Monday, December 10, 2012

Eraser, Vowing Sword Dragon

Eraser, Vowing Sword Dragon
[AUTO] Limit Break 4 (This ability is active if you have four or more damage):When a «Narukami» rides this unit, you may choose one of your opponent's front row rear-guards, and retire it, choose one of your vanguards, and that unit gets [Power]+10000 until end of turn.
[AUTO](VC):When this unit attacks, if the number of cards in your opponent's damage zone is three or more, this unit gets [Power]+2000 until end of that battle.
[CONT](VC/RC): Lord (If you have a unit that doesn't belong to the same clan as this unit, this unit cannot attack)








Basically, Eraser allows you to perform an explosive follow-up at the cost of 1 card (the card used to ride the grade 3, kinda like a persona blast), giving you a massive boost of power, as well as an ability to retire a unit in the front row, preferably retiring a power unit (Palomedes, 12k units etc) or in most cases, an intercept unit.Even when using A copy of itself to ride on Eraser, its a 1-for-1 card exchange while retaining an effect similar to Dragonic Waterfowl's, as well as maintaining that Limit Break ability to be used on the following turn.


This snowballs the advantage gained when used with units with "On-Ride" skills like ThunderBreak Dragon and Voltage Claw Dragon, retiring 2 units at the cost of CB2 while gaining a massive power boost of 10000. 25000 power VG at a cost of 1 card feels nice.

The deck also works with Divine Seal Dragon Dungaree.When you ride Dungaree, you can also use its skill to retire a front-row unit at the cost of CB1 (since LB4 requirement is met). With Eraser, Vowing Sword Dragon, you get a Vermillion thunderbolt at CB1 while gaining 10000. Quite scary imo. Since this has a very low cost, you can choose not to hold back on using Dragonic Deathscythe's skill to disrupt the opponent's early game while applying on-hit pressure with Garuda in the earlier stages of the game.

Here's a deck that I've been using on BYOND:

4 Eraser, Vowing Sword Dragon
4 Divine Seal Dragon Dungaree
---
4 Dragonic Deathscythe
4 Demonic Dragon Berserker, Garuda
3 Thunderstorm Dragoon
---
4 Red River Dragoon
4 Desert Gunner Raien
4 Wyvern Guard Garudo
2 Photon Shot Wyvern
---
8 Crit 4 Draw 4 Heal
SV: Spark Kid Dragoon
---
Might reduce the number of copies of Dungaree for more reliable rear-guards like Djinn of the Lightning Flash. Other than that, it's very aggresive, with the retire and power boosts.

It's the end

just gonna copypasta for convenience sake:

-------
On 10th December 2012, it was announced for the Japanese version of Cardfight!! Vanguard that the following restriction on cards will take place:

**As the situation is different for the Japanese and English versions, there are currently no plans to implement the following restriction for the English version of Cardfight!! Vanguard at all!**

----------

With effect from the 1st of January 2013, for the Japanese version of Cardfight!! Vanguard, the cards highlighted in the following list will be restricted to up to a total of two cards in the deck (including the first vanguard).

<Royal Paladin>
King of Knights, Alfred
Majesty Lord Blaster
Wingal Brave

<Kagero>
Lizard Soldier, Conroe
Dragonic Overlord the End

<Oracle Think Tank>
Silent Tom
Godhawk, Ichibyoshi
Goddess of the Full Moon, Tsukuyomi

*This includes all cards of the same name with different rarities.

[Example]
OK: King of Knights, Alfred x 2
OK: Majesty Lord Blaster x 1, Wingal Brave x 1
- Total of 2 in a deck, so it’s fine.

Not OK: Majesty Lord Blaster x 2, Wingal Brave x 1
Not OK: Dragonic Overlord the End x 2, Lizard Soldier, Conroe x 1

----------

Once again, we would like to state that there are currently no plans to implement the following restriction for the English version of Cardfight!! Vanguard.

source: https://www.facebook.com/CardfightVanguard/posts/399718420103984
-----

conspiracy to increase sales for the new royal paldins in bt10? Kagero in BT11?

jokes aside, BSR just killed the decks mentioned. MLB just becomes a tech deck and players have to run Bleugal in order to run 2 copies of Alfred.

Now, the Kagero clan pales in comparison to what Narukami got since BT09. Gotta wait for BT11 to see what new cards they will be getting.

The only restrictions that i don not agree with is the restriction applied to the Oracle Think Tank clan. Kinda harsh to just kill off a deck like that.

On a lighter note, at least I won't have to cringe when I see opponents standing up Lizard Soldier Conroe.

It's time for Goku to shine ... in a meta full of 20k columns ...





Sunday, December 9, 2012

Deck Profile: Maelstrom Beat




Just thought I would like to share my current Aqua Force build which I have been comfortable with with the release of BT09. The deck becomes much more ... pink after BT09

Deck Profile: Maelstrom Beat

2 Blue Storm Supreme Dragon, Glory Maelstrom
4 Blue Storm Dragon, Maelstrom
4 Storm Rider Diamantes

4 Tear Knight Lazarus
4 Coral Assault
2 Storm Rider Basil

4 Tear Knight Theo
4 Storm Rider Nicholas
4 Emerald Shield Paschal
1 Deck Sweeper

8 Stand 4 Draw 4 Heal
SV: Officer Cadet, Erikk


With the introduction of another set of Storm Riders, Maelstrom becomes much more consistent in achieving the 4th attack requirement.

The only changes that I've made from my previous build is:
- 2 Benedict
- 4 Tear Knight Cyprus
-1 Battle Siren Dorothea

+2 Blue Storm Supreme Dragon, Glory Maelstrom
+4 Storm Rider Nicholas
+1 Deck Sweeper

Nicholas is an amazing addition to the G1 lineup. Having dual roles of making 18k columns with 11k units and being a Storm Rider itself is nice to have. The only downside is the counterblast requirement, which isn't really a problem for a build that isn't counterblast-heavy.

