Tuesday, February 28, 2012

Deck Profile: Gold Colony

To be honest, after seeing  all the MLB ,DOTE and PBO decks flying around Byond, I kinda got bored of it and decided to try out something different. This has been one of the more fun-to-play decks and so far, I did not face any problems when playing against Shadow Paladins/Bermuda/Kagero ,though I had difficulty playing against Bounce-Draw-Stand Bermudas. So here's the deck:

4 Gold Rutile
4 Death Metal Droid

4 Lady Bomb
4 Super Electromagnetic Being, Storm
4 Hungry Dumpty

3 Twin Blader
4 Karma Queen
4 Claydol Mechanic
3 Tough Boy

1 Battleriser [Stand/SV]
3 Lucky Girl [Stand]
4 Cannon Ball [Stand]
2 The Gong [Draw]
2 Shining Lady [Crit]
4 Wall Boy [Heal]


The concept is quite simple. Cripple the opponent's momentum using Megacolony's  abilities, either reducing the amount of attacks the opponent can dish out or cripple their boosts so that the opponent cannot make effective attacks while you dish out 3 attacks every turn to keep up with the pressure. Then, refresh your counterblasts using Hungry Dumpty, Claydol Mechanic and Storm. Then do it again.

The reason I included Gold Rutile is because when as Vanguard, your rear guards automatically gain Storm's effect, further applying pressure to the opponent if they intend to prevent you from unflipping cards in your damage zone. As a bonus, Rutile's effect comes in handy to insert an additional attack to increase the gap in momentum between both players.

As for choice of triggers, I chose Stands mainly because I will be triggering them most beyond turn 3, when I have Gold Rutile as my Vanguard. That is when my rear guards become Bellicosity Dragons, and Storm having twice the effect is handy. Having those "Bellicosity Dragons" hit the VG as much as possible would allow me to maximise the usage of my CB units. Stands>Crits as I want more attacks. I went for 6 defensive triggers (4 Heal, 2 Draw) mainly because I will be doing more drive checks than actual Damage Checks throughout the game.

Improvements:
I still feel the lack of CB units, so I might add in 1-2 Hell Spiders. Might cut down on the Hungry Dumpty and Claydol Mechanic as they seem dead when I have no CB units . Might include Kirara. Will update on that bit.

Other than that, it's one of my favourite decks to play as of now.

Monday, February 27, 2012

Bermuda △ overview 1: Riviere series

I apologise for the "what-seem-to-be-a-hiatus". Been busy with stuff like moving and assignments and stuff. But I'm back and I'll be writing and separating 3 articles of the upcoming Bermuda  clan. Heres the first of the Bermuda △ overview: Riviere series.



Ride Mechanic
One of the starters for this set is Bermuda △ cadet  Riviere. When you ride Mermaid idol Riviere(G1), you can look at the top 7 cards of your deck and search up to 1 Super idol Riviere(G2) or Top idol Riviere(G3) [+1]. And when you subsequently ride Super idol Riviere and Top idol Riviere, you get to draw 1 card each [+2]. So, in mathematical terms:

Start First: 5(+1)-1[+1](+1)-1[+1]<+1>(+1)-1[+1] = 9 (before twin drive)
Start Second: (take above equation)<+1>=10 (before twin drive)
*(+1)= Draw, [+1]=Draw via effect, <+1>= Drive check*

In short, it's an insane search ride mechanic that nets you card advantage every time you ride. Riding Mermaid idol Riviere over Bermuda △ cadet  Riviere further stabilises this mechanic (assuming you run 4 of each G2/G3 in the deck). With the added advantage, you can contribute some of that into dishing out damage to the opponent on the second turn and third turn since you have potentially 9 units to do so by turn 3.

Despite this, it is STILL a searchRide mechanic. Just like the Amber and Blau series, if you do not draw that specific grade 1 in your opening hand, you cannot enjoy all the advantage you could have gained. However, Bermuda △ cadet  Riviere has the ability to move to the rear guard circle if you ride any other G1. Talk about an annoying starter.

Persona Blast
Other than the ride mechanic, Top idol Riviere(G3) has a unique ability . When her attack hits a VG, you may pay the cost (CB2 and discard Top idol Riviere), choose up to 3 Bermuda  units, they get (power+5000) till end of the turn. Looks powerful at first glance but:

1) The only time the opponent is going to let Top idol Riviere's attack hits the VG is when he is at below 4 damage. Unless you get a critical trigger, the power boost will only help in bringing the opponent to late game (5 damage).

