Thursday, December 11, 2014

The Golden Hope: Blue Flames.

  Long story short, this deck profile is about Gold Paladins (GP for future refference) and it includes the new cards and bosses from BT17 (in English it is BT16 ver.E). Before going to the deck profile let's talk about GP's core strategy. 
 Gold Paladin core strategy is top deck calling. At first you called at random because you could call only the top card of your deck but in the current season their aim is better (equal with Neo-Nectar's aim). This particular strategy inspired Bushiroad to give some units skills that activate when they are called from the deck. Before their aim omrpoved, those units weren't that popular because of their random calling but now they became the number one hit since now you can look at the a certain number of cards from the top of the deck, choose one, add/call it to the rearguard circle and put the rest on the bottom. 
 Clans with such strategy usually have certain advantages over other decks. The first one is that, since they superior call from the deck a lot, they tend to have a larger hand that can be used for guarding.  The other advantage is their unity. Most of the bosses of clans with such strategy rely a lot on their rearguards and having a full field is important to them. 
 Another reason why people play them is because they are not on a good therms with control clans such as Narukami and Kagero (when a unit is retired, another one pops up from the deck.) 
 Thanks to these advantages and the fact that they get abundant support is why a great deal of CFV players mained this clan.
 The recent big bosses from different clan have duplicated Blue Storm Supreme Dragon, Glory Maelstrom's main skill which forbids your opponent to call a grade 1 or higher unit when it attacks (but the cost and requirement are different), creating some sort of multitude choices of such units.
 GP got their own unit as well and became quite popular right away. I have seen and tested a lot of versions and the result of this hard work is listed below:

Grade 0:
1x Coronagal Liberator
4x Great Wish Liberator, Esus
4x Steel Edge Liberator, Aruira
4x Catchgal Liberator
4x Numinous Tree Liberator, Elchea

Grade 1:
4x Halo Liberator, Mark
4x May Rain Liberator, Bruno
4x Physical Force Liberator, Zorron
3x Fast Chase Liberator, Josephus

Grade 2:
4x Liberator, Lawful Trumpeter
4x Regulation Liberator, Aglovale
3x Oath Liberator, Aglovale