I feel that G.Maelstrom is somewhat redundant in this build. I do not crossride in most games as I would lose that pressure from Maelstrom's Limit Break. However, I do crossride when I'm at an overwhelming advantage and when the opponent cannot take a hit from Maelstrom's Limit Break (a.k.a 5 damage). Kinda like a final turn ride card. Other than that, most of the time, he's just another one of my trusty 11k beaters.

Maelstrom has already proven his prowess even when 13k Vanguards are running rampant.

Further changes I might make:
-2 Storm Rider Basil
+2 Tactical Veteran Commander (for the early Maelstrom pressure)

Friday, October 12, 2012

Aqua Force : Benedict shenanigans

Firstly, I would like to apologise for the lack of posts for the past few weeks. A couple of things came up and felt the need to get away from Cardfight Vanguard for a while. Since all of that is over, I can settle down and actually post more material for you guys so do expect more posts from now on.


I did quite a bit of testing on Aqua force - both the Navalgazer build and the Maelstrom build. I'm gonna talk more on the NavalGazer build, as I don't think Maelstrom is that hard to understand.

In my opinion, the Maelstrom build is much more easier to pilot as their playing style is quite linear when it comes to utilizing Maelstrom's Limit Break. As for trigger lineups, it is more preferable to run Stands as Maelstrom is the last unit to attack (in most cases) to activate it's Limit Break. Thus, it is very predictable.

As for the less popular NavalGazer build, it gives the player much more flexibility in terms of attack orders and a build that works well with a Critical trigger lineup. Also, using a V-R-R attacking order, you can pass trigger boosts to Benedict to nullify the power reduction from his skill and still maintain pressure starting from the 3rd turn. It is a much more aggressive build as compared to Maelstrom. Here are some examples on how to run the deck:


a) Utilizing 4th attackers (Argos,Valeria)
- Best if the Opponent is at 4 damage
1) NavalGazer Dragon attacks, drive checks a trigger, pass +5000 to Argos (14000)
2) Benedict, unboosted, attacks VG(10000)
3) Benedict's effect allows it to Stand, lose 5000 power. Benedict, boosted by Theo proceeds to attacking an intercept (13000)
4) Argos, boosted by Theo, attacks VG (22000)

You can also mix up the attack orders to enable Navalgazer's LB
1) Navalgazer Dragon CB2 to get +3000 (13000)
2) Benedict attacks unboosted, Benedict's effect allows it to Stand, losing 5000 power
3) Benedict, boosted by Theo, attacks a RG(preferably a unit that can intercept)(13000)
4) Navalgazer boosted by Dorothea, attacks VG (26000)
5) Argos performs the 4th attack




b) Anti-crossride setup
1) Benedict attacks VG unboosted. Attack doesn't hit. Benedict's effect allows it to Stand.
2) Benedict, boosted by Cynthia, attacks RG(preferably a unit that can intercept) (11000)
3) Navalgazer, boosted by Dorothea, attacks VG (23000). Passes all triggers to Benedict that has yet to attack
4) Benedict, boosted by Theo, attacks VG (23000)
5) Benedict's effect allows it to stand (10000) and attacks intercept.

For steps 4 and 5, you can attack the VG unboosted(15000), and then proceed to boosting with Theo(18000) when the opponent doesn't have a rear guard that is of 10000 power and lower. Even though it requires the same amount of guard, it is still 2 attacks that will ultimately strip the opponent of 2 cards, in which using a null guard would be very disadvantageous for the opponent in this situation.

Also, in the event that you do not have a 2nd Benedict to connect after Navalgazer dragon's attack, Lazarus (10000) or Coral Assault(11000) could take it's place.


Accelerated Commando and Battle Sister Nepheri (a more situational option) can also be included in the Grade 1 lineup to give Benedict an additional power boost to attack 11000 and 13000 VGs unboosted. It also makes Benedict + Theo a 20000 and 21000 and makes Benedict a 18000 or 19000. It's rather decent so it's worth a shot.

In a nutshell, that's how NavalGazer works, but is not limited to what I've just explained. Of course, you can still go for the R-R-V attacking formation when you're running Stands and activating Navalgazer's Limit Break. Navalgazer is worth a shot

Monday, September 24, 2012

Trolling Rose

That is all...

On a side note, hope you guys are having fun with the new expansion in BT08, especially players who run Neo Nectars, Dimension Police and Tachikaze.

Friday, September 21, 2012

Demon Dragon Battle Ogre, Vasuki


Grade 3 /  Twin Drive!! / 10000 / ★1
[AUTO](RC): When a Grade 3 «Narukami» Appears in your (VC), this unit gets Power +10000 during this turn.

For the upcoming PR07, Narukami gets an interesting promo that could potentially make Dungaree more playable than it is now. It gets a whopping +10000 when a Narukami unit appears in the Vanguard circle. That's a lot of power, and it serves as dishing free damage during mid-game and a potential killer in end-game. Now there are more reasons to ride Dungaree/ThunderBreak Dragon over an existing Grade 3.

In terms of card comparison, Vasuki reminds me of Dragonic Waterfowl, but with a more difficult condition. Vasuki is required to be on the field at least for 1 turn before you can pull off the +10000.Even if the opponent knows that you have a Dungaree or ThunderBreak dragon in the hand, Vasuki immediately becomes a lightning rod for attacks and effects that retire units(blaster blade etc) if the opponent wants to stop you from pulling off that +10000(yes, guarding extra 10k is painful o3o). That's okay considering you probably saved 1-2 cards from not guarding Vasuki and those extra cards would extend your survivability while giving you more options during your following turn. From there, you can just call that extra Dungaree/ThunderBreak Dragon from hand in the RC that was previously occupied by Vasuki.