2) To make the turn 3 persona blast work, you need a second Top idol Riviere in your hand by turn 3. Although the ride mechanic helps in getting this, this is still sacky as you need the help of critical triggers to push the opponent into guarding those massively boosted attacks.

3) In response to point 1, don't even try to apply damage control for the first 2 turns. With that much card advantage in the first 2 turns, the Bermuda  player should be putting units on the field and push for damage (unless you've been drawing triggers).

In conclusion, the persona blast only helps the Bermuda  player bring the opponent to 5 damage.

Thoughts on this series:

Power-based, though very situational. The persona blast is an alternative to push the opponent to late game in case the opponent has been triggering heal and draw in his damage checks. Though the series lacks units to reach 20k (except for Super Idol Serum), the card advantage generated early game compensates for that. But if you don't have the Grade 1 in you opening hand, there goes your advantage.

Saturday, February 11, 2012

Thoughts on new main clans for BT06

As much as I'm hyped up about the new Narukami clan, I'm not really disappointed that the 3 main clans that are dominating will not get further support, considering that this is Bushiroad's way of restricting any more upgrades for clans with such strong support. This also gives new players a chance to catch up to more seasoned players and play the clans on even ground.

Will I sell my Kagero in preparation for the new meta? I'll still be holding on to my Kagero's since they're the clan which got me started into vanguard and has been by my side all this while, so it still holds sentimental value to me. I still believe that the 13k VG and the Kagero mechanics are able to compete on even ground with whatever original stuff (Persona Blast, Limit Break etc) Bushiroad can dish out. As for the rest of my decks (Giraffa/PerfectKaiser/EdelRose/NeoNectar), I won't be dismantling them since they are fun to use, especially EdelRose and NeoNectar.

Now, off to get my cheap BFDs and Grand Blue cards.

Oh, btw:

The unit looks friggin cool!

Saturday, February 4, 2012

Tourney report: 3/2/2012 Lorong AhSoo

Venue: Active Games Collection (Lorong Ahsoo)
Date: 3/2/2012
Time: 6:30pm - 10pm
Deck Used: Overlord Kagero

Tweaked my build ,before the tourney, a bit after realising that playing 8 Grade 3's is too much for a player like me. Either I have to reduce the number of G3s or I have to play 4 Barri.

First Match: William - Majesty Lord Blaster
O
He got a critical on the turn he set up his 12k VG, leaving me with 5 damage (phew). At the later stages of the match,when I managed to set up my 13kVG, I managed to get a double critical. He guarded ,leaving a 15k guard in hand

Second Match: Jasmine - Pale Moon(GBT)
O

She ride Big League Bear on her turn 2. Proceed to rape with Bahr and 18k setups.

Top 16: Kok Wei - Shadow Paladin (PBD/PBO)
XX
First game: He got double criticals when I have 3 damage
Second game: He got a critical each on his first 2 drive checks. I couldn't keep up with the pressure.

Result: Top 31

Top 8:
2 Shadow Paladin (PBO/PBD)
2 MLB
4 Kagero (Overlord)
Interesting meta is interesting ~

I did not get anything from the lucky draw. No promo pack yesterday so have to wait for another week. Proceeded to observing the rest of the matches. T'was a scrubby night lols.

Of course, I've noticed something consistent in 3 out of 4 of the Kagero decks in the top 8:


Aermo Spam, anyone?

Anyway, here's the deck I used for the tourney:

3 Dragonic Overlord - the END
4 Dragonic Overlord

4 Burning Horn Dragon
4 Dragon Knight Nehalem
4 Berserk Dragon

4 Embodiment of Armor, Bahr
4 Dragon Monk Gojo
3 Wyvern Guard Barri
2 Flame of Hope, Aermo
1 Flame of Promise, Aermo

3 Blu-Ray Dracokid
2 Embodiment of Spear, Tahr
2 Demonic Dragon Mage, Raksha
3 Gatling Claw Dragon
2 Dragon Dancer Monica
4 Dragon Monk Genjou
FV: Lizard Soldier Conroe