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)_/¯