Hi. Basically I will be talking about what the title says, power allocation. I have seen some people give power to a unit even though it would not make a difference. This is most commonly seen amongst the new people, which is understandable. I am here to help you with that.
First thing you need to know, is that you want your opponent to guard with more cards against your attacks. Remember, its not the shield value that counts but rather the number of cards he or she guards with.
With that being said, you would want to make he or she guard a total shield value that ends with a 5. What do I mean? For example, 15,000 shield. Why? It is because your opponent has to guard with 2 or more cards this way.
Let's begin with a scenario:
Phallon (12k) Prominence Core (20k) Percival(11k)
Bruno (7k) Wolftimer (8k) Marron (7k)
You will drive check into 1 trigger, and your Legion Skill can be used and you will superior call a Prominence Core.
How do you make your opponent guard with more cards in this scenario? He has an 11k Base and 5 damage.
Basically, use Legion skill to retire Percival, then superior call Prominence Core in place of it. This pumps Bruno to 10k, and Prominence Core to 23k/[Critical]2. Attack with Prominence Core, drive check into a trigger and add the power to Prominence Core on Rear guard, this makes it such that both lanes require 15,000 shield.
This is just an example, you should always focus on making him guard that 15k value, or 25k and so on and so forth. It will make you excel in your games and you will see your win rate go higher.
That is all there is from me today, have a nice day!
PS: Yes, I make it sound very competitive, my apologies.
Sunday, 27 July 2014
Saturday, 26 July 2014
Critical vs Draws - Which is better?
Hi there. There is always a constant debate about whether running 12 critical triggers is better or 8 criticals + 4 draw triggers. For most users, they would prefer 8/4/4 line up. How different is it from 12/4? I prefer the 8/4/4 line up for some reason. I'm just used to it. I have tried 12 criticals before and it sure does work well too.
Let us take a closer look at the triggers themselves.
Critical:
- Deals extra damage to opponent.
- Works best early-mid game
- 10,000 shield
- Useless in damage checks
- Useful in Drive Checks
Draws:
-Extra Card to hand
-5,000 shield
-Useful in damage checks, not in drive checks.
- Does not make you overguard
By looking at the triggers themselves, you can see their pros and cons. But which one is better?
If you take a closer look, Critical Triggers will benefit more. Why? Critical triggers give your opponent extra damage + the "crit pressure". It has a 10k shield, meaning you can guard a 10k guard lane with 1 card instead of 2 in the case of draw triggers. Draw triggers only improve consistency and provide more options. They also can be used as fodder for decks like Dragonic Descendant so you do not discard too much shields. However, draw triggers may also provide you with a bad draw. eg: Grade 3s, which are useless in your hand except for fodder. The chances of draw trigger landing in the damage zone is not as high as drive checking it. With that being said, the critical trigger serves its purpose better.
So... 8/4/4 trigger line up or a 12/4 trigger line up? I would say 8/4/4 for decks that require fodder like Revengers and 12 criticals for decks that cannot give self-advantage on its own since you don't want to drop too many cards given your limited options.
At the end of the day, it is completely up to you and your personal preference. However, 8 draw triggers is just plain bad. It isn't as good as the other line ups.
Well I hope this was of help to you. Until next time, have a nice day.
Sunday, 20 July 2014
Cardfight Tip #1 - Guarding Smartly
I think it would be a great idea to teach people how to guard smartly. After visiting some card shops, I realised people have problems guarding properly. What do I mean by that? It basically means they are guarding more than they should.
For example:
It is your opponent's turn and he is going to attack. He will pull 1 non-crit trigger and give it to a rear guard if you guard a 2 to pass. You will have to guard a 2 to pass in fear of a critical trigger.
Your opponent's field:
(RC): Percival (11k). (VC): Percival + Aglovale (Legion 20,000). (RC): Percival (11k)
(RC): Bruno (7k). (RC): Wolftimer (8k). (RC): Marron (7k)
Combined Lane Powers:
(RC): 18k (VC): 30k (RC): 18k
You have 4 damage and these cards in your hand:
Dragon Monk, Genjo x2
Embodiment of Spear, Tahr x1
Dragon Dancer, Monica x2
Your opponent attacks you with his Vanguard first.
