Tuesday, September 24, 2013

Thousand Name Wyvern Knight




Thousand Name Wyvern Knight

Basically, he is a unit which greatly helps the current Narukami Nobles, Indra and Vayu. Being able to copy their names, it is much easier to pull off their effects since Wyvern knight is the wildcard.

I'm not really keen on Vayu since huge power VG can still be screwed up by perfect guards.

Indra is one of the Grade 3 units in the game that can gain +1 Critical before reaching 4 damage - other cards that can do so are units like Majesty Lord Blaster and Super Dimensional Robo, Daiyusha. Indra, however has the possibility of getting +2 critical on the turn you ride him.

The main strategy is to get Indra to +2Critical and bash the opponent to 4 damage. If the opponent is persistent on keeping his damage low, just use Indra over and over again. Other than that, finish with descendent?(shrugs)

Thousand Name Wyvern Knight shows promise. The current Nobles, however, are abit underwhelming at the moment. It just depends on what Narukami Nobles will be appearing in the later sets.

Monday, September 23, 2013

Granblue Scribble >.>

So recently my blog list haven't been updating with anything nice. I decided to be a nice guy and write about how I feel about Granblue post BT-13.

Disclaimer: I do not own any of these pictures and
 credits to whoever posted the pics on Cardfight.wikia.com

Bosses available (aka G3):




1. Deadly Swordmaster
This is your #1 superior ride guy. His support requires the Spirit and his Nightmare. Since you might be using the soul, there is a high chance that your deck build do not require the Rising Phoenix Clone.








His combo with Witch Doctor of the Abyss, Negromarl uses 3 counterblasts. The moment he hits the VG, he replaces himself with the previous stated and you get to call 1 other unit. Other than that the combo is meh. An alternative is that you can call this guy using the Break Ride's skill and make use of his own effect to replace itself rather than just self-destructing. 10k VANILLA VG is disgusting.









3. Demonic Seas Necromancer, Barbaros
Generic-Drive-Check-Grade-3. He replaces any G3 that you do not like with another unit from the Drop Zone. You can also call back the same unit that you had used to pay it for the cost of the effect. Making it something like her. Just that their conditions to get +3000 power is different. 10k VG is disgusting.







4. Dragon Undead, Malefic Dragon
He's strong in a Cross Ride environment. Other than that, he's crappy. The other condition to activate its [V] effect is that somehow during your turn the opponent gets to add power to his VG. I'm too lazy to state all the scenarios. 10k VG is disgusting.









5. Dragon Undead, Skull Dragon
One of the best guys that you can call with him. Lock boost and this unit gets +3000 power 2 times, efficiently becoming a boosted unit. However, you have to retire him at the end phase. So, to make it less of a wastage, you can use either the Generic-Drive-Check-Grade-3 or the Break Ride's effect to mindfuck yourself to make the drawback look less [insert word here]. 10k VANILLA VG is disgusting.









6. Ice Prison Hades Emperor, Cocytus 'Reverse'
The solid Cross Ride unit of the clan. And by solid I mean the one and only. He locks stuff to mill 3 and call any unit from your Drop Zone, allowing for the 3 cards milled to be target choices for his effect. Yes you can spam the effect, but how long can you last before you run out of cards in your deck? Your likely targets are units that would eventually have a strong column, or solid card advantage.







7. Ice Prison Necromancer, Cocytus
The base of the Cross Ride unit of the clan, also being able to superior ride into it using him. He is pretty counterblast-heavy due to the fact that you HAVE to call from the Drop Zone, making him weaker than his Gold Paladin counterpart, and also the Pale Moon counterpart (there is most likely nothing for you to call unless you get to 'unflip' 1 damage, by hook or by crook) 10k VG is disgusting.










8. King of Demonic Seas, Basskirk
This VG makes sure that you have near-infinite soul for your soul-costs. His megablast is used somewhere else, and is highly unlikely achievable. 10k VG is disgusting.








