Showing posts with label deck profile. Show all posts
Eldora, one of the most underused LRIG in WIXOSS but she's extremely fun to play with. Constructing a deck that plays well around here however, may take a bit more thinking than most other LRIG.
The key reason why she is not as popular as other LRIGs are mainly due to the lack of support for her play style. She mainly aces at control of your Life Cloths, and at time, your opponent's Life Bursts. But that is what actually made her harder to use sadly as her plays require the manipulation of Life Cloths.
But, with the release of Next Selector, it opens up a new kind of play style for Eldora that is extremely fun to play with too. Interested in the deck list? Carry on!
LRIG Deck:
- Eldora=Mark 0
- Eldora×Mark I
- Eldora=Mark II'
- Eldora=Mark III'
- Eldora=Mark IV' or Eldora×Mark IV
- Surprise With Me
- Cross Life Cloth
- Cross Life Cloth
- Xeno Multiple
- Don't Escape or Don't Move
Main Deck (Normal):
- 2 x Una, Water Phantom
- 3 x Servant D2
- 1 x Servant T2
- 2 x Code Art OSS
- 4 x Code Art SPK
- 1 x Code Art RGN
- 1 x Fracturing Lust
- 2 x RAINY
- 4 x FREEZE THROUGH
Main Deck (Life Burst):
- 3 x Servant O
- 3 x Code Art GRB
- 3 x Code Art TAP
- 3 x Code Art KEY
- 2 x Code Art CPU
- 1 x SEARCHER
- 4 x FREEZE
- 1 x Arc Aura or No Gain
LV 1 | LV 2 | LV 3 | LV 4 | LV 5 | Spell | Total |
---|---|---|---|---|---|---|
14 | 3 | 5 | 5 | 0 | 13 | 50 |
For my LRIG, I play until Level 4. I would recommend playing Eldora×Mark IV over Eldora=Mark IV' but the latter is easier to get as it's from the Trial Deck which the former is a LR. Mark IV allows you to draw a card with each crushed Life Cloth while Mark IV' needs a Life Burst to draw, but she does come with a costly banish cost. Surprise With Me is a must for Eldora deck so that you can rearrange the top 4 of your Life Cloth. This way, you can put your Life Bursts in front or non Life Burst cards and swap one out with Cross Life Cloth with a Life Burst card in hand. Requires some memorization, but at the very least, you can manipulate what Life Burst you can get and plan your damage ahead. Xeno Multiple gives you a choice of abilities you can use. Most of the time, you'd be gunning for its Freeze and Draw effects. The other effects can be useful in situations where you need the extra defence. Last but not least, Don't Escape. If you are on a budget, Don't Move is another option you can use. Both cards down 2 of your opponent's signi, although the former is cheaper on the ener, with slightly stricter condition.
This deck plays LOTS of Spells. The reason is quite simple. You simply want to FREEZE your opponent and finish it off with FREEZE THROUGH. In the event you can't use FREEZE, there are other cards like CPU, SPK or KEY that allows you to FREEZE your opponent's SIGNI. Aside from freezing, I have cards that allows me to check my opponent's hand, like TAP, or drop cards like OSS, SPK, TAP's Life Burst and RAINY. Hand size is pretty consistent as well thanks to cards like GRB, SEARCHER, RAINY, and KEY and GRB's Life Bursts. I also have teched in Arc Aura for it's defensive Life Burst, but No Gain has a good mention as well as it prevents your opponent from using Arts like Idol Defense when it's time for your final push.
That's all I have for now. Until next time!
Wixoss Eldora Deck Profile: Trigger Assassination
Ah yes...Neo Nectar. My deck have never been updated since BT08! There wasn't any good new releases for units outside of Musketeers and it has been stuck at that stage for months. Thanks to the release of the trial deck, it finally receives a facelift!
My deck is a simply an updated version of the Arboros chain ride. Yes, the good ol' chain ride. May not seem much, but it does work wonders with the new support from the TD and G-Booster 2.
Here's a quick breakdown of my photocopier deck! It's pretty much...the same as most old Arboros decks, but with a twist!
Grade 0:
Grade 1:
Grade 2:
Grade 3:
Grade 4:
As you can see, this deck is not meant to be very competitive, but it can hold itself up in a match.
I play the standard starter for ALL Arboros decks, Ratoon. If you ride Branch on him, you can look at the top 7 of your deck, look for Timber or Sephirot and put it to hand. Trigger line up is pretty much the same as most decks. However, you could also play Maiden of Daybreak, to pump in more power to your rearguards at almost no cost.
Grade 1 is pretty simple. 4 Branch is a must for the chainride to work. I opt for the normal null guard instead of Maiden of Passionflower as defence against cards like The End/X and Commander Laurel. Despite having the chance to unflip a card in the damage zone, it can't guard attacks against rearguards. Pilkko is the famed limit break remover. She can be pretty scary with Sephirot since you gain the pluses very early in the game. Padmini is a simple stride fodder and also a good card for change of plans when the chain ride is looking grim. If you have Sephirot in hand but not Timber as your G2 vanguard, call out Padmini, reveal Sephirot and search out Ahsha. Pretty much a good backup plan I say.
It does look like I'm still stuck with BT08 for my Grade 2s. I play Timber, the G2 chain for Arboros. I also kept Maiden of Rainbow Wood instead of any other new units. She's a really good card since she does not require any condition (GB or Legion). Just hit, counterblast 2, and draw a card. In fact, because the deck is not that counterblast heavy, she's really a good card to play. She also pressures the opponent to guarding as you would net a plus with her rather too easily seeing that she's simply needs to hit so you could just aim a rearguard or a vanguard with her. I've also added in Gladiolus for more copying power. Maiden of Lost Memory can replace Rainbow Wood or Gladiolus but she is limited to hitting a Vanguard. But being 8k, it won't be easy for her to hit 16k boosted unless using Sephirot or Ahsha's effects.
I've mentioned these two quite a bit, so let's introduce the Grade 3 line up! Sephirot gives a chance of copying units in the field to call out another one when you ride him as long as the chainride is successful while Ahsha is your Vanguard with on stride ability. Both are equally good and strong with good effects. In fact, both are simply a copy of each other...But, Ahsha is slightly stronger for late game than Sephirot as she give 5000 worth of power instead of 3000, as opposed to Sephirot. The idea is to ride Sephirot first if the chainride is successful then, finish up with Ahsha. In the event you can't stride but have a Pilkko in the field, Sephirot's limit break abilities are active, giving your rearguards a large boost. Both cards are equally strong, but requires conditions like LB4 or GB2.
As mentioned, the deck is not very competitive, but it's still fun to play with so knock yourselves out. Just don't expect to top whatever tournament you'll be in.
My deck is a simply an updated version of the Arboros chain ride. Yes, the good ol' chain ride. May not seem much, but it does work wonders with the new support from the TD and G-Booster 2.
Here's a quick breakdown of my photocopier deck! It's pretty much...the same as most old Arboros decks, but with a twist!
