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As mentioned in my previous box opening video, I'll be getting 4 more boxes. And guess what, I sure did. As promised, here's part 2 of Daybreak Illusion box opening!

Box 1 & 2
Box 3 & 4

Box Opening: Weiss Schwarz Daybreak Illusion part 2!

Posted by : bloodychaos
Friday, January 31, 2014
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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 1:
Level 2:
Level 3:
Climax
Level 0:
Level 1:
Level 2:
Level 3:
Climax

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)

Posted by : bloodychaos 0 Comments



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:

Level 1:

Level 2:

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.

Deck Analysis: Daybreak Illusion (Temperance under the Moon)

Posted by : bloodychaos
Sunday, January 5, 2014
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Hype is in for BT12 as the new clan, Link Joker, will get support along with its Trial Deck. I consider Link Joker a "broken clan", as they gravely disrupts your field by locking up your units. In the case you have no idea what "lock" means, it is when a rearguard unit that is face up is turn faced down. A unit that is locked is not able to boost, intercept, use its skill or be retired by calling another unit above it. You can only unlock your unit at the end of your turn.

Some considered lock as a combination of Narukami, Kagero and Megacolony since Narukami and Kagero retires your unit while Megacolony prevents your units from standing. But unlike Link Joker, units retired by Narukami and Kegero can be replaced, same goes for stunned units by Megacolony.

I personally find Link Joker more annoying since locked units can't do anything but it isn't as disruptive as Naru, Kage and Mega, unless of course you're facing Chaos Break Dragon. With Narukami and Kagero's retiring effect, you'll need to call out units to boost or attack but at the same time, you lose precious guards if you really need them. Megacolony's stun allows you to retire that unit to replace it with a standing unit or let you attack albeit lower power. Link Joker? You may need some endurance to guard against their attacks.

Almost all Link Joker decks will aim to lock your units to gain their pluses. The infamous V-lock is the most common type of locking mechanism where your opponent will lock both your front rearguards and your vanguard's booster, which makes the lock looks 'V' shaped. What makes the lock scary is not just the lock itself; is that there units in Link Joker than gains power whenever a unit got locked. A good example will be units like Demonic Claw Star-vader, Lanthanum and Furious Claw Star-vader, Niobium which can both hit for 28k if they are in the same column.

There are some ways where you can counter yourself from getting locked - one would be rushing Link Jokers hard, while the other is playing slightly conservatively. There are still pros and cons for these two methods. Rushing will use up your hands quickly and if your opponent decides to drag the game, you're quite screwed. On the other hand, if your opponent unable to counter your rush, the game is 90% as good as yours. Playing conservatively on the other hand, may weaken your attacks but it does helps you conserve your hand as and when needed but playing conservatively does not mean dragging the game too long.

Now, there's a method that is not commonly used that I call half-rush. Throughout my plays against Link Jokers, I find that they are typically weak against Grade 2 rushes. What I generally do is to attack twice on turn 2 forcing my opponent to take the damages or guard against it. Formation is best with a front rearguard with booster and vanguard with booster. Once it's their turn to attack, guard their attack, even if it is one to pass. A bit risky, but it is a risk you may have to take in order to win. So far, I managed to survive against Link Joker this way where throughout my matches, I only have a single column of rearguard while the other column is all empty. Most players will also try to aim your only attacking rearguard thinking your hand does not have enough attackers, and that is what you want them to think. Once one side got locked, you have another row to play with.

Notable clans that actually excel against Link Joker are a few. They are Narukami, Kagero and Spike Brothers. Narukami and Kagero are obviously due to their high powered retiring as for Spike Brothers, they rush and return to the decks too much that Link Joker have little to no chance to lock. Decks that requires field presence such as Gold Paladin, Nova Grapplers and Granblue may have some troubles.

