Saturday, 30 May 2015

Guests-Decks: Aquaforce - Maelstrom

I'd rather upgrade an existing deck than build one anew, although in the case of Aqua Force that isn't going to save all that much cash at the moment, not with the insane price of Lambros (which I definitely can't afford at his current price.) And really, even if you still run Maelstrom, which I do, the old Blue Storm support is pretty much redundant when the new stuff is just so much better. :3

That said, next month we have Link Joker TD, Legend Deck and Fighter's collection all releasing, which means we're going to have a meta boom, mostly Diablo hype, so hopefully La,bros becomes a bit cheaper by then. On the other hand, Link Joker and Shadow Paladin, along with eternal powerhouses Kagero and Narukami, and heck, we'll toss in Gear Chronicle and Megacolony for good measure, that alot of clans that can counter Aqua Force, all through generally screwing the field. My guess is by next month the hype train will have moved on and the only expensive part missing for the deck will be the Maelstrom Stride, but on the other hand, Lambros is SO good that he'll probably have a place in any and all present and future Aqua Force decks.

This weeks deck doesn't come from myself but rather a local player we call Dops

Deck Name : Storm coming
NOTE: This deck is post Fighter's Collection but since that's out in a few wekks I'm making an exception to my EN card pool only rule, with everything in FC and the LD and TD both also releasing there's no way I'll get everything covered.

Grade 0: 17

1x Blue Storm Cadet, Marios (FV)
4x Blue Storm Marine General, Despina (CRIT)
4x Angler Soldier of the Blue Storm Fleet (STND)
4x Officer Cadet, Alexpose (STND)
4x Blue Storm Soldier, Kitchen Sailor (HEAL)

Grade 1 x13
4x Guardian of the Seas, Platon (PG-G)
4x Mako Shark Soldier of the Blue Storm Fleet (LB0)
3x Battle Siren, Sutasia
2x Kelpie Rider, Nicky

Grade 2: 12
4x Blue Storm Marine General, Spyros
4x Blue Storm Soldier, Rascal Sweeper
4x Magnum Assault

Grade 3: 8
3x Blue Storm Supreme Dragon, Glory Maelstrom
3x Blue Storm Dragon, Maelstrom
2x Blue Storm Karma Dragon, Maelstrom "Яeverse" 

G Zone x8
4x Marine General of the Sky and Earth, Lambros
1x Marine General of the Heavenly Scale, Tidal-bore Dragon
3x Blue Storm Master Dragon, Admiral Maelstrom

This deck hurts... a lot.

While many players would question the prioritization of stand triggers over Critical triggers, Aqua Force with it's own inherent re-standing abilities would appear to be a more bizarre choice than most, however, the extra attacks and indeed pressure a drive checked stand trigger makes, these stand triggers at any stage of the game give that extra wave of offensive which makes defensive walls crumble faster than even critical triggers would manage. And one of those stand triggers Officer Cadet, Alexpose acts as a competent, low risk, battle enabler, for reaching your fourth battle so your Vanguard skill may go live, unless you consider letting go of a 10k shield a high risk, but this deck really doesn't care, it going to hit hard enough and fast enough that a minor reduction in shield will not phase this deck in the slightest.

Blue Storm Cadet, Marios while dated is still a valuable card in a Maelstrom focused deck, especially in this case where all of your Grade 3's are Maelstrom's this in turn means if he a effectively a reusable Grade 3 sercher with no risk to him should he fail as you can retry as often as needed, since he is often the Vanguard Booster, I don't know why you'd place him at the side but hey, that means the Vangaurd will attack last even in early game, this come back to stand triggers and why they work for this deck. More potential attacks even in the early game. Which brings us to the Grade 2 line-up.