Grade 0:
- 1 x Arboros Dragon, Ratoon
- 4 x Draw trigger
- 8 x Critical trigger
- 4 x Heal Trigger
Grade 1:
- 4 x Arboros Dragon, Branch
- 4 x Maiden of Blossom Rain (Null guard)
- 3 x Snowdrop Musketeer, Pilkko
- 3 x Valkyrie of Reclamation, Padmini
Grade 2:
- 4 x Arboros Dragon, Timber
- 4 x Maiden of Rainbow Wood
- 3 x Maiden of Gladiolus
Grade 3:
- 4 x Arboros Dragon, Sephirot
- 4 x Ranunculus Flower Maiden, Ahsha
Grade 4:
- 4 x Flower Princess of Spring, Arborea
- 3 x Sacred Tree Dragon, Multivitamin Dragon
- 1 x Snow Element, Blizza
As you can see, this deck is not meant to be very competitive, but it can hold itself up in a match.
I play the standard starter for ALL Arboros decks, Ratoon. If you ride Branch on him, you can look at the top 7 of your deck, look for Timber or Sephirot and put it to hand. Trigger line up is pretty much the same as most decks. However, you could also play Maiden of Daybreak, to pump in more power to your rearguards at almost no cost.
Grade 1 is pretty simple. 4 Branch is a must for the chainride to work. I opt for the normal null guard instead of Maiden of Passionflower as defence against cards like The End/X and Commander Laurel. Despite having the chance to unflip a card in the damage zone, it can't guard attacks against rearguards. Pilkko is the famed limit break remover. She can be pretty scary with Sephirot since you gain the pluses very early in the game. Padmini is a simple stride fodder and also a good card for change of plans when the chain ride is looking grim. If you have Sephirot in hand but not Timber as your G2 vanguard, call out Padmini, reveal Sephirot and search out Ahsha. Pretty much a good backup plan I say.
It does look like I'm still stuck with BT08 for my Grade 2s. I play Timber, the G2 chain for Arboros. I also kept Maiden of Rainbow Wood instead of any other new units. She's a really good card since she does not require any condition (GB or Legion). Just hit, counterblast 2, and draw a card. In fact, because the deck is not that counterblast heavy, she's really a good card to play. She also pressures the opponent to guarding as you would net a plus with her rather too easily seeing that she's simply needs to hit so you could just aim a rearguard or a vanguard with her. I've also added in Gladiolus for more copying power. Maiden of Lost Memory can replace Rainbow Wood or Gladiolus but she is limited to hitting a Vanguard. But being 8k, it won't be easy for her to hit 16k boosted unless using Sephirot or Ahsha's effects.
I've mentioned these two quite a bit, so let's introduce the Grade 3 line up! Sephirot gives a chance of copying units in the field to call out another one when you ride him as long as the chainride is successful while Ahsha is your Vanguard with on stride ability. Both are equally good and strong with good effects. In fact, both are simply a copy of each other...But, Ahsha is slightly stronger for late game than Sephirot as she give 5000 worth of power instead of 3000, as opposed to Sephirot. The idea is to ride Sephirot first if the chainride is successful then, finish up with Ahsha. In the event you can't stride but have a Pilkko in the field, Sephirot's limit break abilities are active, giving your rearguards a large boost. Both cards are equally strong, but requires conditions like LB4 or GB2.
As mentioned, the deck is not very competitive, but it's still fun to play with so knock yourselves out. Just don't expect to top whatever tournament you'll be in.
Vanguard Neo Nectar Deck Profile: Photocopy everything!
Sorry Gwynn, Doreen have decided to look for a better guy
Man, I've been neglecting this empty lot for a long time. 2 months to be exact! Well, it's my usual excuse though. Work and what nots (mumble mumble...)
Well, now it's time for another unexciting episode of my deck profile! The new Vanguard G-BT03 is out for the Japanese version of the game and I can finally update my Japanese Dark Irregulars deck! With the new support from the 3rd booster, Dark Irregulars can no longer be called a "side clan". In fact, I believe the support is strong enough to make them Tier 1, probably till the next booster.
With the new support, the two issues with DI have been addressed - poor field presence and hand size. They now even have much better early, mid and late game pressure. Did I mention they now have lots of Bishies and Bishoujos?
Sadly, with all the support, Dark Irregulars are still not recommended for new players. They need to know how to control their soul charging, when to use it or stop or ended up decking out very quickly. In the right hand, it's a very devastating but to a novice or those who don't have proper understanding of how Dark Irregulars works, it'll come back and bite you in the back.
I'm pretty sure everyone is now tired of all the yapping. Now let's take a look at the upgraded version of my Psychic deck list!
Grade 0: 17 units
- 1 x Devil in Shadow (Starting VG)
- 4 x Hysteric Shirley (Draw trigger)
- 4 x Dark Knight of Nightmareland (Critical trigger)
- 4 x Critical Triggers (Your choice)
- 4 x Heal Triggers (Your choice)
- 2 x Dimension Creeper
- 3 x Doreen the Thruster
- 3 x Alluring Succubus
- 3 x Pure Love Succubus
- 4 x Flag Breaker (Unflipper null guards)
- 4 x Psychic of Dust, Izaya
- 4 x Squall Maker Vampir
- 3 x Flying Librarian
- 4 x Scharlachrot Vampir
- 3 x Psychic of Storm, Rigil
- 4 x Storm of Love, Kisskill Lila
- 4 x One Who is Abhorrent, Gilles de Rais
My glorious Grade 0s. I play Devil in Shadow, a Grade 3 searcher. I was thinking of using Werbat Ordonnanz but as I look through my deck again while building it, I've decided against it as I only play 7 Grade 3s. This is better to be safe than sorry later on as I rather not get grade stuck and losing hand due to G-Assist. Hysteric Shirley and Dark Knight are staples in a DI deck. Mainly because they allows us to fill up the soul. I was thinking of playing Monochrome of Nightmareland for its unflipping and draw mechanics. But thinking back, it's a better option on a full Psychic-Legion deck.
I'm playing slightly more units for my Grade 1. The cards allows me to control my soul so that I can soul charge only when needed. This way, I wouldn't charge too much. Dimension Creeper is actually enough at 2. Since you'll be soul charging quite a bit, one is bound to land in the soul anyways. Doreen is your larger than life booster. I was debating on using Doreen or Lunatic Masquerade for a slightly more consistent boosts, but during turns that I can soul charge big for the finish, she is ultimately the better option. Alluring Succubus is a good card as well. It's an on call soul charge one. Again, this is good for soul control. You can however look at Killing Dollmaster, but the only thing that made me not use it is that I lose field presence, losing a booster for my rearguards. Pure Love Succubus is your standard +2 grades during stride and Flag Breaker is your unflipper nulls, as this deck can be a bit costly on counterblasts at times (while at times, not at all).
There's not much options for Grade 2. Izaya is must as I played Rigil. Squall Maker Vampir is a welcomed addition to the team. He feeds the soul AND gains power. He's like Psycho Grave, but better since he soul charges for 2. I was jumping for joy when I saw Flying Librarian. Best card for DI ever. She soul charges and nets you hand size as well as an unflipper. Being an 8k unit is not much of an issue due to her plusses.
The key Grade 3 you want to ride is Scharlachrot Vampir. His stride on ability is too good not to use. Look at it this way, you get souls and can retire a rearguard. This itself is nothing to sneeze at. Rigil is your secondary ride. He's a legion but he's pretty strong in this deck. His secondary ability of letting him persona soul blast and soul charging back 5 cards is ridiculous when you have 3 Doreens in the field. That's a huge 21k booster. If you have Izaya in the rearguard as well, you have a 24k attacker before triggers. Rigil's abitlity to CB2 to and retire 3 units when you have 15 souls is pretty devastating to your opponent.