Of course, the downside is that it does not take up the role of the VG that well, so I don't expect players to run 4 of this in a Narukami deck. If I were to include Vasuki in a Narukami deck, I would probably construct something like this:

4 Rumble Gun Dragon
3 Thunder Break Dragon
3 Demon Dragon Battle Ogre, Vasuki

4 Thunder Storm Dragoon
3 Dragonic Deathscythe
2 Desert Gunner Shiden

4 Red River Dragoon
4 Wyvern Guard Guld
4 Dragon dancer Rai-Rai
2 Photon Bomber Wyvern

8 Stand 4 Draw 4 Heal
SV: Spark Kid Dragoon

I chose stands because getting a Stand trigger on a 20000-power Vasuki looks awesome! As for the list, I'll probably play around with the number of Rumble Gun Dragons and Thunder Break Dragons, or probably cut down the number of Vasuki's to max Thunder Break after some testing. As for power lines, if I can't reach 18k, I'll settle for 16k. Thus, maxing out the Rai-Rai.

Wednesday, September 12, 2012

Dallas Qualifiers - 8 Draw SDD

Here's the link to the decklist for reference
http://www.cf-vanguard.com/en/cardlist/deckrecipe/WC2012_Dallas

Tested the deck on BYOND and the only thing I can say about Thomas Cassidy's deck is that ...

It is really fun to use!

Since he's running 8 draw triggers,which is surprisingly bold, it's quite easy to commit to the field .The player would not hesitate in calling draw triggers to the field for that extra early game push, which then becomes SDD fodder.

Providence strategist works surprising well in a deck of this nature,since the conditions of full rear guard can be met quite easily. Even in the later stages of the game, it still pressurises the opponent to guard its attack, plus having to worry about SDD's Limit Break.

With the ride chain as a bonus, it's a cool rush deck that makes up for it's lack of defense with early game pressure. Not bad.

It might work with 8-draw Amon?

Monday, August 27, 2012

BT08 stuff: Narukami updates!


Divine Seal Dragon, Dungaree
First off, Dungaree suffers a power penalty of -2000 when there are no units in the Bind Zone that are binded by it's skill. Since Dungaree's skill ,to Bind the top 2 cards of your deck, only applies when it appears in the VG circle, Dungaree will only be a 9000 power unit when it appears in the RG circle. Pretty sub-par to me.

Next, Dungaree has the ability to retire a Front Row unit at the cost of  LB4:CB1 ,sending a card binded by its effect to the bottom of the deck and it can only be used once per turn. However, Dragonic Kaiser Vermillion(DKV) does a better job.

And Dungaree + Dragonic Deathscythe = DKV.

Many players have considered using the effect multiple times, riding Dungaree and efficiently retiring a front row unit every turn. However, I don't see the point in that as you can only activate the ability when you reach 4 damage, a stage of the game whereby you have to properly balance card commitment in areas of both attacking and defending. The Dungaree used for the ride could have been used as an attacker. Using this effect twice is equivalent to using Dragonic Kaiser Vermillion's skill, though saving 1 CB. I'd rather use 1 more counterblast than to lose 1 more card to achieve the same result.

Personally, I feel that it will be difficult to make a deck centered around Dungaree for now, since there are stronger options like DKV, (TBD) and Rumble Gun Dragon. Can possibly be teched in just like how TBD is being teched in several Narukami Decks.

 Seal Knight of Demonic Lance, Thunder Fang
A Genocide Jack for the clan. One of the better cards in this expansion. Having the ability to go to 12000, this card can reach 20000 easily. With cards such as Djinn of the Lightning Flash and Breakthrough Dragon, making 20000 power columns are made easier now, with access to a 3rd 12000 attacker.

Seal Knight of Demonic Blade, Flash
Though the card designers adopt an interesting concept this time round, 4000 is just too small for a boost. Not worth running. They might as well make a 12000 power Grade 2, with a -6000 penalty at RG and gets +2000 when attacking.

That's about it on my thoughts on the expansion. The new starter is shit for now, Djinn does a better job than Kali. The Bunta clones are self-explanatory. Frankly speaking, I'm a little disappointed but I may be quick to judge. The only thing I can complement about the update is that they did not divide the clan like what they did to Kagero (BFD->Amber Dragons->DOTE) I'll probably do some testing of the cards probably when it's available on byond or irl proxy.

I am a little curious as to how Bushiroad is gonna make all these cards look OP in the anime ...

Wednesday, August 22, 2012

BT08 stuff: Destruction Dragon Dark Rex



Destruction dragon Dark rex
G3 / POWER: 10000 / GUARD: 0
[Auto](BindZone){LB4}:{Retire 3 of your Tachikaze RGs}During the start of the cross step where your G3 and above Tachikaze VG attacks and the attack did not hit you may pay the cost, ride this unit
[Activate](Hand):{Send this unit into the BindZone} Select up to 1 of your Tachikaze unit, it gets POWER+3000 during this turn.

Tachikaze gets a cool Grade 3, leaning towards players who do not favour the ride chain.

It's Activate ability is very good, considering it's effect is somewhat similar to Margal in terms of card advantage. In addition, you get rid of a dead card in exchange for power to press for damage. Works well with it's Auto ability.

The downside to this is that you will be giving up a potential attacker to use the skill. The deck will have to run more attackers if you want to use the effects. Then again, with 4 drive checks from his Auto skill, it wont be that hard to replenish attackers.

It's auto ability is what makes this unit shine. When your G3 TK VG's attack does not hit, you may retire 3 Tachikaze RG to superior ride this unit from the Bind Zone, allowing your VG to perform a Twin Drive again.

In terms of card advantage , here: n+2(Twin Drive)-3(Cost of SupRide)+2= n+1. Overall card advantage of +1 this turn but perform 4 Drive checks!

Works extremely well with TK's starter Dragon Egg and grade 1 counterpart,Skyptero, to reduce the loss in card advantage. With Gigarex at one side, it gets a +3000 boost when you perform a superior ride. Boosted by Sonic Noah or Savage Warrior will bring it up to 21/22k. Not bad.

Comparing this to Dimension Police's Commander Laurel, The Tachikaze variant allows 3 attacks and confirms a twin drive, all at a cost of 3 cards whereas Commander Laurel  requires the VG attack to hit, pressuring the opponent to guard while only losing number of attacks instead of cards.