One thing not to do when going against Link Joker is to drag the game. Semi-rush is a good method so far and don't be too afraid of getting yourself "locked". Most of the Link Joker's lock ability depends too much on the breakride in order for it to work and if your opponent is unable to breakride, chances of you winning increases. Link Joker may be a strong clan but so far, I have yet to see them topping tournaments frequently.

Random Rants: Be gone! Your units are locked!

Posted by : bloodychaos
Thursday, December 19, 2013
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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)

Grade 1: 14 units
  • 4 x Wonder Boy
  • 4 x Reckless Express
  • 4 x Cheer Girl, Marilyn (Perfect Guard)
  • 2 x Commander, Garry Gannon

Grade 2: 11 units
  • 4 x Dudley Mason
  • 4 x Highspeed, Brakki
  • 3 x Fierce Leader, Zachary

Grade 3: 8 units
  • 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

Posted by : bloodychaos
Tuesday, December 17, 2013
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 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)
Grade 1: 13 units
  • 4 x Wonder Boy
  • 4 x Reckless Express
  • 3 x Cheer Girl, Marilyn (Perfect Guard)
  • 2 x Commander, Garry Gannon
Grade 2: 10 units
  • 4 x Dudley Mason
  • 4 x Highspeed, Brakki
  • 2 x Fierce Leader, Zachary
Grade 3: 10 units
  • 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)

Posted by : bloodychaos
Wednesday, December 11, 2013
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It's been a while since my last post but it's finally time for the box opening of Daybreak Illusion, also known as Genei wo Kakeru Taiyou. First video with just me, and I think I made some lame remarks in there that I wish I can hide in a hole somewhere. Yeah, I'm not much of a camera person. Anyways, I introduced the video wrongly, only to realized it was wrong later at the end (I read it as Genei wo Tsukuru Taiyou, so sue me). Now enough of this embarrassing rant and on to the videos!! There's four parts so do enjoy! I'll be doing a deck profile for this series soon (how soon? Not so sure).









Box Opening: Weiss Schwarz Daybreak Illusion

Posted by : bloodychaos
Tuesday, December 3, 2013
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So GREE, a mobile app company from Japan, have decided to join the TCG world and thus released their first TCG called Sieg Krone. They had promoted the TCG lots of times in many card shops as well as ads, hyping Sieg Krone up and hoping to make it a big game. It also doubles as a "mobile game" as well since you can create your own card from your phone using their list of pre-loaded artworks or your own ones and put one (only one) in play. Okay, this sounds good and all but...with all the hype from GREE Japan, I was a little disappointed after that with some of the flaws of the TCG mechanics.

Now, I'm no game developer like a friend of mine, but as someone who have played loads of card games in the past, I was a little surprised by how a game company actually managed to make a potentially good TCG, bad. Okay, before I go on to the bad side of things, let me have a quick run down on how the game works. You can get in-depth how to from the following wiki but I'm going to just give a basic idea how the game goes.

Game Requirements
You require a deck of 50 cards of up to 4 copies of a card in a deck. You win when you deal 5 damages to the opponent or your opponent is unable to "Charge" during his "Charge Phase".

Type of cards
There's 2 types of cards, character cards and skill cards. Character comes in 3 colors; red, blue and green. Skill card does not have a color.

Game Start
So you start by drawing 5 cards and no redraws are allowed. The first player charges 3 cards to the charge zone. This is called a "Charge Phase" where the player will place 3 cards into the "Action Area". Subsequent turns, both players will charge 4 cards at the start of their turn. The action area is where resources are placed. You use it to draw cards at the beginning of the turn and as resources to pay for costs of the cards so you need to make sure you have enough cards both in had and the "Action Area".

Main Phase
You can do multiple things during your main phase - call Characters, use Skills, Evolution and Awake (refer to the wiki for more info). There's an area in the playmat called the "Base Area" where you call out your character cards. You can call out as many as you like as long as you can pay the cost.

