Showing posts with label Build. Show all posts
Showing posts with label Build. Show all posts

Saturday, 26 December 2015

Scarlet Starlets: The Red Witches of Oracle Think Tank

A decklist and theory guide


When it comes to aging well, CoCo could school Loreal. 

Grade 0 - 17

Little Witch, LuLu x1
Nebula Witch, NoNo (Stand) x4
Psychic Bird (Critical) x4
Vanilla Critical x4
Lozenge Magus (Heal) x4

Grade 1 - 14

Emerald Witch, LaLa x2
Divne Sword, Ame-No-Murakumo (Stride Fodder) x4
Arbitrator, Ame-No-Sagiri (PGG) x4
8k Vanilla x4

Grade 2 - 11

Silent Tom x4
Promise Daughter x4
10k Vanilla x3

Grade 3 - 8

Scarlet Witch, CoCo x4
Rose Red Witch, CuCu x4

Grade 4 - 8

Floral Witch Master, MiMi x4
Rain Elemental, Madew x1
Soaring Auspicious Beast, Kirin x1
Sword Deity of the Thunderbreak, Takemikazuchi x2



Let's dive in.

Grade 0 Summary

Everything here is fairly orthodox- crits, LuLu for a draw upon hitting Grade 3, but one card will stand out.



NoNo apparently said "no no" to school, with those spelling errors in her flavor text.

A STAND trigger? In MY Oracle Think Tank?

Call me a heathen, but as we all know, cards with the Witch name help our super handy new stride, and while ideally,you're NOT going to want to send a 10k guard, it can be worth it for the pressure it puts your opponent under. 

Also, her effect is handy for loosing stray cards in soul- want to send more triggers back to deck? Want to make that soul lower so you can reride more Rose and Scarlet Witches to draw more? Want to do all this WHILE also drawing? NoNo's your gal! Hitting her as a trigger works, too, since with the lower handcount your opponent should have, restanding will chip away at that hand- plus, once you get them to 5 damage, Crits will become sadly moot.

Grade 1 Summary

8k Vanillas for Tom, check. PGG to unflip for near constant Scarlet and Rose abuse, check. Ame-no-Murakumo for reliable stride fodder, check. Emerald Witch, LuLu....uh.

That awkward moment when you pick up the fugly-ass wand and style it out because all the cool witches are watching.

Emerald Witch, LaLa. RRR for reasons unknown to anybody. If you can get her, she's a nice addition for MiMi fodder. You'll never use her effect, though. You just don't need to. Ever. Call her only in desperation.

Grade 2 Summary

Yep, four Silent Toms. Unoriginal, I know, but he's still as good as ever, and with Mimi's potential for hand eating, he makes your opponent dance even more to the tune of his....gun. Also, he'll attract all the Rearguard hate, so be sure to stockpile him.

Finger-blasting fun with Tom. Say that 5 times fast. Congratulations, you're now my friend.

Promise Daughter is a test unit for now- she's vastly superior to Tankman Mode Beamcannon, her G-Protege, in terms of effect, viability, and even art - sorry, I'm not into mechas.

But, testing will show how likely this deck is to deck-out, even with Lozenges. If it draws too easy, then Tankman will be the way to go. If not, Promise Daughter will turn that extra hand into easy 21k columns aimed wherever you damn well please. Personally, I like to make my opponent pay extra guard to keep those key Rearguards, and with MiMi and Tom keeping their hand low, Promise may well be a retire unit.

10k vanillas offer early guard against rush, simple. Also, not many other options.

Grade 3 Summary

Scarlet Witch, CoCo is handy as always- the 3 card draw on turn three in tandem with Little Witch, LuLu is extremely handy, and challenges those hoping to Grade 2 stall to out draw her. Then, she's eligible for Madew, which is a handy first stride if you don't have enough witches in hand/want your fodder back immediately.

This whole event is really fun until one of those bunnies lands on your head. Then it's all "lawsuits this" and "lawsuits that".

" [AUTO]:[Counter Blast (1)] When this unit is placed on (VC) or (RC), if you have a vanguard with "Witch" in its card name, and the number of cards in your soul is one or less, you may pay the cost. If you do, draw two cards, choose a card from your hand, and discard it. "


Handy, huh? 11k to sit on for lategame, and easy selective draw for 1CB. Calling extra copies of her can be problematic, since you may want to discard her for MiMi, but honestly, she's great support. Super handy, and in tandem with CoCo, gives you that hand you crave, digging for the fodder you want and the Toms you want to crush with.

Grade 4 Summary

Soaring may find itself out of a place soon, depending on how well Madew performs. MiMi at 4 is near staple- you may not pull her off that many times, but she DOES drive the deck, and striding her as often as possible is a definite plus. If in desperation, Thunder Deity makes a nice addition to your hand, should you need it.

We've all had that day where we forget to put on pants and levitate in midair. Let's all just not look, okay?

MiMi drives the deck. Her effect is potent pressure, forcing damage early game, and forcing a loss in advantage late game. Nobody likes to discard cards. Ever. Not without them doing something first, or the process being worthwhile. It gives your opponent a painful dilemma- ditch the Grade 3s without guarding potential, and give up stride fodder/PG fodder/future game options, or discard Grade 1s and 2s, future Rearguard options?

Add Tom into the mix and things get worse. Will they ditch grade 0's, needing the other units for Tom's attack, losing a potential 20k guard from hand?

Worst case scenario here, you're down 1 card, and they're down their previous turn's drive check.

When dealing damage, MiMi thankfully ignores trigger effects, pushing the opponent closer to defeat, heightening Tom and Promise's pressuring capabilities. They either discard those cards to avoid the damage, or take the damage and spend cards to guard further damage.

In short, the deck looks to be pretty fun. Testing will show how well it works, but for now, let's just admire the Red Witches.

mawile x



Wednesday, 7 October 2015

Link Joker Deck List; Lock is Love, Lock is Life

Perverted Purpose, Heroism Corrupted

AKA Link Joker, Binary Star Build 1.0


"I am full of rage and sin. Locked inside this cage again. Where evil reigns because people like to win... it may seem sweet, but we won't like the end. So we shine brightly from the light within.


As a long-time player of Aqua Force, right from the day Link Joker were announced, they have been the personal bane of my existence. Many players find the clan notoriously frustrating and stressful to play against because of their mechanic's nature limiting the actions that you can take. Essentially preventing you from playing the game. Which I HATE.

But this does not mean that I shun the clan completely. Their aesthetic is undeniably cool. And in being forced to all but memorize their abilities in order to combat them most effectively, I know the gist of how to play them! While we already have another resident of this blog far more adept in using the invaders than myself *coughDaisycough* I have decided to step outside my usual comfort zone in order to try my hand at designing a casual deck which under normal circumstances I would utterly hate to play against! Based on the budget Grade 3 promo Binary Star Twin Gunner, who is often neglected by most players.

Cue someone inevitably making this deck and turning my own creation against me. Alas, such is the course of life... again, not naming any names here.

Grade 0 - 17


[1] Star-Vader, Dust Tail Unicorn (Starter)
[4] Recollection Star-Vader, Tellurium (Heal)
[4] Beloved Child of Superstring Theory (Draw)
[4] Star-Vader, Weiss Soldat (Crit)
[4] Star-Vader, Apollonel Dragon (Crit)

Dust Tail Unicorn is just about everything you could need in a starter for a unit like Binary. Upon locking one of your opponent's cards, he enters the soul and locks one more for just 1CB, which is standard value for a lock effect. Binary Star's ability locks two rearguards in one go, and requires soul to boot, thus Unicorn can assist twofold by providing the third lock needed to create a triangle lock while replenishing the soul in one fell swoop.

Beloved Child of Superstring theory is the other Grade 0 of note, being the clan's resident Margal clone capable of being placed into the soul as an ACT ability to give a 3k boost to any one unit for the remainder of the turn. She replenishes a dwindling soul, and can also be used with some of your more powerful rearguards to hit the magic numbers required to force out guard.

While I have not opted to use them here, it is also worth mentioning that stand triggers can be viable in this build. Most of your Grade 2 attackers either possess on-hit ability or can get very large very quickly, making re-standing such units a legitimate threat.

Grade 1 - 14


[4] Flowers in Vacuum, Cosmo Wreath (Perfect Guard)
[4] Demon Claw Star-Vader, Lanthanum
[4] Prison Gate Star-Vader, Palladium
[2] Destiny Dealer (Stride Fodder)

Using the Perfect Guard with the counter charge ability is an essential measure in this deck, as most of your abilities are very hungry in their consumption of your resources. Flipping over spent counterblasts whenever possible will greatly extend the longevity of your skills. With the downside being that you cannot PG the rearguard if it should become necessary. Thankfully you have no real dependence upon them, making it a moot point most games.

Lanthanum is your ideal rearguard booster whenever you can lay him down. With many of your abilities locking at least two cards at once, he can accumulate power very quickly and provide some offensive pressure to supplement your mostly defensive playstyle. 

Meanwhile Palladium, while included as a useful means of replenishing the soul and keeping a pesky column out of action, is to be used with discretion rather than spammed at every opportunity. Otherwise you will run out of resources too fast for your own liking. Rather than using him at the first opportunity, watch and wait to see when his use will hurt the opponent most, or just when you need the soul to pull off your next Binary.

Grade 2 - 11


[4] Furious Claw Star-Vader, Niobium
[4] Heat Elemental, Bwah
[3] Chain-battle Star-Vader, Technetium

Just like we discussed already with Palladium, use the skill of Technetium with due care. Whenever he hits with his ability active he soulcharges one and countercharges. Making him support Binary Star's skill perfectly while attacking for high numbers for pressure. Discarding a card is the price to pay for such an ability, and while in most cases you can afford to do this due to needing less guard to deal with an opponent on average, spamming him without thinking can drain your hand surprisingly fast when coupled with the fact you're technically minusing yourself to place Palladiums and Superstring theories into the soul too.

Popping up again, as he is sure to do in many decks, Heat Elemental, Bwah is the unit with the name nobody can take seriously and the effect that enables so many possibilities. Use him to fetch out Binary as your main ride, breakrides, and stride fodder as appropriate. He's such a versatile little unit, and one many people will go out of their way to guard because of that fact. Letting you toolbox while putting out pressure at the same time... and so cute.

Niobium rounds off your selection by being a solid 11k or 13k attacker on most occasions. Out of all your Grade 2 units, protect him the most, because he is an essential player in making your final offensive pushes possible. Putting a Lanthanum behind him and then locking half of their field is a sure way to put them out of the misery you've been putting them through all game long. Link Joker is all about psychological warfare. Seeing big numbers swinging their way while they languish in helplessness is soul-breaking. 

And that's exactly why you play this clan in the first place, isn't it? You terrible human being.

Grade 3 - 8


[4] Binary Star Twin Gunner
[4] Star-Vader, Infinite Zero Dragon

Now we come to the big players. Breakriding as a practice fills up the soul indirectly, which can be used by Binary Star to further effect. By riding Binary atop Infinite Zero you lock two units automatically, with the further option of using Binary's skill to lock two more at your own personal leisure. Remember Niobium and Lanthanum from earlier? 

Yeah. This is where having those two units out in play becomes quite terrifying. 

Between riding Infinite Zero, using Binary's skill, and the striding we will talk about in the next section - it is quite easy to keep a whole column out of action consistently for 3-5 turns. You can adapt this at your choosing. If you have your power gainers in play, you can lock their entire field for a massive boost and attempt to go for game. But generally it is more effective to stagger out your lock effects and consistently benefit from them while playing the long game.

Grade 4 - 8




[4] Nebula Dragon, Big Crunch Dragon
[4] Nebula Dragon, Maximum Seal Dragon

Infinite Zero locks a column worth of units. Binary Star locks a column's worth. Guess what Big Crunch does...? Yes! He retires all your opponent's units. Not really. Far worse, he locks a column outright, or rather, omega locks them. For the price of 1CB. Utterly infuriating. 

Using these three units in combination, for a very sustainable cost, it isn't hard to keep more than half your opponent's field in a state of complete chaos. While Lanthanum and Niobium profit off each lock to provide you with pressure, having at least four units locked also gives you a prime opportunity to bring in Maximum Seal Dragon. While normally this unit would not be viable, given just how many units you can keep locked on an average turn, he can easily be brought in and gain 10k-20k extra power still during the first couple of stride turns. 

Striding won't be a problem for you anyway, as Bwah can fetch copies of Binary Star to be tossed, and you also run a minimum number of Destiny Dealers to make it no hassle. 

_________________________________________________________________


So there you have it folks. My first stab at a casual deck for the clan I hate the most of all. Would it run well? Is it viable? Well, I know that personally, it's a recipe for everything I hate neatly rolled up into a single accessible article. But it was enjoyable to expand my horizons a little and see the world through the eyes of the enemy. Until next time!

Tuesday, 6 October 2015

A "Fun" Deck List: A Wonderful Magical Basket of Chimeras


Please enjoy, and look forward to what will appear next!


While waiting for Pale Moon support reveals, I've been driving myself mad with theories, ideas, and possible crazy combos. To mitigate this, I've built a fun little deck based around Nightmare Doll, Chelsea, that I'd very much like to share with you. 

Now, this deck is far more casual in nature compared to the current meta- don't take this to a tourney and expect to top, but if you're like me, waiting on tenterhooks for news, and you have these cards lying around- why not have fun and build your own little combo deck, to remind you of the good old days? Think of the satisfaction when you win.

Deck List is as follows:

Grade 0 - 17

Girl Who Crossed The Gap x1
5 [Draw] 7 [Crit] 4 [Heal]

Grade 1 - 14

Perfect Guard x4
Midnight Bunny x4
Purple Trapezist x4
Egg Juggler x2

Grade 2 - 11

Flying Hippogriff x4
Heat Elemental, Bwah x4
Dancing Princess of the Night Sky x2
Nitro Juggler x1

Grade 3 - 8

Nightmare Doll, