Monday, 27 July 2015

COTW (W/C:27/07/2015): Seal Dragon, Gariserge

[AUTO](RC):[Counter Blast (1)] When this unit boosts, if you have a vanguard with "Seal Dragon" in its card name, you may pay the cost. If you do, until end of that battle, all of your opponent's units cannot intercept, and the boosted unit gets [Power]+2000 for each of your opponent's grade 2 units.


This Weeks Headlines! Kagero got more support! No body surprised!

Bad News: It's mostly bad.

Good News: Dragonic Blademaster now has 12 Crits in G-Regulation!

And in other news... Seal Dragons got support? o_O Am I reading this right?!




So Kagero get another wave of support, except this time they don't get all that much and most of what they do get out of 11 cards, no one is ever likely going to use. I mean even Seal Dragons get support in the form of but only two cards and that isn't going to be enough  to make the deck relevant or even threat worthy, but it's nice they got it. Seal Dragon, Gariserge here himself tries to help the deck, which is cute an all that but and I like that he stop an opponent's interceptors, limiting guard options to what is in the hand, I also appreciate the power gain, but could it have either been free or produce more power? Please?

I notice I've not said a positive thing yet, but that's where you'd be wrong- why? The silver lining here and the positive is that an old archetype, is at least still getting some form of support.

Monday, 20 July 2015

COTW (W/C 20/07/15): Stealth Rogue of Revelation, Yasuie

[AUTO](VC)[1/TurnGeneration Break 2 (This ability is active if you have two or more face up G units in total on your (VC) or G zone):When your rear-guard is put into your deck due to an effect from one of your cards, search your deck for up to one card with the same card name as that card, call it to (RC), and shuffle your deck.
[AUTO](VC):[Counter Blast (1)] During your turn, when your G unit Stride, you may pay the cost. If you do, choose one of your rear-guards, search your deck for up to two cards with the same card name as that unit, call them to separate (RC), shuffle your deck, and at the end of that turn, put the units called with this effect on the bottom of your deck in any order.






Murakumo is one of those clans I don't know alot about, but I know they work around the concept of shadow cloning or something like that, a super secret clan that keeps to the shadows only to jump out and return just as quickly.

What I do know is that they got some support in Sovereign Star Dragon including a new stride, called Homura Raider or something like that, and that it restands.

I also know this stride requires you to send 3 units of same name from Rearguard to the bottom deck along side a CB2 cost. However achieving the setup for this skill is a pain which is where this weeks card comes in. Simple and effective, stride atop and CB1 to clone one rearguard unit twice. At end of turn return those clones to the depths of the deck.

Or so we're told- but being ninjas, can we really trust word of rumor that very few, if any, have even seen? Do we even know that anything we think we know is even true? I'll leave that for others to decide, I'm just another in the chain of messengers.

Monday, 13 July 2015

COTW (13/07/15): Abominable One, Gilles de Rais

Stride (Released when both players' vanguards are grade 3 or greater!)-Stride Step-[Choose one or more cards with the sum of their grades being 3 or greater from your hand, and discard them] Stride this card on your (VC) from face down.
[ACT](VC)[1/Turn]:[Choose a face down card named "Abominable One, Gilles de Rais" from your G zone, and turn it face up] If the number of cards in your soul is ten or more, this unit gets [Power]+10000 until end of turn. Then, if the number of cards in your soul is fifteen or more, until end of turn, this unit gets "[AUTO](VC):When this unit attacks a vanguard, until end of that battle, your opponent cannot call grade 1 or greater cards from hand to (GC).". If the number of face up cards in your G zone is two or more, this unit gets [Critical]+1 until end of turn.




Not sure what Baushiroad were thinking when they release this card, and I'm not talking about the skill yet, but just the name. Brief history lesson, Gilles de Rais isn't just fictional. Or rather we don't think he is fictitious, but record dating back to the 15th century are our only evidence that this person really existed and while we don't know much about them, we do know they were convicted a serial killer who attacked, abused, and butchered children and is turn sentenced to death, or so the records state.
What Bushiroad released this character in a children card game is beyond me and doesn't ring of being sensible at all.

