Showing posts with label spike brothers. Show all posts
He glows in gold. Much more golden than the Gold Paladins!
BT10 has been out for a couple of days. Previously, I talked about a Grateful Catapult. But after a couple of reading (look at the bottom paragraph of my Grateful Catapult build), and more testing, I find that playing 10 grade 3s for a Bad End Dudley deck spells bad end, for you as the user.
The number one reason why Grateful Catapult deck can run 10 grade 3s is due to its 11k base, meaning he has slightly more defensive power so you're immune to a lone 10k attacks and easily defend against 15k attacks. I know there are many 11k and 12k attackers out there, but it is easier to defend even if you have 2 less G1 or G2 to defend with.
For Dudley Emperor in the other hand, he can be hit with a vanilla 10k and needs 10k guard for a 15k attack. He excels offensively and does not have a good defence. But I've tweaked the deck and found a good balance of both.
Grade 0: 17 units
- 1 x Mecha Trainer (First Vanguard)
- 4 x Cheerful Lynx (Draw Trigger)
- 4 x Sonic Breaker (Critical Trigger)
- 4 x Silence Joker (Critical Trigger)
- 4 x Cheer Girl, Tiara (Heal Trigger)
- 4 x Wonder Boy
- 4 x Reckless Express
- 4 x Cheer Girl, Marilyn (Perfect Guard)
- 2 x Commander, Garry Gannon
- 4 x Dudley Mason
- 4 x Highspeed, Brakki
- 3 x Fierce Leader, Zachary
- 3 x Bad End Dragger
- 3 x Demonic Lord, Dudley Emperor
- 2 x Juggernaut Maximum
The units remain similar to the Catapult build, except that I play more Marilyn and Zachary. With break-rides going up everywhere, it is now mandatory to play 4 Marilyn as your vanguard will be only 10k if you failed the final turn. Zachary is your pressure rearguard to help draw out for Dudley Emperor, much like Garry Gannon's ability to drop a useless card for something else. His on hit ability frequently forces your opponent to guard as they don't what you to gain hand advantage during the break ride.
While some will say it's best to play 17/13/10/10 for Spike Brothers, I find that that deck ratio is best for Catapult but in Dudley Emperor, this causes consistency issue and find the classic 17/14/11/8 is still valid. So far this deck works great and I get to pull off the break-ride 8 times out of 10 games.
Update: Another grade line up will be 17/13/11/9, taking out your choice of a grade 1 and adding in a 4th Bad End Dragger.
Deck Analysis: Touchdown!! Bad End Dudley
Walking about like the boss he is.
With BT10 being released in 3 days, I can finally get my hands on more Spike Brothers units that the booster have to offer. Of course like MANY others Spike Brothers players out there, we are quite disappointed with Bushiroad as they STILL REFUSE TO RELEASE MORE TRIGGERS FOR SPIKE BROTHERS! WHERE ARE THOSE DRAW TRIGGERS!!?
My title says it all. I'll be talking about the most overlooked card for Spike Brothers in BT10, Grateful Catapult. He's the alternative of Dudley Emperor where Dudley is a +0 while Catapult nets a +1. For both units, there's pros and cons.
Dudley Emperor is a good unit where he gets to be a 21k attacker when boosted by Wonder Boy due to his +3k when boosted ability and also charges up the soul for Reckless Express, Brakki and Juggernaut Maximum soulblasts and is also more consistent as you can soul charge any Spike Brothers unit. Problem is, he's only 10k and while he gives out more attacks, you use up 2 cards from hand to put into the soul, giving up your defences for more attacks if you don't have spare Grade 3s to use as soul fodder.
Grateful Catapult one the other hand, is a 11k unit that is a persona blast. For a counterblast of 2 and discarding a copy of itself from your hand to call up 2 units, you effectively net yourself a +1. You throw away an unneeded G3 and call out 2 cards. Sadly, he loses out 2 things, the +3k ability that Dudley have and stocking up the soul and also, you will need an extra copy of him in hand if you want to use his ability. So for a better defence, you loses out in power. It'll be great if instead of discarding away the persona blast by having the persona be put in soul instead.
