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:


[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.
 
[CONT](VC/RC): Lord (If you have a unit without a same clan as this unit, this unit cannot attack)


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.

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 :)