The first thing that I know many will notice and raise their eyebrows at is the obvious omission of Tidal Assault a card seen as a staple by most, and yet, the entire Grade 2 line-up still focuses on getting in as many attacks as possible by one means or another. Blue Storm Marine General, Spyros may be restricted to needing a grade 3 Vangaurd, and an especial counterblast, and Blue Storm Soldier, Rascal Sweeper is restricted to Maelstrom vanguard's but the important note is that neither can be shut down by the opponent by something as simple as refusing to ride to grade 3. Blue Storm Marine General, Spyros acts as the replacement of Tidal Assualt here, the trade off for his restrictions is that he keeps his 9000 power which is ideal for swinging at a rearguard on his second swing and providing an effective aggressive rush that clears the way for the Vanguard to breeze through and land a crucial blow. Blue Storm Soldier, Rascal Sweeper works slightly differently, and is also more restrictive. Where as Blue Storm Marine General, Spyros can activate as the first or second battle, Rascal Sweeper can only activate on the first battle meaning he MUST attack first. After doing so he exchange positions with another unit in the same column, additionally the attack MUST be targeting an opponent's Vanguard, to make up for that fact that you can not boost Rascal Sweeper without rendering his skill pointless, he is able to attack for 11k, this is an important number to account for as his +2000 boost applies for every attack he makes, a trigger makes any encore swing hit for 2 stages instantly. As such this also works out in favor of stand triggers. The final Grade 2, it's no surprise,  Magnum Assualt, Generation Break 1 and Aqua Force's Amber clone. Also the first amber clone with a 1/Turn, which frankly this card needed it to be balanced. When boosted, Magnum can stand again with an additional 2000, this power lasts until end of turn, which means he becomes 11000 until end of turn, it's that magic number again because once he stand again with either a trigger or Lambros skill, that's 2 or 3 stages depending.

Grade 1, boosters and in this deck's case attackers also. Not really alot that needs to be said for the line up here, Mako Shark Soldier of the Blue Storm Fleet allows you to pressure with both Blue Storm Dragon, Maelstrom and Blue Storm Karma Dragon, Maelstrom "Яeverse" even if you can't stride, which is frankly unlikely other than attempted sabotage of Stride decks by the opponent, such an attempt would horribly backfire in the case of this deck though that can easily punish an opponent at grade 2 or less.
Guardian of the Seas, Platon, the Perfect Guard from G-BT-02, sure it can only guard Vangaurd and this deck may not be excessive on counterblast, but Spyros creates an exception as he needs especial counterblast, and while the number of Blue Storm is high enough to get a decent amount in damage consistently, it is advisable to have a means to unflip these to continue being able to use Spyros.
Kelpie Rider, Nicky is used as stride fodder first, and a booster second, but can not be used to search for Thavas as this deck isn't running him.
And last, but by no means least we get to the interesting one; Battle Siren, Sutasia can be placed behind Spyros to act as another attacker for sniping rearguard, since her skill is a Generation Break 1 which allows here to attack front rearguards from the back row for 9000 power, which as mentioned above, is ideal for clearing the way for your Vanguard to land that critical blow.

With the support out of the way, onward and upwards to Grade 3.
Blue Storm Dragon, Maelstrom acts as your primary ride target with a later transiation into Blue Storm Supreme Dragon, Glory Maelstrom, both for the x-ride defense which is actually quite effective for reducing the damage an opponent can do, even now and especially useful for reducing the amount of attacks that can deal damage in a mirror match, but also because if you get the chance to perform a glory attack boosted by Despina, the attack will almost certainly hit and that can steal you the game. Obviously all these gambits require the vanguard attack to be fourth battle or more, between Blue Storm Dragon, Maelstrom with an LB enabler fielded for early game pressure, and that's on top of being being boosted by Blue Storm Cadet, Marios which means there's a good chance of striding on your following turn should you hit.

Ascending even higher, once you do stride, you bring the wake of the storm with it.
Opening up with a single stride of Blue Storm Master Dragon, Admiral Maelstrom will soften the opponent by dealing a guaranteed retire, while you also draw a card, this making your opening stride a +2, and let's not forget the battles and stand triggers.

In terms of formation of your columns, your Vanguard should be boosted by Marios, until you make the swap to Despina for a finishing push. As for rear guard coloums, if you want to achieve the most battles.

For Rearguard columns Blue Storm Soldier, Rascal Sweeper should always have a Officer Cadet, Alexpose for optimal column of the deck's capability, further more he must always attack first for you to benefit from his skill.

Blue Storm Marine General, Spyros must attack no later than second in order to go off, you can run Battle Siren, Sutasia behind him to then follow up with two separate swings at each front rearguard the opponent has. One rearguard to be taken out by Spyros while Sutasia takes the other.

