Showing posts with label Kagero. Show all posts
Yep, another one. I really need to remember to post completed drafts...
I realized that with all the hype for The X and Blademaster+Stride, Perditions has taken a back seat in most of other player's mind. But no, not me. In fact, thanks to Stride, it makes Perditions a whole lot scarier...
In my area, there are a few who plays Kagero but majority are playing The X. It gives you pressure but it's still not as great as it hyped out to be. Heck, my Perditions was able to destroy The X rather easily at the shop tournaments I'm in and some find it a bit surprising. To be honest, I'm one of those who really hates the Dragonic Overlord types but there is one exception.
My secret? Well, here it is!
Grade 0
- 1 x Red Pulse Dracokid (Starter)
- 8 x Critical Triggers
- 4 x Gattling Claw Dragon
- 4 x Heal Triggers
Grade 1
- 4 x Perfect Guards
- 3 x Dragon Monk, Gojo
- 2 x Demonic Dragon Mage, Kimnara
- 2 x Calamity Tower Wyvern
- 3 x Perdition Dancer, Anna
Grade 2
- 4 x Perdition Dragon, Whirlwind Dragon
- 2 x Perdition Dragon, Menace Laser Dragon
- 1 x Perdition Dragon Knight, Ilham
- 2 x Dragonic Burnout
- 2 x Perdition Dragon, Dragonic Neoflame
Grade 3
- 4 x Perdition Dragon, Vortex Dragonewt
- 4 x Perdition Emperor Dragon, Dragonic Overlord the Great
Grade 4
- 4 x Divine Dragon Knight, Mahmud
- 2 x Flame Emperor Dragon King, Root Flare Dragon
For my Grade 1. I play the old school perfect guards. Again, like my Grade 0, I kinda play different perfect guards. This is one of the reasons why I excel against The X - being able to guard my rearguards. I play Gojo for his early tap-drop-draw effect. I was actually torn on whether to keep him or change him to either Aethonic or Lava Flow but after a couple of plays, I realize Gojo is the better option. Kimnara makes a surprise entry but he's that one card that can clear away key cards rather easily and of course to lower his attacks. Calamity Tower Wyvern helps me to blast away Neoflame from the soul as well as netting me another card. Anna is key in this deck as she allows you to unflip to cards just by soul blasting away a perdition during on call as counterblasts are precious resources in this deck.
Grade 2 goes out of the standard. I play Whirlwind Dragon, a 12k attacker as well as the mate for Dragonewt. Menace Laser Dragon is actually a good card to snipe away boosters. I usually use him to blast away booster, swing overlord at the unit with his booster blown away. That way, my opponent loses a row right away. It's an instant Neoflame, but better to be honest. I tech in an Ilham. I'm actually surprised that despite playing him at just 1, I was actually able to abuse his ability at least twice in a game. Like Menace Laser, I will retire away a booster and use The Great to clear out the survivor. Dragonic Burnout is a must play in the deck. I love blowing away boosters so I usually just use him to burn away more G1s. And yes, rinse and repeat with The Great. Lastly, Dragonic Neoflame, the legion mate for The Great. I just play 2 of him since I find his ability...a little lacklustre. And despite with just 2 in the deck, I was able to actually legion multiple times thanks to Anna and Calamity.
And on to the Grade 3s! I have Dragonewt and The Great in the line up. But I always ended up finishing the game with The Great. Some how, Dragonewt becomes the fodder for Stride. But still, on the event I ride him, he does not fail to actually hitting my opponent to 5 damage quickly. The ace, however, is still Dragonic Overlord the Great. His skill is extremely pressurising and not only that, causes serious pain to your opponent when timed correctly. If you can twin drive twice, why not?
Finally my stride units. I play only 2 Root Flare Dragon. His ability great but sadly, I can only find two of him. But my favourite is still Mahmud. I noticed that whenever I play The Great, my opponent tends to not call any rearguard for attacking. So I just simply punish them with Mahmud.
As you have noticed, my play style for Perditions may be slightly sadistic but I find most affective. There instances where I played the deck and it actually causes my opponent not to have any boosters as most of them are hanging around in the drop zone. So keep blasting those boosters away. It spooks the hell out of them.
Vanguard Kagero Deck Profile: The True Flames of Perdition
Roar!! I'm Dragonic Overlord, the star of this show!! Wha..? I no longer am!!?
Booster 11 have lots of upgrades for a number of clans; Narukami, Angel Feather, Aqua Force, Tachikaze, the new Genesis and Kagero. Many are hyped up about the updates but my attention will go to Kagero, which received lukewarm attention and simply because I don't play and am not interested in other clans.
Kagero used to be an extremely strong contender before BT10 was released for the Japanese game but many has abandoned it for the much stronger Narukami, Shadow Paladin and Link Joker. As for the English side of things, I suspect the same thing may happen. So far, due to the World Championship Qualifiers in Singapore, some are looking forward to the boost for Kagero, but most of them are going along the lines of Narukami or Aqua Force.
What intrigues me the most for Kagero in BT11 was that most of the new Kagero units introduced are of the Flame Dragon race. Ah hah, I like the look on your faces that you see where I'm coming from. For those who don't understand me, here's a quick explanation. Flare Whip Dragon is a card from Promo Pack 5. Its ability is wicked. By himself, he can attack for 16k without much effort. The reason why is that for every Kagero Flame Dragon unit that he drive checked, he gains 3k power. So by simply drive checking two flame dragon units, he gets 16k easily and with triggers, 26k. While he was considered bad initially, with BT11, his value shot up a little. So with a deck filled with Flame Dragons, you definitely will mess up your opponent's ability to calculate how much he needs to guard. Now on to the deck profile!
Grade 0: 17 units
- 1 x Lizard Soldier, Conroe (Starting vanguard)
- 3 x Blue Ray Dracokid (Critical trigger)
- 4 x Seal Dragon Biera (Critical trigger)
- 4 x Gattling Claw Dragon (Draw trigger)
- 1 x Seal Dragon Artpitch (Draw trigger)
- 4 x Seal Dragon Shading (Heal Trigger)
Grade 1: 14 units
- 2 x Iron Tail Dragon
- 3 x Seal Dragon Rinocross (Perfect guard)
- 4 x Seal Dragon Kersey
- 3 x Seal Dragon Flennel
- 2 x Embodiment of Armor Bahr
Grade 2: 11 units
- 3 x Seal Dragon Corduroy
- 2 x Berserk Dragon
- 4 x Seal Dragon Hunger Hell Dragon
- 2 x Bellicosity Dragon
Grade 3: 8 units
- 4 x Dauntless Drive Dragon
- 4 x Flare Whip Dragon
What the hey!? I thought this is a Flame Dragon deck! Well... it is! Conroe is one of the best starter for this deck, since he can filter your deck for a booster. You will also notice I have Bahr in there as well. After a few rounds of testing, a full Flame Dragon Flare Whip deck have a big weakness - the lack of 8k vanillas. One of the main reason why I use Conroe so that he can filter out Bahr to prevent you from drive checking at least one of them.
With most of the units hitting mostly 16k and 17k and only 4 units having a chance of hitting 18k himself that is Dauntless Drive, a Flame Dragon deck can't hit crossrides for big. With Bahr, at the very least you now have about 12 units hitting 18k to force a 10k guard from crossrides. But if you do want to play a full Flame Dragon deck, that is fine too, but I suggest simply hitting their rearguards away to pressure them fully.
Not much to say about this deck. It's pretty straight forward too. So far testings show it's a strong contender against quite a number of decks when played correctly but it still does take a bit of planning ahead while playing.