For my Stride units, I forgo the Fighters Collection cards. One is exclusively for Amon while the other is a poorly made watered down Doreen that should not have existed. Instead, I opt for Kisskill and Gilles. Kisskill strides extremely well with Scharlachrot. Scharlachrot already allow soul charging and retiring. Now add that to Kisskill's on hit effect, that allows her to soul charge 2 and draw 1, is a huge pressure and plus that it makes Kirin looks like a baby. Gilles is your "Final Turn" stride. He's basically a powered up version of Glory Maelstrom. Even his condition is easy to fulfill mid to late game.
That's all I have for today. I'll be doing a deck profile for Neo Nectar in the next few days!
Vanguard Dark Irregulars Deck Profile: Ultimate Dark Arts
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
Bushiroad! Make this card happen!!
Okay, so G-BT01 have been out for a very long time. Somehow, I saved this as a draft a few days after release and forgot to publish it! Too much WIXOSS >.<
Finally G-BT01 is out in English! While I don't actually play OTT for English, I play it as one of my Mains for the Japanese meta. But I've decided to share it out for the English scene as well. I've posted this on reddit before so for those of you who hang out in the /r/cardfightvanguard subreddit and saw this list before, don't be alarm, it's just me pasting the same list here.
I started out with Japanese OTT quite late in the game when Limit Break (BT06) just started to be released in the English scene. Somehow won 2nd at a Japanese tournament using a General Seifried deck that was filled with MLBs and The Ends. Don't ask me how I won. I recall getting extremely lucky the whole day when most my twin drives are a Juggernaut and a trigger and kept attacking 5 times each turn. Yep, extremely lucky. I wont a whole set of Scarlet Witch CoCo at that time and randomly decided to build an OTT deck. It has stuck with me since then.
With the new support, OTT has become a force to be reckoned with, however, the clan itself is too reliant on the stride cards. This makes the deck running a bit slow in the beginning but once you reach Grade 3, it starts to speed up.
This deck has a simple build, but using the deck well is a different matter, I'll rant about that in a bit. For now, on to the list!
Grade 0:
- 1 x Battle Sister Eclair (G3 Searcher)
- 4 x Psychic Bird (Crit)
- 4 x Battle Sister Ginger (Crit)
- 2 x Oracle Guardian Nike (Crit)
- 2 x Battle Sister Tiramisu (Draw) --> Personal preference. I find teching in 2 draws balances out the deck quite a bit too. Max out Nike if you like yellow stars!
- 4 x Lozenge Magus (Heal) --> I recycle her pretty often, boosting Kuroikazuchi with her.
- 4 x Divine Sword, Amenomurakumo
- 4 x Oracle Guardian Gemini
- 2 x Shrine Guard, Tsunagai --> Change for Lemonade if you think you need more CBs
- 3 x Mediator, Amenosagiri (Unflipper Null guards)
- 1 x Tetra Magus (Normal Null guards, against the X and Laurels since the new nulls only guards VG)
- 4 x Diviner, Shinatsuhiko
- 4 x Diviner, Kuroikazuchi
- 3 x Silent Toms (I'd put in 4 but I only have 3 in hand. Would replace a Shinatsuhiko for another one)
- 2 x Supreme Sky Battle Deity, Susanoo
- 3 x CEO Amaterasu
- 3 x Goddess of the Treasured Mirror, Ohirume
- 4 x Soaring Auspicious Beast, Qilin
- 4 x Sword Deity of Divine Sound, Takemikazuchi
I won't say much about the cards for G0 and G1. I find many OTT players are playing similar builds for this part so let's skip it.
Grade 2 is a bit of a standard. Shinatsuhiko is the 12k attacker when you're at GB1, Kuroikazuchi increases your hand size by allowing you to draw a card when it attacks a vanguard whilst being boosted. Silent Toms is your definite finisher.
Grade 3 is quite important. I just play 2 Susanoo. But despite that low number, I tend to ride him at G3 90% of the time. I generally use Eclair to search out a G3. If I get a Susanoo, great. If I get Ammy, that's fine too. If I get Ohirume, ain't even mad. This is because I tend to switch cards with Amenomurakumo. I generally will call out Amenomurakumo as the VG's booster, reveal a G3, search out Susanoo and drop a G3. If Eclair search out Susanoo, I use Amenomurakumo to search for my last Susanoo and drop that Susanoo. Same goes with Ammy and Ohirume. This is actually thins out the deck, even by one card, to ensure you have a higher chance of hitting a trigger.
Now the key part here is to stay at Susanoo until you've reach 4 or 5 damage and have used all of your counterblasts via Susanoo's skill as well as Takemikazuchi's skill (leave at least one Ammy at the bottom of the deck). By then, your deck would have thin out by quite a bit as you've most likely add non trigger units to hand. Once you have exhausted out your CBs, right Ohirume and legion back all that critcal and heals (that's why you leave Ammy at the bottom of the deck, to legion back the triggers). By then, your deck would compromise of mostly triggers. Keep riding Ohirume and legioning back the triggers. There are many plays I did by having 12 triggers in deck, with just 3 to 4 normal units left.
For my stride units, there's only two choices in OTT, Qilin and Takemikazuchi. Qilin is one of my favs as his on hit pressure is quite overwhelming as you can net quick plus. Takemikazuchi is an okay card which allows you to gain hand and field setup quickly.
Vanguard OTT Deck Profile: Kami-gami no mai (Gods' dance)
Wish there's a fan art for Astaroth, but hey, Doreen-chan is much cuter~
Finally, a new Legion unit to play with for Dark Irregulars albeit...Bushiroad's decision to pack it in together as Gear Chronicle trial deck promo still eludes me. Still, I'm glad that Astaroth is now in my hands.
I still like Amon "Яeverse". He's a good card but Astaroth's abilities is multitudes of levels higher. Not only does he not require you to lock a unit, which lowers down the attack power of a column, slow set up that appears in most Dark Irregulars deck is not much of an issue now. It's actually ridiculously easier to get to 10 souls much to my surprise and you don't actually see much triggers in the soul either (when played correctly of course).
With Amon as his Legion mate, not only does it make Astaroth attack painful with that extra critical, it also makes it harder to guard with large powers. With just 10 souls and legioned, Astaroth can punch the daylights out of lots of other Vanguards with 31k unboosted. Of course your opponents will need to either throw down a 30k for 2 trigger pass or a null guard just not to get it through or risk eating at least two points of damage.
But, Astaroth is not a card for inexperienced players. I've seen lots of play style for this unit, but most of them focused too much on the Vanguard column. Not, that it's a bad thing to have but rearguards are a thing too. I've seen players that have 30 souls for Astaroth, and barely have any rearguards. Sure that extra 3 critical is nice but...it's useless if your opponent can just null guard the middle each turn. They even can finish you off before dropping that 4th null guard they hold in hand.
Now let's get on to the deck list instead of more rants shall we? I have 2 different types of deck build for Astaroth.
