I know very little about Oracle Think Tank but I do know that it is impossible for Silent Tom to threaten a 13k Vanguard without a trigger to boost it. Tsukuyomi doesn't hit 18k without a 7k boost behind it but Coco can hit 18k with a 5k boost and 23k with a 10k boost.
You want to call Lulu behind Coco when you ride it to have a essentially free 18000 Line. To make further 18000 lines you could use 10k Grade 2 boosted by 8k grade 1. Oracle Think Tank have no big boosters aside from their 8k Vanilla. Meaning only a 10k or higher unit can ever hit high enough numbers. You still will run Silent Tom simply because he's Silent Tom.
The only way the deck can hit big numbers is running those 8k Grade 2's that gain 3k for certain conditions. All of which are Battle Sister's. Meaning the Battle Sister build has an easier time hitting 18k than the others due to the plethora of big Grade 2's and 3's. Tsukuyomi builds don't struggle either though because of the trigger stack the deck can always keep up.
Souffle and Nana when boosted by a 6k and a 7k respectively can hit 18k.
You have 2 Grade 2 Vanilla now which honestly doesn't help at all because you still only have 1 8k boost if you had another the deck would be perfectly fine.
Your Rearguards will have to focus more on sheer numbers than on effects and pressure to threaten 13k vanguards. While your Vanguard gets the Alfred treatment with any pullback Rearguard making you not need to call a unit behind the Vanguard. As long as that Vanguard can hit 13k. Meaning you want Sky Witch Nana in your Coco deck because it's a great Backup Vanguard when it comes to hitting 18k. Battle Sister Souffle also works very well because it only needs a 6k boost as a rearguard.
Against a 12k Vanguard or any Shamshiel deck though Oracle Think Tank can excel due to the ease of hitting 17k in OTT. Hitting 13k though requires good field set up and against DOTE's Kimnara's will be aimed solely at your good rearguards. Meaning you want Lines that don't require a 8k boost to hit 18k so else your opponent will just Kimnara or Tejas or Heat Nail all your boosts. You don't want any Grade 1's with less than 7k Power but you want all your Grade 2's sans Silent Tom to be able to hit 18k with a 7k boost. If your opponent misrides Silent Tom is your go to clean-up batter because after that you treat it like any 11k deck. The only threat at that point is their offensive options are about equal to your defensive options.
That's the best I can do with Think Tanks. There should be more ways for Think Tank to deal with Crossrides in set 9 along with them getting a Crossride anyway.
Showing posts with label Deck Discussion. Show all posts
Showing posts with label Deck Discussion. Show all posts
Monday, November 12, 2012
Thursday, November 8, 2012
Dark Irregular's Defeat the Crossride
One thing about Dark Irregular's before I start. Their pluses are hugely limited and their lines aren't as good as Royal Paladin's but eh close enough.
First off Amon is your main Vanguard. Once you have 8 soul he is Alfred Level meaning he no longer needs a boost to be a threat. But now you need equally reasonable Rearguard lines to hit at least 18000.
So possible 18000 Minimum Rearguard Lines:
G1 Amon> G2 Amon
G1 Amon> Evil-Eye Basilisk
G1 Amon> Blue Dust
2 Demon Bike in Soul > Dark Soul Conductor
Prisoner Beast> Werewolf Seiger
Prisoner Beast> Stil Vampir
Prisoner Beast> Any 10k Grade 3
G1 Amon> Any 9k Grade 2
Meaning as long as you have G1 Amon and Prisoner Beast's Boosting you can hit 18k.
Standard Field:
V: Demon World Marquis, Amon (8 Soul)
R Line Left Top: Blue Dust
R Line Left Bottom: G1 Amon
R Line Right Top: Evil-Eye Basilisk
R Line Right Bottom: Prisoner Beast
V Bottom: Empty
This would mean you have 3 lines that hit for 18k. Which makes Crossrides look like normal 10k Vanguards. (Considering the Lack of Megablasting Unit's here we can use our Counterblast Freely)
Anti- Crossride Build: (Also Anti-11k because of the easy 16k Lines)
Grade 3: 7
4x Demon World Marquis, Amon
3x Evil-Eye Basilisk
Grade 2: 12
3x Blue Dust
4x Werewolf Seiger
3x Flirtatious Succubus
2x Emblem Master
Grade 1: 14
2x Devil Child (In case you want to force unblockable 28k Amon swings)
2x Bloody Calf (Hitting Their Boosts is useful after all and 7k on a Basilisk is still 19k)
4x Poet of Darkness, Amon
3x Prisoner Beast
3x March Rabbit of Nightmareland
Grade 0: 17
1x Vermillion Gatekeeper
4x Cheshire Cat of Nightmareland
4x Dark Knight of Nightmareland
3x Blitz Ritter
4x Mad Hatter of Nightmareland
1x Hysteric Shirley
Turn 1 Ride anything over Gatekeeper SC 1 (2 Soul)
Turn 2 Ride to any non-Seiger Grade 2 (3 Soul)
- Flirtatious Succubus SC 1 (4 Soul)
- Blue Dust hits SC 1 (4 Soul)
- Emblem Master hits CB 1 SC 3 (6 Soul)
- Ride Emblem Master call Succubus and Blue Dust, Dust and Master hit SC 5 CB1 (8 Soul)
- Ride Succubus Call Blue Dust with Amon behind. Blue Dust hits SC 2 (5 Soul)
- Ride Emblem Master Call Blue Dust. Both hit SC 4 CB 1 (7 Soul)
Turn 3 Ride to Amon (5-9 Soul)
If you got 8 Soul against a Crossride you are fine if you got 6 Soul against an 11k you are fine. if you got 5 (Which is always going to happen) against an 10k you are fine.
