Saturday, 21 January 2017

V-Deck (THEORYCRAFT): Full Burst

In my previous post I looked at Enigman Gigastorm as a themed build and my possible starting point for that from which I'll work from. This time around doing the same for Cosmic Heroes though this time I'll at least show the list first as there's no need to go over the bit by bit process, but there's several notes to make.


GRADE 0 (17)
1x Cosmic Hero, Grandhop (FV)
4x Cosmic Hero, Grandbeat (CRIT)
4x Cosmic Hero, Grandrescue (HEAL)
2x Cosmic Hero, Grandscold (STAND)
4x Operator Girl, Reika (STAND)
2x Operator Girl, Rinka (STAND)
GRADE 1 (15)
3x Cosmic Hero, Grandlady
2x Cosmic Hero, Grandleaf
4x Cosmic Hero, Grandrope
4x Enigman Blanc
2x Enigman Calm
GRADE 2 (12)
2x Cosmic Hero, Grandberet
4x Cosmic Hero, Grandrifter
4x Cosmic Hero, Grandvolver
2x Enigman Helm
GRADE 3 (6)
3x Bravest Rush, Grandgallop
3x Great Cosmic Hero, Grandgallop
G-DECK (16)
1x Air Element, Sebreeze
2x Gallant Incarnation, G-O-Five
2x Great Galactic Governor, Commander Laurel D
2x Super Cosmic Hero, X-carivou
4x Super Cosmic Hero, X-gallop
2x Super Cosmic Hero, X-lead
1x Super Cosmic Hero, X-phoenix
2x Super Cosmic Hero, X-tiger
As one who favours consistency over options when it comes down to it this list is an odd one for me. Running several cards at twos and threes instead of full play sets, this is typical of prototype. Run the options you're still considering after being able to get the deck count to all fit. What isn't a standard practice, even at this stage- or rather especially at this stage is cutting into the tried and tested regular stable ratios but in this case for me to be able to explore options and test a sacrifice to grade 3 ride consistency is a small price to pay.


This deck is all about central numbers, this is the very basis upon which Burst is built.


In the case of this deck specially the aim is to gain as much power as possible during main phase ramp through utilising several units in conjunction with one another, many of these are one time use, a regrettable shortcoming that is frankly holding the build back from relevance due to the difficulty this leads to with resource flow and management. Adding to this is that many of the larger pumps result in dealing yourself a hard -1, meaning the unit is gone not only from hand but board also.


The staple cards for this list are the multiple forms of Gallop and his personal entourage of support. I'm including Grandrope in this statement.
Air Element, Sebreeze being as the deck is GB reliant.
And of course the Sentinel of choice. Beyond that is where the recruitment process falls into debate.

Enigman Blanc carries over from the Enigman build due to flexibility but more so for the assistance it can provide towards cost management and counter blast, this opens up options to running either of the bounce PGs just as in the Enigman Gigastorm deck.
The same is true for Enigman Helm though I've yet to see how effective he actually plays out to be. On matter of effectiveness the statement also applies to Operator Girl Rinka. Given regular grade ratios I do not see here being a consistent or reliable output of pressure, and on this occasion I'm even running two less Grade 3's than normal making her even worse by extension. Chances her she'll be dropped as the development of this list progresses but on that point I'll have to see.

Cosmic Hero Grandscold and Cosmic Hero Grandberet give stronger ramps each (+8000 each minimum), however it comes at the cost of hard -1 per instance, as a result both of these cards are to keep an eye on as it is highly debated if the extra pump is worth the self neg. The concept in mind from R&D is likely that by pushing into 2 stage boosts it will equate to a -1 for the opponent as well, an equivalent exchange as it were. “Fair” and “Balanced” though in case of Vanguard saying that is admission of being below curve given how much there is that is “unfair” or over the top. I’ll be coming back to this point, though not necessarily in this particular session.


In the case of the PG's debated it remains to be seen if this deck can stay on top of it's cost management without Grandguard being around but I'd speculate that with Enigman Blanc and Cosmic Hero, Grandvolver, the latter of which has to spend to then recharge- with the additional condition of needing to hit, (be that as it may) that hitting cost throttling shouldn't be too much of an issue. Which allows for playing around with the two types of Bouncing PG the deck has access to.