You will guard a 2 to pass, because he might pull a critical trigger. So you guard 25k with 2 Genjos and 1 Monica.
He gets 1 draw trigger and passes the power to his RG Percival.
He attacks with the 18k Column.
The Question is:
Do you guard?
Yes you do. Rather than take 1 damage, not get a damage trigger and guard a 15k, you are better off guarding this attack.
If he attacks with his 23k column second, you should take the first damage. The very most you will guard is 10k if you do not pull a damage trigger.
This is an example of guarding smartly. As you can see it clearly minimises your total guard for that turn.
That is all for this post. Have a nice day.
For example:
It is your opponent's turn and he is going to attack. He will pull 1 non-crit trigger and give it to a rear guard if you guard a 2 to pass. You will have to guard a 2 to pass in fear of a critical trigger.
Your opponent's field:
(RC): Percival (11k). (VC): Percival + Aglovale (Legion 20,000). (RC): Percival (11k)
(RC): Bruno (7k). (RC): Wolftimer (8k). (RC): Marron (7k)
Combined Lane Powers:
(RC): 18k (VC): 30k (RC): 18k
You have 4 damage and these cards in your hand:
Dragon Monk, Genjo x2
Embodiment of Spear, Tahr x1
Dragon Dancer, Monica x2
Your opponent attacks you with his Vanguard first.
You will guard a 2 to pass, because he might pull a critical trigger. So you guard 25k with 2 Genjos and 1 Monica.
He gets 1 draw trigger and passes the power to his RG Percival.
He attacks with the 18k Column.
The Question is:
Do you guard?
Yes you do. Rather than take 1 damage, not get a damage trigger and guard a 15k, you are better off guarding this attack.
If he attacks with his 23k column second, you should take the first damage. The very most you will guard is 10k if you do not pull a damage trigger.
This is an example of guarding smartly. As you can see it clearly minimises your total guard for that turn.
That is all for this post. Have a nice day.
Friday, 18 July 2014
Nubatama Decklist + Overall Review
Hi there! I am going to be sharing with you guys a Nubatama Decklist + Review as requested by Ralph Cua. Although as of now, Nubatama isn't new anymore, nor is it seen to be played in competitive. However, the Nubatama Clan has its pros as well as cons.
Here is a sample decklist. With such limited cards, this decklist is pretty expected.
Grade 0s:
1x Stealth Beast, Kuroko
4x Stealth Dragon, Kurogane
4x Stealth Fiend, Mashiromomen
4x Stealth Fiend, Ohtsuzura
4x Stealth Fiend, Zashikihime
Grade 1s:
4x Tempest Stealth Rogue, Fuuki
4x Stealth Beast, Mijingkagure
4x Stealth Rogue of the Night, Sakurafubuki
2x Stealth Dragon, Dreadmaster
Grade 2s:
4x Stealth Dragon, Kokujyo
4x Stealth Beast, Tamahagane
3x Stealth Rogue of a Thousand Blades, Oborozakura
Grade 3s
4x Shura Stealth Dragon, Kujikiricongo
4x Shura Stealth Dragon, Kabukicongo
This is possibly one of the better decklists out there, since there aren't many Nubatama cards.
Let's head on to the explanation of the decklist.
Basically the most obvious winning image would be having a nice field setup with 2 Kokujyos. If you are wondering what in the world of Cray is that?
Now this is Kokujyo. Basically he gets [Power]+2000 for every binded card your opponent has. As you tell from this card... Yeah you should get how the deck works. It basically binds your opponent's cards, both from Field and from Hand. That is Nubatama's mechanic.
Your Final Turn Setup should also have your Vanguard, Kabukicongo, break ridden over Kujikiricongo.
Essentially, you would break ride Kabuki over Kujikiri and make your opponent discard 1 card from his hand and bind 1 of his cards as well. This reduces his ability to guard. Next, attack with your Vanguard and use Kabuki's Limit Break to bind all of his rear guards. This gives your Vanguard another [Power]+10,000 and your Kokujyos will get 12,000 power with break ride + Limit Break.