Consistency is key
Grade 0: 17 units
- 1 x Devil in Shadow (First vanguard)
- 1 x Hysteric Shirly (Draw trigger)
- 3 x Amon's Follower, Psychic Waitress (Draw trigger)
- 4 x Amon's Follower, Cruel Hand (Critical trigger)
- 4 x Dark Knight of Nightmareland (Critical trigger)
- 4 x Amon's Follower, Hell's Trick (Heal trigger)
Grade 1: 14 units
- 4 x Amon's Follower, Hell's Deal
- 2 x Bloody Calf/Devil Child
- 4 x Poet of Darkness, Amon
- 4 x Amon's Follower, Vlad Specula (perfect guard)
Grade 2: 11 units
- 4 x Amon's Follower, Ron Geenlin
- 3 x Gwynn the Ripper
- 4 x Amon's Follower, Hell's Draw
Grade 3: 7 units
- 4 x Demon World Marquis, Amon
- 4 x Amon's Leader, Astaroth
Amon and the yellow stars
Grade 0: 17 units
- 1 x Devil in Shadow (First vanguard)
- 4 x Blitzritter (Critical trigger)
- 4 x Amon's Follower, Cruel Hand (Critical trigger)
- 4 x Dark Knight of Nightmareland (Critical trigger)
- 4 x Amon's Follower, Hell's Trick (Heal trigger)
Grade 1: 14 units
- 4 x Amon's Follower, Hell's Deal
- 2 x Bloody Calf/Devil Child
- 4 x Doreen the Thruster
- 4 x Amon's Follower, Vlad Specula (perfect guard)
Grade 2: 11 units
- 4 x Psychic of Dust, Izaya
- 3 x Gwynn the Ripper
- 4 x Amon's Follower, Hell's Draw
Grade 3: 7 units
- 4 x Demon World Marquis, Amon
- 4 x Amon's Leader, Astaroth
Now for my Consistency deck, I play a pretty standard trigger line up and the best starter out there. Previously, we needed more draw triggers to help fill up our hands but Astaroth hand size is pretty consistent in itself. My yellow stars deck is chock full of Critical triggers. If there's another set of crits, I'd play 16.
Grade one for both decks are similar aside for Doreen and little Amon. Little Amon is a consistent 9k booster so you can have him boost your 7k grade 1s and still hit 16k for a 10k guard. Doreen however, gains 3k from each soul charge and her skill is stackable. With Astaroth's and Amon's skill together, you can gain 12k worth of power by herself, which totals out to 18k with her base power. The choice of Bloody Calf and Devil Child depends on how you want to play it. Bloody Calf snipes away a G1 and you can still soul charge 3 with Astaroth without losing your own field. And since this deck doesn't require that much counterblasts, why not just use that free resource. Retire one and gain 3 souls and keep the field instead of doing a one for one exchange. Besides, 10 souls is more than enough to keep your opponent pressured throughout the game. Talking about pressure, if you prefer large middle columns, Devil Child would be a better choice for boosting as she's a 10k booster. Think about it, Legion+ 10 soul Amon+Devil Child. Total power is a magnificent 41k. More than enough to retire your opponent's hand if he have no null guard and you can still probably hit him even when he uses quintet wall.
Grade two is quite simple as well. Hell's draw for soul. Gwynn for retiring while keeping your field while you soul charge 3 with Astaroth. Difference between the two is a simple 12k attacker and a G2 Doreen. Ron Geenlin boosted by Amon is the most ideal setup as they hit for a consistent 21k. I mean, look at it this way. Middle for 41k, two sides for 21k. To guard everything, your opponent will definitely need 70k to guard. Do this constantly for each turn is pretty much tiring and depletes your opponent's hand and field quite quickly. Now if you prefer Izaya instead. Heck, you're in for a fun. Just by activating Amon's skill once, you soul charge 4 so a simple maths would be Izaya gains 12k, making him 21k with his base power. Now put a Doreen behind him. What do we get? An 18k Doreen boosting a 21k Izaya, 39k power on each sides? And because the Izaya variant plays 12 crits, it pressures your opponent even further if you drive checks 2 crits. Think about it, middle row crit, left and right crits. Your opponent may just flip the table when that happens.
I won't say much for Grade 3. Both decks uses the same units, Amon and Astaroth and I've pretty much mention their skills multiple times. As mentioned, Astaroth excels better when you have rearguards rather than a big hitter in the middle. While it may seem like a good idea to have 20 or 30 souls, you will run into an issue of decking out quickly. With 30 souls, you may only have less than 10 cards in the deck if you account for cards in damage zone, the Vanguard units, hand and drop zone. 20 in itself is risky and I find 10 is more or less the sweet spot between pressure and power.
Vanguard Dark Irregulars Deck Profile: Amon, Leader of the Forty Infernal Legions
Guess what!? Time for another deck profile! With Vanguard EB11 out back in November, I've played against many other Revenger decks and I was surprised that many players in my area plays only two kinds - Mordred/Abyss and Raging/Abyss. These decks are strong, but somehow, I find that they are all the same. I reckon that they are from the same recipes from one of the top Japanese Vanguard decks.
When I have friendly matches with other Revenger players, I received lots of 'WTF?', 'How in the world?' and even 'He definitely stacking and cheating!'. Well, the cheating part, technically is not really cheating. Stacking part is a...probably. In lots of my matches using Revenger, I tend to get 4 triggers with both of my twin drives. Of course this will make others think I cheat, but let's be honest here, winning by cheating is not fun. And no, I'm not here to teach you how cheat but I will introduce my Revenger deck that excels extremely well at deck thinning.
Grade 0: 18 units
- 1 x Creeping Dark Goat (Starter)
- 1 x Judgebau Revenger
- 4 x Grim Revenger (Critical)
- 4 x Revenger, Air Raid Dragon (Critical)
- 4 x Freezing Revenger (Draw)
- 4 x Healing Revenger (Heal
Grade 1: 13 units
- 4 x Barrier Troop Revenger, Dorint
- 4 x Revenger of Darkness, Mac Lir
- 4 x Transient Revenger, Masquerade
- 1 x Revenger, Dark Bond Trumpeter
Grade 2: 11 units
Grade 3: 8 units
Looks simple right? Actually not quite. I've loaned this deck to many other players but some how...they kept on playing the deck wrongly and says it's a bad deck and theirs are better. Well, maybe they're right, but maybe, they just have no idea how the deck truly works.
Grade 0 trigger line up is pretty much the same is most Revenger decks. The only difference would be the starter and that lone Judgebau. Most Revenger deck will use Judgebau as their starters, even when they're using Raging/Abyss. For the love of god, I can't understand why they'd run 2 Judgebaus when one of ther Vanguards doesn't even have Phantom in the name. Anyways, Goat is my best starter since I can fish out a G3. For those who follow my blog would understand that I tend to get grade lock quite easily.
There's very little Grade 1 units. The obvious choice of Dorint is for unflipping my CBs with Blaster Dark. Mac Lir for nulls. I'm not a believer of Quintet walls and it doesn't actually work that great with Revengers. But that's my opinion. Masquerade is your 10k attacker but if there's a LB4 unlocker revenger, I'd replace Masquerade for him. Last but not least, the lone Trumpeter. Trumpeter is there, to fish out Judgebau.