Now on a confessional note I did do some playing around with new support running all Enigman Calm, in one sparring session my opponent was using Cosmic Hero, Grandleaf instead, but the usage of it played out in their favour given they could board a temporary unit to use offensively and bounce it back to turn into defence if it had to be cast. This incident had lead me to going 2-2 and testing both for now until I decide which works better. In either case the important note here is how both cards can only bounce so long as there's soul to play with. I guess that means copying the deck list from above to do the same as last post. GRADE 0 (17)
1x Cosmic Hero, Grandhop (FV) 
[Burst] (P+4000U+1>SCs,CC1)
4x Cosmic Hero, Grandbeat (CRIT) (SCs>+5000VC,+1)
4x Cosmic Hero, Grandrescue (HEAL)
2x Cosmic Hero, Grandscold (STAND) (SCc+P4000VC,+P4000VC)
4x Operator Girl, Reika (STAND) (-1>+P4000VC,+1)
2x Operator Girl, Rinka (STAND) 
[Burst] (SCs>+1)
GRADE 1 (15)
3x Cosmic Hero, Grandlady (+P4000VC>+P4000RC)
2x Cosmic Hero, Grandleaf 
[Burst] (SB1>RBH)
4x Cosmic Hero, Grandrope
4x Enigman Blanc 
[Burst] (SCs>CC1) (SBs,+P4000VC,+P4000VC)
2x Enigman Calm [Burst] (CB1,SB1>DBH,CC1)
GRADE 2 (12)
2x Cosmic Hero, Grandberet 
[Burst] (CB1+P4000s,+P4000s) (SB1,-1,+P(OFs)VC)
4x Cosmic Hero, Grandrifter (CB1,SB1,P+4000s,P+4000VC,+1)
4x Cosmic Hero, Grandvolver 
[Burst] (CB1,+P4000s+P4000RC,sOHCC2)
2x Enigman Helm (SCn) [Burst] (+4000s,SCn)
GRADE 3 (6)
3x Bravest Rush, Grandgallop 
[Burst] (IFh<=2thenS(+1))(OS+P4000VC,CB+P4000VC)
3x Great Cosmic Hero, Grandgallop (OS+P4000VC,CB1>OH+1)
G-DECK (16)
1x Air Element, Sebreeze
2x Gallant Incarnation, G-O-Five (SB1)
2x Great Galactic Governor, Commander Laurel D [Burst]
2x Super Cosmic Hero, X-carivou
4x Super Cosmic Hero, X-gallop 
[Burst] (CB1>+1)
2x 2x Super Cosmic Hero, X-lead [Burst] (P+4000s*ru,OH+1)
1x Super Cosmic Hero, X-phoenix (CB1,OM+1)
2x Super Cosmic Hero, X-tiger (P+4000*FUG) I should explain my more bizarre keys as even though they may make sense to me I can't assume this true for anyone else. SCs is used to show SoulCharge Self, an action which is itself a -1 but can provide you with important fuel for additional plays, like both of PGs that are being tested. All instances of "s" in the key refer to self. Not to be confused with "S" in OS for On Stride. Helm's SCn is due to inability to quantify the soul charges you'll perform outside of an actual scenario and playing.
OH is On Hit, OM is On Miss RearBouncetoHand DropBouncetoHand X-Lead I'm referring to his skill of resting units and for each he rest gain +P4000. I acknoeldge how this is crudely written It's all a mess but it makes sense to me when I look at it which is all it needs to do for the purpose of me doing the work I want to do Anyway I should probably do some isolation.

GRADE 0
1x Cosmic Hero, Grandhop (FV) 
[Burst] (P+4000U,+1,SCs,CC1)

4x Cosmic Hero, Grandbeat (CRIT) (SCs>+P5000VC,+1)
2x Cosmic Hero, Grandscold (STAND) (SCc+P4000VC,+4000VC)
4x Operator Girl, Reika (STAND) (-1>+P4000VC,+1)

GRADE 1
3x Cosmic Hero, Grandlady (+P4000VC>+P4000RC)
4x Enigman Blanc [Burst] (SCs>CC1) (SBs,+P4000VC,+P4000VC)
GRADE 2
2x Cosmic Hero, Grandberet 
[Burst] (CB1+P4000s,+P4000s) (SB1,-1,+P(OFs)VC)
4x Cosmic Hero, Grandrifter (CB1,SB1,P+4000s,P+4000VC,+1)
4x Cosmic Hero, Grandvolver 
[Burst] (CB1,+P4000s+P4000RC,sOHCC2)
2x Enigman Helm (SCn) [Burst] (+P4000s,SCn)
GRADE 3
3x Bravest Rush, Grandgallop 
[Burst] (IFh<=2thenS(+1))(OS+P4000VC,CB+P4000VC)
3x Great Cosmic Hero, Grandgallop (OS+P4000VC,CB1>OH+1)
G-DECK 2x Super Cosmic Hero, X-lead [Burst] (P+4000s*ru,OH+1)
2x Super Cosmic Hero, X-tiger (P+4000s*FUG) All the units isolated and shown here are the means by which you can build power. But not every card here is capable of powering the vanguard so isolate again.
GRADE 0
1x Cosmic Hero, Grandhop (FV) 
[Burst] (P+4000U,+1,SCs,CC1)

