open, it can help you to deal with Megacolony as well.  As for the other power creeps, the deck can withstand that as well with their usual shield quality.
 As for King of Knights, Alfred, you can use it's skill to superior call a unit but it's kind of heavy and it must be used on extreme cases.
 Now, if you paid attention to the both skills, you see that they both have a restraint (probably to remove confusion) but considering the fact that King of Knights, Alfred gains +10000 power with a full field in addition with the 21000 Legion power (creating a total of 31000 power), you can say that this restriction is quite understandable. Also, 31000 power is quite standard in the Legion meta so don't worry about that.
  With that said, let's see what can we do with the current pool of card:

Grade 0: 17
1x Libergal
8x Critical Triggers
4x Margal
4x  Heal Triggers

Grade 1: 13
4x Flash Shield, Iseult
3x Flail Seeker, Hasbasado
3x Toypugal
3x Lake Maiden, Lien

Grade 2: 12
4x Shibelgal Seeker
4x Contract Seeker, Menprius
4x Blaster Blade Spirit

Grade 3: 8
4x King of Knights, Alfred
4x Vanguard of the King of Knights, Ezer
 So, the basic idea of the deck is to massive superior call. And since the aim is perfect, it is perfectly safe to use some on call skills.
 Grade ratio as you can see is the classic 17/13/12/8. I know that some people wills say that I am a hypocrite or that I am breaking my own rule of running from 4 to 6 grade 3's. But for every rule there is an exception/ And that exception is for Absolute Legion series which will run at least 7 grade 3's.
 Libergal is my first vanguard and it's the traditional grade 3 searcher. Out of the starters that are there you can say that this one is the best because you will need at least two grade 3's in your hand if you want to use the skill right away after you Legion.
 The trigger ratio is 8 crits/ 4 draws/4 heals. I played the Rainbow Triggers because of Silent Sage, Sharon's skill but after testing, I convinced myself that Margal will be able to provide extra soul alone without any extra help from Silent Sage, Sharon. That is why I replaced it with another set of crits.
 Flash Shield, Iseult is the null guard. You can run anything that has the same ability as Flash Shield, Iseult as long as it is from Royal Paladin clan. I decided that running 2 null guards/2 quintet walls or 4 quintet walls is not an option. By using a Quintet Wall, you may end up with a grade 3 in your drop zone because of this (I even ended up with 2 of them) so now, the only option remain is 4 Null Guards.
 Flail Seeker, Hasbasado gains +4000 power when called (either from hand or deck but I prefer the latest). It is perfect for a final turn push with something that has at least 10000 power base. Even if I do not run the vanilla, Blaster Blade Spirit has a 10000 power base. If it's called from the deck by counterblasting one you can retire one grade 2 or higher unit from the front  row. However, when it's targeted by an attack, you must retire it (doesn't matter if the attack hits or not.) A perfect balanced unit and also a perfect target for Vanguard of the King of Knights, Ezer. Pretty sweet combo, don't you think?.
 As for my other grade 2 units, they are all about pressure. Shibelgal Seeker let's you draw a card when it's attack hits a Vanguard but your Vanguard must be in Legion. It's 8000 power base can be compensated by Toypugal. Thanks to it's ability (gains +3000 power in boost when you have 2 or more grade 3's on your rearguard circle and/or Vanguard Circle), you will have a good row of 17,000 power.
 Contract Seeker, Menprius can be of use in many cases. It's ability is a on-hit Vanguard grade 3 searcher (when it hits the Vanguard, but paying counterblasting one you can look at the top five cards and search for a grade 3 among them.) It can help in cases of grade lock, also it can be a tool to fish out a part of a cost but the most important thing is that it provides pressure just as Shibelgal Seeker.
 Lake Maiden, Lien is a key unit for your Legion. Every clan that has such a clone is pretty lucky (unless limitations are provided.) By resting it and discarding one card you can draw one. Nothing big but it can provide Legion material but it can also be a stable engine of extra draws. Since the Vanguard cannot be boosted but you will need something behind it to be at full strength,  Lake Maiden, Lien is the best choice for "boosting" the vanguard.
 As a final saying, I can say that this deck stands quite good in therms of pressure and drawing. And since it involves superior calling a lot, it gives you some good hand surplus and in mid-game, you will have increased chances of getting triggers thanks to Royal Paladin's natural perfect aiming and Legion of course.

Monday, October 13, 2014

Absolute Legion: Deflection.