This is your best combo, so try to set up your field for this purpose. Nubatama is rather slow in the game as most effects work mid- late game.
Have fun with this decklist!
Here is a sample decklist. With such limited cards, this decklist is pretty expected.
Grade 0s:
1x Stealth Beast, Kuroko
4x Stealth Dragon, Kurogane
4x Stealth Fiend, Mashiromomen
4x Stealth Fiend, Ohtsuzura
4x Stealth Fiend, Zashikihime
Grade 1s:
4x Tempest Stealth Rogue, Fuuki
4x Stealth Beast, Mijingkagure
4x Stealth Rogue of the Night, Sakurafubuki
2x Stealth Dragon, Dreadmaster
Grade 2s:
4x Stealth Dragon, Kokujyo
4x Stealth Beast, Tamahagane
3x Stealth Rogue of a Thousand Blades, Oborozakura
Grade 3s
4x Shura Stealth Dragon, Kujikiricongo
4x Shura Stealth Dragon, Kabukicongo
This is possibly one of the better decklists out there, since there aren't many Nubatama cards.
Let's head on to the explanation of the decklist.
Basically the most obvious winning image would be having a nice field setup with 2 Kokujyos. If you are wondering what in the world of Cray is that?
Now this is Kokujyo. Basically he gets [Power]+2000 for every binded card your opponent has. As you tell from this card... Yeah you should get how the deck works. It basically binds your opponent's cards, both from Field and from Hand. That is Nubatama's mechanic.
Your Final Turn Setup should also have your Vanguard, Kabukicongo, break ridden over Kujikiricongo.
Essentially, you would break ride Kabuki over Kujikiri and make your opponent discard 1 card from his hand and bind 1 of his cards as well. This reduces his ability to guard. Next, attack with your Vanguard and use Kabuki's Limit Break to bind all of his rear guards. This gives your Vanguard another [Power]+10,000 and your Kokujyos will get 12,000 power with break ride + Limit Break.
This is your best combo, so try to set up your field for this purpose. Nubatama is rather slow in the game as most effects work mid- late game.
Have fun with this decklist!
Tuesday, 15 July 2014
Shadow Paladin Revengers Legion Decklist
Hi there once again. It has been a while since I posted here. As you can read from the title, I would like to discuss the recent Revenger Legion support. I must say, although Revenger, Phantom Blaster "Abyss" is kinda bad on paper, it is rather consistent and worth playing in a real battle. Revengers have topped the second Hokusetsu Vanguard Championship and have even kicked Raizers down. Raizers as you should know have been topping because of Mr Cat Butler which allows you restand your Legion'd Vanguard if your attack doesn't hit. Our dear Revengers have proven themselves worthy this time, pushing Raizers down to 2nd in the tournament.
The decklist used was expected, considering Ambition Revenger, Cormac isn't the best 2nd Grade 3 option in the deck. Mirutae made use of Phantom Blaster "Abyss" and the well known Revenger, Raging Form Dragon. This makes all his Vanguards able to swing twice, hitting for 21,000++ power for the second swing.
However, upon play testing this myself, I don't like how it works. Basically all of your Vanguard's abilities are going to be a minus to yourself. Yes, it is Shadow Paladin, there is always a minus in their abilities. Without any support cards like Wily Revenger, Mana and Dark Cloak Revenger, Tartu, your whole deck has no way of gaining the card advantage you need. Not to mention Tartu requires 2 Counter Blasts, making Phantom Blaster "Abyss" skill harder to pull off. Including the Blaster Dark Revenger and Barrier Troop Revenger, Dorint is a good idea. It helps to manage your Counter Blasts.
