Thursday, November 1, 2012

Defeating the Crossride: The Crossride Decks

The first of this series of posts will be about what the different Crossrides are and the limited information we have about the new ones.

First here are the clans with Crossrides:
Kagero: Dragonic Overlord The End
Shadow Paladin: Phantom Blaster Overlord
Aqua Force: Supreme Blue Storm Dragon, Glorious Malestrom
Narukami: Dragonic Kaiser Vermillion, "The BLOOD"
Gold Paladin: Radiant Lion, Platinum Ezel
Nova Grappler: Super Beast Diety, Illuminal Dragon
Oracle Think Tank: Goddess of the Sun, Amaterasu

Starting with Kagero:
Dragonic Overlord, The End
Dragonic Overlord The End.jpg


[CONT](VC/RC): If have a non-«Kagero» vanguard or rear-guard, this unit gets [Power]-2000.
[CONT](VC): If you have a unit named "Dragonic Overlord" in your soul, this unit gets [Power]+2000.
[AUTO](VC): [Counter Blast (2) & Choose a "Dragonic Overlord The End" from your hand, and discard it.] When this unit's attack hits, you may pay the cost. If you do, [Stand] this unit.

So this unit will never be in a mix clan deck but it is a 13k Defense which isn't the most scary part of this card... If you don't block this cards attack you will automatically give your opponent the huge chance to pitch a useless Grade 3 after twin drive check and do it again keeping the twin drive check...

So no matter what if this attack hits you will probably be too far behind to win unless they do not have the Persona Blast available.


Next we have Shadow Paladin:
Phantom Blaster Overlord.jpg

CONT 【V/R】: If you have a non-«Shadow Paladin» Vanguard or rear-guard, this unit gets Power -2000.
CONT 【V】: If you have a unit named "Phantom Blaster Dragon" in your soul, this unit gets Power +2000.
AUTO 【V】: [Counter Blast (3) & Choose a Phantom Blaster Overlord from your hand, and discard it.] When this unit attacks, you may pay the cost. If you do, this unit gets Power +10000/Critical +1 until end of that turn.

Basically this isn't nearly as scary as The End. Your opponent has to time this effect correctly for it to matter. If they Persona Blast at the wrong time and it's blocked they can no longer use it without unflipping damage and obtaining a third Phantom Blaster Overlord.

Then we have Gold Paladin
Radiant Lion, Platinum Ezel..jpg


[ACT](VC): Limit Break 5 (This ability is active if you have five or more damage):[Counter Blast(3)] Choose up to five of your «Gold Paladin» rear-guards, and those units get [Power]+5000 until end of turn.
[CONT](VC): If you have a card named "Incandescent Lion, Blond Ezel" in your soul, this unit gets [Power]+2000.
[CONT](VC/RC): Leader (If you have a unit with a different clan from this unit, this unit cannot attack)

This is a new breed of Crossride. It's ability can only be used when Limit Break 5 is active but it's extremely powerful and a really dangerous card. Basically Soul Saver Dragon on crack. Instead of 3 units getting a huge boost it makes every line except for it's own gain 10k while it's line only gets 5k... But think of it this way... Opponent is at 5 damage with 3 open... you have 8 cards in hand 4 10k Shields 2 Grade 3 and 2 5k Shields and 1 Grade 2 on field 55k Shield total... You have 5 damage and a 11k Vanguard they have 2 16k RG lines and Platinum Ezel with a Tron behind it. You can easily guard this turn even a no trigger pass on vanguard if you wanted. They Limit Break suddenly they have 2 26k Lines and a 11k Tron behind the 13k Platinum Ezel. They swing with the Vanguard for 28k... Pre-Triggers... you have to use 20k for a 1 trigger pass 30k for a no trigger pass... say you put up 25k for 2 trigger pass. They check a Critical Trigger and give the power to a Rearguard... now you have 30k Shield left... 26k Rearguard line swings in you put up 20k. 10k Shield left 31k Rearguard Line swings in you have no guard left...