In relation to Magnum Assault, he can attack whenever, but his first attack should be boosted by a 7k so that he hits for 2 stages.
Having at least one of either of these coloums setup and one other attacker aside from your Vangaurd will secure netting the 4 battles required for your Vanguards to go live.

So you've hit four attacks, gone off with Admiral Maelstrom and hopefully severely crippled your opponent in the process. All you have to do now is last a turn, hope they don't wipe your board and swing  for them again, this time by striding into Marine General of the Sky and Earth, Lambros, your ideal frontline for this turn is Blue Storm Soldier, Rascal Sweeper on one side (note Lambros will also be a Maelstrom due to his heart), and a Magnum Assault with booster on the other. Swing, Swing, Swing, Lambros restand the two units I just named and boom! Two 21k Rearguards.

So just to rephrase that into number.
11 (1 stage) + 16 (2 Stages) + 11 (1 stage) + 26 (minimal) (4 Stages 1-pass/potential 6 stages) + 21 (3 stages) + 21 (3 Stages)
Total minimal turn power: 106000 (19 stages)

Sure there's decks that hit harder, but due to how Aqua Force functions, the raw numbers are only part of the story. With 6 attacks incoming, it's not like a perfect guard is going to help much, if at all.

Credits to "Dops" for letting me use his deck list for this post. I just did my role of analyzing it.

Tuesday, 26 May 2015

COTW (W/C: 25/05/15): Marine General of Heavenly Silk, Lambros

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](VC):[Choose a card name "Marine General of Heavenly Silk, Lambros" from your G zone, and turn it face up] When this unit attacks a vanguard, if it is the fourth battle of that turn or more, you may pay the cost. If you do, choose up to two of your rear-guards, and [Stand] them. Then, if the number of face up cards in your G zone is two or more, the units that [Stand] by this effect get [Power]+10000 until end of turn.

I started Generation Stride with the money cards so going to do the same here.

Honestly though I don't really know what to say here that other's haven't said already.
Aqua Force is a clan that is about playing to a formation that wear down an opponent taking chunks out out of them little by little and then making big plays that reward you for having completed an attack in a given order. With units like the Assault series rearguards act as your primary battle enablers, among others, as you attempt 4 battles a turn. What Marine General of Heavenly Silk, Lambros does is allow you to follow up those four battles with up two additional attacks swinging for 2-3 stages each, alternately you can put all your fire power on a single column by re-stand both the front and back row of that lane. As a result of just how devastating this completed formation can be, if the first Lambros skill doesn't kill you, the second one will.

Of course being a gambit that requires rearguards, and specific ones at that, the best way to counter Aqua Force is going to be in control decks, However as control decks tend to be on the slower side, but not always, in anycase, Aqua Force is well equipped for dealing with control as it is highly capable of early rush, which is something that completely destroys the clan I've spent the last few weeks going over in detail, Dimension Police.

So an Abrasion deck leading into an aggressive finale, also the kind of support Aqua Force needed and a huge redemption considering the poor quality of their Legion Support. I'm look at you Blue Storm Dragon, Tetra Burst Dragon.

Thursday, 21 May 2015

V-Decks: Dimensional Robo (Dictator)

Just as Heroes rise, so to do some of them fall. For one noble Brave, pride gave way to guilt, and guilt swallowed them whole. . . .

Deck Name: The Darkness in our hearts. "Dark" Daiyusha's Pain!

1x Dimensional Robo, Daimagnum (FV)
4x Demon-eye Monster, Gorgon (CRIT)
4x Dimensional Robo, Daibattles (CRIT)
4x Dimensional Robo, Daiwolf (CRIT)
4x Dimensional Robo, Gorescue (HEAL)
4x Dimensional Robo, Daibrave
4x Dimensional Robo, Dailion
2x Cosmic Hero, Grandrope (Stride Enabler)
4x Dimensional Robo, Daishield
4x Cosmic Hero, Grandkungfu
3x Dimensional Robo, Daidragon
4x Dimensional Robo, Kaizard
2x Dark Dimensional Robo, "Яeverse" Daiyusha
2x Super Dimensional Robo, Daiyusha
4x Super Dimensional Robo, Diard