With that being said, my ideal decklist for the new Revenger Legion would be this:
Grade 0s:
1 x Judgebau Revenger
4x Grim Revenger
4x Revenger, Air Raid Dragon
4x Freezing Revenger
4x Healing Revenger
Grade 1s:
4x Darkness Revenger, Mac-lir
4x Transient Revenger, Masquerade
3x Barrier Troop Revenger, Dorint
2x Revenger, Dark Bond Trumpeter
1x Blackwinged Swordbreaker
Grade 2s:
4x Blaster Dark Revenger
4x Blaster Dark Revenger "Abyss"
3x Wily Revenger, Mana
Grade 3s:
3x Revenger, Phantom Blaster "Abyss"
3x Revenger, Dragruler Phantom
2x Illusionary Revenger, Mordred Phantom
The Decklist is pretty simple. Dragruler Phantom as a backup Vanguard. Remember, Dragruler is a pretty strong card. Mordred Phantom as a Break Ride to slow the game down a bit for you. It helps you to Superior call Blackwinged Swordbreaker for the +1 Card Advantage. Not to mention, Break Riding "Abyss" over Mordred will help you swing for 32k++ Power twice.
The 4 Blaster Darks are just cool honestly. Try to use BDRA's ability early in the game. It will disrupt your opponent. Dorint is there for BDR's unflip. Dark Bond Trumpeter is there when you seriously need the rear guards. Otherwise, it is just a fodder.
8 Criticals is enough. I have tried 12 Criticals and it does work, so it is really up to your playstyle.
That is pretty much all from me for this post. I don't have the time to write in such detail like I did before. If you have any questions, feel free to PM me on Youtube or comment down here. See you guys next time. Have a nice day.
My Latest Video: http://youtu.be/UxziKq4lu40?list=UUUIF60mdi7iTYHpOWckbGNQ
The decklist used was expected, considering Ambition Revenger, Cormac isn't the best 2nd Grade 3 option in the deck. Mirutae made use of Phantom Blaster "Abyss" and the well known Revenger, Raging Form Dragon. This makes all his Vanguards able to swing twice, hitting for 21,000++ power for the second swing.
However, upon play testing this myself, I don't like how it works. Basically all of your Vanguard's abilities are going to be a minus to yourself. Yes, it is Shadow Paladin, there is always a minus in their abilities. Without any support cards like Wily Revenger, Mana and Dark Cloak Revenger, Tartu, your whole deck has no way of gaining the card advantage you need. Not to mention Tartu requires 2 Counter Blasts, making Phantom Blaster "Abyss" skill harder to pull off. Including the Blaster Dark Revenger and Barrier Troop Revenger, Dorint is a good idea. It helps to manage your Counter Blasts.
With that being said, my ideal decklist for the new Revenger Legion would be this:
Grade 0s:
1 x Judgebau Revenger
4x Grim Revenger
4x Revenger, Air Raid Dragon
4x Freezing Revenger
4x Healing Revenger
Grade 1s:
4x Darkness Revenger, Mac-lir
4x Transient Revenger, Masquerade
3x Barrier Troop Revenger, Dorint
2x Revenger, Dark Bond Trumpeter
1x Blackwinged Swordbreaker
Grade 2s:
4x Blaster Dark Revenger
4x Blaster Dark Revenger "Abyss"
3x Wily Revenger, Mana
Grade 3s:
3x Revenger, Phantom Blaster "Abyss"
3x Revenger, Dragruler Phantom
2x Illusionary Revenger, Mordred Phantom
The Decklist is pretty simple. Dragruler Phantom as a backup Vanguard. Remember, Dragruler is a pretty strong card. Mordred Phantom as a Break Ride to slow the game down a bit for you. It helps you to Superior call Blackwinged Swordbreaker for the +1 Card Advantage. Not to mention, Break Riding "Abyss" over Mordred will help you swing for 32k++ Power twice.
The 4 Blaster Darks are just cool honestly. Try to use BDRA's ability early in the game. It will disrupt your opponent. Dorint is there for BDR's unflip. Dark Bond Trumpeter is there when you seriously need the rear guards. Otherwise, it is just a fodder.
8 Criticals is enough. I have tried 12 Criticals and it does work, so it is really up to your playstyle.
That is pretty much all from me for this post. I don't have the time to write in such detail like I did before. If you have any questions, feel free to PM me on Youtube or comment down here. See you guys next time. Have a nice day.