Now about Dark Soul Conductor he'd fill an Akane Style role in that his only purpose is his effect. If I ran him I'd drop 1 Bloody Calf and 1 Seiger simply because he is only good as a blocker.
This build has not been tested but in theory it's fine just make sure to get off Emblem Master's hit against the Vanguard because RG Blue Dusts will do their magic just fine.
Next Time I don't know what I'll do next time maybe Neo Nectar or something.
First off Amon is your main Vanguard. Once you have 8 soul he is Alfred Level meaning he no longer needs a boost to be a threat. But now you need equally reasonable Rearguard lines to hit at least 18000.
So possible 18000 Minimum Rearguard Lines:
G1 Amon> G2 Amon
G1 Amon> Evil-Eye Basilisk
G1 Amon> Blue Dust
2 Demon Bike in Soul > Dark Soul Conductor
Prisoner Beast> Werewolf Seiger
Prisoner Beast> Stil Vampir
Prisoner Beast> Any 10k Grade 3
G1 Amon> Any 9k Grade 2
Meaning as long as you have G1 Amon and Prisoner Beast's Boosting you can hit 18k.
Standard Field:
V: Demon World Marquis, Amon (8 Soul)
R Line Left Top: Blue Dust
R Line Left Bottom: G1 Amon
R Line Right Top: Evil-Eye Basilisk
R Line Right Bottom: Prisoner Beast
V Bottom: Empty
This would mean you have 3 lines that hit for 18k. Which makes Crossrides look like normal 10k Vanguards. (Considering the Lack of Megablasting Unit's here we can use our Counterblast Freely)
Anti- Crossride Build: (Also Anti-11k because of the easy 16k Lines)
Grade 3: 7
4x Demon World Marquis, Amon
3x Evil-Eye Basilisk
Grade 2: 12
3x Blue Dust
4x Werewolf Seiger
3x Flirtatious Succubus
2x Emblem Master
Grade 1: 14
2x Devil Child (In case you want to force unblockable 28k Amon swings)
2x Bloody Calf (Hitting Their Boosts is useful after all and 7k on a Basilisk is still 19k)
4x Poet of Darkness, Amon
3x Prisoner Beast
3x March Rabbit of Nightmareland
Grade 0: 17
1x Vermillion Gatekeeper
4x Cheshire Cat of Nightmareland
4x Dark Knight of Nightmareland
3x Blitz Ritter
4x Mad Hatter of Nightmareland
1x Hysteric Shirley
Turn 1 Ride anything over Gatekeeper SC 1 (2 Soul)
Turn 2 Ride to any non-Seiger Grade 2 (3 Soul)
- Flirtatious Succubus SC 1 (4 Soul)
- Blue Dust hits SC 1 (4 Soul)
- Emblem Master hits CB 1 SC 3 (6 Soul)
- Ride Emblem Master call Succubus and Blue Dust, Dust and Master hit SC 5 CB1 (8 Soul)
- Ride Succubus Call Blue Dust with Amon behind. Blue Dust hits SC 2 (5 Soul)
- Ride Emblem Master Call Blue Dust. Both hit SC 4 CB 1 (7 Soul)
Turn 3 Ride to Amon (5-9 Soul)
If you got 8 Soul against a Crossride you are fine if you got 6 Soul against an 11k you are fine. if you got 5 (Which is always going to happen) against an 10k you are fine.
Now about Dark Soul Conductor he'd fill an Akane Style role in that his only purpose is his effect. If I ran him I'd drop 1 Bloody Calf and 1 Seiger simply because he is only good as a blocker.
This build has not been tested but in theory it's fine just make sure to get off Emblem Master's hit against the Vanguard because RG Blue Dusts will do their magic just fine.
Next Time I don't know what I'll do next time maybe Neo Nectar or something.
Monday, November 5, 2012
Royal Paladin defeats the Crossride!
Using a Royal Paladin deck after set 5 has been fixed by the addition of Wingal Brave making your deck that much more powerful.
You have 2 10k Grade 2 Rearguard's Available 1 13k Grade 3 Rearguard and 1 12k Grade 3 Rearguard. Along with that you have Majesty Lord Blaster and King of Knight's, Alfred.
So against DOTE you have Palamedes with Wingal Brave behind it. an Alfred with nothing behind it and another line with Gallatin with a Marron behind it... you now have 3 18k lines against a 13k Vanguard.
Meaning every turn your opponent either takes damage or guards for 10k every hit. Meaning 30k Shield every turn at 5 damage minimum assuming you have 0 Triggers in your deck. They will Kimnara the Marron but not the Wingal Brave simply because it's not a minus to you and is easily replaceable. So now you replace the Marron using Alfred's' effect with another Marron... your opponent is out 5k shield or a 6k boost... Once again they have to take 30k Shield to block again.