2x 99th-gen Dimensional Robo Commander, Great Daiearth
1x Dark Superhuman, Omega
3x Super Cosmic Hero, X-rogue
2x Super Cosmic Hero, X-tiger


In case it wasn't obvious yet, this is a theme deck focusing on Dark Dimensional Robo, "Reverse" Daiysusha, which raises the question of, if he's the boss, why is he not at max copies. The answer to that question is Super Dimensional Robo, Diard, his skills mean he works as both a first Vanguard ride, being able to apply pressure as soon as you hit Grade 3, regardless if you went first or second, and also being able to turn into any other Grade 3 at will, limit break dependent, but this allows for going into "Reverse" Daiyusha at anytime during the game. The Grade 2 line-up is mostly 12k attackers, albeit one of those is Generation Break restricted and must be attacking Vanguard to achieve beat stick status.

The 12 Crit trigger line-up should be able to explain itself here, once you go into "Reverse" Daiyusha and make use of his Limit Break, your front line, should all be hitting for 3 stages. A single trigger on any 3 stage lane take it up to 4 stages, such attacks consistently will wear an opponent thin before long, so 12 Critical ensures that you do maximum damage once you have broken through.

No Laurel here as "Reverse" Daiyusha just flat out can't use him.

Daimagnum is in the deck as starter as a back up power supply for Diard should you miss Kaizard on your Grade 2 turn.

Wednesday, 20 May 2015

V-Decks: Dimensional Robos (Justice)

Edit: made minor change to deck since original posting, due to reason of personal tastes, I do not claim it to be a performance improvement.

Throughout history, wherever there has been a crisis, heroes have always rose to the occasion to answer the call. Bringing hope to despair and light to the darkness.

The Brave answer the call of Justice, providing a giant solution, to a giant criminal problem. Bring on the monster of the week plot because these heroes have stood the test of time, and still remain willing and able to put down villains for many battles to come.

Deck Name: Kaizard's answer, the true justice awakens!

1x Dimensional Robo, Daishoot (FV)

4x Dimensional Robo, Daibattles (CRIT)
4x Dimensional Robo, Daiwolf (CRIT)
4x Dimensional Robo, Gorescue (HEAL)
4x Operator Girl, Reika (STND)
2x Commander Laurel
4x Dimensional Robo, Dailion
4x Dimensional Robo, Daishield
2x Dimensional Robo, Daitiger
4x Dimensional Robo, Daidragon
4x Dimensional Robo, Daijet
2x Dimensional Robo, Kaizard
4x Super Dimensional Robo, Daikaiser
2x Super Dimensional Robo, Shadowkaiser
2x True Ultimate Dimensional Robo, Great Daikaiser
1x Ultimate Dimensional Robo, Great Daikaiser
2x Ultimate Dimensional Robo, Great Daiyusha

2x 99th-gen Dimensional Robo Commander, Great Daiearth
1x Dark Superhuman, Omega (-1)
1x Super Cosmic Hero, X-falcon
2x Super Cosmic Hero, X-rouge
2x Super Cosmic Hero, X-tiger

This is my main deck, as such it's probably also the one with the most thought, it has no set plan, although all of them do start off the same way. Get to Grade 3 by riding Super Dimensional Robo, Daikaiser and prepare set-up the gambit you plan on going with using Great Daiearth, and even that is optional, but it certainly helps.

Gambit A: "Final Attack Ride!"
Wear the opponent down using Stride then Break Ride True Ultimate Dimensional Robo, Great Daikaiser and legion. This is the penultimate climax move. Swinging for 34000, Triple Critical and Double Guard Break long with any additional power boosts and skills stacked atop for good measure. This is a move that puts everything on the line for one attack that if it hits will almost always be an instant KO. You can go for the same gambit, but in a much weaker form if you have ride Great Daiyusha, but in that situation you should just use the Daiyusha to stride.