My Latest Video: http://youtu.be/UxziKq4lu40?list=UUUIF60mdi7iTYHpOWckbGNQ
Monday, 14 July 2014
Update on this Website
Sorry for not posting stuff here. It's hard to cope with school and this. If you want to ask for a request of something, please message me via Youtube or Google+ where I would be more on a look out for your questions and comments. Thank you!
And... Don't worry, I will update this as soon as my exams are over. Thank you for your kind patience and understanding.
And... Don't worry, I will update this as soon as my exams are over. Thank you for your kind patience and understanding.
Saturday, 29 March 2014
Bermuda Triangle - Duo Temptation, Reit Decklist and Review
Hi all! This post will be about the recent game I played on Cardfight Area, featuring the Bermuda Triangle Duos, which was recently released in Extra Booster 10. I would like to say that the Duos are scary as heck and pretty darn fun to play with, and for the guys out there... the deck is an all girls deck! Why not make one? There is also a unique feature about them. Each card has 2 different arts, a Black and White Version. So its up to your preference, but they have the same effects. You can also mix them up in a deck if you like.
The Bermuda Duo units are really strong, mostly focusing on getting multiple copies of the same card in your hand to gain bonus effects. One example would be Duo Petit Etoile, Peace:
Grade 0s:
The Bermuda Duo units are really strong, mostly focusing on getting multiple copies of the same card in your hand to gain bonus effects. One example would be Duo Petit Etoile, Peace:
[AUTO]:[Counter Blast (1)] When this unit is returned to your hand from (RC), if you have a vanguard with "Duo"
in its card name, you may pay the cost. If you do, draw a card, choose
up to three cards named "Duo Petit Etoile, Peace" from your hand, and
you may reveal them. If you revealed three cards, choose a card from
your damage zone, and turn it face up.
With the above skill, you can clearly see how powerful Duo units are. Well then, let us move on to the main Ace Card. Duo Temptation, Reit:
[AUTO](VC) Limit Break 4 (This ability is active if you have four or more damage):[Counter Blast (2)] At the end of the battle that this unit attacked a vanguard, you may choose two cards with "Duo"
in its card name from your hand, and discard them. If all of the
discarded cards have the same name, you may pay the cost. If you do,
[Stand] this unit, and this unit gets [Power]+3000 until end of turn.
This ability cannot be used for the rest of that turn.
[AUTO](VC):[Soul
Blast (1)] When this unit attacks a vanguard, you may pay the cost. If
you do, choose one of your rear-guards with "Duo" in its card name, and
return it to your hand.
Duo Temptation, Reit would be the ace card of this deck. Of course there are other aces in the Duo Archtype, however I prefer her over the rest. I would explain why she is fun to use as well. I mean come on, she is a Re-stander. I personally like re-standing so... she is my ace card.
Bermuda Triangle - Duo Temptation, Reit Decklist:
Grade 0s:
1x Duo Lovers Singer, Darling (FVG)
4x Duo Gran Pasturn, Syanon - CT
4x Duo Pride Crown, Madeira - CT
4x Duo Morning Charm, Liffey - DT
4x Duo Tropical Healer, Mejelda - HT
Grade 1s:
4x Duo Beast Ear, Loulou
4x Duo Petit Etoile, Peace
4x PR♥ISM-Duo, Aria
2x Duo Pretty Horn, Ural
Grade 2s:
4x Duo Kelpie Jockey, Syr Darya
4x Duo Mini Hat, Rhome
3x Duo White Crystal, Ricca
Grade 3s:
4x Duo True Sister, Meer
4x Duo Temptation, Reit
This is an example decklist for Reit. It focuses on using the bounce skills of Meer and Darling to activate effects of other units such as Ricca and Peace. On call cards like Loulou can be bounced to recall and spam their effects as well.
Let me explain to you why this deck is very terrifying and deadly. If you all remember or have watched Episode 127 and Episode 151 of the Cardfight Vanguard Anime, you would have noticed the 8 attacks of the Deadliest Beast Deity, Ethics Buster "Reverse". If you have seen how much guard it forces out of the opponent, then you can see how powerful this deck can be. This deck has the potential to also do 8 attacks, as long as you have the right field set up. Or less than 8 attacks, but still force more guard.