So you can now run a Majesty Lord Blaster deck with backup vanguard of Alfred. But Alfred actually is also a good Rearguard because with your multiple 8 and 9k boosters you can still hit magic numbers on a Crossride and also Alfred's effect works from the Rearguard. Meaning the only bad Rearguard in the deck would be Majesty Lord Blaster.
being able to threaten a 13k Vanguard with either a double critting Majesty Lord that will kill if it hits most of the time or a 18k on attack Alfred without a boost letting you hold the equivalent of a 5k shield in hand at all times. Not to mention every line you have normally will be hitting for 18k or more at all times. Your opponent's 13k Defense won't be that big of a boost when it's still 10k to block... Palamedes without a boost is still 5k to block so nasty. Run that with Either Stand Triggers or Critical Triggers (Doesn't really matter but Critical's are Preferred to force 2 trigger blocks whenever your opponent is a 4 damage).
Alfred as the secondary or primary Vanguard gives you a way to absolutely demolish 13k Vanguards regardless of what you ride. Hence Royal Paladin with an Alfred bend are a really good anti-crossride deck quite possibly the best as stopping Crossride advantage gains.
Next time i'll cover another equally good at making 18k line deck Dark Irregulars.
BTW got second a locals this weekend with Galahad Paladins (Only the grade 0-2). My only loss was to Spectral Duke... I murdered it game 1 and then Game 2 I got stuck at Grade 2 the entire game... He only won because of a lucky Heal Trigger as his 6th damage letting him get another turn. I did though block Spectral Duke's Limit Break twice that game while stuck with Grade 2 Galahad as the Vanguard. Game 3 we both got stuck at grade 2 for 1 turn each. So eh he went on to win the rest of his games... against my brother he got off Lop Ear and Dindrane drew a card got another Lop Ear and then a Pellinore wound up with a 12 card hand and Goku Blade couldn't really do anything about the stupid amounts of lucky advantage and retiring anything would be pointless because everything was free. Sooo dumb.
I had to beat my brother for second as that was also his only loss. Before the tournament he showed me how to beat Goku Blade with Royal Paladins as I had little practice (First time using the deck in tournament) both games were extremely fast.
I played against Ryan Vignetti and early game double triggered (1 Crit and 1 Draw) him for game. Game 2 he saw that he was Locked at 0 and scooped.
I also played against Shamshiel. She was doing relatively well at surviving she lived through so many turns but I had 17k Lines which are perfect against Shamshiel... a 22k Palamedes line and a 17k Alfred Line with a 20k Alfred swinging in everyturn. Not to mention her putting her Heal Triggers back in deck lowering her total guard. I raped the first game and game 2 she actually had me against the ropes... I couldn't block for the turn bar a heal trigger... I didn't heal all game she healed like 3 times... I set my hand down and declared no guard. Heal Trigger check. Stood my cards and wanted to declare Final Turn but with 4 Heal Triggers left in her deck and it being late game I didn't. Swung in and she couldn't block my 17k Alfred even after using Nociel to boost her Vanguard to 12k beforehand. So eh got second pulled a 5th Daiyusha and a 2nd Edel Rose. Traded for a lot of random Trade stuffs and got rid of a lot of my Yugioh stuff.
Then I unproxied my Dark Irregular deck and just built it with what I had... My brother unproxied his Nova Grapplers and with our 5 Azure Dragon's he was able to mostly build the deck anyway. Minus the full guards...
The Royal Paladin build I used for the tourney:
Grade 3: 7
2x Swordsman of Explosive Flames, Palamedes
2x Twin Shine Swordsman, Marhaus
3x King of Knights, Alfred
Grade 2: 12
4x Knight of Tribulations, Galahad
4x Knight of Silence, Gallatin
2x High Dog Breeder, Akane
2x Blaster Blade
Grade 1: 14
4x Knight of Quests, Galahad
2x Lake Maiden, Lien
1x Flash Shield, Iseult
3x Toypugal
4x Little Sage Marron
Grade 0: 17
1x Drangal
4x Alabaster Owl
4x Bringer of Good Luck, Epona
4x Weapons Dealer, Govanon
4x Yggdrasil Maiden, Elaine
Spectral Duke is an easy matchup if you can make 16k lines and guess what I can make easily... 16k lines... Heck I can Call Palamedes after I ride Alfred and then play Akane CB 2 grab Toypugal and put it behind Akane and then play any boost behind Palamedes including but not limited to Marron to make a 21k Line... meaning 10k minimum for 0 triggers on vanguard. 15k minimum on Palamedes and 10k minimum on Akane.. to block for 2 triggers to pass you need 20k on Vanguard meaning 45k Shield every turn or take 1 damage... if you do block for 2 triggers and I get a Crit... I give all effects to Palamedes now Palamedes requires 20k to block meaning the turn now requires 50k to block or you take 1 damage. Allowing for Final Turn declarations against a 6 card hand at 5 damage and a 5 card hand at 4 damage... If you counted checks and see that they are mostly 5k shields and maybe 2 10k shields they now cannot block the entire turn and must take a damage if at 4 damage with a 5 card hand I'd assume an unknown card is a 10k Shield as i should know at least 3 of the rest to be something... with 45k required to guard for 2 triggers to pass.
Now one thing I want people to remember... If an attack would take 2 cards to block for 2 triggers to pass Them using a Full Guard takes the same amount of cards while saving them some shield. It also means that if they had 5 cards... they now have 3 if you know one of those 3 is a 5k shield... and swing they at max have 25k left and thats assuming you don't know the rest of their hand meaning they'll be down to zero cards. If your opponent had 5 damage you most likely won. Otherwise you'd have to know your opponent's turn...