Gambit B: "Form Up! Shadowkiaser, ChoJigan Gattai, Great Daikaiser!"
Use a Shadowkaiser as superior called by Daiearth to superior X-Break Ride, not as explosive as Gambit A but provides a better defence any further Rearguard attacks. the X-Ride base will do squat to help with the Vanguard though, just putting that fact out there. But since most Rearguard lanes in the current meta have reverted back to 16k lanes you may be able to use this to your advantage. Alternatively, if you can normal Ride Great Daikaiser, just do that. Unfortunately though, it is highly improbable there will be any counterblast spare to use Great Daikaser's Limit Break as all the counterblast goes to Daiearth and Dark Superhuman, Omega. Which coincidentally is-

Gambit C: "Stride to Victory!"
First Stride will almost always be Daiearth simply due to the setup he manages to provide every other gambit, this one included. Since Daiearth superior calls a Grade 2 and a Grade 3 Dimensional Robo this can be advantageous for following up with Dark Superhuman, Omega. Between both Strides though that's 4 Counterblast gone already. If this deck was running PGG that might not be an issue, but due to this being my Main Deck and knowing first hand the consequence of a Commander Laurel of DOTX/DOTE hitting and the requirement of 3 Robos in soul or more for both Great Daiyusha and True Daikaiser I'm sticking to Dimensional Robo, Daishield. Thankfully our ace-in-the-hole, Super Cosmic Hero, X-tiger doesn't require counterblast giving the "Stride to Victory" gambit it's trump card.

There are a few other things I want to mention briefly, mainly that if running this deck, you may as well go for 12 Crit, I'm using Operator Girl, Reika for situations when I don't have Laurel so may as well attack R>V>R, but also, and this is the more important factor for me, her skill. I way to return to deck and increase trigger chance, even if only insignificantly slightly while not taking a neg to the hand count, however you may lose virtual advantage as you are dropping a 2 stage shield to most likely get a single stage back which can be considered a virtual -1 disadvantage. It's just a personal preference thing even if it turns out to be sub-optimal. But then again, talking of Sub-Optimal the Grade 3 line-up I've chosen, again it's just to be flashy but it's not the most consistent it could be. That said, I don't like going over 11 Grade 3's that's my safe limit because after that I feel you reduce your Grade 1 & 2 count too much to be reliable and G-Assist while it can save you from an instant loss, is still a -1.

The other thing I want to go into is the starter, during testing, I was using Dimensional Robo, Goyusha as my starter, probably out of nostalgic reasons more so than anything else, however he was barely used, or rather, his skill wasn't used ever. So I swapped over Dimensional Robo, Daimagnum telling myself Daishoot was too slow for the deck, but if I found during that phase of testing that if I had failed to meet the 3 Robo soul requirement for True Daikaiser and Great Daiyusha I still wasn't using Daimagnum till after my first stride of Great Daiearth anyway, so in the end I went with the last starter I thought I would, simply due to his GB1 restriction but Dimensional Robo, Daishoot turned out to be the best starter choice for the deck after all, providing not just power, which in of itself was insignificant when already hitting numbers that will be greeted by a perfect guard or non at all, but what it did add that is significant is the on-hit skill. "[AUTO](VC):When this unit's attack hits a vanguard, choose one of your opponent's rear-guards, and retire it."And it is the addition of this skill on Great Daiearth that makes all the difference. It's not about adding power, but about taking control. And it is that final word that will lead nicely into the theme of tomorrows deck....

Tuesday, 19 May 2015

COTW (W/C:18/05/2015): 99th-Gen Dimensional Robo Commander, Great Daiearth

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]:[Counter Blast (2) & Choose a face down card named "99th-gen Dimensional Robo Commander, Great Daiearth" from your G Zone, and turn it face up] If you have a heart card with "Dimensional Robo" in its card name, search your deck for up to one grade 3 and grade 2 cards with "Dimensional Robo" in its card name, call them to (RC), and shuffle your deck. Then, if the number of face up cards in your G zone with "Dimensional Robo" in its card name is two or more, this unit gets [Critical]+1 until end of turn.

I've covered Cosmic Heroes, Zeal, and Metalborgs and now I conclude this set with Dimensional Robos.

Why no Enigman update? Well to be quite frank, I'm missing three  Enimgan Storms which means I can't build the Enigman Tornado deck. :(

So Dimensional Robos will the last archetype I cover for this visit to Dimension Police, but there is still some other cards I'd wish to give a COTW slot to from Cosmic Roar, but I'll settle for honorable mentions as I have to move on to "Soaring Ascent of Gale & Blossom" next week since it comes out this Friday and now I have a system of review in place I don't want to break it.