On the card itself, in Dark Irregulars, their Vangaurds tend to get bigger and meaner as the game progresses, the bigger the soul the more powerful the unit. Gilles de Rais requires 15 soul to activate, but for achieving this, he gains 10000 power, and glory skill, top this off with an additional crit if 2 of G Units are face up in the G Zone he gets a crit atop that.

The usual strategy vs. Dark Irregularis guard early so that you can afford to take the harder hits later on, except with Asoroth and now this that seems to be changing. You can no longer afford to take those later hits as if you do, you may just wind up skewered. There's certainly parallels to be seen in play style between DI and DP with their strong Vangaurd lanes, even though the setup is different, DI also though have stronger Rearguards that also become more powerful if their soul requirements are met and I hope to demonstrate that with a Dark Irregular deck to be published later in the week.

Friday, 10 July 2015

Virtual Decks: Phantom Blaster Overlord

I'm no expert in shadows, and will not claim specialism where there is none but there is a certain charm about older decks and bosses being able to return to some form of usability. A legacy revived, and while it may never be able to regain it's spot int eh top trinity Phantom Blaster Overlord back in it's day was a feared foe, along side DOTE and MLB with very few decks being able to hit the numbers required to pose it any threat.

In the present block of the game though it's once powerful defense is so much easier to overcome with power creep over the years having made 13k base a non-issue, and yet, in the current meta, where very few people still use X-ride, meaning people have reverted back to aiming for 16k columns it is possible for even a rouge level (T3) X-Ride deck to score a few wins.


Deck Name : Dark Overlord 
GRADE 0
4x Abyss Healer (HEAL)
4x Death Feather Eagle (CRIT)
1x Fullbau
4x Grim Reaper (CRIT)
4x Leaping Knight, Ligan Lumna (CRIT)
GRADE 1
3x Arduous Battle Knight, Claudas
4x Blaster Javelin
4x Dark Shield, Mac Lir
4x Pitch Black Sage, Charon
GRADE 2
2x Blaster Dark
4x Bloodstained Battle Knight, Dorint
3x Dark Night Maiden, Macha
GRADE 3
1x Blaster Dark "Diablo"
4x Phantom Blaster Dragon  (Break Ride)
4x Phantom Blaster Overlord

G-DECK 
4x Dark Dragon, Phantom Blaster "Diablo"
1x Dark Knight, Efnysien
1x Dark Knight, Grim Recruiter
2x Sovereign Black Dragon, Aurageyser Dragon

---

Notes:
This deck's fighting chance for it's main gambit is wholly dependent on the break ride of Phantom Blaster Dragon into Phantom Blaster Overlord failing the aqusisiton of Phantom Blaster as your first Grade 3 ride it is much more advisable to sift to plan B of pushing with your Stride units, this doesn't mean you can use stride while still going for the Break Ride but Phantom Blaster Dragon needing Soulblast 3 means you need to be be careful what you use.

Even though I've been using Dark Knight, Efnysien at one, many may find it preferable to instead drop him for a second Dark Knight, Grim Recruiter. So far Blaster Dark "Diablo" has not come up in my tests but if you land on him you're basically playing the stride game, just as you would if you'd landed on Phantom Blaster Overlord instead of Phantom Blaster Dragon.

Currently using 12 Crit but believe, after testing, that the deck may in fact favor allowing some Howl Owl (DRAW) in it's line-up to allow more freedom to use Aurageyser Dragon while sitting on Phantom Blaster Dragon.
New or Old PG, which ever is used is based on local meta call.
Stride average: 2/game.

Tested Vs. Dimension Police, Dimensional Robos, pending tests vs. Royal Paladin SGD, Gear Cronicle, Megacolony, Pale Moon and other DP decks. Oh, and Nova Grappler Extreme Battlers.