9. Lord of the Seven Seas, Nightmist
The Break Ride unit of the clan. He lets you superior call 2 units and both units gain +5000 power, and if you get to do something upon calling of the unit that gains you advantage, or you manage to lock either or both of them, you get to maintain the advantage that the Break Ride provides.








10. Spirit Exceed
This is your #2 superior ride guy. His support would come from the samurai and the knight. The superior ride also provides some soul for your soul-costs. Other than that...10k VANILLA VG is disgusting.








11. Witch Doctor of the Abyss, Negromarl
This guy provides so much counterblast-usage for the clan itself, and this sets up for so many combos with the other G3s. If you play this guy, there will be times where you commit suicide by riding this card, however, I do know of certain ways to counter that, so it's not much of a problem to me anyways, but it's still somewhat a problem.






The rest of the G3s are all crap for the time being, so I'm not going to waste time explaining their uses.
The G2s explanation is pretty self explanatory:

1. Counterblast-user
2. 10k Vanilla
3. Generic 12k Beater
4. Soul-user
5. Decent 11k attacker
6. S-special intercept
7. Genocide Jack
8. Unflipper

I can't think of names for the others, but I can assure that the others are probably not very much played by the players around. These 8 choices are probably the ones that would end up being inside any Granblue player's deck.

As for the G1s, they are all usable, and the highly likely to be unusable ones are:

1. Iron Tail Clone
2. Morgana Clone

The counterblasts are better off being used somewhere like here or even here. However, do note that if you play Captain Nightmist, pairing him with Dandy Guy Romario would probably be one of the better choices.

Triggers are the pretty standard 8c4d4h and stuff, or even 12c4h. Especially since they have a new Draw Trigger, players are allowed to play more than 4 Draw Triggers in their Granblue deck.

Top 3 viable builds in MY opinion are:
I. #1 or #10 with #9 (preferably #1, due to the fact that #10 has only 10k power with no effects)
II. #6 with #7
III. #6 with #9

Of course, the rest of the G3s with the exception of #3 and #8 are splashable in any of the above stated builds.

#3 requires a tedious setup if you are playing the standard/consistent/whatever-you-call-it deck ratio. The amount of times that you are able to activate #3's effect would be a maximum of 6, unless somehow you are able to recycle back your G3 into your deck.

#8 is wayyy too retro, the standard soul blast build. The build would go with this guy and this guy to utilize the soul for the player's set up, and the ability to play 12 Critical Triggers in the deck without losing in hand size.

The best way to play a clan is to abuse their specialty, which in Granblue's case, necromastery/revival/etc. You needs ways to revive a unit, and that would lead to hand conservation, as you are actually calling units from the Drop Zone instead of your hand.

1st Draft, edited on 23/09/2013: scribbles ¯\_(ツ)_/¯ 
I guess this page would be slowly updated (I guess the next update would be around 25/09/2013) and stay valid until the Japanese initiate a new way to play Granblue, or I finish what I want to share about this clan.

Monday, September 16, 2013

アモン “Я”

OK...so I have not been writing much recently. My latest post was over 2 months ago when BT-12 was released. Then after endless projects and exams, I finally HAD free time. But I was too lazy to blog about vanguard and stuff (I do not like to share my *COUGH*wonderful*COUGH* ideas as I am quite the selfish character).


HOWEVER, due to my laziness, I also do not have an online vanguard playing platform account. Because of that, I am unable to test out many of my own personal deckbuilds.


So back to the topic: 

4 Demon Marquis, Amon "Reverse"
4 Demon World Marquis, Amon

4-X Story Teller
X Gwynn the Ripper
3 Amon's Follower, Hell's Draw
4 Amon's Follower, Ron Geenlin

3 Yellow Bolt
3 Doreen the Thruster
4 Poet of Darkness, Amon
4 Amon's Follower, Vlad Specula

4 Amon's Follower, Cruel Hand
4 Amon's Follower, Hell's Trick
4 Dark Knight of Nightmareland
4 Hysteric Shirley
1 Devil in Shadow (SV)


This decklist follows in the footsteps of Doctor O's ginseng deck.