Anyway onto the card. Why is Daiearth awesome? Because of all the possible follow up plays he can set up. Using Super Dimensional Shadowkaiser's skill to superior X-Break Ride Ultimate Dimensional Robo, Daikaiser. Prepare a grade 3 for Super Dimensional Robo, Diard to use to set up any X-Ride defense. At the same time you'll either be calling Dimensional Robo, Daidragon as your Grade 2 Dimensional Robo for some firepower from the sidelines OR Dimensional Robo, Daijet, also a new addition to the D-Robo pool with Cosmic Roar's release. Daijet returns a grade 3 Dimensional Robo from Drop Zone to the deck and shuffles to both give the Vangaurd an extra boost and some added pressure in the form of an on-hit skill.

Many people complain that this card loses any pressure it could have had by not having any way to have it's Critical ability on it's first stride, but 99th-Gen Dimensional Robo Commander, Great Daiearth isn't about finishing the opponent, but rather it's designed to setup your following turn, which might be your endgame. In the process of doing this though it also helps fulfill the requirement of one other card; Commander Laurel.

Daiearth practically gives Laurel the field it needs to go live providing the Commander his most consistent set-up to date with minimal effort or reduction from hand. Pure Plusses. And in this game, if you're gaining, you're winning- or at least working towards winning.

Thursday, 14 May 2015

V-Decks: Metalborgs

Cosmic Heroes are the good.
Zeal is the bad.
And Metalborgs... they're the ugly side of justice.

Lead by Metalborg, Sin Buster and his insanely powerful glory attacks combined with Commander Laurel. With the support putting everything on the Vanguard in the most simple and effective way possible.

Deck Name: The renegade legion, Metalborgs Attack!!

1x Metalborg, Loco Battler (FV)

4x Metalborg Operator, Kilika (Stand)
4x Metalborg, Battle Roller (Critical)
4x Metalborg, Black Nurse (Heal)
4x Metalborg, Grasscutter (Critical)
2x Commander Laurel
3x Metalborg, Black Doctor
3x Metalborg, Bryknuckle
4x Metalborg, Mist Ghost
2x Metalborg, X Blaise
4x Metalborg, Lionetter
3x Metalborg, Magmafork
4x Metalborg, Ur Buster
4x Metalborg, Barrengrader
2x Metalborg, Dryon
2x Metalborg, Sin Buster

2x Dark Superhuman, Omega
2x Super Cosmic Hero, X-rogue
2x Super Cosmic Hero, X-falcon
2x Super Cosmic Hero, X-tiger

Again with the episodic style names. Don't worry, I only do that for Dimension Police, but I do do it for all Dimension Police builds.

So. what do we have, Metalborg, Barrengrader for a start; this new Grade 3 is the deck's secret weapon. Ride him and you can instantly switch him for Sin Buster, as such once I have two more Sin Busters this deck will no longer have a fail con Grade 3, technically speaking anyway since the fail con is still a success due it's skill.

How about the plan? Simple! Go in for the kill by making Metalborg, Sin Buster so large he simply can not be stopped. If you're not going in for the kill, well it doesn't matter, the center lane with Metalborg, Black Doctor as your booster will be putting out pressure all game either via Sin Buster getting a 10k booster, triggering his Glory Skill, or because your on stride.

Many folks will run this deck as 12 Criticals, noticeably I do not, two reasons for that, the first is personal preference of sticking as loyal to the Metalborg theme as I can, the second is that because Metalborg Operator, Kilika give a legion +6000, that's quite a contribution towards making Sin Buster stupidly huge.

The presence of Commander Luarel shouldn't need explaining, sure he's a crutch, but that's not so much the case anymore, nowadays he's pure advantage and win con. Especially in this deck. If Sin Buster is pumped and non-guardable with Commander Laurel on the field, "Good Game" as someone is most probably about to die.

What about possible changes or upgrades? Let's just settle with saying come June, if Laurel isn't banned... Hello Metalborg Tier 0.

Tuesday, 12 May 2015

COTW (W/C:11/05/2015): Metalborg, Locobattler

[AUTO]:Forerunner (When a unit of the same clan rides this unit, you may call this unit to (RC))
[ACT](RC):[Put this unit into your soul] Choose up to two of your vanguards, and they get [Power]+3000 until end of turn.

