Sunday, July 31, 2011
Venue: Auntie Elsie Shop
Entry Fee: $1
Participants: 30+ (I couldn't be bothered to count lol)
Deck Used: Grade 1 Rush
Since it's a $1 tourney, I figured I might as well use a fun deck to play. Me and my friend decided to do the same. After all, we're just in it for the promo pack lol.
Match 1: Nova Grappler
He started first, Ride Queen Of Heart on top of Battleraiser and ends turn. The following turn, I dealt 4 damage since I got a crit. Opponent was stunned lol. Pushed the game from there.
Match 2: Spike Brother
He started first and I rushed him the following turn, dealing 2 damage since he blocked 1. He mis-ride and lingers at grade 1 for a while. Rushed him from there.
Match 3: Eugine - Tachikaze Paladin
He let me go up since he entered the tourney without getting a promo. I let him have mine in exchange for winning the group.
Swiss over, now Qualifing to top 4
Match 4: Spike Brother/ Scarlet Witch Koko
It was a best of 3 match. Lost the first match due to him racking up draws and heals, and further draw from Scarlet Witch Koko. For the next 2 matches, he made a few mistakes and I managed to get triggers along the way.
and now to top 4
Match 5: Allan - Oracle Think Tank
He had a terrible hand of grade 3's in his hand. I won even before he can ride the grade 3. Luck on my part. For the next 2 games, he adjusted his playstyle and managed to win both matches. I didn't trigger anything so no advantage there. Good game overall.
For match 6, the other OTT player was tired at this point. 3rd and 4th place prizes were 2 boosters and 1 booster respectively (yeah, i know, $1 tourney). I decided to give way to the kid and let him have 2 boosters. We didn't get any foils so yeah *inserts sad face* The players there were quite amused by my attempt to use a deck full of common cards (except tahr, he's rare but thats it). In the end, I emerged 4th out of the 30+ participants. Not bad for a common deck lol.
Here's the decklist:
4 EoA Bahr
4 Iron Tail Dragon
4 Dragon Monk Gojo
21 Grade 1 with 8000 power
1 Lizard Runner Conroe
4 Lizard Runner Ganlu
4 Dragon Dancer Monica
4 EoS Tahr
4 Demonic Dragon Monk Raksha
I figured a Kagero-based deck is best suited for the job, since I'm more familiar with Kagero than any other clan. It's mainly 15000 and 16000 beatdown, with combinations of 7000 and 8000, boosted with 8000. Even when the opponent triggers at damage check, they still have to guard 5000 when I attack, and they either take more damage or lose potential units (Grade1-2). I played no heal triggers as I figured I would dish out more damage and thus, the heal would never work anyway lol. 8 critical for the win. As booster 3 comes out, I'll increase the critical count to 12 to make it even more lethal. As of now, the draw and stand triggers can be interchanged to your liking. Feel free to experiment and see which style suits you best. It's cheap, fun and can dish out lots of damage.
*in the end, my friend got the Dragon from the Grand Blue clan (his 4th lol)*
Saturday, July 30, 2011
I'll just call it the evolution mechanism for now since there's no official name for this. Anyway, in my opinion, the mechanism itself is unique. Do note that when you ride from your deck this way, it is considered a +1 since you don't have to expand anything from your hand.
Then again, it is an 11000 vanguard we're talking about. There's bound to be some disadvantage when using them. Well, these 2 comes with a huge disadvantage, with both requiring the 3 cards in their soul. And for Paladin players, you have to give up your Barkgal for that, and I highly discourage that.
The safest way to play this mechanism, in my opinion, is to just play the grade 1 and 2, and bet for just that +1 advantage. A very good mechanism for decks that rely on Grade 3s. Have fun trying them out
*credit to kumacard for the scans :)*
Sunday, July 17, 2011
Well, I reside in Singapore and I've heard rumors about a team tournament coming up
Gold Rutile Shenanigans
Gold Rutile's unflipping ability can be said to be more annoying and more threatening than Mr Invincible, though each card has it's own advantages. With at least 7000 support for Death Metal Droid, he can surpass the 20000 limit, which is considered powerful for a rear guard. This can be used to clear the opponent's rear guard of 10000 or lower or hitting the vanguard. Though when hitting the vanguard, either the opponent has to drop at least 15000 guard (at least 2 cards) or your CB is literally free thanks to Gold Rutile. Imagine 1CB to make the opponent drop 2 cards (laughs at Nubatama's face).
As for Genocide Joker (awesome art btw) his CB2 to reach 14000 is already enough to hit rear guards with 9000. And with a mere 6000 support, this guy can reach 20000. Again the threatening factor still applies with Joker+Rutile combo, making opponent drop at least 2 cards or refreshing 1 damage. The thing about Joker is that with 4CB and at least 7000 support, this guy can reach 25000, which is highly threatening when playing in the 5 damage zone. With a stand trigger , it makes him 23000, enough to make a dent at the vanguard, or even annoying 8000 rear guards like silent tom.
Gold Rutile isn't built in with as much power as the other 2 guys I mentioned, but his second ability is threatening as well. When his attack hits the vanguard, he can CB2 to stand his allies. That makes it all the more reason for the opponent to block his attack.