This ginseng is the crossride of probably the unit which owns the longest dick in the anime. His limit break sort of turns him into MLB's burst and you get to spam it for consecutive turns, making it hurt a lot for your opponents at 4/5 damage.

You should play this guy because he has the longest dick in the anime. Just kidding. He is the base of your crossride. Making your ginseng's ass 1000 higher than MLB itself. Also, at 5 damage, if you really want the free power and your opponent has no 20000 lines you can ride this guy back on top of ginseng.

Draw Power in a crossride deck. Be careful about drawing out draw triggers though.

Berserk Dragon in a DOTE deck.

This unit has so much potential together with Doreen. The 2 soulcharges give Doreen +6000 power. Call this unit in front of Doreen and voila! you get a 21000 line. The 2 soulcharges also builds up the soul for the both your Grade 3 Vanguard. Also, she's cute and hot.

Burning Horn in a DOTE deck.

Another unit that pairs well with Doreen. You get to soulcharge every turn and it gives +1 soul to your Vanguard, +3000 to Doreen. Even better, after resting it to use its effect, lock it for ginseng's limit break to effectively not waste this unit for the turn.

This unit is here for its wonderful name and the easy-to-fulfill-condition of its 9000 boost.

Sentinel.

It would be hard to be gradelocked with this Pioneer. Even if you do not want to use its effect, you can either: 
-lock it every turn for ginseng
-use it for base's effect cost
Also, it looks like a Nevermore nendoroid.

Triggers are the standard ones with effect with the extra critical for the pressure, just in case you do NOT get to crossride. Either ways, have fun with this deck in your online vanguard platforms. You could always go for the 6 draw 6 critical as and when you like.

P.S. This is NOT MY PERSONAL BUILD. As I said earlier in my post, I am a very selfish character. This is just some consistent random jimmy build on the internet. I do not randomly give my KFC recipes to people who do not deserve it. My build would suffer from a lot of flaming just because people cannot see from my POV.

Welp, hope netdeckers have fun with this deck!

Signing off,
Jack of No Trade ¯\_(ツ)_/¯

Phoenix Concept!


As the name suggests, today I will be doing a deck analysis of a different way of playing Angel Feathers: Reverse Aura Phoenix.

OK... I know I am 2 sets late about this deck, but hey, I'm a selfish fucker who does not like sharing ideas. Even if I did share it 2 sets ago, this deck would be steamrolled by the Dragon Empire decks during that time...so I don't totally find it my fault for not sharing a deck that might not work during that time either. Not like it matters...this deck would also be steamrolled by any meta deck anyway :/

However, This. Card. Is. WHOA.
 
 As usual, I'm too lazy to provide the stats of this card. So just click on the link to view its stats. Makes life easier for everyone of us. And by everyone I mean ME.





















3 Reverse Aura Phoenix
4 Chief Nurse, Shamsiel

4 Million Ray Pegasus
4 Emergency Celestial, Danielle
4 Doctoroid Argus

4 Lancet Shooter
4 Thousand Ray Pegasus
2 Nursing Celestial, Narelle
4 Adamantine Celestial, Aniel

4 Punishment Celestial, Shamihaza (Critical)
4 Celestial, Landing Pegasus (Draw)
4 Critical Hit Angel (Critical)
4 Sunny Smile Angel (Heal)
1 Thermometer Angel (SV)

The main combo of the deck is to use phoenix's effect every single turn, preferably to return a trigger to your deck, and at the same time, unflip 1 damage, and allow your whole field to gain power, ALL AT THE SAME TIME.
Do da maff:














(Argus+ Thousand Ray Pegasus)
8000+4000+7000(+2000)=21000

(Shamshiel + Thousand Ray Pegasus)
10000(+2000)+7000(+2000)=21000

(Phoenix+ Thousand Ray Pegasus)
10000(+3000)+9000(+2000)=22000

 These would be your columns when you would have finished setting up your field. For every turn, you would unflip 1 damage at the start of your turn, then:

1. Phoenix would gain +3000 power. Then at the same time, when you 'unflip' your damage,
2. Pegasus would gain +2000 power. Then during your attack step of Argus,
3. Counterblast 1 for Argus to gain +4000 power.