A downside to this ability is that it is a 10k and unlike SDD, you cannot place trigger boosts to this unit. This card is crippled against VG with a base power of higher than 10k. Furthermore, it is ideal to have a full field to perform the superior ride

If you intend to boost after the Superior Ride you have to not boost with the first VG attack, and then boost Dark Rex.The problem is that in order to do this, you have to attack with your 2 RG coloumns first before retiring 3 units from the 2 columns. If you're running Crits, you cannot pass it to the RG to force 2 cards out and can only place power boosts to the boosted unit. You're giving up the column to pass the trigger for your drive checks.

The safest option is:
1) To attack with Column A
2) Attack with VG boosted
3) Retire Column A and the boost to Superior Ride
4) Attack the VG if the opponent is a 10k VG, if not attack the rear guard (preferably intercept)
This way, you can pass all triggers to Column B to press for damage.

Since it has a means to getting rid of itself , very budget players (lol) can choose not to run nulls in this deck and adopt a rush playstyle.

I am more inclined to running TK now,though probably on BYOND anyway . I'm sure there are players out there who likes to abuse Drive Checks.

...
...
"where are the narukami updates?"

Saturday, August 11, 2012

BT08 stuff: Maelstorm and HHD


http://cardfight.wikia.com/wiki/Blue_Storm_Dragon,_Maelstrom
http://cardfight.wikia.com/wiki/Hydro_Hurrican_Dragon
"Here are links to the effects of the 2 cards, just to avoid copypasta here..."

In a nutshell, both of these cards (VG) require itself to be the 4th attack to activate their specific limit breaks. As devastating as their effects may be, they still require the VG to be the 4th attack and thus, the strategy is heavily reliant on the Storm Rider's ability to swap units in the same column.Even if they release a G1 Storm Rider, it'll probably be a 6000 power unit. The deck will run into so much power issues.

Despite that , Maelstorm is still awesome! It's effect speaks for itself.

Expect Bashir's price to be damn high upon release.

...
On a different note, where are the Narukami updates?!

Thursday, July 26, 2012

BT08 stuff: Dimension Police!

http://blog.livedoor.jp/freedomduo/archives/12476996.

Here's a link to the new Dimension Police cards that will be appearing in BT08 for reference.

"Dimensional Robo" Deck


Well, DP players can push aside their Enigman Storm and make way for an even more consistent 11k unit. Ultimate dimensional Robo Great Daiyusha, Great Daiyusha in short, is the first unit to get both a Limit Break as well as being a cross ride unit for Super Dimensional Robo Daiyusha. Probably too much to squeeze into a single card, don't you think? It becomes a 13k VG like DOTE while you have Daiyusha in soul and becomes a 15k attacker, like other standard  LBers, when you activate it's Limit Break (3 or more Dimension Robo in soul).

The good thing about him is that you have alternate ways to achieve a 13k attacker status. Players can go the normal route of cross-riding, making him a 13k on both turns, or use Goyusha's superior ride to meet the LB conditions to make him a 13k attacker. If you're lucky, you can ride "Dimension Robo" units all the way up to the Great Daiyusha to meet both cross-ride and LB conditions.

Other support the "Dimension Robo" deck offers would be Goyusha a +1 starter that allows the player to superior ride by sending 4  "Dimension Robo" units on the field to soul. Excluding Goyusha, that makes 3 additional cards to be sent to soul. Although the cost is high, it helps if you do not have a Grade 3 in hand.

A cool thing to do is superior ride to Daiyusha, while soulcharging 2 Daimarina/Daibattles in the process. From here, send the 2 unit s from soul to the drop zone to give Daiyusha +6000, enough to trigger it's +1 critical. If you start first, swinging 16k with a +1 critical in a deck running  8 crits is dangerous. Imagine getting a double crit with this skill xD

The rest of the support includes a second Critical trigger (yes!) a Burning Horn clone, and a much more cost-effective Cosmobeak, though it is restricted to "Dimension Robo" units only. The support is enough to push this deck to a high tier.



Enigman Cyclone!

Enigman Cyclone
G3 / POWER: 10000 / GUARD: 0
[Auto](V): At the start of your battle phase if this unit has POWER 14000 this unit gets <[Auto](V): If this unit's attack hits a VG, select up to 1 of your opponent's RG, retire it> until end of turn.

A downsized version of Amber Dragon Eclipse, but it is certainly interesting.With CosmoBeak's help and the appropriate boost for Cyclone, the opponent has 2 options:


1) To guard with 20k for 2 triggers to pass/Null it
2) To take the hit and lose the rear guard

Normally most players would take option 1, but they will be losing 2 cards. CB2 to force the opponent to drop 2 cards sounds much better than CB2 to retire 1 unit. So if you have enough units for the next turn, I suggest taking option 2, to save hand and take it as a Berserk Dragon/Blaster Blade effect.

but what if we add Commander Laurel into the mix? It'll be:

1) To guard with 20k for 2 triggers to pass/Null it
2) To take the hit, lose a unit and see the opponent get 2 more drive checks.

The synergy with Laurel is good. However, it works if you have Cyclone as VG ,the need for the power boost and meeting Laurel's conditions. Doesn't sound appealing anymore lol. I'll still give it a try as a Rogue deck.

They're also getting a Spark Kid Dragoon Clone, which will probably see more play in Rain and Cyclone decks. Other than that, nothing else seems that appealing. 

Now I'll wait for BYOND to update the cardpool, or I have to resort to proxies irl to test D:

BT08 stuff: Aqua Force - Storm Rider Bashir


Storm rider Bashir
G2 / POWER: 8000 / GUARD: 5000
[Auto](R): When this unit attacks and you have a AquaForce VG this unit gets POWER+2000 if this is it's 1st battle during this turn, during the beginning of this battle's close step select a unit on the same column as this unit and swap them (The positions of the units will not change)

This will probably be one of the cards that would make me jump into Aqua Force.

Normally, the minimal lineup for late game would be:
O|O|X
O|O|X
O represents circles occupied by units. The VG will attack and the opponent(4 damage) will guard 15k(in most cases) and the AqF player would pass the critical trigger to the next coloumn, to force in another 15k guard.

Now this is where Bashir comes in:
O|O|B
O|O|O
B:Bashir
Bashir attacks and opponent's RG (probably an intercept), withering the opponent of a 5k guard. From here, Bashir will swap places with the attacking unit behind it, and that attacking unit will proceed to attacking the other intercept, taking away yet another 5k guard. You can also tech in a Tejas and proceed to sniping a backrow before using it as an intercept. Then just apply usual pressure with the other 2 coloumns.

The downside to this is if the opponent has a wall of 11k (Asura/Azure, DOTE etc) to shut him down. Other than that, it's such a cool card~

-----------------------------------------------------------------------------------------------

I just realised that  Bashir needs to attack the VG. Now, the card doesn't look that good anymore =_=

Sunday, July 22, 2012

Aqua Force: Naval Geyser Dragon

Naval Geyser Dragon / ネイブルゲイザー・ドラゴン
Grade 3 / Twin Drive/ 10000
Megallanica/Aqua Force/Tear Dragon
ACT【V】: Limit Break 4 (This ability is active if you have four or more damage): [Counter Blast (2)] Until end of turn, this unit gets Power +3000, gets "AUTO【V】: When this unit's attack hits the vanguard, if the number of battles during that turn is three or more, choose up to two «Aqua Force» rear-guards, and Stand them".
AUTO【V】: When this unit attacks, if the number of battles during that turn is three or more, this unit gets Power +3000 until the end of the battle.

At first, my reaction was that this card was unusually strong for a card in a TD. However, I retracted that thought once I remembered Garmore of the Gold Paladin Clan.

To me , this is a more powered up version of Lion Heat, accompanied with much more power. It's On-Hit ability makes this card threatening mid-game, making the opponent lose cards to stop it's Limit Break, not to mention this being a Mid-to-Late game bridge with the extra 1/2 attacks. This card also reminds me of Amber Dragon Eclipse, whereby the cost and conditions to activate their effect are almost the same. However, what Eclipse lacks as compared to Naval Geyser is that geyser has a massive power Boost of +6000, making it much harder to guard against.

After some Great nature testing:


School Hunter, Leopard is so strong
Loop the Loop, Duckbill is so strong
Grade 4 is Broken. Seriously, free Waterfowl?
Explosion Scientist, Bunta is so troll

That is all.

Time to see if Arms Instructor Bison is worth the try.

Extended Duckbill Combo

http://bushiroad.fm/post/en/1303/School+Hunter+Leopard+question.html

Now that we know that Leopard's Limit Break is able to be used multiple times during the End Phase, it has become one of the coolest VG cards to be created, being able to abuse cards like Tic-Toc Flamingo and Loop the Loop Duckbill.

Now, let's shift our attention to another Great nature card from BT08:

Compass Lion
Grade 2 / Intercept/11000/Great Nature/High Beast
[Auto](V/R): During the end phase of the turn when this unit attacked, retire one of your <Great Nature> rear-guards. (Unconfirmed)

Compass Lion isn't able to stack it's retire drawback like Binoculars Tiger. However, with the help of Leopard's Limit Break, the synergy between these cards abuses Call-in-Play abilities like Loop the loop, Duckbill.

Field:
Compass Lion/Leopard/ Compass Lion
empty/random/[Unit]

Condition:
a) >3 damage(best if it's 5 damage)
b) Loop the Loop DuckBill in hand

Main Phase:
Call Duckbill to empty RC, target [Unit] gains Draw Skill (1)

Battle Phase:
Leopard attacks VG, Duckbill +4000

End Phase:
1) Leopard skill, retires Duckbill
2) Leopard LB, revives Duckbill (CB used: 1)
3) Duckbill CIP skill, target [Unit] gains Draw Skill (2)
4) Compass Lion skill retires Duckbill
5) Leopard LB, revives Duckbill (CB used: 2)
6) Duckbill CIP skill, target [Unit] gains Draw Skill (3)
7) Compass Lion skill retires [Unit]
8) Draw 3 cards


Result:
1 Unit +4000, CB2: Draw 3

The important part of this combo to note is that you get 5 new cards (inclusive of twin Drive), allowing you to have a more defensive edge than the opponent at the later stages of the game. If you include Hamsuke in the mix, that is 6 new cards in hand to tank the next wave of attacks.

Of course, if you triggered a heal trigger when you're at 4 damage, you cannot activate the Limit Break ability of Leopard, which will totally suck. Unless you're sure that you will not trigger a heal, best to execute at 5 damage.

---------------------------------------------------------------------------------------------------------------------------------------

As of now, the ruling between Compass Lion and Leopard's End Phase activation is not confirmed and thus, I placed Leopard's skill as priority. However, if Compass Lion's retire skill is able to activate before Leopard's this can be done:

Battle Phase: Leopard attacks VG, Unit +4000
End Phase: Compass Lion retires Unit

It's like cancelling Leopard's drawback using Compass Lion's. If it can override Leopard's timing, Binoculus Tiger can be added to the combo and the overall loop engine is much more flexible.

Thursday, July 19, 2012

Grade 4!!!


PR/0076
Embodiment of Science, Silvestro 「学問の体現者 シルベスト」
Grade 4/Twin Drive!!/Great Nature - Power 13,000/Shield -

Continuous: This card can be put into a deck until September 21, 2012.
Auto [V]: When this unit attacks a Vanguard, and you have 3 or more <Great Nature> Rearguards, during this Battle, this unit gets Power +10,000.

LOL at the continuous skill...

Looks like Bushiroad wants to play around with the idea of a Grade 4. Base power is okay, but the +10000 boost is kinda overpowered. O_O

Monday, July 16, 2012

Hipster Angel feather

Saw this while browsing some tournament decklists...