Battle Phase
You attack your opponent with your character cards. The battle phase will take a couple of times to get use to. You basically try to kill off your opponent's characters cards to 0BP. If you have more BP than your opponent, you win. While it is not mentioned in the wiki, you may need to declare which characters battle with which characters. As mentioned, the battle phase will take some time to get used to.

Damage Step
Whoever loses the battle will take damage by revealing 2 cards from the top of their deck, choose one of them to be sent to the Damage Area while the remaining card is called up to the Base Area at no cost. During this time, some cards have skills that can be used when called up this way. If the card is a skill card, add that to hand instead.

That's the basic idea on how it is played. Of course there are other things to consider but I am simply putting up the basics. Now on to the ugly...

First, there's no limits on how many character cards can be at the base area at any one time. Duel Masters have a similar concept, where there's no limits to how much monsters can be summon at a time as long as you can pay the cost. But unlike Duel Masters, Sieg Krone does not have the concept of "Summoning Sickness" where a character can't be use for battle during the turn it is called. So the bad thing about having too many character in a side is that the match loses its balance quickly. Sure you only take one damage at during each battle but if you have an army of 3 while the opponent have an army of 10, and you can't attack or defend, the game will become one sided very quickly. After playing Sieg Krone with a few other players that tried it out, and all of us came to the same conclusion after a couple of games - there need to be a limit on how many characters can be placed in the Base Area. We currently agree that the best limitation would be 4 which balances the game very well.

Secondly. there's no healing in the game. There's no heal mechanism like Vanguard, Duel Monsters, Colossus Order or like other TCG. The idea of having a healing or recovery mechanism will be an additional plus to the game, granting players who is about to lose that giant leap of faith hoping for a heal to trigger up or cancelling that damage which was taken during the turn. Of course this kind of card will need to be restricted up to 4 per deck.

Lastly, they may need to revamp their battle system. While I do personally think it's okay now, but it is very very confusing as it is. I think having a "one on one" type of battle would be a better idea, while keeping the "Assist Character" and Skill cards.

So yeah, this is my two cents for Sieg Krone. While I believe it has a potential to be a good TCG, the way the game play is set now is too much luck dependent, much more than Vanguard or Weiss Schwarz to be honest. The designs of the cards are great, but sadly, the design of the game really needs a revamp.

Random Rant: Sieg Krone Game Play Review - The good and the ugly

Posted by : bloodychaos
Monday, November 18, 2013
0 Comments
Malaysia and Singapore qualifiers...and I got the same number too!

I've come to report my bad news of the day. I wasn't able to win in neither the Vanguard qualifiers, and I was pretty confident that I am able to get in too but somehow reality decides to give me a swift kick in the ass big time.

Let me get on for the Vanguard qualifiers on Saturday 26th October. After much consideration, I've decided to use Seal Dragon for the tournament. After lots of play testing the deck worked like a charm, pressuring and controlling my opponent's field with ease. I wasn't able to use Flare Whip as planned since I wasn't able to borrow the Dauntless Drive Dragon that I needed. Spike Brothers was in my consideration list and one way or another, it kept failing from one match to another. No triggers. grade stuck, bad hands...you name it. At the same time, the current Spike Brothers is unable to fight toe to toe with the new support from BT11.

My first match was against Angel Feather. I can't remember the fine details but my opponent panicked a few times and made a couple of mistakes that I exploited. My opponent was supposed to be able to block the damage, but forgot all about the Million Ray Pegasus on the side he can use to intercept. During the last moment, he guarded for 2 pass. I managed to get a double trigger - a stand and heal, which I pass all to Jacquard. He guarded my other rearguard, but didn't guard Jacquard since he thought he only have 10k to guard. At the end of the match, he face palmed himself after taking the final hit and looking at the field, after which he revealed a 10k guard in hand together with 2 grade 3s.
 
Freebies!! Same as in Malaysia.