So you've decided to stay on and try out Grateful Catapult? Great! Now here's a decklist you can try out that works quite well for me.
Grade 0: 17 units
- 1 x Mecha Trainer (First Vanguard)
- 4 x Cheerful Lynx (Draw Trigger)
- 4 x Sonic Breaker (Critical Trigger)
- 4 x Silence Joker (Critical Trigger)
- 4 x Cheer Girl, Tiara (Heal Trigger)
- 4 x Wonder Boy
- 4 x Reckless Express
- 3 x Cheer Girl, Marilyn (Perfect Guard)
- 2 x Commander, Garry Gannon
- 4 x Dudley Mason
- 4 x Highspeed, Brakki
- 2 x Fierce Leader, Zachary
- 4 x Bad End Dragger
- 4 x Grateful Catapult
- 2 x Juggernaut Maximum
A big difference from my previous Spike Brothers deck profile eh? Of course the changes are not without reason.
For my Grade 0, standard Spike Brothers triggers and starter. I did consider removing a set of crits for stands, but it didn't trigger out as how I'd want it to. Also, nothing beats Mecha Trainer.
There's a bit of change for my Grade 1. Previously, I had Medical Manager in the set but I ditched him for Garry Gannon. He's your typical Aermo clone. For a persona blast deck as well as break ride deck, he's key in to filtering out your extra Bad End Draggers for those Grateful Catapults you need. I usually will put him behind Bad End Dragger. Behind Grateful Catapult though, he's only 17k max. Can't really hit cross rides for 15k 2 pass but when you think about it, most crossrides these days are usually late game so your opponent will most likely be only 11k until he hit 4 or 5 damage for that crossride or cross-break-ride but when you deal your damage with Bad End and Catapult, your opponent most likely have hit 6 damage already.
More changes for Grade 2 will obviously be the lack of Panzer Gale and Field Driller. I've added in the new Dudley in the block, Dudley Mason and invited in Zachary into the team. While Field Driller was good previously, he's now not as godly as he used to be due to the increased in 12k attackers post BT10. So in order to net that 1 draw, you will get hit left and right which makes it not worth the risk. Panzer is okay and still viable in the deck, but Zachary's drawing skills give you more advantages during the break ride. Think about it, your units will be returning to the bottom of the deck thanks to Bad End Dragger. I'd rather use Zachary to help me get another card so I could prepare myself in case my rush down failed. Mason is a must have as he charges up your soul as well as pressure the opponent to guarding to prevent him from calling out another unit for more attacks.
I bet you're assuming I must be crazy in playing 10 Grade 3s in this deck but hear me out. It's actually a good idea to play 10. 4 Bad End Draggers so that you ride him early and 4 Grateful Catapult so you can get 2 copies of him in hand easily for the break ride and persona blast. Juggernaut Maximum is what you want to search for during the break ride as he can hit 26k by himself. Since your opponent would not actually be a crossride, the chances of him being 10/11k only is high. As mentioned, most decks these days plays break-rides or cross-break-rides so they won't be 13k when they have 3 damage.
Now this is how I tend to play, since one way or another, this happen more frequently than I hoped but, it's a good way to pressure the opponent. Not sure why Brakki rarely comes out when I break ride.
1. Break ride with BED+Catapult (3 souls in total, as in G1, G2, G3)
2. Attack with Zachary boosted by Reckless (for 26k). At this point, I almost always hit and draw a card since they always bet on a trigger. (2 souls left)
3. Attack with Mason boosted by Reckless (for 26k). Opponent will either guard or risk taking it. If he takes it, I'd call out Juggernaut Maximum and attack for another 26k. (2 souls left)
4. Attack with Vanguard (for 27k) boosted by Garry Gannon. Persona Blast for 2 Juggernaut Maximum
5. Assuming no triggers, attack with both Juggernauts for 26k. (0 souls left)
One tip to take note of is that if you do have Reckless and Brakki on the side, on the first round of attacks, I recommend to soul blast to hit big but do not soul blast for Juggernauts to conserve soul, unless of course you have 4 souls already.