4x Cosmic Hero, Grandbeat (CRIT) (SCs>+P5000VC,+1)
2x Cosmic Hero, Grandscold (STAND) (SCc+P4000VC,+4000VC)
4x Operator Girl, Reika (STAND) (-1,+P4000VC,+1)

GRADE 1
3x Cosmic Hero, Grandlady (+P4000VC>+P4000RC)
4x Enigman Blanc [Burst] (SCs>CC1) (SBs,+P4000VC,+P4000VC)
GRADE 2
2x Cosmic Hero, Grandberet 
[Burst] (CB1+P4000s,+P4000s) (SB1,-1,+P(OFs)VC)
4x Cosmic Hero, Grandrifter (CB1,SB1,P+4000s,P+4000VC,+1)
GRADE 3
3x Bravest Rush, Grandgallop 
[Burst] (IFh<=2thenS(+1))(OS+P4000VC,CB+P4000VC)
3x Great Cosmic Hero, Grandgallop (OS+P4000VC,CB1>OH+1)
G-DECK 2x Super Cosmic Hero, X-lead [Burst] (P+4000s*ru,OH+1)
2x Super Cosmic Hero, X-tiger (P+4000s*FUG)
There's the buffs we have to work with, what are the numbers needed to be reached? Firstly I'll refer to the one-off case here then get into standard targets.


Great Galactic Governor, Commander Laurel D
Burst-[ACT](VC):[Choose four of your rear-guards, and [Rest] them] If this unit's [Power] is 20000 or greater, until end of turn, this unit gets "[AUTO](VC)[1/Turn]:When this unit's attack hits a vanguard, [Stand] this unit." and then, if this unit's [Power] is 25000 or greater, this unit gets "[AUTO](VC)[1/Turn]:At the end of the battle that this unit attacked, if the attack did not hit, choose up to four of your rear-guards, and [Stand] them.".

Laurel D needs to be looked at separately due to his low base power of 4000+ comparatively to the 15000+ of most strides. This means at base he is only 15000 as opposed to the much high average of 26000.

His target figures are 20000 for Burst Phase 1 and 25000 for Burst Phase 2. Phase 1 is achieved in 2 pumps, taking this unit up to 23000. A third pump will knock it up to 27000 and into Burst Phase 2. This is considerably easy given the deck but it is far below the regular threshold many Burst abilities trigger at.


The commonly stipulated Burst points are 30000, 35000, 40000, 45000.

To show a point of escalation Cosmic Hero Grandvolver's Burst compared to Operator Girl, Rinka

Burst-[ACT](RC)[1/Turn]:[Counter Blast (1)] Burst 15000, choose up to one of your other rear-guards, that unit and this unit get [Power]+4000 until end of turn. Burst 30000, until end of turn, this unit gets "[AUTO](RC):When this unit's attack hits a vanguard, Counter Charge (2).".
Burst-[ACT](RC) Generation Break 2:[Put this unit into your soul] Burst 20000, draw a card. Burst 35000, choose one of your vanguards with the burst ability, and until end of turn, it gets "[AUTO](VC):[Soul Blast (1)] When your drive check reveals a grade 3 card, you may pay the cost. If you do, choose a unit with the sentinel ability on your opponent's (GC), and that unit's effects with "cannot be hit" is nullified.".

There's a big difference in the potential to countercharge and the potential to nullify a sentinel. (Even though we must acknowledge that Rinka is completely and utterly inferior to Daikaiser. Sorry lass.)
Let's look even higher. 


Cosmic Hero, Grandrifter oddly lacking the Burst Keyword mentioned anywhere in his skill but he certainly has an ability matching the description.

[AUTO] Generation Break 1:[Counter Blast (1) & Soul Blast (1)] When this unit is placed on (RC), if you have a vanguard with "Gallop" in its card name, you may pay the cost. If you do, this unit gets [Power]+4000 until end of turn, choose one of your vanguards, and until end of turn, it gets [Power]+4000, and "[AUTO](VC)[1/Turn]:When this unit attacks a vanguard, if this unit's [Power] is 40000 or greater, draw a card.".

Essentially to paraphrase this one the vanguard gains.
Burst 40000 [1/Turn] When this unit attacks a vanguard, draw a card.
Simply further: Burst 40000 [1/Turn] On attacking VC, gain +1 card advantage.

Point is at 40000 it's no longer situational, it is instead this is definitely happening. Let's go higher still...