First of all let us take a look at Duo True Sister, Meer's ability:
[AUTO](VC) Limit Break 4 (This ability is active if you have four or more damage):When a «Bermuda Triangle» rides this unit, choose your vanguard, and until end of turn, that unit gets [Power]+10000 and "[AUTO](VC):[Counter
Blast (1)] When this unit attacks a vanguard, you may pay the cost. If
you do, return all of your «Bermuda Triangle» rear-guards to your hand,
choose up to two «Bermuda Triangle» from your hand, and call them to
separate (RC).".
[CONT](VC):During your turn, if the number of
«Bermuda Triangle» rear-guards you have is four or more, this unit gets
[Power]+2000.
[CONT](VC/RC): Lord (If you have a unit without a same clan as this unit, this unit cannot attack)
So when ever your Vanguard attacks, you can use a Counter Blast to bounce all rear guards, and call 2 more in the [Stand] position. Break Riding over this unit with any normal Bermuda Triangle will give you at least 4 attacks without Stand Triggers. Now I ask you, what happens if your Vanguard gets to attack twice? How many attacks would that be? That would give you a maximum of eight attacks and a minimum of 6, unless you are a dumb person to call 2 boosters for some reason.
And which unit can attack twice on the Vanguard Circle? That would be Duo Temptation, Reit.
Yes, with Reit, you can do a maximum of 8 attacks upon Break Riding. However, the cost though... a Counter Blast 4 and a discard of 2 Duos of the same name. That would make the rest of the game a Vanilla one. Which is why unflippers should be added. In this case, Duo White Crystal, Peace is added to give you more soul as well as unflip upon bouncing. If you can bounce at least 2 Peace units during your Break Ride turn, then you will only be using 2 Counter Blast, which means you can restand again the next turn, if you opponent actually survives your Break Ride turn.
I have shown the combo and other combos in the recent Video I uploaded.
You can watch it here: http://youtu.be/vgw0prPI_7o
Thank you for reading! Have a nice day :)
Friday, 21 March 2014
Unlimited Blaster Blade Decklist
Hi all, this post will be about the "Unlimited Blaster Blade" deck I was recently using on Cardfight Area. I have also uploaded a video about it, and you can see how it works. You can watch the video here :
Part 1: http://youtu.be/d8T27fSv3ys
Part 2: http://youtu.be/LwLPMPTAVWw
Here is this the Decklist:
Unlimited Blaster Blade #OP Deck (Requires nerfing)
Grade 0s:
2x Yearning Liberator, Arum (FVG)
4x Liberator of Hope, Epona - CT
4x Strike Liberator - CT
4x Armed Liberator, Gwydion - DT
4x Elixir Liberator - HT
Grade 1s:
4x White Rainbow Liberator, Balan
4x Halo Liberator, Mark
2x Barcgal Liberator
3x Little Liberator, Marron
Grade 2s:
4x Blaster Blade Liberator (Avatar Card/ Ace Card/OP Card/ OMGWTFBBQ)
4x Liberator, Star Rain Trumpeter
3x Liberator of Royalty, Phallon
Grade 3s:
3x Solitary Liberator, Gancelot
3x Liberator of Bonds, Gancelot Zenith (Ace Card)
2x Liberator, Monarch Sanctuary Alfred (In Case a wild Glendios appears)
Basically, the deck revolves around using Blaster Blade Liberator... a lot. Using cards such Liberator, Star Rain Trumpter and Liberator of Bonds, Gancelot Zenith to recycle Blaster Blade Liberator back to the deck. Using Yearning Liberator, Arum as well to send Blaster Blade to the top of the deck for a guaranteed superior call. With this, you can indefinitely shout at your opponent "Stand up my Avatar! Blaster Blade Liberator!", demoralizing him. (Well, I know it's bad to demoralize your opponent but... you want to win him, don't you?) Now the question would be, what happens if Star Rain Trumpeter runs out? The answer to that is simple. You send her back to the deck with Zenith as well. Now if you have unlimited Star Rains, you have unlimited Blaster Blade Liberators as well. Another question would be: What happens if I run out of Counter Blasts and I can't send those units back to deck with Zenith's Limit Break? Well, there is a unit called White Rainbow Liberator, Balan. Basically everytime a Blaster Blade Liberator is called to Rear Guard Circle, you can unflip 1 Damage. Boom. Unlimited Counter Blasts = Unlimited Star Rains = Unlimited Blaster Blade Liberators. You can also retire your opponent's units for free if you have 3 Balans on the field.
