Wednesday, October 31, 2012

Final Turn!!! and some Dark Irregular Clan Discussions

Yes that's the title of this blogpost... and no i'm not qutting blogging. I'm actually coming back after not having anything to post for awhile. I've been working on deck builds using proxies and such because well why not. So I have also obtained most of my Dark Irregular deck and have noticed a lot of interesting things.


First we will talk about Dark Irregular in the English Scene.
Looking at our possible options for Starter Vanguard there are a total of 3 choices. Vermillion Gatekeeper, Devil in Shadow, and Greedy Hand.

These oddly coincide with our options for Grade 3. so here are the enemy and friend combinations of Vanguard G3's and Starter Vanguards: (Enemy doesn't mean they can't work together but it just isn't optimal or has a conflict of interest)(Friends are Optimal as in have no conflict)
Greedy Hand
Friends: Edel Rose, Dark Lord of the Abyss, Amon, Blade Wing Reyji (Don't need open CB)
Enemies: Demon Eater, Stil Vampir (Can't Megablast)

Vermillion Gatekeeper
Friends: Dark Lord of the Abyss, Amon, Blade Wing Reyji, Demon Eater, Stil Vampir
Enemies: Edel Rose (Doesn't get Seiger into Soul reliably)

Devil in Shadow
Friends: Same as Greedy Hand
Enemies Same as Greedy Hand
That doesn't tell us much but thinking about it if your plan is to use Stil Vampir or Demon Eater you shouldn't use anything that isn't Vermillion Gatekeeper as Dark Irregular's do not have an option to unflip damage bar Heal Triggers.

Now let's talk about the Grade 3's and what makes each of them good and bad.
Edel Rose
Pros:
-Searches your 10k Grade 2 meaning every Edel Rose seen on your first turn counts as a Grade 2 for riding purposes.
-Can cause Final Turn if you can catch the opponent off guard.
Cons:
- 9k Defense is extremely low and allows your opponent the freedom to force 10k Shield with any line baring a 6k boost on a 7k RG
- Can't deal damage reliably without a big boost and CB spam.
- Useless as a RG

Dark Lord of the Abyss
Pros:
-Only 11k Vanguard available
-Limit Break allows for gigantic numbers often Blond Ezel size numbers
- Forces the opponent to use Full Guards when he Limit Breaks
- Big Rearguard and hard to hit
Cons:
-Is only an 11k with no effects until Limit Break
-Doesn't really do anything but swing big

Demon World Marquis, Amon
Pros:
-Constantly huge and is a 16k Line alone when you get 6 soul
-Can make any unit you control into a non-targetted Kimnara
-Forces Full Guards with any boost
-Against a Crossride is really good with 8 soul (We shall talk about this later)
Cons:
-Terrible Rearguard due to having no abilities there
-Retire effect is not targetted
-Can't Soul Charge himself

Blade Wing Reyji
Pros:
- Can constantly have 3 crit meaning a must block
- Soul Charges your Witching Hour units for maximum effectiveness
Cons:
-Terrible Rearguard due to having no abilities there
-Requires having 30% of your deck in soul
-At 5 damage the extra crits don't really matter much

Demon Eater
Pros:
- Megablast is really good simply because of the lack of CB and high SC capabilities of Dark Irregular
- Amazing Rearguard because Dark Irregular Soul Charge by themselves...
- Forces the opponent to block for every attack this card makes on anything
- Constant 12k as a Vanguard on your turn
Cons:
- As a Vanguard it speeds up your Deck Out with uncontrollable Soul Charging
- Not a big threat if your opponent doesn't have a full field
- Can't unflip damage so can't run many Counterblast Cards (Mitigated if Vanguard is Mr. Invincible (Which has a lot of cons so won't mention it))

Stil Vampir
Pros:
- Megablast is really good simply because of the lack of CB and high SC capabilities of Dark Irregular
- Amazing Rearguard because Dark Irregular Soul Charge by themselves...
- Effect can be used from the Rear Guard
- Constant 12k Vanguard on your turn.
- Allows for possible instant Final Turn
Cons:
- Speeds up Deck Out and uncontrollable Soul Charge
- Depends on your opponents field and doesn't prevent Intercepting
- Can't unflip Damage so can't run many Counterblast Cards (Mitigated if Vanguard is Mr. Invincible (Which has a lot of cons so won't mention it))

Looking at all your choices. (Only 4 of them are truly viable)
Stil Vampir
Amon
Reyji
Dark Lord of the Abyss

You'll most likely be running Evil-Eye Basilisk as well unless using Reyji then you'll run Demon Chariot of the Witching Hour.

So a few combos for Grade 3

4x Demon World Marquis, Amon (Main Vanguard)
2x Evil-Eye Basilisk (Main G3 Rearguard)
1x Stil Vampir (Backup Vanguard)
(Vermillion Gatekeeper)

4x Blade Wing Reyji (Main Vanguard)
4x Demon Chariot of the Witching Hour (Main G3 Rearguard)
(Greedy Hand)

4x Dark Lord of the Abyss (Main Vanguard)
3x Evil-Eye Basilisk (Main G3 Rearguard)
(Anything)

2x Dark Lord of the Abyss (Backup Vanguard)
3x Demon World Marquis Amon (Main Vanguard)
2x Evil-Eye Basilisk (Main G3 Rearguard)
(Anything)

Grade 2 offers us some interesting things but mostly it's how you want to Soul Charge and is largely up to your build and personal preference.

Grade 1 is similar to Grade 2 but you have to decide between major Grade 2 or Grade 1 Soul Charging because major Grade 2 Soul Charge allows for bigger boosts from your backrow. Doreen the Thruster normally goes well most places but only if you can consistently add to Soul. Doreen likes Dark Lord of the Abyss due to the gigantic boosts making an unblockable attack that much harder to block.

In other words Grade 1 and 2 are all up to how you run the deck. While the Trigger Line-up is personal preference.

Now that i'm done talking about that here is the fatal flaw of Dark Irregular... The deck generates no advantage of it's own the only advantage it truly creates is in creating big Vanguard swings wasting Full Guards early creating inevitable losses for the opponent who isn't prepared to deal with the deck. The closest we get to having huge advantage swings is Gwynn the Ripper and Bloody Calf meaning to win with Dark Irregular you must be controlling your opponent's big advantage swings.

Example Dark Irregular Build:
Grade 3: 7
4x Demon World Marquis Amon
2x Evil-Eye Basilisk
1x Edel Rose

Grade 2: 12
3x Blue Dust
4x Werewolf Seiger
3x Demon of Aspiration Amon
2x Flirtatious Succubus

Grade 1: 14
3x Yellow Bolt
4x Demon Bike of the Witching Hour
2x Prisoner Beast
3x Poet of Darkness, Amon
2x Bloody Calf

Grade 0: 17
1x Greedy Hand
4x Mad Hatter of Nightmareland (Draw)
4x Cheshire Cat of Nightmareland (Heal)
4x Blitz Ritter (Crit)
4x Dark Knight of Nightmareland (Crit)


Hmm I think i'll save my next post for later as i'm gonna have a nice long crossride conversation with all of you and this was extremely long. So much panicking about it that I'll have to make sure everyone understand the full impact of Crossrides and how to combat them without using them themselves. Just saying Alfred and Amon are perfect at countering Crossrides as neither needs a boost to force 10k shield and have different ways of accessing 18k lines across the board minimum. This next discussion will include OCG cards including the still effectless Crossrides from Set 9 we know nothing about.

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