Enigman Calm
[CONT]:Sentinel
[AUTO]:[Choose a card from your hand, and discard it] When this unit is placed on (GC), you may pay the cost. If you do, choose one of your units that is being attacked, and that unit cannot be hit until end of that battle.
Burst-[AUTO](Drop Zone) Generation Break 2:[Counter Blast (1) & Soul Blast (1)] At the end of the battle that your vanguard with the burst ability attacked, if that unit's [Power] is 40000 or greater, you may pay the cost. If you do, return this card to your hand, if that unit's [Power] is 45000 or greater, Counter Charge (1).

Burst 40000 pay cost (CB,SB1) to regain a PG. Burst 45000 refund that cost... partially. (CC1)


The point is the same as Drifter, it's no longer down to chance, the ability is reliably live. And being able to bounce a PG from Drop is generally more powerful than a bounce from being used on board as you can loop that same PG.

Now with Laurel you're never going to get this high but that's part of the point I'm pushing. With these higher bursts you'll be using a more typical 26k base to build from when making the push. The numbers chosen for Burst do remain questionable. Why at 10s and 5s?
10000, 150000, 20000, 25000 30000, 35000, 37000, 40000, 45000, 60000 This marks every burst figure so far, even though I realise not all these numbers have been directly attached to a burst ability. Now I won't go beyond realistic ramping here so.
From an 11k base (I guess this can work for Luarel D also as he'll start at 15k in most cases) 11000, 15000, 19000, 23000, 27000, 31000 and I guess if you get this high you can manage another 8k but then you're probably pushed as far as you can go. So- 35000, 39000 and cap. If start from a 26k base; 26000, 30000, 34000, 38000, 42000, 46000, and if you have the parts in play you can push further, probably 4 more ramps depending but certainly no more. I'd cap really at 2 more. 50000, 54000 and cap. Though if you can go further, eh. There's one burst I certainly do not advise aiming for, but instead just allow it to happen of it's own accord if it does.

Burst 60000. This only applies one unit currently. Bravest Rush, Grandgallop Burst-[AUTO](RC) Generation Break 3:When your vanguard attacks, if your vanguard's [Power] is 30000 or greater, until end of turn, this unit gets [Power]+4000, and if your vanguard's [Power] is 60000 or greater, this unit gets [Critical]+1. [AUTO](VC):At the beginning of your ride phase, if the number of cards in your hand is two or less, until end of turn, you may Stride without paying the cost the next time you Stride. [AUTO](VC):[Counter Blast (1)] During your turn, when your G unit Stride, choose one of your vanguards, and it gets [Power]+4000 until end of turn. If that unit has the burst ability, you may pay the cost. If you do, that unit gets [Power]+4000 until end of turn. It's not worth pushing so far and likely over extending just to get a critical on a rearguard, it's not worth it for even doing this for two rearguards. Though I must ask if in that possible position why are there 2 grade 3 rearguards when stride is so vital?

There's only 2 ways you will likely achieve Burst 60000 and one of those methods is X-Tiger who himself lacks burst, locking away some of the most power/advantageous moves Burst has available to it, of key now, being able to retrieve a spent Enigman Calm. The other way, though not as simple is Super Cosmic Hero X-lead. Excluding the Grade 3's which really can't help ramp other than start you off when you stride, there's 24 units with the ability ramp the vanguard's power within the deck. Of these only 3 are reusable after their initial cast while 4 others cycle back into the deck and you may or may not see these again. This means of the 24 ramps, 17 are single use ramp. Of these 17; 4 provide a +1 that makes up for the singleton use which means that really it's a flat trade (all of these are the same card.) 8 provide at least +P8000 but require a -1 to get there. 4 are a +5000 with a break even exchange 1 is the starter with only a single ramp and a flat trade. So for all the work the deck has to do it doesn't get rewarded as greatly as it could do, and simply if the opponent isn't having to toss a ton of hand to guard then you're really just driving yourself backwards and into a disadvantage of your own volition. I want to make this deck fun, I want to make this deck playable, while I will tinker and test I don't see that second criteria plausibly coming to fruition. I must frankly admit that when it comes to burst I feel you are playing a deck that will burn itself out, it doesn't get overwhelmed by an opponent, it gets held off. But whilst it is pushing it is driving itself closer to it's own demise, simply by playing burst you've already lost. You can win some games but the games you win proportionate to those you lose will lead to discarding the deck aside and leaving it to collect dust in favour of something with better results.