4 Chiel Nurse Shamshiel

4 The Phoenix Calamity Flame

4 Genocide Jack
4 Million ray Pegasus
3 Lady Bomb

4 Thousand Ray
Pegasus
3 Burst Shot, Bethnael
4 Battle Cupid Nociel
3 Pure Keeper Requiel

8 Crit 4 Draw 4 Heal
SV:
Hope Child, Turiel

not bad ...

Sunday, July 15, 2012

White Hare Shenanigans


Damage: 3
Field:
X/Pellinore/Draw trigger
X/Messenger/Draw trigger

1) Call Master of Pain, CB1(flips a Draw trigger) to add top card of deck to Damage Zone.
2) Calls boost for Master of Pain
3) Boosted Draw Trigger attacks VG (10000)
4) Pellinore attacks, LB activates, sends the 2 draw triggers back to the bottom of the deck, Master of Pain and it's boost gets +5000 each
...
End Phase:
Select the Draw trigger in damage zone that you've flipped back to the deck and SHUFFLE
Result: Sends 3 triggers back to deck, have a boosted attack +10000

this happened when I was testing a 8-Draw Pellinore deck o3o

Tuesday, July 10, 2012

Post-BT07 PM: Combo!


*checks soul and sees Pee-Ka Boo and Purple Trapezist*
SB1 to call Pee-Ka-Boo
Calls Quantum magician
*gives troll smile*

This post is a treat to all Pale Moon players out there, as well as players who are willing to pick up a clan that is a challenge to master. Basically the combos revolve around the synergy of the 3 cards shown above.
Pale Moon 3 card combo. Lets Go!

a) Setting up huge soul for 3-card combo
Key card: Elephant Juggler
Condition:G1 in soul
1) Rides Elephant Juggler
2) Calls Quantum magician (SC1)
3) Quantum's skill activate: SC itself to pull out Grade 1(SC1)
4) End turn, SC Grade 1 to call back Quantum (SC1)
Result: CB1 to SC3. Same cost and effect as Emblem Master (Dark-Irregulars), just that this doesn't have to hit but requires 2 cards to work.

Now, lets extend the combo by adding some setup:
 Condition: Turn 1 ride Purple trapezist
1) Rides Elephant Juggler
2) Calls Quantum magician (SC1)
3) Calls Peek-A-Boo(SC1)
4) Quantum's skill activate: SC itself to pull out Purple trapezist(SC1)
5) Trapezist skill: SC Peek-a-Boo and call another unit (other than Quantum) to empty RG circle(SC1)
6) End turn, SC Trapezist to call back Quantum (SC1)
Result: SC5 while setting up for late-game plays. Though this requires more luck in the first 3 SoulCharges.



b) Advantage engine:
Condition:Peek-a-Boo and Purple trapezist in soul. Quantum magician in RG circle
1) Start of Main Phase, SB1 to Call Peek-a-Boo to empty RG circle
2) CB1 to SC Quantum to call Purple Trapezist
3) Purple Trapezist skill: SC Peek-a-Boo to call another unit from soul
Result: SB1 and CB1 to get +1

This is the main generic combo.Not only does this make you gain a +1 in card advantage, thanks to Peek-a-Boo, but it also erases the downside to Peek-a-Boo's effect of  it having to return to soul at the end of the turn. In the end,  at the cost of CB1 and SB1, you can pull off a +1. You can reduce the cost by having Darkness Magician Robert as the  vanguard to erase the SB cost, while giving you more options in the soul. Good cards to pull out would be Jumping Grain, a 7000 booster which gets +3000 when called from soul until the end of the turn. This engine is only effective when you have a huge soul, meaning more units to choose from, hence the "toolbox". That is why Elephant Juggler  is very important in this kind of Pale Moon build.




c) Constant 10k boost
Another trick would be to emphasise more importance into the 10000 boost (Jumping Grain):
Condition: Jumping Grain on field from last turn. Purple Trapezist in soul.
1) CB1 to SC Quantum to call Purple Trapezist
2) Purple Trapezist skill: SC Jumping Grain to call itself from soul to ANY RG circle.
Result: CB1: Jumping Grain gets +3000. So simple and can be done every turn(unless opp retires Quantum or Jumping Grain) Now let's extend the combo...

Jumping Grain (Extended):
Condition: Jumping Grain and 2 Quantum on field. 2 Purple Trapezist and 1 Jumping Grain  in soul.
1) CB1 to SC Quantum to call Purple Trapezist
2) Purple Trapezist skill: SC Jumping Grain to call itself from soul to any RG circle.
3) 2nd Quantum CB1: SC Quantum to call 2nd Purple Trapezist
4) Purple Trapezist skill: SC first Trapezist to call 2nd Jumping Grain behind vg
Result: CB2 for 2 10k boost, albeit much more risky than the CB1 combo...




d) Lequier crazy power boost:
1) SB1 to Call Peek-a-Boo to empty RG circle(+3000)
2) CB1 to SC Quantum to call Purple Trapezist(+3000)
3) Purple Trapezist skill: SC Peek-a-Boo to call another unit from soul(+3000)
Result: SB1/CB1:VG+9000. Use Skyhigh Walker's effect to fix the cost :O

Now lets copypaste Jumping grain (Extended) into Lequier:
1) CB1 to SC Quantum to call Purple Trapezist(+3000)
2) Purple Trapezist skill: SC Jumping Grain to call itself from soul to any RG circle.(+3000)
3) 2nd Quantum CB1: SC Quantum to call 2nd Purple Trapezist(+3000)
4) Purple Trapezist skill: SC first Trapezist to call 2nd Jumping Grain behind RG (+3000)
Result: CB2: VG+12000, 2 RG +3000 each.
20/28/20 lineup(Purple Trapezist behind vg: 22+6=28). Deadly.

