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.





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