Tuesday, 7 July 2015

COTW (W/C: 06/07/2015): Phantom Blaster Dragon

[AUTO] Limit Break 4 (This ability is active if you have four or more damage):[Soul Blast (3)] When a «Shadow Paladin» rides this unit, you may pay the cost. If you do, choose your vanguard, and until end of turn, that unit gets [Power]+10000, and "[AUTO](VC):[Choose three of your rear-guards, and retire them] When this unit attacks a vanguard, you may pay the cost. If you do, draw two cards, choose three cards from your damage zone, turn them face up, and until end of that battle, your opponent cannot call grade 1 or greater cards from hand to (GC).".
[AUTO]:[Choose one of your rear-guards, and retire it] When this unit is placed on (VC), you may pay the cost. If you do, search your deck for up to one card with "Blaster" in its card name, reveal it to your opponent, put it into your hand, and shuffle your deck.




Cardfight Vanguard G's newest English expansion Sovereign Star Dragon releases this Friday and the the shadows will rise up from the depths to reclaim their throne. For this set I will begin with the denizens of darker domains and work my way up towards the stars and for the first Card Of The Week from the set it's a blast from the past with the original Black Dragon of Shadows making his return.

Phantom Blaster Dragon returning as a Break Ride keeps the same name as his original form from BT-04 meaning he fully supports the original Blaster series ride chain, which is what he was designed for, specifically the cross ride build, Phantom Blaster Overlord. Searching out a Blaster unit upon riding this guy makes scoring the persona blast easier, and so long as you get the persona blast, the rest of Phantom Blaster Overlord's attack becomes a free cost, if you play it right, further more you need not be concerned with the opponent blocking your super-powered Phantom Blaster Overlord by putting up a perfect wall, as by riding on Phantom Blaster Dragon not only do you get the traditional +10000 power, for a cost of SB3, but you gain access to a secondary skill. When your unit attacks, sacrifice 3 rearguards to your Vanguard's rage (or rather 2 if the right units are available), and your reward for fulfilling this cost is counter-charge 3 and draw 2, and glory skill. So if you are using Phantom Blaster Overlord that's a 33000 2 critical Vangaurd staring you in the face, but I do believe I'm forgetting something, namely a booster; factoring that in your attack will actually be 38000-43000 depending on boosters and situation.

Thursday, 2 July 2015

V-Reveiws: Fighter's "Gems" Collection 2015

Better than Sonic The Hedgehog Gems Collection. Seriously, don't bother with it, instead get Mega Collection or Mega Collection Plus.




You may have noticed there hasn't been COTW post this week- that because I'm doing things different with Fighter's Collection involved. he following is a list of my Top 10 Fighter's Collection units. The set contains 50 cards, of which you can get 30 of these to a box across 10 pack. Now I will forewarn you that they be opinions ahead and there are certain units units I just can not comment on as I don't know how effective they really are in their clans, so they be no Spike Brothers, Granblue or Angel Feather on this list- or Murakumo for that matter. So in no particular order, for the most part. My list.

Rikudo Stealth Dragon, Joruirakan
Nubatama is one of those clans that simply due to it's mechanics, doesn't need a lot of support in order to become game breaking, they destroy an opponent's hand and in Vanguard this is crippling. Joruirakan is expensive at a counterblast 2, in an already counterblast heavy clan, that lacks any form of counter-charge at this time, however he does bind an opponent's rearguard and force them to bind a card from their hand to, so that's a +2, and not even temporary either as his requirement to have a Shura Stealth Dragon heart is very easy to meet as pretty much any Grade 3 you'll be using meet's that requirement, and if it doesn't then it was a bad card anyway so why are you using it? Yes Voidmaster is bad, and the only other non Shura Stealth Dragon grade 3 is a generic Limit Break clone.

You won't find many players with Nubatama, but if you do, then be very afraid of the way of the ninja.