Or

1. Shamsiel LBs to 'unflip' 1 damage. At the same time,
2. Shamsiel and Pegasus would gain +2000 power at the same time. Then during your attack step of Argus,
3. Counterblast 1 for Argus to gain +4000 power.

Hitting 21000 would be so easy with this deck. However, I have NEVER EVER played this deck in real life before, so I have no idea whether it would actually work. I got this idea from the Japanese, so I think this idea is pretty solid.

The Celestial G2 RR is selected here because I can't think of any other option to put in the deck. Also, that card helps with the Pegasus' effects together with Shamsiel's so most likely I think it's a pretty solid choice.

The Celestial G1 is there to help to prevent gradelocks. With 7 G3 and the G3-searcher Pioneer, and this card, you would be able to swap get your G3 from the top 7-9 cards of your deck (I'm too lazy to state out the probabilities of that, so suck it up and find it yourselves).

You would be able to use Lancet Shooter's effect if you do not have Pegasus in your early setups. You do get to unflip damage every turn so stop complaining about the Counterblast-2-Cost.

Your triggers are mostly 8 Celestial to maximise the effects of your cards (cost/effect). The other 8 is because of their effects. Soul-in-3000, and the heal trigger allows for you to shuffle your deck, allowing for more versatility. For more deck shuffling, you could always come here to find your other options. You could add the Candle Celestial, Doctoroid Megaros, etc. Then your build would most probably be edited: 


-4 Emergency Celestial, Danielle
-2 Nursing Celestial, Narelle
-4 Celestial, Landing Pegasus
+4-x Doctoriod Megaros
+x Candle Celestial, Sariel
+2 Burst Shot, Bethnael
+4 Fever Therapy Nurse
 





Or Alernatively

-4 Emergency Celestial, Danielle
-2 Nursing Celestial, Narelle
-4 Celestial, Landing Pegasus
+4 Core Memory, Armaros
+2 Crimson Mind, Baruch
+4 Fever Therapy Nurse







The previous 2 options would allow for more counterblast usage. This would also mean you have to think more wisely for your decisions.

Oh yea by the way, I deliberately chose to have 4 Shamsiel instead of 4 Phoenix is due to the fact that I do not totally trust this unit. I mean, I can't totally trust a deck that totally works based on theory. Shamsiel is a unit that I have higher trust in anyway.

K, so this concludes this post so far about the Reverse Aura Phoenix. If you find any flaws about this concept please feel free to discuss about it :P

Signing off,

Jack of No Trade ¯\_(ツ)_/¯

Saturday, August 31, 2013

We're back + mini rant

"One does not simply play 8 draws in a Link Joker deck without playing extra copies of Dust-Tail Unicorn. Just kidding, you can play whatever the hell you want and players will still judge you..."

Hey guys I'm back, and I could say that I've finished my duties as a student and am able to spend more time with other activities, including contributing to this blog.

I couldn't say that I wasn't active but I somehow lost the motivation to write about particularly anything really, considering the recent VG mechanics nowadays are quite boring and straightforward to make a decent analysis (standing VG = omg new meta!?). I took a break from VG at some point and picked up Pokemon for a change of pace.

I've recently participated in a singles tournament in a local area after a long absence in the tournament scene and I managed to get 2nd place (yay Narukami). I guessed I was on form on that day. However I'm not in the mood to write up a tournament report as that's not the issue I wanted to address here at the moment.

As I made my way to the top 4, my opponent (couldn't recall his name... couldn't be bothered) decided that he wanted to relocate himself from the tournament area to the back of the shop to "table shuffle" his deck. I requested the judge to call him back to the tournament area. When he arrived the tournament area, he barely touched his deck and offered me to cut his deck. At this point, I was highly suspicious of him for attempting deck manipulation. I then proceed to performing a modified Faro shuffle (go Google it up if you're not sure what it is) to randomize the position of the cards he probably arranged but I was reprimanded from doing so.