BTW If you have 3 lines that each take 15k to block and your opponent is at 3 damage and overextended to put down lines assuming only 1 front row is a grade 2 and they have 3 cards in hand... You can win with a single trigger assuming no Full Guard. Swing in and they have to block 15k meaning at minimum 2 cards if they had a 5k shield and 2 10k shields in hand and 1 Intercepter... But if your vanguard forces 15k shield for 1 to pass... If you are running crits they would probably not guard... You check a crit and give another Line the power and crit the opponent. One of those lines that forced 15k now force 20k... They are at 5 damage.... If they put up both 10k's to block the giant line. they now cannot block the last line and lose... bar any trigger checks on their side. If you check two triggers if one is a crit you win even if they have 2 intercepters... If they put down two Grade 2's they can live the turn against a single trigger check but if it is a two trigger check they still lose. If they happened to not have any Triggers in hand and had all 5k shields they need 15k to block the Vanguard swing if they don't block it and you crit they lose as they cannot guard both hits.
If your vanguard is Daiyusha and you have it boosted to 14k with 2 crit pre-battle. and have 2 lines that each force 10k against the same situation. Your opponent now has to block the Vanguard for 2 Triggers or else they will instantly lose with a single Trigger check. But that means if you got to 4 damage beforehand Glory Maker makes that a 24k Swing which against a 11k Vanguard means 15k shield for 1 to pass and 20k shield for 2 to pass. If you were able to boost Daiyusha to 26k for that turn you will force 20k for 1 to pass and 25k for 2 to pass... meaning that once against no matter how much they guard a single trigger is GG.
So in certain situations even in early game if you only have 30k Shield to block with against a deck running critical triggers you will have a bad time if they can make Rearguard Lines that each take half of your blocking.
Meaning It's reasonable to actually declare Final Turn early game against an opponent who overextended. Like they rode to grade 3 and had already taken 3 damage. They play out lines to even up the damage making. So looking at an opponents handsize... turn 1 They have 6 cards and ride now they have 5 in hand... You make them take 2 damage turn 1. Turn 2 they draw to 6 and ride to 2 they now have 5 in hand. they swing and get 1 card to hand putting them at 6. You make them take 1 damage turn 2 (They spend 1 card to guard that turn). Turn 3 they draw to 6 and ride to grade 3 at 5 cards. They call out 4 cards to swing with... down to 1 card... They swing in and deal some damage... check up to 3 cards in hand. Your turn they have 3 damage and 3 cards in hand. You crit them and give power to a rearguard that also makes a line... there is a chance they can't block the boosted hit and you can win early. Or you just double trigger them and they lose. Basically 3 damage and 3 cards in hand and you have lines that force 10k at minimum they go down to 0 cards in hand if you get any critical triggers you can win that turn. It's actually possible... so Kai isn't a demon just really really good and his opponent was really bad that time.
You have 2 10k Grade 2 Rearguard's Available 1 13k Grade 3 Rearguard and 1 12k Grade 3 Rearguard. Along with that you have Majesty Lord Blaster and King of Knight's, Alfred.
So against DOTE you have Palamedes with Wingal Brave behind it. an Alfred with nothing behind it and another line with Gallatin with a Marron behind it... you now have 3 18k lines against a 13k Vanguard.
Meaning every turn your opponent either takes damage or guards for 10k every hit. Meaning 30k Shield every turn at 5 damage minimum assuming you have 0 Triggers in your deck. They will Kimnara the Marron but not the Wingal Brave simply because it's not a minus to you and is easily replaceable. So now you replace the Marron using Alfred's' effect with another Marron... your opponent is out 5k shield or a 6k boost... Once again they have to take 30k Shield to block again.
So you can now run a Majesty Lord Blaster deck with backup vanguard of Alfred. But Alfred actually is also a good Rearguard because with your multiple 8 and 9k boosters you can still hit magic numbers on a Crossride and also Alfred's effect works from the Rearguard. Meaning the only bad Rearguard in the deck would be Majesty Lord Blaster.
being able to threaten a 13k Vanguard with either a double critting Majesty Lord that will kill if it hits most of the time or a 18k on attack Alfred without a boost letting you hold the equivalent of a 5k shield in hand at all times. Not to mention every line you have normally will be hitting for 18k or more at all times. Your opponent's 13k Defense won't be that big of a boost when it's still 10k to block... Palamedes without a boost is still 5k to block so nasty. Run that with Either Stand Triggers or Critical Triggers (Doesn't really matter but Critical's are Preferred to force 2 trigger blocks whenever your opponent is a 4 damage).
Alfred as the secondary or primary Vanguard gives you a way to absolutely demolish 13k Vanguards regardless of what you ride. Hence Royal Paladin with an Alfred bend are a really good anti-crossride deck quite possibly the best as stopping Crossride advantage gains.
Next time i'll cover another equally good at making 18k line deck Dark Irregulars.
BTW got second a locals this weekend with Galahad Paladins (Only the grade 0-2). My only loss was to Spectral Duke... I murdered it game 1 and then Game 2 I got stuck at Grade 2 the entire game... He only won because of a lucky Heal Trigger as his 6th damage letting him get another turn. I did though block Spectral Duke's Limit Break twice that game while stuck with Grade 2 Galahad as the Vanguard. Game 3 we both got stuck at grade 2 for 1 turn each. So eh he went on to win the rest of his games... against my brother he got off Lop Ear and Dindrane drew a card got another Lop Ear and then a Pellinore wound up with a 12 card hand and Goku Blade couldn't really do anything about the stupid amounts of lucky advantage and retiring anything would be pointless because everything was free. Sooo dumb.