TL;DR : This deck is OP.
Part 1: http://youtu.be/d8T27fSv3ys
Part 2: http://youtu.be/LwLPMPTAVWw
Here is this the Decklist:
Unlimited Blaster Blade #OP Deck (Requires nerfing)
Grade 0s:
2x Yearning Liberator, Arum (FVG)
4x Liberator of Hope, Epona - CT
4x Strike Liberator - CT
4x Armed Liberator, Gwydion - DT
4x Elixir Liberator - HT
Grade 1s:
4x White Rainbow Liberator, Balan
4x Halo Liberator, Mark
2x Barcgal Liberator
3x Little Liberator, Marron
Grade 2s:
4x Blaster Blade Liberator (Avatar Card/ Ace Card/OP Card/ OMGWTFBBQ)
4x Liberator, Star Rain Trumpeter
3x Liberator of Royalty, Phallon
Grade 3s:
3x Solitary Liberator, Gancelot
3x Liberator of Bonds, Gancelot Zenith (Ace Card)
2x Liberator, Monarch Sanctuary Alfred (In Case a wild Glendios appears)
Basically, the deck revolves around using Blaster Blade Liberator... a lot. Using cards such Liberator, Star Rain Trumpter and Liberator of Bonds, Gancelot Zenith to recycle Blaster Blade Liberator back to the deck. Using Yearning Liberator, Arum as well to send Blaster Blade to the top of the deck for a guaranteed superior call. With this, you can indefinitely shout at your opponent "Stand up my Avatar! Blaster Blade Liberator!", demoralizing him. (Well, I know it's bad to demoralize your opponent but... you want to win him, don't you?) Now the question would be, what happens if Star Rain Trumpeter runs out? The answer to that is simple. You send her back to the deck with Zenith as well. Now if you have unlimited Star Rains, you have unlimited Blaster Blade Liberators as well. Another question would be: What happens if I run out of Counter Blasts and I can't send those units back to deck with Zenith's Limit Break? Well, there is a unit called White Rainbow Liberator, Balan. Basically everytime a Blaster Blade Liberator is called to Rear Guard Circle, you can unflip 1 Damage. Boom. Unlimited Counter Blasts = Unlimited Star Rains = Unlimited Blaster Blade Liberators. You can also retire your opponent's units for free if you have 3 Balans on the field.
TL;DR : This deck is OP.
Saturday, 8 March 2014
Card Review: Star-vader, "Omega" Glendios
Star-vader, "Omega" Glendios
It's the end of the World!!! Uh... no it's not. Or is it? Star-vader, "Omega" Glendios is a terrifying card. With his ability to instantly win the game without having to deal 6 damage to the opponent is something you should not take lightly. Let us first start with his Skill Effects.
[AUTO](VC) Limit Break 5 (This ability is active if you have five or more damage):At the beginning of your main phase, if the number of your opponent's locked cards is five or more, you win.
[ACT](VC) Limit Break 4 (This ability is active if you have four or more damage):[Counter Blast (1) & Choose one card with "Я" in its card name from your hand, and discard it] All of your opponent's locked cards cannot be unlocked during your opponent's next end phase.
[AUTO](VC):When a unit with "Я" in its card name is placed on your (RC), choose one of your opponent's rear-guards, and lock it. This ability cannot be used for the rest of that turn.
[CONT](VC):All of your rear-guards with "Я" in its card name are also «Link Joker», and during your turn, those units get [Power]+4000.
Let us break his effects into its parts.
[AUTO](VC) Limit Break 5 (This ability is active if you have five or more damage):At the beginning of your main phase, if the number of your opponent's locked cards is five or more, you win.