Firstly, why the hell would you go out of my sight to "table shuffle". That will increase the likelihood of me suspecting you of stacking your deck. The next part where he barely touched his deck and offered me to cut just makes it even more suspicious. And why is everyone anal about faro shuffling? I'm not even ripple shuffling your deck. The opponent even requested the judge to DQ me for something minor as a shuffling method. I'm just implementing a shuffling method to maximize randomization of the position of the opponent's cards and even requested a final cut from the judge for both player's decks to ensure fair game. It was obvious that he was stacking his deck and he should be the one to get the warning.

Yes, a wall of white text on a black background might seem jarring to the eyes so I do apologize for the rant. (might actually do something about that to improve legibility). I just felt the need to get it out of my chest.

It doesn't matter that much now that i think about it, since I won the match anyway. It's just that it ticks me off to see scrubs like these attempting to get away with cheating to win.I'm never going to the card shop again.

Anyway, I'm back so do expect more frequent updates.

Thursday, July 11, 2013

BT-12「黒輪縛鎖」 Updates!



















Welp. Needless to say, the top-played decks are now:

1. Revengers (Raging Folm Dragon)
3. Narukami (Vowing and friends)
3. Link Joker (Infinite Zero/Nebula-Lord)

The reasons I have put up these three are because in they're everywhere. The latter two are in the same ranking because I'm too lazy to think actually how many of each are there.

Revengers:
As thought since BT-12 closed-beta, RFD would bring Shadow Paladins back to the meta, due to the Double-TwinDrive ability. However, it does have its drawbacks (-4 to your total card pool), but the Double-TwinDrive would earn everything back into place.

Let's say for example both players are at 5 damage and you have a decent board:
Opponent's advantage =  negative [(1+2+2+1) + (1 for every critical trigger)]
Your advantage = positive [2+2-4]
Total net gain = +>6 (holy fucking shit that would be at least 6 cards even though you do not open triggers)

I'm not sure whether my calculations are correct or not, but most likely they are.

Critical Triggers are used here because they are vanilla at 5 damage, which means other triggers provide more advantage when both players are at 5 damage. When you are at 4 and opponent at 5, Heal Triggers also become vanilla. I do not think that I need an explanation as for why they become vanilla triggers.

When your deck has a +6 combo, I do not see a reason for it to not become meta. OF COURSE...THERE ARE OTHER REASONS WHY THE DECK IS TOP-TIER. One of them would be Dorin, overpowered-shit-that-bushiroad-forgot-to-balance-revenger. Too much synergy. Too strong. Normally I try not to let it stay around for 2 turns (note that I mentioned: try).

On theory, Blockade would stand a decent chance against Revengers. I said 'On theory'. Hasn't been proven yet. The intercept-lock would stop Dorin's 'overpowered-shit-that-bushiroad-forgot-to-balance' ability. Kind of. I have no idea. Haven't tried.


Narukami: AKA Vowing and Friends:
Banhammer should hit sometime soon. Being played as the majority in sooooo many previous tournaments and showing sooooo many results, I'm expecting Bushiroad to touch them sooner or later in the next restricted list.


Link Joker:
New mechanic, still researching on how to play around them.


Yawn. Going to sleep. Kthxbye.
Jack of No Trade ¯\_(ツ)_/¯

Sunday, June 30, 2013

Tourney Report: Reign of Teams - Team Tournament

I'm kinda late for this but anyway, this is probably gonna be the shortest tourney report ever in this blog. For those who are interested in the build I'm running , you can scroll down to the bottom of the post. No pics since phone died on me during the event. felt handicapped without it OTL

Date: 29 June 2013
Venue: Scape
Entry fee: none
Participants: too much to count lol
Doorgifts: PR packs (6-9)

*It was obvious that Leon Loh hates Eradicators due to the fact that he has so many G1 hate (Terricross/Corduroy/Heatnail etc)*

Team name: The Potato Mafia
Decks used:
Player 1: Leon Loh: Kagero [Dauntless/Inferno]
Player 2: Anwa: Narukami [GBD/VSD/DD]
PLayer 3: Chuan Zhi: Spike Brothers [DE/BED/JellyBeans/JuggMax]


Tourney Details under the cut

Wednesday, June 5, 2013

NEW BLOG PENHOLDER

Hi everyone

1. I am a new writer of zis blog.

2. Me posts would generally be somehow like PsychoSnake's, but my ideas would be most of the time less logical. You guys might condemn my ideas, write whatever you think is right.