In conclusion, with the addition of Gold Rutile, Nova Grapplers have the edge to probably make it to the meta. Though I'll just have to wait and see how things unfold with the new cards.
As for me, I'll stick with Kagero anytime (Dragonic Overlord FTW).
Monday, July 11, 2011
*mind boggling language is used. You have been warned*
Since I've discussed about Dinochaos's Superior ride mechanics, I figured I might as well discuss about Yaksha (probably the laughing stock of the Kagero clan)
Since the clan has an upgrade in the second set and is receiving more support for the 3rd booster, I might as well write about them. They're surprisingly strong.
What's interesting about this card is that it's usefulness can be found even in mid-late game, unlike Barkgal (sorry Paladin). Though small as a support, it is still able to meet 15000 with the help of 11000 rear guards (In this case preferably Bombarding Dragon Cannongear). CB to maintain advantage and serve as 10000 shield in the later part of the game. You can even replace it with another RG for stronger support and still keep him in the hand. It basically makes "...retire one of your Tachikaze..." to "CB1"
No doubt one of the strong cards in the clan. Kagero can't do shit about you meeting 15000 or even 16000 baseline since the support cannot be sent to the drop zone that easily, due to it's effect. Even as second turn, when the opponent rides a 6000 VG, you can even use this to deal an extra damage and still not worry about losing card advantage. Used well with Tyrant Death Rex to meet 21000 baseline or even Bombarding Dragon Cannongear to meet summoning cost. It basically makes "...retire one of your Tachikaze..." to "CB1"
At first glance , I compared him with Genocide Jack since they are the only Grade 2's who has 11000 base power. Both have their own strengths and drawbacks. Meeting it's summoning cost isn't that hard since you'll have Dragon Egg from turn 1 to do the job. So it's summoning condition becomes CB1. Made just to combo with Dragon Egg for 15000 base. It's self boost as VG makes it meet 21000 with Sonic Noah.
Superior Ride? : Chaos Dragon Dinochaos
No doubt I compared him to the superior rides of Aleph and Blazing Flare Dragon at first glance. For both, its a -2 at the cost of CB1/CB2(if lucky) to get another +2 from the twin Drive. You thin your deck by 1 non-trigger and still lose a trigger at the same time. As for Dinochaos, you simply retire 2 RG to Superior ride him. Use Dragon Egg and Wing Dragon Skypterra and it'll be a CB2 for just a Superior Ride without losing advantage. So at CB2, the player manages to get +2 but still -1 for playing him from your hand. Overall +1 card advantage , compared to Blazing Flare/Aleph which is overall +0 card advantage. But compared to Aleph and Blazing Flare, this guy has no other special effects so that +1 probably makes up for it. Still a raw beater as a RG
A reason why "Death" is in it's name is because it literally spells death when the opponent is at 5 damage. With only a 6000 support (looks at Skyptera) it reaches 21000 baseline and any VG that can exceed 20000 baseline is worth playing. But the drawback is that the moment this guy hits, you have to retire a RG (looks at Skypterra). So how is this a beast at 5 damage? Well, at 5 damage, the moment this thing hits the opponent's VG, you'r opponent is dead so he'll probably use at least 15000 worth of shield or drop a nullifier (Isolde, Barri, Twin Blader etc). Slowly play and see how much advantage you rack up. Alternatively, the 20000 baseline can be used to crush important rear guards (Dragonic overlord, Bors) at a cost of CB1. Powerful card that can be exploited using other cards from the same clan.
The Tachikaze clan focuses on raw power while using CB to maintain card advantage. Currently, the clan needs to be combined with other clans to play. I didn't bother to write about Sonic Noah and Assault Dragon Blightops since they are generic and Blightops just sucks. Suggestions would be to combine with NovaGrappler or Kagerou. Grappler is because of Mr Invincible for CB supply and KingQueen combo. Kagero mainly because of Aermo to filter dead hands and Iron Tail Dragon to meet 25000 at CB3. More support is coming up in booster 3 so keep a lookout.
Sunday, July 10, 2011
Deck used: Kagerou
His next effect, which is often compared to Blaster Blade and Berserk Dragon, is the ability to CB2 to select an opponent's rear guard and stop it from standing next turn . Do note that it is not restricted to grades (like BB and BerserkDragon). This means that you can use this effect on a rear guard supporting the opponent's VG, thus crippling his VG strength next turn, or choose a front rear guard that cannot intercept so that it cannot declare an attack next turn. One of the ways to override this effect is to manually retire your own RG so that you do not lose momentum. Though if that happens, Hell Spider has achieved a (Blaster Blade + Berserk Dragon) effect and the opponent has achieved a loss in card advantage.
Another would be Lady Bomb. Use her effect on the VG support, and still provide intercept when the opponent VG attacks, allowing you to drop a maximum of another 5000 guard. Truly a Hit-and-Run strategy.
I'll be testing this in Nova Grappler variants. I'll update when I've found a stable deck list.
Tuesday, July 5, 2011
I apologise if there have been no recent posts. I have to make a trip to Korea and have to attend to school stuffs. But rest assured, this blog is still active