Now, lets combine Advantage engine + Jumping Grain(Extended) while having Lequier as VG:
Condition:
2 Purple trapezist,1 Pee-Ka-Boo, 2 Jumping Grain in soul. 2 Quantum Magician(hand or field)

1) SB1 to call Pee-Ka-Boo(+3000)
2) Quantum magician CB1: SC it to call Purple Trapezist on back <<RG circle(+3000)
3) Purple Trapezist Skill: SC Pee-Ka-Boo to call Jumping Grain on back >>RG circle(+3000)
4) Call Quantum Magician and CB1: Call another Purple Trapezist from soul behind VG(+3000)
5) Purple Trapezist Skill: SC Purple Trapezist at <<RG and call Jumping Grain at <<RG(+3000)

Alternatively, if you're able to find dancing space for Pee-Ka-Boo, it'll be SB1/CB2: VG+15000, 2 RG +3000. VG will gain much more power if you manage to include Trapezist-PeekaBoo swap.
So much numbers...

Credit goes to Mickey and Eugine for thinking of these combos. Self-touching isn't really my style but that 3-card synergy was too good to not be shared.

Have fun, Pale Moon players!



Friday, July 6, 2012

BT07 has arrived!

As much as I wanna make my DI and Great Nature decks, I don't have the spending power to spam boxes atm. Guess I'll take my time and get singles.

Current decks:
Kagero (DOTE/DO)
Spike Brothers [D.Emperor/Maximum]
Narukami [D.Kaiser/Djinn/Breakthrough]
Megacolony [Master Beetle/Lady Butterfly] (pending for sale)
Grand Blue [Busskirk/Cocytus]
Dark Irregulars[Amon](in-progress)
Great Nature[LeoPald/Tiger](in-progress)

For those spamming BT07, have fun and hope you guys get what you wanted.

Wednesday, July 4, 2012

Post-BT08 Great Nature combo

Loop the Loop Duckbill
Grade 1/7000/Great Nature/HighBeast
Auto: When this Unit is called to the Vanguard Circle or Rearguard Circle, and you have a <Great Nature> Vanguard, choose up to 1 to your <Great Nature> rear-guards, for that turn, the chosen units get "AUTO: During the end phase, if this card is placed on the drop zone, draw a card.".

Condition:4-Damage
Field:
Binoculars Tiger/LeoPald/G2 or G3 attacker
Boost/empty/G1 Hamsuke

1) Call DuckBill, Hamsuke gains "Draw Skill"
2) Binoculars tiger attacks VG, Duckbill gets +4000
3) LeoPald(21000) Attacks VG, Hamsuke gets +4000

...

End Phase:
1) Retire Duckbill
2) LeoPald's Limit Break activate, CB1 to return Duckbill
3) DuckBill's effect activates, Hamsuke gains another "Draw Skill"
4) Retire Hamsuke, CB1 to fetch another Hamsuke from deck. Shuffle deck
5) Draw 2 cards from Duckbill's skill

End result: CB2 to get +3. Reminds you of Koko/Lulu?

Too bad the combo doesn't work because retiring the rear guards occurs at the beginning of End Phase and Limit Break of LeoPald occurs during End phase, which is after that. This means you cannot bring back Duckbill to give a second "Draw Skill" to the already retired Hamsuke.

Damn...

*edit
I've asked around and the combo is legit. Some are already trying with the Tic-Toc Flamingo for free Limit Break and Hamsuke skill.

Great Nature: Stacking Steroid Boosts


Hi, Snake here and I'll be talking about the Great Nature clan that will be completed with the BT07 expansion, especially about the 3 cards shown above.

The 3 cards above are the only cards that catches my eye for now. I mean, who can say no to cost-effective power boosts? Their effect is:

"AUTO【V/R】: When this unit attacks a vanguard, choose one of your other 《Great Nature》 rear-guards, until end of turn, that unit may get Power +4000, if it does get Power +4000, at the start of the end phase of that turn, retire that unit. "

"I'll be using the term "steroid boost" in short to describe this effect in the next few lines"


The thing about the steroid boost is that it can be used multiple times on the same unit, gaining multiple boosts while paying the side-effect of retiring itself once.

So a scenario would be something like this:

Your Turn 3:
CB2:Flask Marmoset +4000 (power:9000)
Binoculars/Monoculars Tiger attacks VG, Marmoset gets +4000(Power:13000)
Leo-Pald attacks, Marmoset gets +4000(Power:17000)
Marmoset attacks (boosted by 8000) = 25000 with no trigger boost

I chose Flask Marmoset as an example because it is a rearguard that you would want to get rid of to make way for more powerful units. By your turn 3, with the right setup you can most likely force in 2 damage using VG and the steroid-boosted RG every turn, until the opponent reaches a point where they have to guard to survive. And I haven't taken critical triggers into account.

When entering late game(both you and the opponent are at 4-5 damage), Leo-Pald's Limit Break kicks in and allows you to save your units at the cost of CB1. With the right setup of Tiger and LeoPald, it's effect becomes (CB1: Select a <Great Nature> rearguard and it gets power+8000). Quite cost effective if you ask me. (Bors cries in a corner)

Since you'll be using a R-V-R attacking strategy, stand triggers can fit into this deck to stand your Binoculars/Monoculars Tiger, giving your steroid-boosted RG an additional +4000 (total of +12000) and the trigger boost to Tiger.

Alternatively, if you chose not to run stand triggers , you can still go for a V-R-R attacking style which will be highly effective when the opponent is at 5 damage:

- LeoPald attacks, giving Magnet Crocodile(boosted by 8000 = 20000) +4000(now:24000)
At this point, if you get a trigger, you can pass the trigger boost to the other rear guard that doesn't have a steroid boost

- Binoculars Tiger gets +5000(boosted by 7000 = 21000)
From here on, the opponent has to use at least 2 cards (assuming the opponent is an 11k VG) for each RG attack. Even if you don't get a trigger boost, Croc still gains +4000

- Binoculars Tiger attacks, Magnet Croc gets +4000(now 28000)
Opponent will have to nullify Crocodile's attack, use two 10k guards or lose a hell lot of cards to guard. End of turn, CB1 to bring back your crocodile.