This attack formation usually cost my opponent 105k to 135k total shields. Of course the actual amount may be lesser if you break ride when your opponent is at 3 damage but at 5, that's the amount he needs in order to guard against everything.
Hope you enjoy this deck profile. I recommend trying out this deck. If you still don't like Grateful Catapult, I'd suggest using the same deck profile, and change Grateful for Dudley. I've tested out both types and it works much like a charm. Until next time!
Deck Analysis: Set! Hut! Catapult ready! Fire!! (Spike Brothers, Grateful Catapult version)
Spike Brothers, one of the best clans out there is quite fairly underrated. Okay, I won't exactly say underrated but more of underused in the tournament scene is more likely the word that we are looking for. I've been playing with Spike Brothers in tournaments since the day BT02 was out with General Seifried and is a clan that complements my play style completely. After EB03 was released, Spike Brothers has shown a whole new rush play style that puts many clans on their knees with Dudley Emperor. Attacking 5 to 9 times is possible, though the 9 times is only in theory and extremely difficult to pull off. They are also the clan that can push your opponent with early pressure, forcing them to guard and use up their hands early or getting them to 3 or 4 damage before they even ride a Grade 3, being able to hit for the 6th damage on turn 3 even with you shouting "Touchdown!!!!" with great pride.
For those who know me personally - I'm an avid Spike Brothers user. Wherever I go, I definitely will bring along my Spike Brothers deck with me in case I feel like having a quick match. I'm proud to say that many players who sees me after our first meeting will remember me as the "Spike Brothers guy". I mean, who wouldn't if you're one of that 2 or 3 players in the area the only ones playing Spike Brothers, and is pretty damn good at it by beating top teared decks easily.
This is the clan that managed to let me qualify for the Team League Regional Qualifier. Sadly, I only managed to survive up to the 4th round during the qualifier and 3rd round for the open qualifier. Still, managed to one off all the crossrides and by turn 4 on all accounts feels darn good.
Spike Brothers are one of those decks that I always tweak. They never stay the same. Cards used in the deck yesterday has been changed to something else today. Lots of testing, tryouts, winning and losses, heck even tears were shed. Most deck recipes online isn't exactly my play style and don't give much pressure to opponents. It may work for them, but it fall flat when I tried them. Tried so many things, combinations and tactics - nothing worked. But after so many tests, brain raking, headaches and shop tournament losses, I managed to finally come out with a deck that not only pressures, but lets you win by turn 4 and at most 6.
Here's a deck list that I made after multitude of considerations and tests. It instilled fear to my opponents when they are at 4 to 5 damage and you attacking them 5 times. This build also allows me to address Spike Brothers' biggest concern; small hand size. Imagine having more than 10 cards in hand with Spike Brothers and a beautiful full field. Yes, this happened plenty times before and I'm proud to point that out. Without further ado, here's the deck list.
Grade 0: 17 units
- 1 x Mecha Trainer (First Vanguard)
- 4 x Cheerful Lynx (Draw Trigger)
- 4 x Sonic Breaker (Critical Trigger)
- 4 x Silence Joker (Critical Trigger)
- 4 x Cheer Girl, Tiara (Heal Trigger)
Grade 1: 14 units
- 4 x Wonder Boy
- 4 x Reckless Express
- 3 x Cheer Girl, Marilyn
- 3 x Medical Manager
Grade 2: 11 units
- 4 x Field Driller
- 4 x Highspeed, Brakki
- 3 x Panzer Gale
Grade 3: 8 units
- 4 x Demonic Lord, Dudley Emperor
- 4 x Juggernaut Maximum
Grade 0 are pretty standard in most Spike Brothers deck. Almost all Spike Brother users will play the same triggers and first vanguard, so there's nothing much to explain here.
Line up for Grade 1, I would pretty say is quite standard. Most will play with similar units, but with different combinations. Most decks will go with 3 Reckless, 4 Marilyn, 4 Wonder Boy and 3 Medical Manager. I'm one of those who thinks 4 perfect guards is too much and decides to up my offences so I dropped a Marilyn for another Reckless. I used to play with 2 x Dudley Daisy but after many tests, I figure she's good to have, but can be too situational at times.
My Grade 2 line up is fairly...unique in a sense that they all can't hit crossrides for 10k guard, well except for one unit that is. Then again, you are pressuring them very early in the game that by the time they can crossride, they are at 5 damage. One of the best unit in this grade is not Highspeed Brakki, but Field Driller. He's a 7k unit that needs a full field to work. Sounds useless no? But here's where you're wrong. Unlike Fierce Leader Zachary, he does not return to the deck and nets you a +1. You want to actually ride him at turn 2, have a full field and force your opponent to guard. If he does not guard, great! You just earned yourself another card including that trigger check. If he guards, no problems either. He just wasted a card...at turn 2. If he guards and you got a trigger, even better! With a draw trigger, you net 3 cards, with a critical trigger he eats 2 damage. Either way, he loses a card and gets damage. If you have a field full of drillers, your opponent will have to make 2 choices; guard or lose a unit early game or not guard and let you draw. My choice of Panzer Gale instead of Treasured Black Panther is quite obvious. I always run into problems not having enough units to guard with. Panzer Gale is there to help you intercept for 10k defense. If you are on the losing side, and you know you can win if you just have one more turn, instead of calling out Juggernaut maximums, you can call out Panzers with Dudley Emperor just to last you for another turn. With cards like Silent Tom and Maelstrom locking your hands from guarding, Panzer Gale is there to pull you out of that tight spot.
Finally, the leader of the pack, Dudley Emperor. He's the unit you will always want to ride as he nets a 21k attack when boosted by Wonder Boy, forcing 20k guard to 11k vanguards as well as the ability to allow you to attack 5 times when comboed with Reckless Express, Brakki and Juggernaut Maximum. The awesome level of this unit is off the charts that one can't simply measure his greatness in words. This unit has caused great pain to my opponent that some simply concede without having me do the drive check, afterall they know they can't survive the onslaught even if they managed to get a heal trigger.
There you have it. It ended up as a rant I guess but being someone who loves this clan it has to be expected. That's all from me for today, signing off!
My Grade 2 line up is fairly...unique in a sense that they all can't hit crossrides for 10k guard, well except for one unit that is. Then again, you are pressuring them very early in the game that by the time they can crossride, they are at 5 damage. One of the best unit in this grade is not Highspeed Brakki, but Field Driller. He's a 7k unit that needs a full field to work. Sounds useless no? But here's where you're wrong. Unlike Fierce Leader Zachary, he does not return to the deck and nets you a +1. You want to actually ride him at turn 2, have a full field and force your opponent to guard. If he does not guard, great! You just earned yourself another card including that trigger check. If he guards, no problems either. He just wasted a card...at turn 2. If he guards and you got a trigger, even better! With a draw trigger, you net 3 cards, with a critical trigger he eats 2 damage. Either way, he loses a card and gets damage. If you have a field full of drillers, your opponent will have to make 2 choices; guard or lose a unit early game or not guard and let you draw. My choice of Panzer Gale instead of Treasured Black Panther is quite obvious. I always run into problems not having enough units to guard with. Panzer Gale is there to help you intercept for 10k defense. If you are on the losing side, and you know you can win if you just have one more turn, instead of calling out Juggernaut maximums, you can call out Panzers with Dudley Emperor just to last you for another turn. With cards like Silent Tom and Maelstrom locking your hands from guarding, Panzer Gale is there to pull you out of that tight spot.
Finally, the leader of the pack, Dudley Emperor. He's the unit you will always want to ride as he nets a 21k attack when boosted by Wonder Boy, forcing 20k guard to 11k vanguards as well as the ability to allow you to attack 5 times when comboed with Reckless Express, Brakki and Juggernaut Maximum. The awesome level of this unit is off the charts that one can't simply measure his greatness in words. This unit has caused great pain to my opponent that some simply concede without having me do the drive check, afterall they know they can't survive the onslaught even if they managed to get a heal trigger.
There you have it. It ended up as a rant I guess but being someone who loves this clan it has to be expected. That's all from me for today, signing off!


