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

Monday, June 11, 2012

Tejas in DOTE

It's actually not that bad , considering you can still apply pressure when the opponent tries to wall the shit out of you.

On a side note, the Bison shown in EP75 seems strong o_o.

Tuesday, June 5, 2012

BT07 stuff: The future of OTT


With the introduction of more starter vanguards for the OTT clan, some OTT players will rejoice that they have more space for cards other than the Tsukuyomi Ride Chain . Being able to make room for cards like Promise Daughter and MeteoBreak Wizard (and even High-Speed Blackie) makes OTT a clan to watch out for in post-BT07 meta.

Tsukuyomi Ride Chain: Foresight

Even though Soulless OTT will be the pinnacle of generating card advantage in OTT clan, there are also merits in using the ride chain. One would be the stacking of triggers, especially in a deck that runs 12-Criticals. Some japanese OTT players have begun to run only 4 Grade 3s ,which is Goddess of the Full Moon, with 12 Criticals to fully depend on a double critical to secure their victory . This OTT build has been proven to be successful in the meta, clinching 1st places in several tournaments. I won't be surprised if some OTT players do not jump onto the Koko bandwagon.




Little Witch Ruru : Draw-Whore

A good play by Bushiroad. With the introduction of a new starter, they managed to bring back Soulless OTT and made Scarlet Witch Koko a beast to watch out for. Ruru is basically a "Luck Bird" that moves to a RG circle once you ride a G3. That means riding Koko will net you a total of +4 cards (Ruru+3 cards drawn). Just another CB2 from Maiden of Libra and the deck would have met the advantage generated from a perfect Tsukuyomi ride, utilizing the same CB (and that's a lot of card advantage). From the +4, the OTT player can proceed to 3rd turn rush without having to fear of lack of cards later in the game.




Battle Sister Eclair : Aiming for stability and consistency

Battle Sister Eclair is the "Spark Kid Dragoon" of the OTT clan and will probably be seeing play in OTT variants which does not consist of the Tsukuyomi Ride Chain and Scarlet Witch Koko. Although the 2 builds mentioned are the stronger builds due to their potential of generating more card advantage, builds that run Eclair tends to be more stable. Tested it in a "CEO-MeteorBreak" core and it works fine. Players can do silly tricks like using Eclair's skill when your CEO checks a MeteorBreak or even use her as a temporary CEO's VG boost and can still hit 18k when conditions are met. This build is by far the favourite among the 3 builds.







And that's just about it for the first wave of updates for the OTT clan. I suspect more Soulless OTT support and possibly a Limit Break unit for the OTT clan,possibly a dual-Euryale (double-Bind!)