There's no summery or conclusion to write here, and from my last sentence you already know where this is going. Raw power alone isn't enough, we need more, we need a bigger gun, more fire power, more daka. We need more bang for buck. And where to go to find that hasn't changed in the slightest. So again I shall repeat; you know where this is going. And again blogger struggles with the volume of content in a single post. What shows true on the editor doesn't show true on the final page. -_-

Friday, 20 January 2017

V-Deck: (THOERYCRAFT) The Attack Step


The Attack step and indeed the beginning of the attack step is an important timing for the Enigman series of cards. Even the Enigman burst support mostly differentiates itself from Cosmic Heroes by centring around this play time whilst Cosmic more heavily revolves around Main Phase.

Note: If all you want from this post is the deck, just scroll down until you see red text in bulk, that's the deck.

In this post I'm going to build an Enigman deck for Enigman Gigastorm. So what does Theorycraft mean? It means deck list I'm about to work on does not yet exist, rather it will take shape as we go. The question to be asked obviously becomes why am I doing this? Most of the time I'd do this part of the process I'd keep it much to myself but I figured for once I'd go over how I process and decide my build, since Gigastorm is an entirely new breed of Enigman build it makes for a perfect example to work on.

This also means this will be a post that can be more easily understood and applied to those still learning their paces.

So obviously we know our starting point, and main focus of the deck
Point of Review: Look at your focus card and brain storm off of that.

Early Game:
[AUTO](VC):[Counter Blast (1) & Soul Blast (1)] When this unit's attack hits a vanguard, you may pay the cost. If you do, choose one of your rear-guards with "Enigman" in its card name, increase that unit's [Power] by this unit's [Power] until end of turn.

You may only use this ability once in the game and that's only IF you hit on the turn in which you aren't yet open to Stride.

A key restrictive point of note you must target an Enigman Unit for to gift power (+11000 or more) to so what units does Enigman have that can go live or increase their pressure off or this? The instant answer to come to mind is Engiman Squall who sits at a base power of 7000, his ability is why he stands out among all other Engiman units.

For all the rearguards the deck can run he is the only one that can turn the initial on-hit from Gigastorm into his own advantage for providing additional on-hit pressure, this time with a much smaller buff, only a meeker +4000 that may or may not enable breaking into an extra stage all depending on on the state of the final lane and it's battle opponent's power.

So already based around an action that you want to occur on turn 3, two cards of the deck are decided already.

Grade 3:
4x Enigman Gigastorm

Grade 2:

n/a

Grade 1
4x Enigman Squall

Grade 0:
n/a

Squall counts as part of the Original Engiman Ride Chain due to his CONT ability to regard himself as Enigman Ripple but this means it's immediately time to ask the question "Do I run the Ride Chain?

Time to look at all the Grade 1 pool and decide.


There are 6 Enigman Grade 1's post Trinity Dragon.
Squall and Ripple obviously make up 2 of these.
Enigman Ripple is a 6000 power Grade 1 that when played you can ditch a Grade 3 in hand to grab the OG Enigman Storm. As another card is referenced it means looking at what the referenced card offers.
Storm is a classic he's been around the block and seen it all as one of the earliest aces in the game.

[CONT](VC):If you have a card named "Enigman Wave" in your soul, this unit gets [Power]+1000.

[AUTO](VC):At the beginning of your attack step, if this unit's [Power] is 15000 or greater, this unit gets [Critical]+1 until end of that battle.

If you've got a ride chain grade 2 it's +4000 to gain a crit but it resets at the end of each battle. No stacking here. If you do not have an Enigman Wave in soul you need to apply 2 lots of +4000 to reach the line. So his activation is very much reliant on external factors, also Storm only works as a vanguard and then only had one ability. To put it simply he's dated but more importantly lacking a rearguard ability to support our desired ace he conflicts with the focus on this theme deck.

It is thus already clear we will not be using the ride chain in this deck, this renders Enigman Ripple a 6000 power vanilla. That just isn't to do. He's out.

Only 4 Enigman Grade 1 cards remain to pick and choose from.
Enigman Blanc, Enigman Calm, Enigman Cloud and Enigman Swirl.


3 of these are new units with only Enigman Cloud being a remnant of the previous form for Enigmans being the Tornado deck. At his core he's a utility card used to fish for desired units while tuning the soul to be ready for making push plays.
[AUTO]:[Soul Blast (1)] When this unit is placed on (RC), you may pay the cost. If you do, look at five cards from the top of your deck, search for up to one grade 2 or less card with "Enigman" in its card name from among them, reveal it to your opponent, put it into your hand, and shuffle your deck. If you put a card into your hand this way, choose a card from your hand, and put it into your soul.

Given the nature of this unit offering opportunities to grab that key card needed to make shenanigans it's position would seem solidly held especially given the targets it can aim for placing into the soul.

There's the Critical Trigger Enigman Sunset that also carries over from the former build into the new form as a fitting target for Enigman Cloud but than can also be sent to the soul by members of the new support. Which I'll elaborate on when I get there.