Grade 3:
4x Bluish Flame Liberator, Prominence Core
4x Bluish Flame Liberator, Prominence Glare
  Since the deck interacts quite a lot with Bluish Flame Liberator, Prominence Glare, a short review of it would be very appropiate.
[ACT](VC): Legion 20000 Regulation Liberator, Aglovale" (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)
[AUTO](VC):[Counter Blast (1) & Choose a card with "Bluish Flame" in its card name from your hand, and discard it] When your unit is placed on (RC) from your deck, if this is Legion, you may pay the cost. If you do, until end of turn, this unit gets [Critical]+1 and "[CONT](VC):During the battle that this unit attacks, your opponent cannot call grade 1 or greater units from hand to (GC).".
[ACT](VC):[Counter Blast (1) & Choose one of your rear-guards, and retire it] Look at four cards from the top of your deck, search for up to one card with "Liberator" in its card name from among them, call it to (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.
   The first skill is pretty obvious. The +1 critical is a side bonuse for more pressure on your side. Generally speaking, units with "[CONT](VC):During the battle that this unit attacks, your opponent cannot call grade 1 or greater units from hand to (GC)." in their skill are deadly. Despite the fact that grade 0 represent the main defense of any deck (mainly because they have 10000 shiled value beside the draw triggers.), an attack of 30000 power or more, under normal circumstances, is stopped with a Sentinel since it can provide better shield and uses less hand.
 As for his conditions, well, one of them can be respected very easily even with a full field thanks to it's second skill (talk about self-sustaining.)
 One of the main issues of the deck is that it's heavy counterblasting and besides healing and eating damage again, you don't have any other source of unflipping. Now, let's talk partly about the deck and partly how I came to this version.
 Currently there two starter that can match for the deck: Coronagal Liberator and Fire Passion Liberator, GuidoCoronagal Liberator gains +3000 power whenever a unit is called from your deck and  because, in the decks with such strategy, it is important to have high numbers is a key element in such decks, it won the arguement.  The average boost of this unit would be 14000 (+20000 from Legion boost) making the attack value 34000 (pretty scary considering the fact that your opponent will not be able to use grade 1 or higher units.)
 Also I maxed May Rain Liberator, Bruno because it has the exact same skill. It can replace Coronagal Liberator in case it gets retired. Also, it can provide good boost to front row as well.
 With these units on the field the superior calling itself is important to your victory so that is why I added some units that superior call but you will not be able to gain any rearguard additions here.
 I play rather an unusual trigger ratio (8 crits/4 stands/4 heals).Thanks to Fast Chase Liberator, Josephus, which allows to draw one card when called from the deck at the price of soulblast 1, I don't quite need them so it came down to another set of critical triggers and Catchgal Liberator.
 Catchgal Liberator won because of it's skill. When called from the deck, you can put this unit at the bottom of your deck and look at the top three cards of your deck, call one unit and return the rest on your deck and shuffle it.
 Physical Force Liberator, Zorron has a similar skill. When called from the deck, you can put it into the soul, look at top three, call another GP unit, and put the rest at the bottom of your deck in any order. And since it doesn't forbid to call another Physical Force Liberator, Zorron, you call him again, do the same thing to continue to power up Coronagal Liberator and May Rain Liberator, Bruno. (like I said above: the very fact of superior calling matters here. )
 Liberator, Lawful Trumpeter is a very good addition here. At the price of nothing, when you perform Legion, you can look at the top three cards of your deck, call one card with "Liberator" in it's name to an open rearguard circle and put the rest on the bottom of your deck in any order. This unit is very important since the skill of Bluish Flame Liberator, Prominence Glare can be activated only when you call a unit from the deck. Even though Bluish Flame Liberator, Prominence Glare can call on it's own, you need to preserve as many counterblast as possibly for it's main skill so if there is an oppurtunity to superior call from the deck at any kind of price but counterblasts, you need to use it.
 Another unit that superior calls is Oath Liberator, Aglovale. When he is called to the rearguard circle, at the price of a counterblast, you can look at the top three cards of your deck, call one unit with "Liberator" in it's name and put the rest at the bottom in any order. The first reason why I play it is that it can trigger a lot of superior calling with Catchgal Liberator and Physical Force Liberator, Zorron. It's skill activates regardless from where it is called (hand or deck) so it is a good addition to the deck. It can help regenerate the field as well if it gets wiped by Narukami/Kagero.
 I talked about units which activates their skill when called from the deck. Besides Fast Chase Liberator, JosephusRegulation Liberator, Aglovale has a skill of the same nature. When called from the deck. at the price of a soulblast, you can look at the top five cards and search a card with "Bluish Flame" in it's name and add it to your hand. This may help you to prevent the grade locking and also you gather the "Bluish Flame" cards in your hand to use them later either as a ride or as a cost. Since in this deck, the only cards with "Bluish Flame" in their name (as well as in the GP clan) are the grade 3 (and the cost involves discarding "Bluish Flame" card), it is quite understandable why I maxed it out.
 The other reason why I maxed it out is quite simple: Regulation Liberator, Aglovale is the Mate of our dear Vanguard, and in Legion decks, these are always maxed out.
 Also in Legion deck, the most effective way is to play from 4 to 6 grade 3's. I totally support that but from every rule, there are exceptions and this is one of them.
 I mentioned earlier that the only cards with "Bluish Flame" in their name are the grade 3's and since Bluish Flame Liberator, Prominence Glare requires to discard a card with "Bluish Flame" in it's name, it is clear that you need to play a maximum of "Bluish Flame" cards in your deck.
 I have played difference number of grade 3's: between 7 and 11 and the best proofed to be 8 grade 3's here. You are going to use the guard blocking skill of Bluish Flame Liberator, Prominence Glare from 3 to 6 times. Even you will have left seven cards with "Bluish Flame" in it's name, you will get the copies through drawing, drive checks and Regulation Liberator, Aglovale so you shouldn't worry about that part of the cost.
 In conclusion, Bluish Flame Liberator, Prominence Glare is really easy to use, met and I advise for people who just began to play the game.

Wednesday, December 3, 2014

Absolute Legion: Planet Hell

 This is last but one deck that I built from the promotional Legions released during the Grade 3 Revival Campaign. 
 This deck is built from Dark Irregullars (DI for future refference) clan and since I have never spoken about it before I would give a short history and basic strategy guide. 
 DI started in the very first set but with just 4 cards. In the third booster set, they got 19 cards, making possible for building a deck. They got support seldom but always a good one. The longest break of DI support was between the seventh set and twelfth set. The twelfth brought us some very good refreshments, developing the very first competitive sub-clan: the Amon sub-clan. 
 This sub-clan pretty much keeps the general lines of the DI strategy but making it somehow, more explosive. Now, the basic strategy of the DI is massive soulcharging. Unlike Genesis though, the DI keep the soul and their skills are based on the number of cards on the soul. The most often skill they get is huge power up and criticals with some seldom draw. 
 Other important features of this clan will talked and/or explained bellow during the deck revision. 
Grade 0:

Grade 1:

Grade 2:

Grade 3:

8x G-Units. (If DI gets their own than you can use them. If not, you can use Harmonics Messiah amd Heat element, Magnum.
 The trigger line-up of this deck is 12 criticals and 4 heals. Some people may say that you should Hysteric Shirley (a draw trigger) becauseof her skill but it doesn't worth it. For DI, soulcharging and breaking huge numbers is no problem and therefore, running 12 criticals assure a solid pressure from your side. 
 The first Vanguard I use is  Greedy Hand. He is practically the most used started of DI since it appeared in Vanguard. At the price of a counterblast, you can choose one grade 2 or lower DI unit and put it into the soul.
 Now, if you run this starter, you must run Dimension Creeper.   His skill activates while he is in the soul, By soulblasting him, you get to soulcharge two more cards giving you another flat +1 (the soulcharging itself also matters.).  This combo is classic in DI and most of DI decks run this classic combo. Even though I run three, the recommended amount is, of course the maximum 4. The thing is that, thanks to this massive soulcharging, you will get him into the soul. Also, even if he gets in your hand, you can call him to the field and make another combo while  Amon's Leader, Astaroth is in Legion (explained below)
 Another source of soulcharging are the Hell Sisters (wicked nickname) This name reffers to Amon's Follower, Hell's Deal and Amon's Follower, Hell's Draw. They share the same on call skill: when you call them to the rearguard circle, if you have a vanguard with Amon in it's name you get to soulcharge two. Not one but two. This will increase again the number of cards into the soul. 
 Imprisoned Fallen Angel, Saraqael is a very unusual card in this deck. He is a an 11k grade 2 with a Restraint that can be removed until the end of the turn by soulblasting three cards. Well, I am not interested in his 11k basis but more in his soulblast. 
 Since you are going to soulcharge a lot, you may end up with no Legion because your luck was that all of your copies of Demon World Marquis, Amon ended up into the soul. Well, thanks to Imprisoned Fallen Angel, Saraqael, you get to fix that problem. Also, he can help you to Legion much faster (one of the conditions of Legioning is to have 4 or more cards in the drop zone.) without losing much hand. It is a small sacrifice for your great victory.
I  said before that DI main strategy is based on the number of cards into their soul but the very fact of soulcharging is crucial to the deck.
 Doreen the Thruster is a must in any DI deck. During the main phase, she gains +3000 power whenever a card is put into your soul. Psychicer of Dust, Izaya has the same condition and skill but it works as long as your vanguard is in Legion.
 These two are your main enforcers of your deck. These are true power creeps. Psychicer of Dust, Izaya can reach alone an average of 21000 power and imagine being boosted by Doreen the Thruster who can reach alone 18000. Mix that kind of column with a critical trigger, you get a super boom of power and pressure. This is why you need to max them at 4. They will be your opponent's number one target (yes, even the target of your opponent's vanguard attack).
 Now, let's combine those creepy rearguard columns with the vanguard's creepy columns. 
 Please welcome, the rulers of the Planet Hell: Amon's Leader, Astaroth and Demon World Marquis, Amon
[ACT](VC): Legion 21000 "Demon World Marquis, Amon" (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)
[CONT](VC): If this unit is Legion, this unit gets [Critical]+1 for each ten cards in your soul.
[AUTO](VC): When your opponent's rear-guard is put into the drop zone due to an effect from one of your cards, if you have another unit in your middle column with "Amon" in its card name, Soul Charge (3). This ability cannot be used for the rest of that tur
[CONT](VC):During your turn, this unit gets [Power]+1000 for each «Dark Irregulars» in your soul.
[ACT](VC):[Counter Blast (1) & Choose one of your «Dark Irregulars» rear-guards, and put it into your soul] Your opponent chooses one of his or her rear-guards, and retires it.
 In this case, talking about these units separately is impossible since they both involve each other a lot.
 The first thing you need to know is that Demon World Marquis, Amon's skills are activated while he is in Legion as well.
 Now, his power boost is also combined with the Legion, since the Legion rules states that the Legion's and Mate's power are combined.  During the game, you will have an average of 15 cards into the soul. That means, besides the usual 21000 you will have an additional 15000 which will make a total of 36,000 average. Now, boost him with a Doreen the Thruster who will have 18000 power boost you will get a vanguard column of 42000/ and, minimum, critical 2 (average being critical 3.)
 Let's talk about Demon World Marquis, Amon's second skill which is completed by Amon's Leader, Astaroth's skill. This combo, even though not perfect since your opponent gets to choose the unit which to retire is giving you a stable engine of soulcharging which will serve as powerhouse for Psychicer of Dust, Izaya and Doreen the Thruster.
 In the long run, it will also serve as power house for Demon World Marquis, Amon which will gain an additional 4000 power. Also you can reach the goal of twenty cards into the soul much faster (=> making Amon's Leader, Astaroth gain +2 critical.)
 However, you will minus yourself as well since you will need to put one card from the field into the soul. Well, that is true but here comes a plus: you can call one of the Hell Sisters to soulcharge, therefore increasing this amount of power.
 The targets for  Demon World Marquis, Amon's are quite plenty. The first target will be Dimension Creeper (you will have one in hand by the time to apply this combo.) Other targets may be Imprisoned Fallen Angel, Saraqael since his skill is used most of the times, very early, making it useless mid and late game and therefore, a very good skill for sacrifice.
 A combo that I used in most of my games was with the Hell Sisters. Call one of them to the field, soulacharge, use Demon World Marquis, Amon's skill and trigger Amon's Leader, Astaroth's skill. After that, call another Hell Sister soulcharging two more. This way you will get a total of seven cards into the soul not counting Dimension Creeper's skill which will add one more.