 Bushiroad has started a campaign named "Grade 3 Revival campaign". This campaign was to bring back the old grade 3 units that at some point in the game had been very popular. This is again is yet another series of articles that will focus on this campaign. I gave the title  "Absolute Legion" to this series because the cards will be released during this campaign will be Legion cards that will have a grade 3 Mate. That is pretty "absolute to me".
 Now, during this campaign, a lot of clans got the above mentioned type of Legion, including Oracle Think Tank (for future reference, OTT for short.) That is one of the few events that stirred up the Vanguard community. Bushiroad isn't known for giving equal support to all clans.
 Even if OTT got a lot of support at the beginning of the game, it started to get more rare and rare until they were reduced to extra boosters and promos support only. To make this matter worse, the OTT clan which was used by Misaki Tokura in the beginning of the anime was losing practically all of her fights (with the exception of the decisive ones). They couldn't let Kamui to lose sometimes (talking about marketing.) With all that above, the OTT clan fainted away and therefore downgrade. However in the new arc (at least in the first set of it), it is already confirmed OTT support.
 As for the strategy, OTT is the "strategist" of the Cray planet. Their lore states tha they exceed in prediction and also in defense (oh boy.) which makes this clan very hard to beat (if they would get regular, effective support that is.) None the less, the clans possible builds are quite various. Some of them focus on either draw or prediction, and others have a little bit of both. This deck is falls under the third category.

Grade 0:
1x Little Witch, LuLu 
4x Psychic Bird 
4x Oracle Guardian, Nike
4x Battle Sister, Ginger
4x Lozenge Magus

Grade 1:
4x Oracle Guardian, Gemini 
4x Battle Sister, Chocolat 
4x Weather Forecaster, Miss_Mist 
3x  Battle Maiden, Sayorihime

Grade 2:
4x  Battle Deity, Susanoo
4x Silent Tom
4x Oracle Guardian, Wiseman

Grade 3:
3x CEO Amaterasu 
3x Goddess of the Treasured Mirror, Ohirume
  The trigger ratio in the deck is the latest fashion in the OTT clan. Since they can draw on their own quite good and stands are no use in the OTT, the only type of trigger available left is an additional set of critical triggers. The first vanguard is Little Witch, LuLu. Some players argue that in this deck the soul is important because of CEO Amaterasu (below is explained why) and Little Witch, LuLu doesn't belong in the deck. Honestly, I don't care emptying the soul since it will grow very fast. On top of that, Little Witch, LuLu provides two cards into the drop zone (which brings you closer to Legion), an extra draw (so OTT-like) and a 5k booster (kind of meh but still decent. ).
 The final deck was made after a lot of testing and consideration. I have kept some staple units but I also made some changes to withstand with the meta.
 Practically, all players have quitted on vanillas. The most common base power in the grade one is 7000and 9,000 base power in the grade 2 section. They have some nice skills and that is why they prefer them over the simple vanillas.
 That is why I have Oracle Guardian, Wiseman (which is a grade 2 vanilla.) Some people argue that I should play Battle Maiden, Tagitsuhime over this but I decided to run it becuase it will be my first choice for ride at the grade 2 "stage" of the game. This way, I can fend off my opponents grade 2 vanguard attacks with a 10000 shield (the "no pass" type of shield) and besides I already have Battle Deity, Susanoo as 12000 attacker .
 Oracle Guardian, Gemini (the grade one vanilla.) is the best booster of the deck. It can make good numbers with all of the cards but in the most cases he is used with Silent Tom. This pair go way back in the history of this game and it is widely used in the OTT decks. It is best to stack triggers on them to form the 21000 or 26000 magic  numbers and given Silent Toms skill, your opponent only saving is eihher a Sentinel or half o his hand.
 Speaking of Sentinels, in this deck there are 4 (Battle Sister, Chocolat)...tehnically speaking. There was another card that brought OTT on the first page besides Goddess of the Treasured Mirror, Ohirume. That card was Weather Forecaster, Miss_Mist. Bushiroad already ruled that her skill to nullify Vanguard's attack can be used at anytime as long as your opponent has a grade 2 on his VC. Legioning, in most of the cases, involves having a grade 2 Mate. So if you are facing off a Legion deck (the odds are  in your favour.), you will have 8 Sentinels.
 Now, let the Absolute Legion descend.
[ACT](VC): Legion 21000 "CEO Amaterasu" (If your opponent's vanguard is grade 3 or greater, this unit may return four cards from your drop zone into your deck once, search your deck for the specified card, and Legion)
[ACT](VC):[Counter Blast (1)] If this unit is in Legion, declare a card name, and reveal the top card of your deck. If the revealed card is the card you declared, Soul Charge (2), choose up to two cards from your damage zone, and turn them face up. Then, if the revealed card is a card with the same name as a unit on your (VC), draw two cards. This ability cannot be used for the rest of that turn.