Enigman Blanc, a new brother to the band, is also a valid target Soul Charge target for Cloud given it has a skill to use from within the soul, but that's only half of the card but it is the half that is live at all times so long as your at the correct Burst points. I'll paraphrase in this case due to length of skill text.

[AUTO](RC) Generation Break 2:[Put this unit into your soul] At the beginning of your attack step, you may pay the cost. If you do, Counter Charge (1).
Burst-[ACT](Soul):[Put this unit into your drop zone] Burst 10000, choose one of your vanguard with burst ability, and until end of turn, it get [Power]+4000. Burst 35000, choose one of your vanguard and until end of turn, it get [Power]+4000

While early game, or even outside of stride in general Burst Phase 2 seems improbable it's still the point that this card can do something if put into the soul from Enigman Cloud even though given it's GenBreak 2 it would rather get there under the means of it's own Burst (which you'll notice is Main Phase as Burst typically is.

Enigman Calm is a PG that when used can be bounced back to Hand from Drop if the requirements can be fulfilled but we'll need to calculate how consistent that is likely to be the case before deciding on his inclusion.

This leaves only one Enigman card left to check. Enigman Swirl who is easily disregarded upon a quick glance, only active from Stride onwards while not contributing towards it, what does word towards stride though is some stride tickets, cush as Cosmic Hero, Grandrope so now our structure is beginning to take shape. But can't just max each our short-listed Grade 1 Deck Balance is thrown right off. If you do that. I'll number each grade at a typical ratio in comparison so the point is obvious.

Grade 3: (7)
4x Enigman Gigastorm

Grade 2: (11)
n/a

Grade 1 (15)
4x Enigman Squall
4x Enigman Cloud
4x Enigman Blanc
4x PG
4x Cosmic Hero Grandrope

Grade 0: (17)

n/a

For stable ratios we want 13-15 Grade 1's; typical number is 14, however I'm going to aim for 15. Right now there's 20. Way too many. So what can be cut and what keeps? Removing a short listed Grade 1 entirely still leaves 16 cards meaning one card will have to be reduced in occurrence as well. The power of Stride is indisputable and  thus Grandrope will earn his keep.
PGs are Staple so they remain.

This takes us down to 3 cards to debate over but we may need to look elsewhere as opposed to among themselves to get the answer, by else where I mean it's time to talk Grade 2s

Sticking to the Enigman Theme there's 5 Grade 2's bearing this name, 1 of which Enigman Wave is from the Ride Chain which has already been determined doesn't fit in this deck as the ride chain's end goal fails to offer a high enough reward and Enigman Wave like the rest of the chain is a vanilla on the Rearguard so if used it must be as a Vanguard.
Thus 5 prospects becomes 4, but we're only going to need 3 types so of the remaining Candidates who is removed?

Enigman Cresent and Enigman Night Sky were both present in Enigman's Tornado build and both remain solid cards with one offering a 1 time use but free +4000 ramp, while the other provides multiple use (1/Turn) for the cheap cost of a single counterblast, that is until consider what else 1 CB can get you but that's the price you pay for being live from the get go.

This leaves the new recruits Enigman Helm and Enigman Sirocco to compete with pre-existing for their spots.

For revision Helm's skill is follows;
Burst-[AUTO] GB2:When this unit is placed on (RC), if Burst 15000, until end of turn, this unit gets [Power]+4000. If Burst 30000, choose one of your vanguards, and until end of turn, it gets "[AUTO](VC):[Choose one of your rear-guards with the burst ability, and put it into your soul] When your opponent's unit is placed on (GC), you may pay the cost. If you do, your opponent chooses one of his or her grade 3 or less guardians, and retires it.".


Sirocco is the budget version of this and represents a heavily nerfed variation of the same principle just to drive the point home but
Burst-[AUTO]:[Soul Blast (1)] At the beginning of your attack step, if Burst 10000, you may pay the cost. If you do, this unit gets [Power]+2000 until end of that battle, if Burst 15000, choose one of your opponent's units, and that unit cannot intercept until end of that battle.

Neither of these units offer power directly to the vangaurd and each has it's pros and cons.
Of the two Sirocco is the more interesting choice but Helm fulfils the issue of controlling Guardian Circle for the entire turn. The interesting thing to note here is one prevents intercepts, while the other is worked around by intercepts, I wonder how many realise that as a means of getting around Helm though. In either case with neither unit providing power to add to the vanguard, which is the point of Dimension Police, it is a case of one OR the other with both Tornado members carrying over to the new build, Helm is the stronger card but lacks synergy with the Enigman build due to his need to be soul charging Burst skilled Rearguards.