Second match was against Kagero, Dauntless-Dote. My hand, was exceptionally bad. My hand consists of 2 G3, 2 G2 and 1 G1...and here's the best part, of all cards, the G1 was Seal Dragon Chambray. And because of that, boy my opponent ripped me up to shreds. I got killed before I managed to ride to G3, so 'nuff said.

Third match was almost a breeze. Fought against Narukami that was a mishmash of random cards. One way or another he will always get a trigger each turn, causing me to suffer a little. Of course being the good samaritan that I am, I used Corduroy to destroy his G1s and forcing his G2 out behind his units. After lots of blasting away his units, it came to a point where he have a few cards left in the deck. Still, I didn't win due to him decking out, but due to a bad mistake on his part.

The match that kicked me out of the tournament for good was against Gold Paladin. My hand was exceptionally great. I can crossride and attack. But things looked extremely grim as well. One way or another, my opponent will get a trigger during his damage or drive check while I get...nope, no trigger here. This happens for a while and I had to pray for a heal at the last moment. Nope, no heal either. What about the seventh damage...there ya go - a heal trigger. 

I've decided to hang around for awhile for the free fight. Got myself a second Dark Goat, hanged around and took picture for a custom card. Played with some of the players of my group that was unfortunate enough to be kicked out like myself and a few other things.

Now the next news came in as a surprise. One of my friend actually managed to get 2nd place in the qualifiers with his newly built Celestial deck. Pics or it did not happen? His certificate below! Congrats Ken and Happy Birthday!

Congrats Ken!!

Random Rant: Singapore Cardfight!! Vanguard Qualifier

Posted by : bloodychaos
Tuesday, October 29, 2013
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Finally, the box that I've been waiting for! Booster box 11! Thanks to Conquer001 for recording the video for me. This time around, I used a better camera than my previous few videos. And if you're complaining about it being too shaky and stuff...yeah, you know who to look for. And wow, getting 2 SPs from just 2 boxes...I'm amazed at myself as I never had this kind of luck before \(^o^)/ ! Without further ado, the unboxing video. But first, I apologize for the noise as there are a few other players opening their boxes as well but still, enjoy!


Sadly I couldn't get 2 more of the cards that I need (basically Dauntless Drive Dragon), I may have to switch strategies for tomorrow's Singapore Qualifier. I managed to snag a few Blockade Inferno so I may be trying out a couple of builds first before finalizing on the cards. I'm currently leaning more towards Seal Dragons, but we'll see how it goes.

Box Opening: Cardfight!! Vanguard Booster 11

Posted by : bloodychaos
Saturday, October 26, 2013
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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.

Deck Analysis: Kagero (Dauntless Flare Dragon)

Posted by : bloodychaos
Friday, October 25, 2013
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Yay!! Another video!! I planned to upload it 3 days back but work, procrastination and Pokemon Y has gotten me busy...Okay, I'll fess up; Pokemon Y was the main reason.

Devil Survivor 2 extra box is mainly consist of Blue and Yellow and I have yet have played against it in a proper game per se, but I did have a quick match with an impromptu deck that was build as soon as we finished unboxing them. I won't say good or bad it is, but I'll just have to wait till my friend build the deck properly

Just a simple notice. I'm not the owner of the boxes and again, I'm the crappy cameraman behind the lens.

Box Opening: Weiss Schwarz Devil Survivor 2

Posted by : bloodychaos
Wednesday, October 23, 2013
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With every new boosters or extra boosters, some will rage, some will celebrate while leaving some with a "you've gotta be kidding me" expression. Looking through booster boxes 10 to 13 and the list of possible support for booster 14 was enough to make me rage. Don't get me started on the extra boosters either.

Some clans have way too much support, like Gold Paladin, Narukami and Nova Grappler, that even have a staggering 4 archetype! Seriously Bushiroad, does Nova Grapplers really need that much archetype!? It's already strong enough, if not overpowered, as it is! What about other clans that need much more support than these clans? I won't include Nubatama in the list since it got its support in BT13 but what about the other clans like Megacolony, Murakumo, Granblue and Spike Brothers? Okay, sure Megacolony will be getting more support in BT15 and Murakumo in BT14 but by how much and how well can these clans do against those huge name clans that are currently topping the charts left and right as well as getting more support from the very same boosters?