3. But trust me. I can totally find your point(s)'s loopholes if I want to.

4. I hit hard in vanguard, but I only have like...-30% luck in vanguard (giving me the name of bad luck monster). There are days when my luck cannon is full, 200% luck, etc.

5. I accept all challenges from everyone AND anyone, unless I don't have the mood for vanguard.

Enjoy my posts! Don't take them too seriously either!
Signing off,
Jack of No Trade ¯\_(ツ)_/¯

Sunday, June 2, 2013

Card Analysis: Last Card Revonn


I've been running an Aqua Force build, revolving around Maelstrom, despite the recent BT11 Aqua Force update. I guess I was lazy to even test out the new cards till the boredom bug hit me. Thus, I decided to try out Revonn since it has a cool art(looks like a ninja dragon to me lol). The unit exceeded my expectations and my first impressions of it when i tried it out.

[AUTO](VC) Limit Break 4 (This ability is active if you have four or more damage):[Counter Blast (1)] When this unit attacks a vanguard, if the number of «Aqua Force» you have as [Rest] in your front row is three, you may pay the cost. If you do, this unit gets [Power]+3000/[Critical]+1 until end of that battle.
[ACT](VC):[Counter Blast (1)] This unit gets [Power]+2000 until end of turn.
[CONT](VC/RC): Lord (If you have a unit that doesn't belong to the same clan as this unit, this unit cannot attack)

Tuesday, May 28, 2013

SAISHIN BE TROLLIN


-------
Player A: Stand up, Vanguard. Linchu!
Player B: Stand up, Vanguard. Saishin!
Player A: LOL dude, why are you running that piece of shit?!
Player B:  ( ͡° ͜ʖ ͡°)

Scenario A:
Player A: Spark Rain Dragon, boosted by Saishin, attacks the vanguard
Player B: No guard!
Player A: Drive Check!
Player B: Damage Check! Activating Linchu's skill?
Player A: (only target is piece-of-shit Saishin) no, it's okay.
...
Player B: Thunder Storm Dragoon, boosted by Saishin, attacks the Vanguard
Player A: No gua ... shit
Player B: ( ͡° ͜ʖ ͡°)

Scenario B:
Player A: Spark Rain Dragon, boosted by Saishin, attacks the vanguard
Player B: No guard!
Player A: Drive Check!
Player B: Damage Check! Activating Linchu's skill?
Player A: (If i don't burn him, he'll burn my Linchu) Yes, I'll activating Linchu's skill
Player A:  ( ͡° ͜ʖ ͡°)

Credits to my friend Eugine for thinking of this. Of course, this post is by no means degrading any Narukami players in general and is just made for humor purposes :)

Monday, May 27, 2013

Tourney report: SG cardmart - Team Tournament

Date: 25 May 2013
Venue: SG Cardmart
Entry fee: $18 per team[$6 per person]
Participants: 15+ teams
Doorgifts: none :(

It was the first time that I went to SG Cardmart, and the place was kinda cool. It has a wide playing space and the top prize was 3 boxes of BT11.

Decks used:
Andrew: Oracle Think Tank [Koko/CEO/MeteorBreak]
Clarence: Kagero [Blockade/Dauntless/Inferno]
Anwa: Narukami [Buster/Spark Horn/Descendent]

Tourney details under the cut

Monday, May 20, 2013

Tourney Report: Rowell Home Entertainment - Team Tournament

I wanted to post this on the night after the tournament but I ran into some "technical" difficulties. Anyway, here's the report

Date: 18 May 2013
Venue: Rowell Home Entertainment
Entry fee: $30 per team[$10 per person]
Doorgifts: 1 PR09 pack + 1 playmat