Death Star-vader "Omega Loop" Glendios
The world is at and and this time you shall not be able to prevent your destruction, re-designed and re-energised, Chaos Breaker Dragon's ultimate doomsday weapon is back with a vengeance, as the unit's name would suggest this stride adds to the Glendios support pool and require's the original Glendios as a heart in order to function. For counterblast 2 and Persona G, you force the opponent to lock the top card of their deck over one of their rearguard for each Reverse rearguard you control, if you're at five damage you also induce Omega Lock, the drawback to this is you do not have the Ascendant Joker skill which means Lord restriction will leave you without any attacking rearguards. When you can either World End or deck out you opponent with a Death Star though, loosing attackers isn't really a concern, in most cases all you have to do in most cases if you have completed your setup is pass turn, guard one attack and then you have the game. Currently Omega's biggest concern is Ezel, but when the next booster comes out, there's also the mirror match to consider- since all truly competitive Link Joker decks will then be running Amnesty Messiah regardless how much it costs on the single market.


Golden Dragon, Scourge Point Dragon
Since I just mentioned Ezel I guess, by association it makes sense to look at a Gold Paladin stride now, but note this one is NOT Ezel.

Golden Dragon, Scourge Point Dragon is a nasty card, that while alone sure may be lack luster, but combo in combination with a deck that can do a lot of top calling in one go to fill a field using Rearguard skills alone this thing gets HUGE, you better have a perfect guard ready, but even then it might not be this that kills you, but the 5000 it put on the rearguard that just got called. I would argue this works best in a deck revolving around Stand Triggers, the opponent can only block so many humongous attacks.





Holy Dragon, Sanctuary Guard Regalie
Sticking to the Paladin Cosmo Dragons for a second round, it's now the turn of Sanctuary Guard Regalie.
So you know that overpriced Mega Trial Deck that left alot of people feeling underwhelmed? Well back int he day it came out I loved it, and I still play Sanctuary Guard Dragon today, sop of course, this card for me was a blessing. Typically you have 3 Grade 1 or less units acting as boosters and that means +9000 power to the entire front row, and that's no joke. Being without cost eamsn I can freely spend counterblast else where without having to worry about my Vangaurd's demands. And when I can score 4 attacks a turn on average, thanks to Twin Sword that extra power sure comes in handy when Brede as fourth attacker, even without boost can swing for 21000. (3 stages) I'm not the only one to notice the power of this Stride though, and consequently, it has made Sanctuary Guard focused decks meta as a Royal Paladin deck that rivals even Thing Saver.
And then of course you have those that ruin the fun by putting both of those gambit together, all hell break loose in the holy nation and people run screaming in terror.
But I think I'll stick to Sanctuary paired with Altmile for now thanks. After all, when I've ran out of this to Stride, even if you did survive it probably means you're at the end of your tether and Saint Blow Dragon will finish the job.

Meteorkaiser, Tribrut
Transitioning from a unit that fight alongside allies to one that does the same, while also wiping out the opposing board at the same time, this again is one of my favorite units in the set, Tribrut works best with Extreme Battlers and not with much else however when you have a Sazanda hitting 14000-16000, then 19-24 and a third time 29-34k, not counting possible triggers. Of course what happens and the devastation you can cause is fully dependent on having the correct set up. Victor must be the heart, and you'll require a boosted Cool Hank to in order to achieve maximum damage, and behind Sazanda should be either Runbhol or Final Wrench so pretty much standard practice for the Extreme Battler build. The downside is this will use up all your counterblasts, the positive is you can completely counter charge and reset for a another round.




Interdimensional Beast, Upheaval Pegasus
Sticking with disruption as theme for the next couple of cards time for some clocking, courtesy of Gear Chronicle and a rather creative skill belonging to Upheaval Pegasus.