 [CONT](VC):During your turn, if the number of cards in your hand is four or greater, this unit gets [Power]+4000.
[AUTO](VC):At the beginning of your main phase, Soul Charge (1), look at the top card of your deck, and put that card on the top or the bottom of your deck.
[AUTO](VC/RC):[Soul Blast (8) & Counter Blast (5)] When this unit's attack hits, you may pay the cost. If you do, draw up to five cards.
 In this case it is impossible to talk about Goddess of the Treasured Mirror, Ohirume without involving CEO Amaterasu. First of all, what you should know is that all Amaterasu skills that activate on the Vannguard Circle on her own, will activate in Legion as well. With that said  the attack value of your Legion attack alone will not be 21000 but 25000. More over, thanks to CEO Amaterasu, you will know when to use Goddess of the Treasured Mirror, Ohirume's Legion skill  and you will never get it wrong. Most of the times I use it when I have one of those two on the top of the deck so I can get the two extra draws.
 The last skill of CEO Amaterasu is a sweet addition. Thanks to this mega soulcharge (with both skills you will soulcharge three cards per turn.), your opponent should watch what attacks they should card. The size of a hand makes the difference between win or lose.
 In conclusion the deck brings back the old days of OTT days where having a strategy actually mattered.
 The End.

Monday, October 6, 2014

The Knights of Future.

 Hi there people. It is been a long time since I didn't speak about Royal Paladins (mainly because they didn't get that much support lately.) but before I pass to the main matter, I will write something about their history and core strategy.
 Royal Paladin started as one of the main clans of this game. Released in the very first set, it got good amount of support up to Booster Set 5: Awakening of the Twin Blades and that was the last support for them. Skipping the entire Limit Break era, the clan made a huge entry in Booster Set 10: Triumphant Return of the King of Knights which marked the entry of a new era: Break Ride and a new sub-clan: Jewel Knights. However, that sub-clan didn't come near to the new meta. While other clans were getting over supported, others got under supported. The tool box weren't that great and even now, they can be considered kind of outclassed by their new sub-clan (which is kind of meta): Seekers.
 The core strategy of this clan strength in unity. They have a tendency to form a full field very fast. Also, to get the best out of your vanguard it is crucial that to have a good full field. This way, you don't use your hand a lot to form your field (> large hand > better defense). More over, since their aiming is perfect and with Legion skill, you will have more luck at getting triggers. The only downside is that this clan is heavy counterblasting and just now they got one unflipper.
 The cards that stood up in the beginning of this clan were King of Knights, Alfred and Blaster Blade. These two cards represented the heart and soul of this clan. Also they served as an inspiration to other units that bear a part of this name and Seeker sub-clan is no exception to that. To add more, this is practically can be named the ultimate bond of these two units since this deck is a Legion deck. To understand better what do I mean, a list is required.

Grade 0:
1x Composed Seeker, Lucius
4x Certain Kill Seeker, Modron
4x Seeker, Harold Breath Dragon
4x Messegal Seeker
4x Seeker, Loving Healer

Grade 1:
4x Good Faith Seeker, Cynric
4x Guardian Law Seeker, Shiron
3x Flail Seeker, Hasbasado
2x Sacred Wielding Seeker, Octavius

Grade 2:
4x Blaster Blade Seeker
4x Crossbow Seeker, Gildas
4x Full Bloom Seeker, Cerdic
4x Seeker of Bravery, Ars

Grade 3:
4x Light Origin Seeker, Alfred XIV
 The deck is kind of easy and simple to use and also it remind me of that "knightly" manner from the beginning of this clan. Call as many grade one or higher unit from the deck to increase the chances of getting triggers.
 First of all, let's talk about the classic thing: triggers. I use the same triggers as in most of my decks. Royal Paladin is more like "strength in numbers" - like than "number of attacks" like. Also since this deck doesn't have a draw power what so ever, I prefer to use a set of draw triggers. But using a twelve critical triggers is also viable but you will risk a lot since the main counterblasts is Light Origin Seeker, Alfred XIV (which is Seekers only). After a third critical Seeker trigger will be released, you can play a 12 critical/4 heal ratio. It won't affect the game a lot.
 The grade ratio is the same as all other Legion decks. If you are reading my blog for the first time, than I will summarize the arguements. I use 17/14/16/4 ratio because it is the most effective for this deck. You don't have crossrides here nor breakrides (in which is required to run 8 grade 3's.) If you want proof than you can check the latest tournaments where Legion decks were involved. I tried this myself and it proofed (at least to me) that this is the best ratio.
 It si needless to say that Composed Seeker, Lucius is my starter. I like it because, bassically, it is an 8,000 booster. This is a good number for boosting and as a bonus, you don't minus yourself. With that said, I move down, to some potential combo reviews.
 Now, the main deck is divided (excluding the Sentinels which are the last but not the least on the list.) in two parts: the part that superior calls and the part that has pressure (including numbers). With that said I review the first part: superior call.
 This part involves only two units. The first one is Crossbow Seeker, Gildas. When you will Legion, at the price of a counterblast, it will allow you to call one unit of your choice from the deck. This unit is vital to the deck since it is less cheaper than other one which costs you two counterblasts.
 The other one that can make a superior call at any point in the game is Light Origin Seeker, Alfred XIV (no epic entry here.)

[ACT](VC): Legion 20000 "Blaster Blade" or "Blaster Blade Seeker" 
[CONT](VC):During your turn, if this unit is Legion, this unit gets [Power]+1000 for each other units you have with "Seeker" in its card name. Then, if the number of rear-guards you have is five or more, this unit gets [Critical]+1.
[ACT](VC):[Counter Blast (2)-card with "Seeker" in its card name] Search your deck for up to one card with "Seeker" in its card name, call it to (RC), and shuffle your deck.
 Of course, this is much better than the its original King of Knights, Alfred but you can't deny that it has the same knightly grace.
 Now, this unit is kind of like it's previous version but better. It doesn't get only power but witht the full field it gets a critical (which is an important pressure).
 I dunno why they added the original Blaster Blade to this Legion. That card is viable only in a Majesty Lord Blaster deck. Besides it, it is not used. Mainly, because it is hard to get and also it's Seeker version is much better than the original one. You can add it because of nostalgia or any other reason but the truth is that this unit is useless now.
Now,  Blaster Blade Seeker is another story. Even if it's skill is limited to retire grade two or higher, it's cost is just one. More over, it can help to get rid of problematic units or potential threats that can put you in really tight spot.
 As for the second skill can be used anytime as long as you can pay the cost. It comes very handy when your hand is missing grade 2 or grade 1. This skill, in a way, balances the hand in a way and also can increase the guarding power and getting triggers.
 The numbers are pretty much in your favour. The vanguard's attacks (in Legion) most of the times will be 33,000 with a crit which means your opponent must either nullify or put a shield value of 30,000 for a "2 to pass" and 35,000 for a "no pass". So, if your opponent doesn't use a Quintet Wallor a Perfect Guard, he will burn a lot of hand to guard or say "no guard." Either way, you will have a pressure as long as you have a full field.
 You can complement that pressure with Seeker of Bravery, Ars. It is a on-hit Vanguard unflipper (when it hits the vanguard, you can unflip one card from your damage zone.) You don't have much of a choice when comes to unflippers. While other clans are getting some quite effective unflippers, we are stuck with this. It took Bushi took a lot of time to make this unit for Royal Paladin. Let's hope that in the next arc this clan will get what other clans go long ago.
 Flail Seeker, Hasbasado and Sacred Wielding Seeker, Octavius have on call skills. The first one gains +4000 power when called until the end of the turn if your Vanguard is in Legion (doesn't matter, hand or deck.) In combination with Full Bloom Seeker, Cerdic (the classic 12000 attacker) you will have a row of 23000. Since Royal Paladin have a good way of getting triggers, that row can become a 28000 with a high chance of that trigger being a critical.
 Sacred Wielding Seeker, Octavius is a premiere unit of it's kind. When called to the rearguard circle by soulblasting two you can draw two cards but it has a 7000 power base (the average amongst bosoters.). However, there is an additional condition: you need to have three or more units in the front row (including the vanguard circle as well.). This condition is more like a former one since, I have stated above, Royal Paladins form a good full field pretty fast.
 In conclusion I can say that this deck is highly competitive (as well as expensive), fun to play with (very rare) and it is simple to use (fit for the begginers.)
PS: If you have any observations (except my grammar which I know it is not alright), requests or if you simply like it, leave a comment bellow.