I have an odd choice for Grade 2s. I play both kinds of Blaster Dark Revengers. BDR is just there to unflip the damage zone. Unless you have plenty of CBs to use, you don't need to use him to retire your opponent's front row. Most players that borrowed the deck tend to use his skill instead of just unflipping. This misplay cost them the match especially when they don't have enough CBs to spare. BDRA is your obvious Legion Mate. His skill snipes the back row but I rarely use it unless needed to, like the opponent's Judgebau if any. Mana is the key card of the deck that thins out the deck like crazy. Here's a tip, call Mana in the RC, use her skill to call up Trumpeter, use Trumpeter and call up Judgebau, key point: place him behind your vanguard!! Not so hard right? Next turn, use Judgebau to boost your Phantom vanguard - at this point, some opponent will let it pass, some will guard for dear life. If it passes, grab a that Trumpter that was returned with Mana's skill and put her behind your Vanguard and a Dorint on another empty RC on the back. With that, you just thinned out your deck of 3 non trigger units. This single combo is actually what helped me thin the deck early game as well have some field presence to prepare for Blaster Abyss Legion skill.
Grade 3 is quite simple. You simply have to ride Mordred first, break ride to Phantom Abyss, thin out the deck even further by calling out another. What to call out depends on the field. If you need another CB for Phantom Abyss, call out a Blaster Dark Revenger infront of Dorint and unflip. If you need some field, call out Mana and use her to call out another G1. Legion your trigger and and extract out another non trigger unit, Blaster Dark Revenger Abyss, from the deck. You should be able to see why the triggers stack so much. After your break ride, your chances of finishing the game is quite high as Phantom Abyss hits for 32k unboosted. You attack with a rearguard first, the one just just requires 3 to 10k guard, followed by a break ridden boosted Phantom Abyss that swings for 39k, give all triggers you get onto your rearguard (best would be the Blaster Dark Revenger you called out with Mordred which is already 21k boosted), CB2 retire your rested rearguards, attack with Phantom Abyss again for 32k and give all your triggers to the your RG. If your opponent doesn't have enough hand to guard all that, it's game over. If you checked 4 triggers. your opponent would need 10k(RG)+35k(Abyss)+30k(Abyss)+35k(RG)=110k worth of hand to guard everything if he does not have any nulls. Even with no triggers, he'll need 90k worth of guard and in the event he managed to hang on to dear life and survived, his chances of winning is quite slim unless he manages a come back.
I've been using Revengers since February last year and throughout my experience, I noticed that Revengers are extremely good at consistent deck thinning. Sadly, some players that I've played against only see them as a restanding deck and not the former. I find that the current support for Revengers can utilize both deck thinning and restanding for high trigger count and attack power when utilized correctly. Try it out, you'd be surprise by how a single combo can do a huge difference in striking those triggers.
Vanguard Deck Profile: Revengers, Tally Forth!
It's a Sunday and I finally have time to sit down and write in something here! WIXOSS booster 5, Beginning Selector was released about 3 weeks ago and I'm both happy and frustrated at the release (I'm looking at you Mayu). Before the release of Beginning Selector, Hanayo decks aren't really worth considered to play with. The best decks out there is the Hanayo level 2 and sadly, playing Hanaya to Level 4 can means suicide pre-Booster 5. But still, this is simply my opinion after using Hanayo since the inception of the game itself.
Ever since upgrading the with booster 5, I was able to beat many meta and odd decks out there, with the exception of Mayu decks. The only time I managed to defeat Mayu was when my opponent misplayed at 1 life cloth left and my field have 2 Diabrides and he used Rococo Boundary on two of my ore signis. Apart from that, I have yet win against that ener locking deck.
Well, enough rants. The deck list awaits!
LRIG Deck
- Hanayo-Zero
- Hanayo-One
- Hanayo-Two, Hard Flame
- Hanayo-Three, Blazing Flame Dance
- Hanayo-Pure Four
- Hanayo-Five
- Salvage
- Fiery Spring Landscape
- Rekindling Effort
- Ancient Surprise
- 1 x Topaz, Natural Stone (LV1)
- 2 x Code Anti Henge (LV1)
- 2 x Code Anti Aztec (LV2)
- 2 x Servant D2 (LV2)
- 3 x Bronda, Natural Stone (LV2)
- 1 x Rubyl, Natural Stone (LV3)
- 3 x Ordnance, Roaring Gun (LV3)
- 1 x Servant T2 (LV3)
- 3 x THREE OUT (Spell)
- 2 x Fracturing Lust (Spell)
Main Deck (Life Burst)
- 4 x Carnelian, Natural Stone (LV1)
- 4 x Servant O (LV1)
- 2 x Servant D (LV2)
- 2 x Mithril, Natural Stone (LV3)
- 4 x Adamasphere, Natural Pyroxene (LV4)
- 4 x Diabride, Natural Pyroxene (LV5)
Signi breakdown:
LV 1 | LV 2 | LV 3 | LV 4 | LV 5 | Spell | Total |
---|---|---|---|---|---|---|
11 | 9 | 7 | 4 | 4 | 5 | 50 |
I have linked each cards to the appropriate Wiki pages for easy references. My deck looks a little weird but I find it's quite effective against many decks out there.
My LRIG deck starts out simple. I play the the Trial Deck's Hanayo-One simply because she has a limit of 2. In this way, I can call out two LV1 signis for defence and if I start first, I can use Carnelian to grab extra cards to hand. LV 2 and LV 3 Hanayo is quite standard in most Hanayo decks; Two adds power whilst Three banishes one of your opponent's signi to open up a path of attack. My choice of Hanayo-Pure Four may baffle some but if you were to think about it properly, she fits in the deck perfectly. She costs two ener to grow and have a signi limit of 12 but, she doesn't have any abilities. The keywords here are "two eners". Her other LV 4, Hanayo-Four, Hundred-Fire Profusion, is...not so great and she costs 3 eners to call out. Her effect in itself is not as great. Sure I can banish away a signi of less than 10k, but I find it quite costly as I have to trash away a card from hand despite being cheap at 1 red ener and to add on to that, I don't even use that skill at all, and same goes with other Hanayo players I know. So Hanayo Pure is the best option for LV4 and you get to save 1 ener for some other effects. The ace LRIG for the deck of course would be Hanayo 5. As soon as you grow to her, your chances of winning shoots over the roof. All signi gets double crush and I can banish 30k worth of signi? You could easily destroy the whole field and finish the game there and then!
For Arts, Salvage and Fiery Spring Landscape helps with Hanayo based decks' achilles heel, hand size. Among all other decks in WIXOSS, Hanayo players can find themselves having not enough cards in hand and they don't quite have a good drawing engine like most other decks have. Rekindling Effort is another extremely good card to play, especially when you're at Level 5 and planning to finish things right away. If you used Hanayo Five's Exceed and gave your opponent 4 ener, Rekindling Effort helps away at whittling away those ener to prevent them from using their Arts. Most Arts like Don't Move, Black Desire and Ancient Surprise requires 3 eners and by preventing them from using this, the chances of winning is higher so combo Fracturing Lust with Rekindling Effort is an extremely good combo. Of course there would be some cards that can still throw in the wrench in the works such as Idol Defense if you used a spell and arts on the same turn. Now among the midst, there's a black Arts, Ancient Surprise. This card is mainly to do the following - Prevent Green decks from getting their Lancer off by lowering their power by 5k or 8k and defend against Mayu decks to prevent them from finishing you off. Dead Splash is a good mention against Mayu decks if you can't get your hands on Ancient Surprise.