Ok, I just wanted an excuse to use that.
Looking at a card from Metalborgs this week, Metalborg, Locobattler. Grade 0, forerunner. Evidently a starter, but why choose this? Well while Metalborg, Barrengrader would have been the other logical choice, the reason for choosing 0 over 3 came down to one simple point. Both of the archtypes other Grade 3's, Metalborg, Sin Buster and Metalborg, Drion can still hold their own in a fight and both are usable in their own right. The original starter for Metalborgs however, Metalborg, Black Boi, his skill to superior ride and Legion may have been useful, but it was so costly it was rarely useful.

Enter Metalborg, Locobattler, so much simpler in what he does, but all the more better for it. Taking it back to basics with a simple skill of enter the soul to give power, but with the typical Metalborg twist of doubling that power up if in Legion by giving the same amount of power to a second Vanguard as well. In this case 3000x2, which is 6000, This make it worth ending his role as a Vnagurd Booster since you still gain a stage for doing so and also get closer to activation number of 30k power for either Crit or Glory depending on your Legion.

Sometimes simple is just better; and this is certainly a good example of that.

Monday, 11 May 2015

(Overdue) V-Decks: Zeal

Not an easy deck to decide it's build, and even if you get it right, it's success is highly dependent on the ride chain. Of course there are alternative options to work around this but the following is the build I've been using with it's game plan following.

I would also like to point out before proceeding that even though this is an overdue post meant for last week, yesterday I bought a 5th box of Cosmic Roar and the RRR I pulled was a second Super Cosmic Hero, X-tiger, thanks to that I have added it to my G-Deck.

Deck Name : The Ultimate Galactic Beast revived, Zeal returns!

1x Larva Beast, Zeal (FV)
(6 Critical)4x Demon-eye Monster, Gorgon
2x Metalborg, Battle Roller
(6 Stand)
2x Noise Monster, Decibelon
4x Operator Girl, Reika
(4 Heal)
4x Dissection Monster, Kaizon
4x Cosmic Hero, Granguard
4x Evolution Monster, Davain
4x Eye of Destruction, Zeal
2x Karenroid, Daisy
3x Cosmic Mothership
4x Devourer of Planets, Zeal
4x Fusion Monster, Bugreed
4x Galactic Beast, Zeal
4x New Era Beast, Zeal

4x Dark Superhuman, Omega
2x Miracle Element, Atmos
2x Super Cosmic Hero, X-tiger


Zeal's strength is also it's weakness. The Ride Chain give the deck it's focus and the entire strategy revolves around it. As such missing the Ride Chain can fully derail your game plan.

This deck favors the first move; you want to ascend the grade system using the Ride Chain and use chain bonuses, of being able to weaken an opponent's defense, to rush and gain an early lead, this is achieved by Fusion Monster, Bugreed as if this unit hits while an opponent's power is 8000 or less, you get to draw one card. Free advantage is never a bad thing, unfortunately, this gambit can also be easily shut down by a damage checked trigger and there's little chance of you getting all the pieces you'd desire.

On turn 3 ride, Galactic Beast, Zeal and follow up with Evolution Monster, Davain to perform the swap to New Era Beast, Zeal. Recover your now in-soul Galactic Beast, Zeal to a rearguard circle (in back row if you can afford to, front row if you only have 2 attackers),and proceed to battle. In the opponent's following turn you will need to hope they ride to Grade 3, and you must defend this unit in preparation for your next move.

Turn 4: Stride Dark Superhuman, Omega and use it's skill to absorb your rearguard Galactic Beast, Zeal. If all has gone as planned this turn should work out being a major push towards victory.

There are alternations to the deck that could be made to make this game plan work out smoother and provide more attack options. The deck that was on Canada's second place team had the following changes compared the build I've been using and having fun with.

For comparison, the deck was used in Canada is now view-able on the official Cardfight Vanguard website (event though I knew the recipe before the announcement was official.)
I will be changing my deck list to match the Canadian deck as I do wish to test it, but I will run only 2 Laurel's (I used to have 7 copies in collection but now only 6.)


Now I'm caught up, I need to deal with this week's COTW.