OR

You have a Full Guard in hand instead of one of those 5k Shields. You Full Guard the Vanguard and he checks that same trigger... you still have 50k Shield left. Rearguard swings in you put down 20k to stop that line. 30k left... they swing in with their 31. you put up 25k to stop that... So at 5 damage you needed a minimum of 7 cards in hand to survive the turn. Nasty right.

Next we have Nova Grappler
Super Beast Deity, Ilminal Dragon..jpg


[AUTO](VC): Limit Break 4 (This ability is active if you have four or more damage.):[Counter Blast (3)] When this unit attacks a vanguard, you may pay the cost. If you do, choose up to two of your rear-guards with "Beast Deity" in their name, and [Stand] them.
[CONT](VC): If you have a card named "Beast Deity, Azure Dragon" in your soul, this unit gets [Power]+2000.
[CONT](VC/RC): Leader (If you have a unit with a different clan from this unit, this unit cannot attack.)

This is a far weaker Crossride but still extremely powerful. It swings in and lets two units that already attacked battle again pre-trigger check. Meaning if you can get the rest of the lines to stand you can get a ton more attacks in... if you have a Death Army Guy behind each of two Yamata Drake. against a 10k Vanguard you can force 30k Shield before the Vanguard attack and then if you check a Grade 3 and Stand both Beast Diety's you can force another 30k shield. even against an 11k Vanguard you can force 20k Shield before the Vanguard attack which if a 8k is behind it you can force another 20k Shield to guard for 2 trigger pass. You stand the Yamata Drakes and check a grade 3... you get to swing in and force another 20k shield... your opponent needs 60k shield to survive... if you played right the entire game the opponent shouldn't have more than 6 cards in hand... if one is a full guard and 2 are known triggers... your opponent will have to full guard the vanguard use a trigger on each Rearguard attack... and then would need 2 more 5k   Shields to stop the standed rearguard units barring a Grade 3 check or Trigger check of any kind on your side.

I don't have effects for the other Crossrides but tomorrow I should have a guide for 3 different clans and how they can deal with Crossrides sucessfully Mostly the 13k Defense portion. The most Dangerous crossride will probably be Goddess of the Sun, Amaterasu due to the highly defensive nature of that clan.

One thing about Crossrides is that their entire Grade 3 Line-up is Crossride related and their Grade 3's are often bad Rearguards. Meaning most decks early game if they can apply pressure early enough before the Crossride is completed you can come out on top... Also if they miss the Crossride they often can't put the rest into the Soul meaning you can then treat it like a less flexible deck that has limited options and run it over as if it was nothing special. If you can keep their rearguards out of the game then their huge defense won't matter much when their vanguard is the only threat to you.





2 comments:

  1. PEzel is a god card, put into the wrong deck XDD

    Pezel needs 3 CB open, but in a deck like Gold Pals where in you need every single CB for it to go spam like crazy, you won't find any CB left for PEzel. On the other hand, if you do manage to conserve CBs, you find yourself in a weird position since half of the deck works with having to spam the field.

    I think PEzel was meant to power up the weird columns that Gold Pals have the tendency to make, but with the requirement of LB5, CB3, it's awkward.


    On the other hand, DOTE is a godly card, put into a godly deck. Mix DOTE's psychological control on the opponent, and Kagero's raw advantage generator, you'll see why DOTE topped tournaments since its conception.

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    Replies
    1. They have Badgemagus which with a Grade 0 trigger behind it is a 16k Line. They have a crap ton of ways now to make better lines. CB3 is there because at CB2 it'd be broken and LB5 because LB4 would be broken.

      I posted why DOTE is really good. Not in depth or anything because you already know how good it is.

      PEzel build will be different than Garmore-Ezel build. much like DOTE has it's own build whereas he wouldn't go into Goku Blade. Just remember it's easy for Gold Paladin's to make a simple 10k Column on accident... Making that column 20k still spells doom for a 10k Opponent. PEzel requires really good timing while also requiring Counterblast Management. In a PEzel build I'd run Disciple of Pain simply to get that 5th Damage at Standard Limit Break timing and ruin your opponent's hand.

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