Unless you run Hamsukes, this style is not that heavy on counterblast. Thus,  you can make room for cards like Lamp Camel(Libra clone). You don't have to activate it's draw ability but the opponent doesn't know that, making it a troll card for pressure. Another card that can be added is Scientist Monkey Rue, who has a similar effect as Flask Marmoset, just that it a CIP(Call-In-Play) effect. Probably used at late game to add more steroids from the setup above.

Have fun with Great Nature!

Friday, June 15, 2012

Silver Thorn Dragon Tamer - Rukie

Her effect is at the cost of CB3, the player can select up to 1 G3, G2,G1 and G0 and call them to separate rear guard circles. She also gets +3000 each time a card is called to the Rearguard circle from the soul. She kinda reminds me of Blond Ezel, whereby her skill allows the player to gain power and advantage at the same time.

What separates her from the other Limit Break units (that has CB3 as it's cost) is that the deck is able to unflip cards from the damge zone, through the use of the card called Skyhigh Walker. By soulcharging Skyhigh walker, the player can unflip 1 card from the damage zone, making sure that her Limit Break can be used again the the game, with less reliance on heal triggers. She can also call out a Skyhigh Walker from the soul and soulcharge it, making her LB cost to CB2 . She can also call out purple Trapezist, exchanging the grade 0 (called by Rukie's effect) to pull out an even stronger unit (boost/attacker).

In the context of getting her targets in the soul, the player can always recall out the units that they ride on their first few turns. The Grade 0 target can also be the new starter,Girl who crossed the Gap, since she has the ability to exchange itself with another card in the soul. Other alternatives would be to use their CIP-soulcharge cards, Nitro and Skull Jugglers to get appropriate targets into the soul.

However, I can't really see her Limit Break as something that can be used more than once,at it's best, in the game. Still, it's a decent card that will make the Pale Moon deck much stronger.

Hope that the Dark Irregular Limit Break would be something that is on par with this.

OMG why are there so many Great nature foils in BT07? >.<

Wednesday, June 13, 2012

Deck Profile: Narukami

Hi, Snake here and today ,I'll be sharing with you guys one of the more successful decks that I currently have. Honestly, Narukami isn't as bad as I thought it would be, but as of now, it'll still be overshadowed by Gold Paladins. Gotta wait for BT08

Narukami deck:

4 Dragonic Kaiser Vermillion
2 Djinn of the Lightning Flash
2 Breakthrough Dragon
-
4 Dragonic Deathscythe
4 Thunderstorm Dragoon
3 Demonic Dragon Berserker, Garuda
-
4 Red River Dragoon
4 Photon Bomber Wyvern
4 Wyvern Guard, Guld
2 Desert Gunner, Raien
-
4 Yellow Gem Carbuncle
4 Malevolent Djinn
4 Old Dragon Mage
4 Demonic Dragon Nymph, Seiobo
SV: Spark Kid Dragoon

I'll do a grade-by-grade explanation


Grade 3:
4 Dragonic Kaiser Vermillion
2 Djinn of the Lightning Flash
2 Breakthrough Dragon

I favour Dragonic Kaiser Vermillion over ThunderBreak Dragon mainly because of his 11000 defence and his cost-efficient Limit Break. Djinn serves as both a Vanguard and Rearguard unit due to his high-power output. I tried to play 4 DKV and 4 Djinn but it was not effective as I am forced to play many predictable plays due to Djinn's restriction. Thus, Breakthrough Dragon fills the spot after cutting down the Djinns. With 6 VG units, I have a high chance of riding a VG unit on my turn 3

Grade 2:
4 Dragonic Deathscythe
4 Thunderstorm Dragoon
3 Demonic Dragon Berserker, Garuda

Despite the counterblast conflict between Dragonic Deathscythe and Dragonic Kaiser Vermillion, I still run 4 Dragonic Deathscythe as I always have the choice of whether or not to activate Dragonic Deathscythe's effect. Moreover, there are match-ups whereby having the ability to retire key back-row units is much more important than retiring attackers. One such example would be a Dimension Police match-up. The rest of the slot is given to Garuda for it's unflipping ability.I don't see a need to run 4 Garuda as they would not be as effective late-game as they are early-game so I settled to 3.

Grade 1:
4 Red River Dragoon
4 Photon Bomber Wyvern
4 Wyvern Guard, Guld
2 Desert Gunner, Raien

I maximised the cards I feel that are important when it comes to Grade 1's. 4 perfect guards to handle dangerous stuff in the current meta and 4 Red River Dragoon for high-power setup at the Rearguards. 4 Photon Bomber Wyvern, probably the best 10k VG-booster in the game, to maximise my chances of drawing into it and to establish high-power setup at  the Vanguard. Best scenario would be Vermillion as Vangaurd, boosted by Photon Bomber, getting an 11000 defense and a 21000 power as Vanguard. Even when boosting the Rearguard, it establishes 18000 power lines with Breakthrough Dragon and Djinn of the Lightning Flash, just enough to effectively hit 13000 Vanguards. Raien is just there to fill in the remaining Grade 1 slots.

Grade 0:
4 Yellow Gem Carbuncle (CRIT)
4 Malevolent Djinn (CRIT)
4 Old Dragon Mage (DRAW)
4 Demonic Dragon Nymph, Seiobo (HEAL)
SV: Spark Kid Dragoon

Spark Kid over Saishin because Spark Kid offers stability in the Mulligan step. Furthermore, Saishin is not that effective imo with his Counterblast restriction. Other than that, it's just a standard Crit-oriented trigger setup.



Room for improvement?
I'll probably replace Raien for Riki. Seriously, I'd rather have a 20k setup than an ability that goes off once.

So far, the deck works fine with it's passive high-power output and retiring skills. The only difficult match-ups would be a mirror match or a match-up with a Kagero clan.

I can't wait for the new Narukami units in BT08.

Cheers,
Snake