Now, I separated my main deck to two parts, one with no Life Burst and another with Life Burst. Let's start with the former. As you noticed, I play 2 black cards, Henge, for my LV1, this is to be used by Ancient Surprise when needed later in the game. Topaz is a tech card if I need to fish out Fracturing Lust. Aztec is another black card for Ancient Surprise. Aztec calls out a LV1 ancient weapon from the trash so Ancient Surprise + Aztec + Henge makes a good defence combo when needed. Servant D2 and T2 for guarding and Bronda is a vanilla 7k LV2. I play 1 Rubyl and 3 Ordnance. Rubyl is good for that sudden power burst but Ordnance can snipe away a Signi from the field for a direct attack. Three Out is obviously for hand size while Fracturing Lust to destroy your opponent's ener, especially against Midoriko Repair and Big Bang decks.
For my Life Burst cards, I would say it's a standard recipe amongst many players. Carnelian can help with hand size with resting her and reveal top card for a gemstone. Her life burst lets you draw a card. Servant O and D are your guards as well as ener chargers. Mithril is your 15k guardian and 18k attacker whom is just a Level 3. While her on-play effects forces you to discard a card, it's well worth the cost as she'll be in the field for a very long time. Her life burst is a direct opposite that allows you to draw a card. Adamasphere increase field power, banish a weakling away and even let you get double crush, but her life burst is great at early and mid game. Most signi are less than 10k apart from some LV3s and above, and therefore have lots of targets for banishing. The ace of the Signis in this set is definitely Diabride. After burning away the field with Hanayo 5's skill, you can attack a total of 5 times (2 Diabrides attacking twice and another signi). Her second ability also forces your opponent not to use Arts like Don't Move or Rococo Boundary carelessly when they're at 1 Life Cloth and you have two Diabrides in the field. Of course Diabride is without any weakness. If you're unlucky enough to get your opponent triggering Arc Aura, Final Distruction or even FREEZE, it may be the end, or you may get a chance to finish it off at the next turn.
That's it for my deck profile. While it may looked like there's way too many unnecessary card in the deck, each card is in there for a reason and they complement each other quite well. Probably more will come up soon, probably not. Until next time!
Deck Profile: WIXOSS - Hanayo-san!!
When was the last time I did a deck profile again? Oh yeah, back in February. Well, let's not get on to the little details shall we? Cause it's time for more Miku!
Project Diva F 2nd booster came out not so long ago. I have a unboxing video for it, but I think I may have lost it somehow in the sea of data that is my computer after doing some back up. Either I have accidentally deleted the file or it's named as something else...
Now enough with my rants. With Project Diva F 2nd out, the Vocaloid series finally have gotten themselves a HUGE boost that most cards from the first booster pales in comparison. And I welcome this update with a huge grin on my face (still hidden behind the camera. Who is this guy who loves to murmur to himself?). So much that it is considered anti-meta by some and too over-powered by others. For me, well, it still depends on how you use and combo the cards. Here's my deck profile of my updated Miku fan deck.
The deck hugely focuses on a few things.
- Deck thinning through large stocks that you don't know what to do with said stock
- Easily cycle climax cards to the waiting room
- Large attacking and defending power.
- Ample hand size
Without further ado, here's the list of cards I used for the deck!
Level 0: (16 cards)
- 3 x Hatsune Miku "Pierretta"
- 4 x "39 GET!" Hatsune Miku
- 4 x Hatsune Miku "Cat Girl"
- 3 x Hatsune Miku "Magician"
- 2 x Hatsune Miku "Bless You"
- 2 x Kagamine Rin "Ni no Sakura: Butterfly"
- 4 x Hatsune Miku "Orange Blossom"
- 4 x Hatsune Miku "Supreme"
- 1 x Weekender Girl
- 2 x Hatsune Miku "V3"
- 3 x Hatsune Miku "Orbit"
- 1 x Kagamine Len "White Edge"
- 4 x "Electronic Songstress" Hatsune Miku
- 3 x "Always Ringing" Hatsune Miku
- 2 x Hatsune Miku, Resonating "DIVA"
Deck Profile - Weiss Schwarz Project Diva F/F 2nd - Motto motto Miku!
Phew, it has been a while since I last did a deck profile and now, I am back with more! This time around, it's another Dark Irregulars deck and no, it's not Amon related or Master of Fifth Element either. Say hello to my new favourite card in Dark Irregulars, Echo of Nemesis! This card is a huge monster. He not only hits hard with large numbers but he also troll hard. If you have checked out the wikia page for him, you'll see why. His ability to gain 10k worth of power when attacking as well as not letting your opponent to guard with his/her pesky quintet wall or perfect guards makes him scary. His ability definitely makes Glory Maelstrom jealous since it's easy to achieve and is actually free.
But first, I have made a video of the deck profile. Yes, this is my very first deck profile in recording (be nice to me). Enjoy!
Grade 0: 17 cards
1 x Devil in Shadow (First vanguard)
4 x Amon's Follower, Hell's Trick (Heal trigger)
4 x Dark Knight of Nightmareland (Critical Trigger)
2 x Blitzritter (Critical Trigger)
3 x Hysteric Shirley (Draw Trigger)
3 x Amon's Follower, Psychic Waitress (Draw Trigger)
Grade 1: 14 cards
4 x March Rabbit of Nightmareland (Perfect Guard)
4 x Poet of Darkness, Amo
3 x Alluring Succubus
3 x Devil Child
Grade 2: 11 cards
3 x Amon's Follower, Psycho Glaive
3 x Decadent Succubus
1 x Flirtatious Succubus
4 x Fatigue Succubus
Grade 3: 8 cards
4 x King of Masks, Dantarian
4 x Echo of Nemesis
Special mentions
Greedy Hands (G0) - If you prefer getting that soul quick, he's your best option
Dimension Creeper (G1) - Use Greedy Hands to soul in this guy. After which, soul blast again for more souls!
Doreen the Thruster (G1) - Dimension Creeper and Echo of Nemesis can make her be a good 18k booster
Yellow Bolt (G1) - Again, if you prefer getting to 10 souls really quick
Emblem Master (G2) - You will have plenty of counterblast to use and his ability easily threaten the opponent to guard. They will always try not to let you get 10 souls.
Gwynn the Ripper (G2) - Again, with so many counterblasts not used, you can always choose to snipe away those irritating boosters or interceptors.
I hope you enjoy and give the deck a try. Echo of Nemesis is really one strong deck that can also counter lock decks since he attack power is a constant 21k.
Deck Analysis: Dark Irregulars (Mine! All mine!!)
"Look Ron, if you want this relationship to work, lose that mask or it's over!" "But...I am...the night!"
The dark Marquis have have revived himself to be more powerful at the cost of having a bad choice for his latest image change that made him look more of a dried tree/decomposing cockroach(?). But don't let that old twig fool you, his limit break is indeed powerful that butting heads with him unprepared may cost you that win.
So what makes Amon Reverse powerful? Well, technically, nothing much. His limit break ability is somewhat a carbon copy of the original Amon, with just that extra critical in the midst. This actually makes Amon a big hitter along with that huge pressure on the centre line. Sadly, the draw back like most Dark Irregulars deck have is its overall slow setup. But if a player is skilled enough to actually set up his field, he'll be pretty much at a point of advantage.