To put this into perspective.

Grade 3: (7)
4x Enigman Gigastorm [Burst]

Grade 2: (11)
4x Enigman Cresent
4x Enigman Night Sky
3x Enigman Helm [Burst]



Grade 1 (15)
4x Enigman Squall 
4x Enigman Cloud
4x Enigman Blanc [Burst]
4x PG
4x Cosmic Hero Grandrope

Grade 0: (17)

n/a

The issue is clear. He can be fuel for his own ability but that's hardly ideal, and our Burst Target want to be in the soul through it's own volition, not at the orders of another, but the worst part about this? Enigman Helm can not utilse or support Enigman Sunset. Helm is an Enimgan by name only but does not very well support the deck. In an odd twist of irony the cheaper, weaker counterpart serves the theme's play style better but the dream play make no mistake would be CresentHelm and Sirocco all together, it's just so impractical though the means by which to achieve this that it's not worth considering. Might make for an entertaining LOLZ deck though. I'm on a tangent.

Given the options provided there isn't really a solid decision to be had but Helm of the two is objectivity the better card.

Now what does this mean for our Grade 1's?

Grade 3: (7)
4x Enigman Gigastorm [Burst]

Grade 2: (11)
4x Enigman Cresent
4x Enigman Night Sky
3x Enigman Helm [Burst]
Grade 1 (15)
4x Enigman Squall 
4x Enigman Blanc [Burst]
4x PG

3x Cosmic Hero Grandrope
Grade 0: (17)

n/a

It's not what I ideally want to do but Cloud drops and that by extension means we won't be using Enigman Sunset within this deck, but that does offer clarity of the triggers as a result. And within theme we also know the starter since there's only two Enigman Starters and one was eliminated when it was decided to not use the ride chain core.

Grade 3: (7)
4x Enigman Gigastorm [Burst]
???

Grade 2: (11)
4x Enigman Cresent
4x Enigman Night Sky
3x Enigman Helm [Burst]
Grade 1 (15)
4x Enigman Squall 
4x Enigman Blanc [Burst]
4x PG

3x Cosmic Hero Grandrope
Grade 0: (17)
1x Enigman Zephyr [Burst] [FV]
4x Operator Girl Reika (Stand)

4x Cosmic Hero, Grandbeat (Crit)
4x Enigman Foehn (Heal)
???

One trigger and our supporting Grade 3 is still missing. But the PG has yet to be decided either.

Well I'm going to come back to that after we take this moment to do some maths.
Assume 3 ramps is the most you'll stably manage in any given turn and bare this in mind as it is time to build G-Zone.

First things first, the obvious one given the inclusion of Grandbeat.

4x Super Cosmic Hero X-Gallop
1 ramp and a 5K booster is enough for Burst Phase 1, 2 Ramps and a regular Grade 1 6K-7K booster for Phase 2 (or 4 ramps if no booster)

Some number of Super Cosmic Hero X-Lead likely just 1. An interesting card that will provide a means to trigger itself with ease, it doesn't mesh well with Enigmans but it is a solid card, more so for Cosmics though. In fact that's what this G-Zone is going to be, the same as Burst Gallop because that's what new Enigman is essentially, the budget version of Burst Gallop, but when you must factor that most of the cost on a deck these days comes from the G-Zone.

So with that spontaneous decision made the G-Zone looks like this.

G-Deck
Strides (11)
2x Super Cosmic Hero X-Lead
4x Super Cosmic Hero X-Gallop
2x Great Galactic Governor, Commander Laurel D
2x Super Cosmic Hero, X-Tiger
1x Air Element, Sabreeze
G-Guards (5)
1x Dark Element
2x Gallant Incarnation, G-O-Five
2x Super Cosmic Hero, X-carivou

Very little work left now. All that's left is supprting Grade 3 which I will fill on now and Explain the choice in a moment, and then the PG type and the last trigger.

I'm going to mark the following deck to so all costs cards have in brief.

Grade 3: (7)
4x Enigman Gigastorm [Burst] CB1 SB1
3x Enigman Megacurrent [Burst] CB1

Grade 2: (11)
4x Enigman Cresent
4x Enigman Night Sky CB1
3x Enigman Helm [Burst] SCn
Grade 1 (15)
4x Enigman Squall 
4x Enigman Blanc [Burst] CC1 SCs SBs
4x PG

3x Cosmic Hero Grandrope
Grade 0: (17)
1x Enigman Zephyr [Burst] [FV] CB1
4x Operator Girl Reika (Stand)

4x Cosmic Hero, Grandbeat (Crit) SB1
4x Enigman Foehn (Heal)
???