I had to beat my brother for second as that was also his only loss. Before the tournament he showed me how to beat Goku Blade with Royal Paladins as I had little practice (First time using the deck in tournament) both games were extremely fast.
I played against Ryan Vignetti and early game double triggered (1 Crit and 1 Draw) him for game. Game 2 he saw that he was Locked at 0 and scooped.
I also played against Shamshiel. She was doing relatively well at surviving she lived through so many turns but I had 17k Lines which are perfect against Shamshiel... a 22k Palamedes line and a 17k Alfred Line with a 20k Alfred swinging in everyturn. Not to mention her putting her Heal Triggers back in deck lowering her total guard. I raped the first game and game 2 she actually had me against the ropes... I couldn't block for the turn bar a heal trigger... I didn't heal all game she healed like 3 times... I set my hand down and declared no guard. Heal Trigger check. Stood my cards and wanted to declare Final Turn but with 4 Heal Triggers left in her deck and it being late game I didn't. Swung in and she couldn't block my 17k Alfred even after using Nociel to boost her Vanguard to 12k beforehand. So eh got second pulled a 5th Daiyusha and a 2nd Edel Rose. Traded for a lot of random Trade stuffs and got rid of a lot of my Yugioh stuff.
Then I unproxied my Dark Irregular deck and just built it with what I had... My brother unproxied his Nova Grapplers and with our 5 Azure Dragon's he was able to mostly build the deck anyway. Minus the full guards...
The Royal Paladin build I used for the tourney:
Grade 3: 7
2x Swordsman of Explosive Flames, Palamedes
2x Twin Shine Swordsman, Marhaus
3x King of Knights, Alfred
Grade 2: 12
4x Knight of Tribulations, Galahad
4x Knight of Silence, Gallatin
2x High Dog Breeder, Akane
2x Blaster Blade
Grade 1: 14
4x Knight of Quests, Galahad
2x Lake Maiden, Lien
1x Flash Shield, Iseult
3x Toypugal
4x Little Sage Marron
Grade 0: 17
1x Drangal
4x Alabaster Owl
4x Bringer of Good Luck, Epona
4x Weapons Dealer, Govanon
4x Yggdrasil Maiden, Elaine
Spectral Duke is an easy matchup if you can make 16k lines and guess what I can make easily... 16k lines... Heck I can Call Palamedes after I ride Alfred and then play Akane CB 2 grab Toypugal and put it behind Akane and then play any boost behind Palamedes including but not limited to Marron to make a 21k Line... meaning 10k minimum for 0 triggers on vanguard. 15k minimum on Palamedes and 10k minimum on Akane.. to block for 2 triggers to pass you need 20k on Vanguard meaning 45k Shield every turn or take 1 damage... if you do block for 2 triggers and I get a Crit... I give all effects to Palamedes now Palamedes requires 20k to block meaning the turn now requires 50k to block or you take 1 damage. Allowing for Final Turn declarations against a 6 card hand at 5 damage and a 5 card hand at 4 damage... If you counted checks and see that they are mostly 5k shields and maybe 2 10k shields they now cannot block the entire turn and must take a damage if at 4 damage with a 5 card hand I'd assume an unknown card is a 10k Shield as i should know at least 3 of the rest to be something... with 45k required to guard for 2 triggers to pass.
Now one thing I want people to remember... If an attack would take 2 cards to block for 2 triggers to pass Them using a Full Guard takes the same amount of cards while saving them some shield. It also means that if they had 5 cards... they now have 3 if you know one of those 3 is a 5k shield... and swing they at max have 25k left and thats assuming you don't know the rest of their hand meaning they'll be down to zero cards. If your opponent had 5 damage you most likely won. Otherwise you'd have to know your opponent's turn...
BTW If you have 3 lines that each take 15k to block and your opponent is at 3 damage and overextended to put down lines assuming only 1 front row is a grade 2 and they have 3 cards in hand... You can win with a single trigger assuming no Full Guard. Swing in and they have to block 15k meaning at minimum 2 cards if they had a 5k shield and 2 10k shields in hand and 1 Intercepter... But if your vanguard forces 15k shield for 1 to pass... If you are running crits they would probably not guard... You check a crit and give another Line the power and crit the opponent. One of those lines that forced 15k now force 20k... They are at 5 damage.... If they put up both 10k's to block the giant line. they now cannot block the last line and lose... bar any trigger checks on their side. If you check two triggers if one is a crit you win even if they have 2 intercepters... If they put down two Grade 2's they can live the turn against a single trigger check but if it is a two trigger check they still lose. If they happened to not have any Triggers in hand and had all 5k shields they need 15k to block the Vanguard swing if they don't block it and you crit they lose as they cannot guard both hits.
If your vanguard is Daiyusha and you have it boosted to 14k with 2 crit pre-battle. and have 2 lines that each force 10k against the same situation. Your opponent now has to block the Vanguard for 2 Triggers or else they will instantly lose with a single Trigger check. But that means if you got to 4 damage beforehand Glory Maker makes that a 24k Swing which against a 11k Vanguard means 15k shield for 1 to pass and 20k shield for 2 to pass. If you were able to boost Daiyusha to 26k for that turn you will force 20k for 1 to pass and 25k for 2 to pass... meaning that once against no matter how much they guard a single trigger is GG.