Continuing on, clans like Narukami getting supports from BT10, BT11, BT12 and BT14, Gold Paladin getting boosts from BT10, BT12 and BT14 while other clans like Great Nature getting only support from BT13, Spike Brothers only on BT10, Granblue in BT13 with only 7 cards for them. Now look at Gold Paladin. Narukami, Angel Feather or Aqua Force; how many booster boxes do they appear in? These clans already are strong as it is but getting more cards to make them even stronger while making other clans low priority is not a good idea to promote balance in the game.

Some argued that despite having more cards does not equate excellent support. I would say not quite so. Most of the support that most of us look at are at the "R" to "RRR" rarity. Commons? Not so much. Some common cards are pretty much staple or have better options. Every single time new cards got revealed, they're mostly new vanguards for a few clans and are mostly of "RR" or "RRR" rarity. We'll see one or two cards for alternative clans and then, a page spread of new cards for the most supported clans in Vanguard.

I personally don't mind having some support for a few clans in one booster box as Bushiroad is doing now but having more than half the clan in the box support for the meta clans that can dish out one-sided beating against non-meta clans is way too much that the only way to beat them is by using meta vs meta, unless of course you got lucky enough that your opponent wasn't able to guard against your attacks.

Still, this is just me ranting and venting out my anger. I know some will agree with me, some will disagree but I'm merely just mashing down my thoughts here. In the end, what I simply want to say is give other clans some love too rather on the the already large clans.

Random Rants: Over support? Under support? Or barely enough?

Posted by : bloodychaos
Tuesday, October 22, 2013
1 Comment


The trial decks was out two weeks ago, but I have yet to actually had a match against one. A friend of mine decided to make one liberator deck for the fun of it - even buying 4 of the trial decks. I initially thought it would be a simple few matches but boy, was I wrong.

By now, break rides is not much of new news. For us English players, we have a taste of its power in the form of mermaids that have their own sets of extra boosters back in July. Yes, I'm talking about Bermuda Triangle.

If you have not heard of break rides before, here's a quick intro; a break ride is when you ride another unit, mainly a Grade 3, on top of another necessary Grade 3, therefore activating its skill when at 4 damage. The effects mainly gives the vanguard a boost of 10,000 power as well as large benefits to the rearguards or penalties to the opponent's field. A very bold example will be the cheatwares Link Joker and Narukami. It is situational, but still, strong.

So now I'm back with what I started in the beginning of this rant. I fought against a newly formed liberator deck and got trashed left and right. Break ride on top of a break ride on top of a break ride...please, I have enough!! As usual, Gold Paladins and Narukami, while already strong to the point of too strong, now got way too strong with their new supports. Still, it will take some time for most of us to get use fighting against these decks.


Now enough of Gold Paladins and Narukami. Tomorrow is the Booster Draft for BT11 and I definitely can't wait to get my hands on them, even if it's just 6 packs! A week after, Booster 11 will be officially released. Of course I'm aiming for Kagero units, mainly the Seal Dragons and Dauntless Drive Dragon. Dauntless Drive with Lawkeeper sounds fun but Flare Whip Dragon will definitely be more trolling.