G-Deck
Strides (11)
2x Super Cosmic Hero X-Lead 
4x Super Cosmic Hero X-Gallop CB1
2x Great Galactic Governor, Commander Laurel D
2x Super Cosmic Hero, X-Tiger
1x Air Element, Sabreeze CB2
G-Guards (5)
1x Dark Element 
2x Gallant Incarnation, G-O-Five SB1
2x Super Cosmic Hero, X-carivou

So PG's you'll notice I kept as many Burst Strides as possible.

Now the options really are Cosmic Hero Grandguard, Grandleaf or Enigman Calm.

Here's why I've marked costs in the deck, I want to know can Calm and  Leaf bounce frequently enough to use them.

The main means of filling the soul quickly is with Helm but that's not an ability you want to use too often as each use is a -1 so you have to ensure you are profiting when you do use it, however he does mean there's soul to go around should it be needed.

So Leaf and Helm can both be used. Counterblast isn't overly heavy either and is managed by Enigman Blanc

This allows the last spaces to be filled and we even know what the last Trigger unit we're going to use is

Grade 3: (7)
4x Enigman Gigastorm [Burst] CB1 SB1
3x Enigman Megacurrent [Burst] CBx

Grade 2: (11)
4x Enigman Cresent
4x Enigman Night Sky CB1
3x Enigman Helm [Burst] SCn
Grade 1 (15)
4x Enigman Squall 
4x Enigman Blanc [Burst] CC1 SCs SBs
2x Cosmic Hero Grandleaf [Burst] (PG) SB1
2x Enigman Calm [Burst] (PG) CB1 SB1 CC1


3x Cosmic Hero Grandrope
Grade 0: (17)
1x Enigman Zephyr [Burst] [FV] CB1
4x Operator Girl Reika (Stand)

4x Cosmic Hero, Grandbeat (Crit) SB1
4x Enigman Foehn (Heal)
2x Cosmic Hero Grandscold (Stand) SCs
2x Operator Girl Rinka (Stand) SCs

G-Deck
Strides (11)
2x Super Cosmic Hero X-Lead 
4x Super Cosmic Hero X-Gallop CB1
2x Great Galactic Governor, Commander Laurel D
2x Super Cosmic Hero, X-Tiger
1x Air Element, Sabreeze CB2
G-Guards (5)
1x Dark Element 
2x Gallant Incarnation, G-O-Five SB1
2x Super Cosmic Hero, X-carivou

Ok so we're using both PG's debated and both Scold and Rinka, I normally take consistency over options but when you're still in the theory stage keeping options open is a good idea, and you never know such mixes may stay into a final product.

One last card I need to explain. Why have I included Megacurrent despite initially being so critical of her? It comes back to the same combination of words found in Gigastorm so in a way we've come full circle, I end where I started. With a simple failure to read.


Burst-[AUTO] Generation Break 1:When this unit is placed on (RC), if your vanguard's [Power] is 15000 or greater, this unit gets [Power]+4000 until end of turn. If your vanguard's [Power] is 20000 or greater, choose one of your vanguards, and until end of turn, it gets "[AUTO](VC):[Counter Blast (1)] At the beginning of your attack step, you may pay the cost. If you do, this unit gets [Power]+4000 until end of turn.".


Let's look at that part in red specifically.
At the beginning of your attack step, you may pay the cost. If you do, this unit gets [Power]+4000 until end of turn.


Oh do I love to see that in the same sentence since I've started to notice it.



Compare to Cosmic Hero Grandmantle's Rearguard ability.
Burst-[ACT](RC)[1/Turn] Generation Break 1:[Counter Blast (1)] If your vanguard's [Power] is 15000 or greater, this unit gets [Power]+4000 until end of turn. If your vanguard's [Power] is 35000 or greater, choose one of your vanguards, until end of turn, it gets [Power]+4000.

I've got to say, despite objections at first due to only being live once and not across several turns. Mega Current helps contribute to that one turn push where it may count better than what Grandmantle does. She may only be live a single turn in comparison but the part of her ability in red can be used as many times in that turn as you feel it's needed. Though you'll have to work on resetting the spent counter blast afterwards.

That's this post done, sorry it's such a long and possibly boring one, also sorry for the lack of images throughout to break up all the text. Blogger is acting up again.

Anyway all this writing just to eventfully get to the point of where I'm going to start working from in regards to Enigman Giga Storm. Gallop next? Perhaps. Or shall I just cut to MAXON MAXON MAXON and come back to Gallop? Undecided yet.

Robos are the meta deck going forward, I would argue without the Legion, and anything else is just playing around with the scraps really.

V-Out.

P.S. I forgot to note Late Game implications of Gigastorm in this post but I have covered this at the end of a previous post.