So in certain situations even in early game if you only have 30k Shield to block with against a deck running critical triggers you will have a bad time if they can make Rearguard Lines that each take half of your blocking.
Meaning It's reasonable to actually declare Final Turn early game against an opponent who overextended. Like they rode to grade 3 and had already taken 3 damage. They play out lines to even up the damage making. So looking at an opponents handsize... turn 1 They have 6 cards and ride now they have 5 in hand... You make them take 2 damage turn 1. Turn 2 they draw to 6 and ride to 2 they now have 5 in hand. they swing and get 1 card to hand putting them at 6. You make them take 1 damage turn 2 (They spend 1 card to guard that turn). Turn 3 they draw to 6 and ride to grade 3 at 5 cards. They call out 4 cards to swing with... down to 1 card... They swing in and deal some damage... check up to 3 cards in hand. Your turn they have 3 damage and 3 cards in hand. You crit them and give power to a rearguard that also makes a line... there is a chance they can't block the boosted hit and you can win early. Or you just double trigger them and they lose. Basically 3 damage and 3 cards in hand and you have lines that force 10k at minimum they go down to 0 cards in hand if you get any critical triggers you can win that turn. It's actually possible... so Kai isn't a demon just really really good and his opponent was really bad that time.
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.
Wednesday, September 12, 2012
Gold Paladin's Post BT07
With the release of Booster 7 in what 2 and a half weeks, Gold Paladin will gain a large boost in card pool which can possibly open up a few more interesting builds.
Currently the best builds for Gold Paladin according to the recent majors are Spectral Duke and Garmore-Ezel.
Spectral Duke Dragon is slightly more skill based and more often than not a bad player against a SDD build will lose far more often than against Garmore-Ezel. SDD also has an advantage against Garmore-Ezel in that those are 10k Vanguard decks against an 11k that can hit 20+ with Tron is just dangerous.
That's not what I'm talking about today though. Today we are talking about the changes the deck will probably go through for more consistency.
The Spectral Duke Dragon build can now run Lop Ear Shooter which would allow for even more free calls from the deck and considering how Counterblast light the deck is there is a ton of actual space for anything you want. The Dallas winning build actually ran 4 Providence Strategist much like Spike Brothers would run Field Driller simply because with a 8k behind it you get a 15k line which against a 10k Vanguard is enough to force 10k in shields and if they don't guard they give you free card advantage.
In the Fighter's Road Tournaments in one of the Junior Division Spectral Duke decks they ran 2 Lop Ear Shooter most likely because if it is randomly called or called via an effect you get a good bit of extra field presence allowing you to conserve hand cards and still play out more units.
Personally Spring Breeze Messenger fits Gold Paladin far better than Crimson Lion Cub, Kryph. It allows you to call an extra semi-targetted unit from the top 3 cards of your deck.
The reason these new amazing cards aren't being used too much right now is because Superior Riding to Ezel is too powerful to ignore and Spectral Duke Ride Chain can already call 2 free units in exchange for retiring one unit so it may simply be redundancy which can be helpful to get 3 replaceable units for the Final Turn.
These new cards are honestly yet to be truly tested and I believe they deserve that testing for what they can do in a turn with minimal luck.
BTW I'm working on Dark Irregulars and Alfred Paladins as I obtained 3 Alfred last weekend in random trades because people had far more Alfred than they wanted.
Right now the deck isn't finished but we will see how it looks later... For now I run Holy Disaster Dragons instead of Palamedes as I haven't pulled one yet. So far for Final Turn situations against 10k Vanguards. Holy Disaster Dragon is extremely scary to hit someone with from the rearguard.
Currently the best builds for Gold Paladin according to the recent majors are Spectral Duke and Garmore-Ezel.
Spectral Duke Dragon is slightly more skill based and more often than not a bad player against a SDD build will lose far more often than against Garmore-Ezel. SDD also has an advantage against Garmore-Ezel in that those are 10k Vanguard decks against an 11k that can hit 20+ with Tron is just dangerous.
That's not what I'm talking about today though. Today we are talking about the changes the deck will probably go through for more consistency.
The Spectral Duke Dragon build can now run Lop Ear Shooter which would allow for even more free calls from the deck and considering how Counterblast light the deck is there is a ton of actual space for anything you want. The Dallas winning build actually ran 4 Providence Strategist much like Spike Brothers would run Field Driller simply because with a 8k behind it you get a 15k line which against a 10k Vanguard is enough to force 10k in shields and if they don't guard they give you free card advantage.
In the Fighter's Road Tournaments in one of the Junior Division Spectral Duke decks they ran 2 Lop Ear Shooter most likely because if it is randomly called or called via an effect you get a good bit of extra field presence allowing you to conserve hand cards and still play out more units.
Personally Spring Breeze Messenger fits Gold Paladin far better than Crimson Lion Cub, Kryph. It allows you to call an extra semi-targetted unit from the top 3 cards of your deck.
The reason these new amazing cards aren't being used too much right now is because Superior Riding to Ezel is too powerful to ignore and Spectral Duke Ride Chain can already call 2 free units in exchange for retiring one unit so it may simply be redundancy which can be helpful to get 3 replaceable units for the Final Turn.
These new cards are honestly yet to be truly tested and I believe they deserve that testing for what they can do in a turn with minimal luck.
BTW I'm working on Dark Irregulars and Alfred Paladins as I obtained 3 Alfred last weekend in random trades because people had far more Alfred than they wanted.