There are a few variations of Amon Reverse decks that I'll be putting in but most of the cards will remain the same with slight changes
Staple Amon Grade 0: 17 units
Grade 1: 15 units
Grade 2: 11 units
Grade 3: 7 units
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Power Amon Grade 0: 17 units
Grade 1: 14 units
Grade 2: 11 units
Grade 3: 7 units
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Burst Amon Grade 0: 17 units
Grade 1: 15 units
Grade 2: 11 units
Grade 3: 7 units
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Here's a quick description for the three decks:
Staple Amon: I call this "Staple" as almost ALL Amon decks that I've come across plays this very same build, although mine have its trigger tweaked a little by reducing the crits and increasing the draws.
Power Amon: This decks simply replaces the normal G3 Amons for the Break Ride option. The deck will still work although some units that requires an Amon vanguard will fail for a short time which is pretty much negligible actually.
Burst Amon: One of my favourite build. As Amon decks tend not to use counterblasts at all, which I find a waste of good resources. Bloody Calf and Gwynn are good tech cards to screw up your opponent's field. This deck requires some skill to play but it's overall effects are devastating.
Three different builds. I just give them simple deck names just because I'm lazy. All three decks uses the same Starter and Triggers. They all play 5 Draws, 7 Criticals and 4 Heals along with Devil in Shadow as your staple G3 searcher. I find the new starter, "Amon's Follower, Fate Collector" is not that great of a starter as it simply let you draw a card and I rather increase my chances of not getting grade stuck in addition to using Devil in Shadow to filter out my G3s.
For the Grade 1s, the Staple and Power decks have the same line up. Hell's Deal soul charges two cards. Geenlin is your generic 10k attacker. Poet Amon is your 9k booster and Vlad is the perfect guard. These units are stays much the same in most Amon decks. For the Burst build, Bloody calf is your go to gal to retire your opponent's boosters and make them rage. Some decks may play Dimension Creeper, so you may want to give it a double take.
Like the Grade 1, both Staple and Power builds have the same line up. Ron Geenlin is that 12k attacker, with Hell's Draw your soul charger. Psycho Glaive is my personal favourite as it both gains power and adds one to the soul. For the Burst build, Glaive was replaced with Gwynn to stomp out your opponent's G2 and below.
My Grade 3s varies on all 3 decks. While the Staple decks usually goes with both Amon types, the Power type replaces the original Amon for the break ride option. This pretty much screams "perfect guard all my attacks or lose!". The Burst build however is more flexible. While Amon Reverse remains at 4, the other options of using Dantarian or normal Amon depends on the player. Both works but it up to the player's level of comfort on which unit to use.
Deck Analysis: Dark Irregulars (The Яeversed Marquis)
I'll be presenting two different decks for the Ildona build that is effective with both offence and defence. Let's start off with the upgrade of the previous deck profile shall we?
Grade 0: 17 units
Grade 1: 14 units
Grade 2: 11 units
Grade 3: 8 units
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Grade 0: 17 units
Grade 1: 14 units
Grade 2: 11 units
Grade 3: 8 units
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A total facelift! And this deck has proven its worth even against decks that loves retiring like Kagero and Narukami. Grade 0 has some changes to its trigger line-up as well, namely, I reduced the number of Draw triggers to 2 and increased the Critical trigger count to 10. The result - big damages very early, mid and late game! 12 critical are okay, but it will end up a waste later in the game. The reason for this trigger line up is that with draw triggers, it'll be a psychological effect on the opponent thinking that you're playing with 8 crits 4 draws. Also, it is less painful to throw down a draw trigger as a booster than a critical trigger if there is such a need. Another reason why the reduce in draw triggers is due to effects of Caar, Mordred, Macha and Nemain which nets you both hand and field presence. A new starter in the pack thanks to Open Qualifiers 2013 introducing our G3 searcher, Creeping Dark Goat. He's the best starter for this deck.
With Fullbau out of the way as the starting vanguard, we have now more options for out Grade 1s as we can now abandon Blaster Javelin for better units. I've took out Arianrhod for Buranbau Revenger. This unit works best with Ildona since his ability is makes Ildona a quick 26k attacker during his limit break. Painful? Sure is. Add a break-ride to the picture for 36k attack? Yes please!
Not much changes for my Grade 2s except that Blaster Dark has fully become a spirit. This deck is now more offensive with more 10k attackers which also serves as a great defender when you ride your G2. With 12k attackers being the norm, hitting 19k is easy these days and so by having a 10k vanguard at turn 2, you can easily guard away that attack.
Grade 3s have more changes as well. Our star, Ildona, will be maxed out of course. Caar is maxed out at 4 as well as he always nets you a +1 and is good as Ildona's sacrifice. If you don't like Caar since you're afraid of decking out too quickly or find his ability too random, you may consider playing Mordred Phantom or mix up both. If you read through the lists. You notice that the cards needed to update this deck can be found in the Trial Deck which is more than enough for this build!
This deck can be considered a cheap "budget" deck if you decide not to use Mordred as Mordred is a Trial Deck exclusive card and one trial deck only have a single copy of him. Both deck works great even against top tiered deck, with the exception of Link Joker of course.
Deck Analysis: Extending his forbidden reach even furthur, The Origin Mage
Time for yet, another update! Another deck profile for Daybreak Illusion featuring Akari. This deck uses 3 colours so it may need some skill to utilize the deck well. It was planned to use all 4 colours but sadly, that ended up in a flop. Powerful as it may be, but if it is not consistent it spells trouble.
So this deck focuses on Red, Yellow and Green. Most Akari based decks are Red and Blue, or Red, Blue and Green, making it 2 to 3 coloured deck. Take note that what I meant by multicolour is that colours mainly used from LV1 onwards. Even if a deck have 4 colours for LV0 but focus mainly on 2 colours for LV1 onwards, it is still considered a 2 coloured deck, to me anyways.
Now that we get that in the clear, here's the awaited deck recipe! There are two lists here. Not much differences between them, just a slight difference in the LV2, LV3 and climaxes.
Level 0:
Level 3: Climax
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Level 0:
Level 3: Climax
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Well, the decks looks a bit...awkward. It is supposed to be a deck focusing more on Akari, but after looking through the cards, I that there are too much cards that self inflict damage on the Red side of things and has too little power. Even her G1 encore card, Akari, Girl of Destiny, seems good at first, but still loses out on raw power against Calculative Ginka. But awkwardness aside, the cards in the deck complements each other on both combo, power and deck thinning.
This deck have 8 cards in total that can be sent to the memory and both of them are from Level 0. Takoyaki Ginka and Sleeping Akari. Tako-Ginka is your attacker, since she can hit 3000 by herself when she attacks and she also have a chance (key word, chance) to go to memory when reversed, since you need to check a Tarot card from the top deck. Chances of getting her to memory are high, since 42 cards in the deck are Tarot cards but the remaining 8 are climaxes. Sleeping Akari is your suicider, killing off your opponent's level 0s and herself. She is particularly useful in this deck as she goes to the memory by paying 1 stock when she is placed to the waiting room from stage. Kansai Ginka is your global 500 boost while Flushed Cheeks Luna is your power attacker. At the right situation, she hit more than 6500. Such power...
