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. 







2 comments:

  1. How to search the alfred XIV from the deck? Since you use 4 grade 3, isnt it easier for the player to miss ride to grade 3?

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    1. When the game appeared, the Japan format ran from 4 to 6 grade 3's. It worked for them. Also, if you will check the JPN tournaments, you will see that the wining decks have 4 to 6 grade 3's.

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