Right now the deck isn't finished but we will see how it looks later... For now I run Holy Disaster Dragons instead of Palamedes as I haven't pulled one yet. So far for Final Turn situations against 10k Vanguards. Holy Disaster Dragon is extremely scary to hit someone with from the rearguard.
Friday, August 17, 2012
Dark Irregular's BT03
So far in my testing I've had moderate success with my proxied out deck against my brothers Tsukuyomi Proxied out deck neither of us have enough knowledge of the decks to truly test them. I tested it against his Kagero and did well most games but I'm slowly figuring out the playstyle of Dark Irregular pre BT07... Stil Vampir Megablast should only be used when you can put a Grade 0 as the Vanguard otherwise just stick to Amon swings until your opponent runs out of guards...
The deck right now only can run 4 Critical Triggers and 8 Stand Triggers. It also doesn't soul charge as well as it can in BT07... Alluring Succubus is your best Grade 1 Ride in the deck as it lets you Soul Charge for it and Vermillion when ridden putting you at 3 Soul on turn 1... then you'd ride to Succubus of Decadence right? I personally don't but if you do and call a single Rear Guard you'll trigger both the Grade 1 and 2 Amon upon riding to 3... Grade 1 Amon boosting Grade 3 Amon is the best line avaliable aside from Doreen abuse. Which isn't too broken until we get Dark Lord of Abyss then it becomes stupid opening up gigantic swings of damage.
Another thing I noticed is that if you soul charge your Full Guards you may have trouble throughout the game. I currently use 3 Full Guards but 4 seems to be the optimal number for this deck.
Anyway I won't be able to go to Locals tomorrow because I'm moving into my Dorm so next week if my brother isn't doing anything I may be able to go to locals.
The deck right now only can run 4 Critical Triggers and 8 Stand Triggers. It also doesn't soul charge as well as it can in BT07... Alluring Succubus is your best Grade 1 Ride in the deck as it lets you Soul Charge for it and Vermillion when ridden putting you at 3 Soul on turn 1... then you'd ride to Succubus of Decadence right? I personally don't but if you do and call a single Rear Guard you'll trigger both the Grade 1 and 2 Amon upon riding to 3... Grade 1 Amon boosting Grade 3 Amon is the best line avaliable aside from Doreen abuse. Which isn't too broken until we get Dark Lord of Abyss then it becomes stupid opening up gigantic swings of damage.
Another thing I noticed is that if you soul charge your Full Guards you may have trouble throughout the game. I currently use 3 Full Guards but 4 seems to be the optimal number for this deck.
Anyway I won't be able to go to Locals tomorrow because I'm moving into my Dorm so next week if my brother isn't doing anything I may be able to go to locals.
Saturday, July 21, 2012
Dark Irregulars post bt07 TCG.
Haven't tested it yet but on paper seems to work fine (Doesn't have the cards of course).
Grade 3: 8
3x Dark Lord of Abyss
3x Mad Eye, Basilisk
2x Stil Vampir
Grade 2: 11
3x Dark Soul Conductor
2x Demon of Aspiration, Amon
3x Emblem Master
3x Werewolf Seiger
Grade 1: 14
4x Doreen the Thruster
4x Jet Black Poet, Amon
3x Yellow Bolt
3x March Hare of Nightmareland
Grade 0: 17
1x Vermillion Gatekeeper
4x Cheshire Cat of Nightmareland
4x Dark Knight of Nightmareland
4x Mad Hatter of Nightmareland
1x Hysteric Shirley
3x Blitz Ritter
I haven't tested this but this is what I plan to be running once BT07 is released here. The list looks fine as the purpose of this build is to get the opponent into the Red Zone as early as possible so I can clean up with a Giant Dark Lord of Abyss swing.
Mad Eye is in because it can hit 21k with a single use of Doreen or Amon or Demon Bike meaning practically anything I'd put in the backrow can easily be at minimum a 20k swing on a Mad Eye normally higher. Stil Vampir can do the same thing every turn as Vanguard. Dark Lord of Abyss though with his amazing ability to be able to use his Limit Break twice in one turn hits large numbers.
Let's say I ride in this order and get a few hits in.
Gatekeeper> Yellow Bolt (Soul Charge 1 then Bolt Soul Charge 1)>Emblem Master gets a swing in (Soul Charge 3)>Stil Vampir (Soul Charge 1)>Dark Lord of Abyss (Soul Charge 2 and effect) total of
Gatekeeper
Soul Charge
Yellow Bolt
Soul Charge
Emblem Master
Soul Charge
Soul Charge
Soul Charge
Stil Vampir
Soul Charge
Soul Charge
Soul Charge
Total of 12 in the Soul upon activation giving a 12k Boost making him 23k Pre-Boost... do it again for a 14k Boost making him 37k Pre-Boost... Put Doreen behind him... You have Soul Charged 4 times that turn meaning a 18k Boost... your Dark Lord of Abyss is swinging for 55000...
If you didn't ride to Vampir and went straight to Abyss... 10k means 21k then 12k means 33k then 18k Boost 51000 that is of course only useful if it is guaranteed final turn and the opponent has no Full Guards in hand which you can control if you keep the pressure on from your large swings throughout the game. but still 51k swing means your opponent if using an 11k Vanguard needs 40k Shield to match and 45k Shield to survive pre-triggers... if they want to account for a single trigger they need 50k Shield to put them at 61k that is at best 5 Grade 0's... So they'd have no choice but to full guard you... But even if you only did the effect once... you still get to have Ezel numbers... 21k with a 12k Boost puts you at 33k pre-triggers which is still nearly unblockable with a 4 card hand and to block is would cost so much not to mention you may have boosted rearguards for Magic Numbers...