The door gifts are very attractive so we decided to participate. And top 3 gets 3 boxes of BT12 per team. There were a total of about 50+ teams who participated in the tourney. Each player in the team gets to pick a mat from a pile of random mats. There were several designs, ranging from Naruto to K-ON designs. I picked the mat shown below:



AHRI PLAYMAT  ^__^V

Anyway, these are the decks we used:
Tristan: Narukami [Gauntlet/Vowing/Descendent]
Anwa: Narukami [Gauntlet/Spark Horn/Descendent]
Clarence: Kagero [Blockade/Dauntless/Inferno]

1st round:
Tristan vs Gold Paladin [Liberator] - O
Anwa vs Megacolony [Giraffa/Master Beetle] - O
Clarence vs Gold Paladin [Liberator] - O

2nd round:
Tristan vs Nova Grappler [Beast Deity] - O
Anwa vs Angel Feather [Shamshiel/Ramiel] - O
Clarence vs Kagero [DOTE] - O

3rd round:
Tristan vs Kagero [DOTE] - O
Anwa vs Kagero [DOTE] - O (This match was sacky as hell)
Clarence vs Narukami [Eradicator] - O

4th round:
Tristan vs Gold Paladin [Liberator] - OXX
Anwa vs Gold Paladin [PlatEzel] - OO-
Clarence vs Narukami [Eradicator] -XOX

Win-Loss record:
14W3L
Tristan:OOOOXX
Anwa:OOOOOO-
Clarence:OOOXOX

Even though the weather was hot, it wasn't that bad of a day since our team was a step closer to getting the prizes. The event was a great one, having been able to meet some cardfighters from other areas such as Ahsoo and Jurong. I even managed to snag a few good deals as well.

Meta Check:
Tons of Eradicators. The Sweep Command builds are popping out everywhere as well. Dragonic overlord - the END builds are popping out everywhere as well, especially from veteran players. Other than that, several players are using Liberators and Celestials. I did not managed to get usage statistics of what clan the players used.

Thursday, May 2, 2013

Response to the May 11 banlist





I was gonna make an Aqua Force post, but I think there are other things that ore of greater importance here. May 11 banlist.

It's kind of a  surprise that they would release a new banlist so early. Still, the previous 2 banlists were in September 2012 and January 2013,respectively. With a span of 4 months in between the banlists, I wouldn't be surprised if there'll be a new one in September 2013.


Basically, now the only cards restricted in the game are the following cards: Eradicator, Dragonic Descendent/Majesty Lord Blaster and Goddess of the Full Moon Tsukuyomi.

Dragonic Descendent hitting the list was not much of a surprise to me since the metagame was heavily centralised on that card alone. Hitting it to 2 will not completely cripple it but rather, reduces the consistency of the deck as a whole. The Eradicator legion is still strong overall with their high amount of attackers and retire abilities. This forces players to play more of the newer cards like Spark Horn Dragon and Sweep Command Dragon to replace the previous 2 copies of Dragonic Descendent.

Majesty Lord Blaster got a better treatment this time round, as compared to the previous (and very harsh imo) restrictions. However, I feel that the change would not affect how current MLB players run their decks at the moment, even though an extra Majesty Lord Blaster would add a bit of consistency to the deck.

Tsukuyomi at 2 is BSR's way of telling "You can try the deck" but still not allows players to run the infamous 4G3-Tsuku deck.

And here are the cards that are free from the restriction:
King of Knights ,Alfred
Wingal Brave
Godhawk, Ichibiyoshi
Silent Tom
Lizard Soldier ,Conroe
Dragonic Overlord - the END

Alfred is back, and is much more consistent with the addition of Sanctuary Guard Dragon and Constance from the new DAIGO set. Koko players can now run 4 Silent Toms, one of the best pressure cards in the game.

However, the only change that baffles me is Dragonic Overlord - the END being unrestricted . It's safe to say that one of the most consistent decks in the game is back, infamous for it's persona blast and the high consistency the Grade 1 lineup can offer for the deck. However, I don't think it'll fair as good as it was back before the Break Ride era .