I play only 10 cards for my Level 1, which honestly, is more than enough. Calculative Ginka is your 7000 power attacker and a discard-encore. I noticed she tends to stay in the field for a long long time during most of my matches because of her high attack and defence. Taiyou Hinata is your Level 1 suicider, killing all the LV1 and below with her. She is one scary card to call out at LV1 as you're killing away your opponent attackers easily. Hinata is also needed to be used for LV3 Akari's climax combo, so she must be placed in the deck. Kind smile Luna is your everyday 1500 power counter.
Depending on which deck I play with, I'll have 9 to 12 LV2s. Father's Child Ginka is a must play card in my opinion, as she is one of those LV2 that not only hits 9500 by herself but she can go more than 11k, easily hitting LV3s. Rookie Ginka is also another must play counter card as she can counter for up to 3500 power. Rookie Luna is too good not to use, seeing that she is a 1000 global booster. She is also a decent attacker if you already have 2 of her at the back. Rookie Akari is a change card as well as damage adder. Her ability to change to LV3 Akari is dependant on having the climax card in hand. While seems bad at first, her change ability also inflicts a damage to your opponent (which can be cancelled sadly) but it still forces your opponent to think twice before attacking her.
LV3 Akari can be considered "broken" once you get her combo out. She's a healer, a potentially 14k defender by herself (depending on the number of marker she have). Hit big and defend big? Why not? LV3 Ginka is another card that locks down the opponent. Her climax combo prevents your opponent from getting an encore, effectively locking away the opponent's field if, especially good when your opponent does not have enough cards to call out.
For my choice of climaxes, Opened Fate deals in 2 additional soul when trigger checked. This card is also used for Rookie Akari's change ability. Clessidra is your salvager as well as LV3 Akari's climax combo. Bloodstained Future is a soul and burn card and can be comboed with LV3 Ginka.
Deck Analysis: Daybreak Illusion (The Bright Sun)
First post of the year!! And a happy new year to all. It's been about two weeks since my last post but with work getting too much into the way that I had to hold on a bit on writing a new post and deck building. Remaining time I had went to playing WS and Vangard on the weekends.
About a month ago, I got myself 4 boxes of Daybreak Illusion and mentioned about building a deck profile. I didn't actively build a deck until about a week ago, where I finally had the time to sit down and start building. While I did originally build after the box opening, I feel those are a bit weak and only tweaked them again later. Of course deck building is one thing; I've tested the deck to ensure it works as I would like it to. So far, it works well and pressure hard too 80% of the time.
This deck focuses on two tarot cards, The Moon, represented by Tsukuyomi Luna and Temperance, which is represented by Shirokane Ginka. An odd combo as they don't often appear together in the anime. This deck focus solely on high powered attacks and defence and a little bit on deck thinning. Now here's the awaited list!
Update: List has been updated since I managed to get more cards to improve the deck.
Level 0:
- 3 x Ginka, Loves Takoyaki
- 3 x Ginka, Girl of Destiny
- 4 x Ginka, Open-Hearted Girl from Kansai
- 4 x Luna, Flushed Cheeks
Level 1:
- 2 x Ginka, Deploy Order
- 4 x Ginka, Calculated
- 2 x Luna, Kind Smile
- 3 x Luna, Unexpectedly Enthralled
Level 2:
- 2 x Ginka, Rookie Member
- 2 x Ginka, Father's Child
- 3 x Luna, Rookie Member
- 4 x Luna, Girl of Destiny
Level 3:
Climax:
This deck requires some setup from Level 0 onwards to get its engine going. It is still possible to be able to skip the setup at Level 0 and do it at Level 1. The setup I'm talking about? Getting at least two memory by level 1 and getting 3 memory before level 3. Reasons for this? Well, most of the attackers in this deck requires cards in the memory to gain lots of boost. I'll explain that in a moment.
Level 0 is where most of the key memory goers are. Takoyaki Ginka and Destiny Ginka serves to stock up your memory. If you can get all of them to the memory, it serves as a plus too. Tako-Ginka is a free memory card. As soon as it gets reverse, just reveal the top card and check to see if it's a tarot card. If tarot, put it to memory. Detiny Ginka is slightly more pricy. You need to pay a stock, drop a card from hand. The plus side? You get to replace that dead card in hand for something better and Ginka will then head to the memory. Kansai Ginka is your global 500 power booster. Flushed Luna is another attacker. She is useful in a sense that if you have 4 cards in the field and you called her out, she can hit for 5500, even 6500 at the right condition. Even Level 1s will flee from her.
My Level 1s are the attackers as well as defenders in early and mid game. Their only downfall - when you have no cards in memory, their attacking power is quite low. The two cards that have this ability are Calculated Ginka and Deploy Order Ginka. Both of these cards gains 1500 power when they have the minimum number of cards in memory. Deploy Order Ginka requires 2 memories while Calculated Ginka requires at least 1. Kind Luna is your usual counter card while Enthralled Luna is another big attacker where she gains 500 power for each tarot card you have in the field.
The fun begins at Level 2. Rookie Ginka is another counter for the deck so it's self explanatory. Father's Child Ginka is another big attacker. Like the Level 1 Ginkas in the deck, she need to have cards in the memory in order to gain 2000 power, which in her case, she needs 2. Rookie Luna is definitely the best booster in the deck. She is a global 1000 boost, meaning having 2 of her at the back stage ensures all your attackers gets additional 2k boost. Destiny Girl Luna is your healer. As the Level 3s of the deck is unable to heal, this card is really important as she allows you to heal a single point of damage. In WS, one damage may be a fine line between winning and losing. She's a climax combo and her ability seems a little costly at first, but thinking back, this deck don't requires much stock and the Climax card for her ability add in another stock for you in the first place.
For Level 3s, I play 3 Temperance Ginka. Usually by level 3, you'll have at least 3 cards in memory, which will activate her ability of getting a permanent 1500 power extra, making her 11k by herself. Her second ability is also great if you need cards but wouldn't want to clock to draw as it is the same effect since you would draw two cards and discard one. What I love about this card is her 3rd ability where when you play her climax combo, she gets an additional 6000 power and your opponent's encore abilities (including the rule induced encore) is sealed. In the right condition, she will be a 20k attacker, bigger than most cards out there. Destroying their main attacking force won't be much of a problem of course. My other grade 3 is Moon Luna. Her first ability is to give encore ability to other tarot cards in the field. Her second ability is similar to brainstorm, where calling her will allow you to look at the top few cards and keep one in hand, discarding the rest. Really great to look for those climax cards, an attacker or even a counter that you may need later in the game.
Climax comprises of Shine from Amaryllis Flower, a climax combo for Destiny Girl Luna. The climax card gives one soul to all your characters and you search one green card in the waiting room and place it to stock as well as a 2 soul trigger. The other Climax card is Bloodstained future, climax combo for Temperance Ginka. This card is a standard one soul one burn card as well as a 1k + 1 soul when played.
As mentioned, this deck mostly power based. Having grade 1s in the field that have up to 9000 attacking and defending power messes up with your opponent's play style and of course some will start play conservatively. I had players that refuses to do a front attack just because I'm 9k and the cards that are attacking are level 2, where they complain having short of 500 power sometimes. This is a good thing as you tend to receive less or no damage at all, allowing you to survive longer.