Now then personally I don't like Demon Bike so I'm going to not be running it now that I thought about it... I'll go with 4x Doreen and 4x Amon giving me what should be a 9k Boost every game for at least 1 to two of my Rear Guards.
Trigger wise I went with 5 Draw 7 Crit so that it's harder to count triggers when the number is uneven and half of my triggers can be put into Soul for various effects.
So I'll be maining Narukami until BT07... Then I'll main Dark Irregular until BT08 where I'll fix up Narukami and build Aqua Force. Reason being all 3 clans have really cool units... And all have a unique playstyle whilst all of them still being aggro decks.
Another Dark Irregular build could use it's 8 Stand Triggers in Conjunction with the 8 Draw Triggers and set up situations where the opponent really can't do much but take a big hit from a rear-guard Amon or something. Lots of big creatures can make Stand quite good but I simply don't like it hence why I shall be building Aqua Force who thrive with Stand Triggers so they can get their effects.
Anyway it's been exactly a week since my last post... I didn't plan that to happen but I've been waiting for DN to update with the new Yu-Gi-Oh cards so I can start back up Yaminoduel.blogspot.com
Grade 3: 8
3x Dark Lord of Abyss
3x Mad Eye, Basilisk
2x Stil Vampir
Grade 2: 11
3x Dark Soul Conductor
2x Demon of Aspiration, Amon
3x Emblem Master
3x Werewolf Seiger
Grade 1: 14
4x Doreen the Thruster
4x Jet Black Poet, Amon
3x Yellow Bolt
3x March Hare of Nightmareland
Grade 0: 17
1x Vermillion Gatekeeper
4x Cheshire Cat of Nightmareland
4x Dark Knight of Nightmareland
4x Mad Hatter of Nightmareland
1x Hysteric Shirley
3x Blitz Ritter
I haven't tested this but this is what I plan to be running once BT07 is released here. The list looks fine as the purpose of this build is to get the opponent into the Red Zone as early as possible so I can clean up with a Giant Dark Lord of Abyss swing.
Mad Eye is in because it can hit 21k with a single use of Doreen or Amon or Demon Bike meaning practically anything I'd put in the backrow can easily be at minimum a 20k swing on a Mad Eye normally higher. Stil Vampir can do the same thing every turn as Vanguard. Dark Lord of Abyss though with his amazing ability to be able to use his Limit Break twice in one turn hits large numbers.
Let's say I ride in this order and get a few hits in.
Gatekeeper> Yellow Bolt (Soul Charge 1 then Bolt Soul Charge 1)>Emblem Master gets a swing in (Soul Charge 3)>Stil Vampir (Soul Charge 1)>Dark Lord of Abyss (Soul Charge 2 and effect) total of
Gatekeeper
Soul Charge
Yellow Bolt
Soul Charge
Emblem Master
Soul Charge
Soul Charge
Soul Charge
Stil Vampir
Soul Charge
Soul Charge
Soul Charge
Total of 12 in the Soul upon activation giving a 12k Boost making him 23k Pre-Boost... do it again for a 14k Boost making him 37k Pre-Boost... Put Doreen behind him... You have Soul Charged 4 times that turn meaning a 18k Boost... your Dark Lord of Abyss is swinging for 55000...
If you didn't ride to Vampir and went straight to Abyss... 10k means 21k then 12k means 33k then 18k Boost 51000 that is of course only useful if it is guaranteed final turn and the opponent has no Full Guards in hand which you can control if you keep the pressure on from your large swings throughout the game. but still 51k swing means your opponent if using an 11k Vanguard needs 40k Shield to match and 45k Shield to survive pre-triggers... if they want to account for a single trigger they need 50k Shield to put them at 61k that is at best 5 Grade 0's... So they'd have no choice but to full guard you... But even if you only did the effect once... you still get to have Ezel numbers... 21k with a 12k Boost puts you at 33k pre-triggers which is still nearly unblockable with a 4 card hand and to block is would cost so much not to mention you may have boosted rearguards for Magic Numbers...
Now then personally I don't like Demon Bike so I'm going to not be running it now that I thought about it... I'll go with 4x Doreen and 4x Amon giving me what should be a 9k Boost every game for at least 1 to two of my Rear Guards.
Trigger wise I went with 5 Draw 7 Crit so that it's harder to count triggers when the number is uneven and half of my triggers can be put into Soul for various effects.
So I'll be maining Narukami until BT07... Then I'll main Dark Irregular until BT08 where I'll fix up Narukami and build Aqua Force. Reason being all 3 clans have really cool units... And all have a unique playstyle whilst all of them still being aggro decks.
Another Dark Irregular build could use it's 8 Stand Triggers in Conjunction with the 8 Draw Triggers and set up situations where the opponent really can't do much but take a big hit from a rear-guard Amon or something. Lots of big creatures can make Stand quite good but I simply don't like it hence why I shall be building Aqua Force who thrive with Stand Triggers so they can get their effects.
Anyway it's been exactly a week since my last post... I didn't plan that to happen but I've been waiting for DN to update with the new Yu-Gi-Oh cards so I can start back up Yaminoduel.blogspot.com
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