Sunday, February 12, 2017

Nature's Warriors

The very first thing I did when I did when I returned to the game was to check on how well my favorite clans are doing these days and I was really surprised to see that one of my favorite decks, Musketeers got some nice support to which I was immediately attracted.
Musketeers were firstly introduced in Booster Set 8: Blue Storm Armada and got more further support but they were not that competitive back then but a a lot of units from that set are now essential for any Musketeer deck. Gradually, they got more and more support, making them highly competitive.
Their strategy focuses on retiring their own units to superior call others not only to maintain a stronger field but also to provide fodder for units such as White Lily Musketeer, Cecilia.
Finally, with the latest support that Musketeers got, I was able to build a highly competitive deck:

Grade 0:
1x Baby-blue-eyes Musketeer, May Len
4x Blue Rose Musketeer, Ernst
4x Gardenia Musketeer, Alain
4x Hibiscus Musketeer, Hanah

Grade 1:
4x Lily of the Valley Musketeer, Rebecca
4x Dandelion Musketeer, Mirkka
4x Red Rose Musketeer, Antonio
3x Amaryllis Musketeer, Tatiana

Grade 2:
4x Dreamy Grass Musketeer, Tessa
3x Lily of the Valley Musketeer, Kaivant
4x Cherry Blossom Musketeer, Augusto

Grade 3:
4x White Clover Musketeer, Mia Reeta
3x Lisianthus Musketeer, Loraine

G-Units:
4x Rubellum Lily Splendorous Musketeer, Myra
4x White Lily Musketeer Captain, Cecilia
4x Flower Princess of Autumn Scenery, Verna

The general strategy of this deck, is continuously superior call units and to power them up. As a side effect of continuously calling grade 1 or higher units from your deck, you considerably increase your chance of getting trigger units.
I use  Baby-blue-eyes Musketeer, May Len as my starter since, at the moment, there is no better starter. You can trade this unit for another by putting into the soul. This will trigger a chain reaction and will not go -1, as other starters.
As for the trigger ratio, it is 8 criticals, 4 stands and 4 heals. This ratio is mostly determined by some of the their skills. The stand trigger, Blue Rose Musketeer, Ernst allows you to return to him back to the deck whenever it is called to the rearguard and choose a rearguard from the top four cards of your deck. Also, in many instances, you might not get what you want in the first place, and Blue Rose Musketeer, Ernst can be a second shot at getting something you need, or at least something better. Also, this can be a neat trick to give Dreamy Grass Musketeer, Tessa an extra +2000. Gardenia Musketeer, Alain, one of the critical triggers from your deck, allows to countercharge up to two cards when called from the deck but I use this skill only when I do not have any other choice since there is no possibility of returning it back to the deck, unlike Blue Rose Musketeer, Ernst.
Lily of the Valley Musketeer, Rebecca and Lily of the Valley Musketeer, Kaivant can help you achieve certain power levels but also improve your field, thin the deck of grade 1's or higher units and will serve as an additional way to start the engine. However, as you can see I did not max out the latest because of its one time skill and, besides, your front row will be occupied with Dreamy Grass Musketeer, Tessa and/or Cherry Blossom Musketeer, Augusto, units which is not desirable trade for Lily of the Valley Musketeer, Kaivant for a its one one time skill.
Dandelion Musketeer, Mirkka is the main booster of the deck. It gains +3000 power ( making it a  9000 booster) if your deck shuffled during your main phase, which, with all the units above, is bound to happen.
As a result of so much calling not only Dreamy Grass Musketeer, Tessa will break some serious numbers but also the rearguards you call. She gains +2000 power whenever a Musketeer rearguard is called and, if you have a face up Musketeer in your G-Zone, any called unit gains +4000 power. This unit profits the most from all the calling and it will be your main force of attack as well as the unit you will stack your triggers on.
What concerns your G-Zone, Rubellum Lily Splendorous Musketeer, Myra is the ace of the deck while White Lily Musketeer Captain, Cecilia will be the fodder for the first one. By soulblasting one card and turning one card with Musketeer in it's name in your G-Zone, all new called units gain power +2000 for every Musketeer unit on the field
Besides the null guard Red Rose Musketeer, Antonio, which is the only way to stop power creep behemoths these days, Flower Princess of Autumn Scenery, Verna is the G-Guardian I use. You may use other one of course, but I do prefer this one as it has a nice skill of giving additional shield. As for other units G-Zone, you can use whatever you like, since there not essential to the main strategy of the deck. Same goes for Lisianthus Musketeer, Loraine. Her skill it is not essential to the deck  so you can run any grade 3 Musketeer in its place.
White Clover Musketeer, Mia Reeta's is your grade 3 main Vanguard. Its generation break allows to return 2 normal Musketeer units from your deck. It is a nice skill, but I do hope there is going to be something better than this. Her other skill, which passes on to your Musketeer G-Unit, is that at a price of a counterblast 1 and 1 Musketeer rear-guard, it allows you to call two Musketeer units from the top four cards of your deck. The things which I do not like is that the rest of the cards go to the drop zone. This is precisely why I used this skill only in a dire need or I do not have anything else that will start the engine running.
Amaryllis Musketeer, Tatiana is the closest thing Musketeers have as a "1+2" unit (a grade 1 unit which allows gains +2 grade when paying the cost for stride). By retiring it from the field, you stride without paying the cost. The skill saves some hand or when there is no possibility to pay the cost for stride from your hand
Generally speaking, this deck has a lot of potential of winning as it breaks some serious numbers, allows you save hand and return key units back to the deck, making them reusable.


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