His Ultimate Break is his most attractive skill. As long as your opponent has 5 locked rear guards on his field during the start of your Main Phase, you win the game. Yes, you win without having to deal 6 damage. It is powerful, but it really all depends on how easy it is to lock 5 units. Usually with cards like Star-vader, Chaos Breaker Dragon and Star-vader, Nebula Lord Dragon, it is almost impossible to lock 5 units at once. And how are you going to do that at the start of your main phase?
Well, the answer lies in his Second Effect, his Limit Break.
[ACT](VC) Limit Break 4 (This ability is active if you have four or more damage):[Counter Blast (1) & Choose one card with "Я" in its card name from your hand, and discard it] All of your opponent's locked cards cannot be unlocked during your opponent's next end phase.
Ahh... that's neat. Your opponent's locked cards cannot be unlocked for an additional turn, so they stay locked after the end of your opponent's turn! This effect lasts for one of your opponent's turns only though. Hey, look at the cost. Counter Blast (1) and discarding a ... Reverse Unit!? So yes, this card requires you to play Reverse Units in your deck, hence, there isn't any Lord ability on Glendios.
The number of Reverses you play in this deck is crucial to locking 5. Too little, and you will find yourself having a hard time to maintain the locks. Play too much and you will end up finding your hand full of Grade 3s.
Let's take a look at his 3rd effect.
[AUTO](VC):When a unit with "Я" in its card name is placed on your (RC), choose one of your opponent's rear-guards, and lock it. This ability cannot be used for the rest of that turn.
Woah. Ok so basically now it allows you to lock an opponent's rear guard by calling a Reverse unit to the field. Sweet. It is a once per turn thing so you can't just call 5 Reverse units, lock 5, then Limit Break, and Ultimate Break to win the next turn. Hey, it isn't as easy locking 5 now isn't it?
His last effect:
[CONT](VC):All of your rear-guards with "Я" in its card name are also «Link Joker», and during your turn, those units get [Power]+4000.
Wow, they really encourage you to play these Reverse units out there huh? With this ability, all Reverse units on the field get [Power]+4000 during your turn. This allows you to play 2 styles of Glendios decks. 1: Locking 5 to win. 2: Beatdown. This ability makes you have a 15,000 power Rear Guard, combined with just a 6000 booster, it makes a nice magic number of 21,000 power. That is huge. You get to lock and make a solid power lane. This card is great.
Just by reading the effects, you can clearly spot some strengths and weaknesses in there.
Pros:
1: Ultimate Break that allows you to win without dealing 6 Damage
2: Can be played in 2 ways, Beatdown and the Ultimate Break way
3: This card can maintain locks, leaving your opponent helpless.
4: Cheap Lock
5: Forces your opponent to call less rear guards, which means lesser attacks coming at you.
Cons:
1: Deckbuilding is hard
2: Hard to lock 5 on its own
3: Hard to maintain locks consistently
4: Playing "Reverse" units will screw up your deck ratio
5: Really expensive to buy in real life
The Cons can be lifted with some supporting cards.
Star-vader, Infinite Zero Dragon and Setting Sun Star-vader, Darmstadtium are the break rides which will help in locking.
Star-vader, Cold Death Dragon is a card which is a must in a Glendios Deck. It forces your opponent to call units from their deck as some people would tend to say "Hey, if I don't have 5 rear guards, he cannot use his Ultimate Break". This card proves them wrong.
Star-vader, Ruin Magician can help you take back the Reverse Cards from your drop zone to be used again.
These are some of the support cards. Have fun making a decklist :P
That's it for now, I might add a Decklist soon. Take care :)
Youtube
My Youtube account can be found here:
http://www.youtube.com/user/QuetzGG/
I upload mainly videos of me playing Vanguard on Cardfight Area, so go check them out!
I upload weekly, mainly on Saturdays, because I am not free on the rest of they days.
Take care :)
http://www.youtube.com/user/QuetzGG/
I upload mainly videos of me playing Vanguard on Cardfight Area, so go check them out!
I upload weekly, mainly on Saturdays, because I am not free on the rest of they days.
Take care :)
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