When you stride this bad boy atop Chronojet Dragon you clock all the opponent's rearguards, ruing any perfect formation they may have had, and in place of those units your distortion of time forces the opponent to call the same number of units from the top of their deck, this can be followed up by Chronojet's own skill to send any unit you don't wish to deal with immediately back to the bottom of the opposing deck. But that's not all, because this unit is also a key player in making some HUGE tom columns on either of your side lanes. Summit Crest Gear Wolf and Mist Geyser Dragon will both get huge off of this being played, and that means Puzar-Ili and Steam Maiden, Ishin will in-turn also be hitting hard. Super powerful lane, can't guard with Grade 0? Yes please! unless it's my opponent in which case aw scraplettes...

Carapace Mutant Deity, Machining Destroyer
Megacolony got something good again! In the last Fighter's Collection, this clan got one of the best units in set through Machining Warsickle- well it appears Fighter's Collection when ever it comes around may be a godsend for Megacolony because while not the best unit, Machining Destroyer is surely in contention.
Counterblast 1 is all this card requires, and for fulling that cost you stun one opposing rearguard. . . that's it? LAME!

BUT WAIT! THERE'S MORE!!
You see, if you have 4 or more Machining rearguard you also stun the opponent's Vangaurd. OMGWTFOPPLZNERF!

Now now- stop panicking, sure it's powerful and it's certainly current Anti-Meta, but ask yourself this, how is the Megacolony player going to stun your Vangaurd if they have no rearguards?
I think you've already figured out what's next-
Oh and you can always just ride another Grade 3 (Unless you're Nouvelle which is a Grade 4)


True Brawler, Big Bang Knuckle Turbo
Now here's one guy who doesn't care what you fight him with, he'll take on everything you can toss at him and leave you broken and crippled.
With a skill that only gets stronger if your heart is Legion, not only that but in case you forgot how Brawlers work, while this guy is clearing house his rearguard are gaining power for each take down. That means Maximum Crit Triggers for Maximum pain, heal triggers optional.

Brawlers truly are simple in their mechanics, but that's also why there isn't really much to talk about so I'll just leave this here.
ORAORAORAORAORAORAORAORAORAORA!!!!








Hyper Metalborg, Heavyduke
We've had the ORAORA!Now for the MUDAMUDA!

So, you're opponent thinks knocking out you field will stop you? Heavyduke thinks otherwise. Counterblast 2, gain on hit draw that increases in gain with a legion heart AND glory skill if the heart is Metalborg? And let's even try to count how much additionally power may have been stacked atop just to be cruel.

I honestly hate Metalborgs, and they hate me back, but there is no denying this unit is powerful, alone it's not devastating mind you meaning it certainly ranks lower than Turbo but is certainly up there with the best, and probably in honestly ranked higher than it deserve all because of one specific Dimension Police unit.

Commander Laurel makes this advantage engine more than just that, the combination turns Dimension Police into an aggressive Oracle Think Tank, like Tachikaze, but better!

Ok, so that's 9 units, what happened to number 10? The final unit I have chosen is usable in any deck and I have put it on this list for that very reason.

Rain Element, Madew
Stride (Released when both players' vanguards are grade 3 or greater!)-Stride Step-[Choose one or more cards with the sum of their grades being 3 or greater from your hand, and discard them] Stride this card on your (VC) from face down.
[AUTO]:When this unit is placed on (VC), if you have a heart card with original [Power] of 10000 or less, choose a grade 3 card from your drop zone, and put it into your hand.
[CONT]:This card is also of all clans and nations.









So picture this, you're using a deck that feature older grade 3 units or any 10k Grade 3 in general, maybe riding it is key to your statergy, maybe it's just there to achieve a X-Ride, in either case, you're going to be riding a 10k Grade 3, and want to transition in a stronger Grade 3 next turn, Madew allows you to still have access to Stride but you get to recoup your cost so you may use it as a ride next turn.

And that marks my top 10. Do I have a specific order for them? Not really I haven't been able to decide a ranking order it's surprisingly hard to do that by yourself.