Still, one day after the release of BT11, it'll be the qualifiers for the World Championships in Singapore. From the looks of the trends, most players will be going Dauntless Drive + DOTE, Aqua Force, Angel Feather and Tachikaze, seeing as these clans will be getting huge support as well as Bermuda Triangle. As for what I'll be using, I'm still undecided. I'm aiming to either use Shadow Paladin Ildona or Spike Brothers, but my gut feeling is saying otherwise. Most probably I'll be following what my instincts tells me to do on that day. But I'm quite pissed off at Bushiroad for postponing BT10 to December. My Bad End Dragger!!!! T^T

Random Rants: Break Time!! - Vanguard Trial Deck 8 & 9 and Booster 11

Posted by : bloodychaos
Friday, October 18, 2013
0 Comments

In my previous post for Weiss Schwarz Project Diva F, I mentioned having 3 decks. This too was touted another deck with combo rarely used or never seen before that veteran players was surprise with or other Project Diva F users never thought of. This deck is my very first deck that I build after getting myself the booster boxes using Red and Blue.

A few players that borrowed the deck says it's not that easy to use. I have to agree a little on that. This deck relies a bit of combo when you're still at level one, but as long as you know how to use what cards you have efficiently, it is quite straight forward. But one of the most often comment I get is the deck doesn't have any change cards (from G2 to G3) or cards that recover damage. This is quite true as for Project Diva F, both Red and Blue cards have no change or cards that recover that one damage. Still, I do find it powerful enough that such skills can be neglected, albeit good to have.

Now enough with my rants and on to the deck list!

Level 0:

Level 1:
This deck is pretty much straight forward if you know what goes with what. Level 0 is quite similar to my Rin-chan bait-n-switch deck so I won't actually go into much depth for it.

Level 1 relies mainly on Luka and KAITO. KAITO Guilty has the ability to search for Luka Amour and Miku Innocent when you play together with his climax combo, ACUTE. I only play Amour as Innocent is quite costly to keep in the field, despite being a 10k card at Level 2. At the same time, KAITO will gain 2500 power. MEIKO Noel Rouge is your booster, where she gains 500 boost for every support card in the field. So if you have two of her, both MEIKO will be 1000 boosters. Soft Light Luka is your encore card and Dark Angel Miku is your counter card.

All of my level 2s are red cards. As mentioned before, Luka Amour can be searched with KAITO Guilty climax combo. Her ability to gain 500 power for every music character in the field when you call her out, making her a one turn 10k attacker, which is usually enough to catch most opponents off guard. Next, to another climax combo cards, Luka Ruby and Miku Emerald are your Level 2 combo with World's End Dance Hall. Luka Ruby's ability to force a damage by paying 1 stock can be good for end games, especially when your opponent is at level 3 with six damage. Miku Emerald helps you salvage a character card in the Waiting Room if you need something to defend with later, like grabbing that Maple Scent Luka you used earlier on. MEGANE is another salvage card where you can search your waiting room for 2 of them better character cards.

There isn't much to say about Level 3. Sadly, these 2 cards are the only viable options we have. But don't look down on them. KAITO MEIKO Original have a sweet second ability. While their first ability only triggers during your opponent's turn, where they gain 2000 power for defense, their second ability allows you to increase your hand size. Just attacking, reveal top card for a music character and put to hand before you do your trigger checks. The ability also comes with no cost so it's mostly a plus. Original Luka is another good card that at times overlooked. While her power gain of 1000 when you have 3 other music character is okay. her second ability to -1 soul on the opposite character is quite good against those big soul attackers. Her beauty shines with the 3rd ability. By paying 1 stock when you reversed your opponent's character, you can choose a card in the waiting room and put it on top of the library. I find this ability quite good in a sense it often lessens the chance of your opponent cancelling the damage you do.

My climax cards consists of ACUTE, which deals additional 2 souls when triggered, as well as a climax combo for KAITO Guilty and World's End Dance Hall that allows you to salvage a card from the Waiting Room and also a climax combo for Luka Ruby and Miku Emerald.

As you may have noticed, this deck plays mostly on power, surprise attacks as well as hand replenishment, ensuring you have the cards needed in hand rather easily. I say this deck is good for those who always have problems with hand size.

Deck Analysis: Project Diva F (Luka MEIKO ★ Night Fever!!)

Posted by : bloodychaos
Wednesday, October 16, 2013
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