Players are now inclined to run Dauntless Drive Dragon alongside the End instead of Dragonic Overlord. As of now, it's a nice backup plan if you do not ride DOTE but I'd stick to the old DOTE build because I'm just too lazy to find DDD.

Personal opinion:
It doesn't affect me that much anyway. Dauntless-DOTE isn't as strong as it's hyped to be. I'm sure Bushiroad made these decisions for the preparation of the new clan, Link Joker.

Wednesday, April 10, 2013

Deck profile: Eternal PRISM

Hey Hi!

I apologise for the recent lack of posts over the past few months. I was planning to go back to posting on February since my Major Project ended at around that time but laziness and demotivation got the better of me .

(apparently grinding to lv9999 in Disgaea 2 wasn't as easy as i thought it would be OTL)

Anyway ,I'm back and will be posting more material in the days to come.

I'll start with a deck profile featuring some cards from the new Extra Booster:Dazzling Divas.


Labrador is the main VG of the deck. Her Limit Break is good at any point of the game (+1 Crit for early game/+10000 for late game). You can even go Alfred-style and prioritise placing boosts to RG lanes.

Eternal Idol, Pacifica is great. Getting an extra attack, superior calling another unit and possibly setting up a 21k column is an appealing offensive pattern especially in mid-late game.


Here's an example on how Pacifica works in the deck:


1) Rose attacks unboosted (11k)
2) Liguria boosted by Clear attacks (17k)
3) Pacifica,boosted by Sedna, attacks VG(19k). LB activates: returning Rose(in-rest) and Clear(in-rest) to hand. Superior call a unit with at least 10k power place it on the RG circle in the same column as the Clear in stand.
4) Clear's effect activates: SB1 to give +4000 to the unit that was superior called from deck
Cost: LB4(CB3/SB1)
Result: +1 attack, +5k guard(by returning boost), 21k column


After that, it's just a matter of filling in G2 slots with units that complement both VGs, which are relatively high beaters under both circumstances. Rose and Liguria fit the criteria. Filled the remaining slots with Celtic as her effect triggers with the bounce mechanic.

I chose Mercure and Clear in my G1 slots as they are PRISM units. Mercure gives me more attacking options by having access to relatively high attackers mid-game (10k-11k). Clear synergises well with the 2 Main VGs of the deck as it allows me to construct 21k columns. The rest of the G1 slots are reserved for nulls and Sedna. Sedna's there just to fill the G1 space. Might have to replace her for another unit.

Koro as starter so that i can reorganise columns with Labrador and make RG slots for Labrador's LB.

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Possible changes:
- make room for Leyte for possible late game 21k RG columns
- reduce number of Rose. Too many 8k base attacking units aren't good for health lol
- go back to standard 8-11-14 Grade distribution
- might add in a wider variety of triggers
-might go with 12 crits
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Personal thoughts about Extra Booster: Dazzling Divas:

The PRISM archtype introduced in the booster is strong based on the fact that the PRISM Legion consists of a relatively high number of attacker that can go unboosted so that you can seize early game, whether it is Rush or Control based on a player's personal preference. Labrador is a decent card with a Limit Break that gives you the edge at any point of the game. Celtic and Clear are also great additions to the Bermuda Triangle clan as they can now adopt a more aggressive playstyles with 21k columns.

The clan's Break Ride is also introduced in the booster. Although this gives players more options on what to run, I personally am not fond of Vert at all , or Break Rides in general.

Eternal Idol, Pacifica is a great addition for players who prefer to run older versions of Bermuda Triangle decks. At first glance, her cost is a little steep for a Limit Break .However, judging from how splashable she is in various Bermuda Triangle builds, not to mention the synergy that comes with the bouncing mechanic, I wouldn't even complain. When in doubt, just add in Eternal Idol Pacifica.

With the introduction of 2 more sets of triggers, there's a wider option of trigger lineups for the decks available(eg. 12 critical triggers in Riverie build)

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Anyway, that's my take on my Bermuda Triangle build. Feel free to try it out and make any changes to your liking.

Cheers,
Snake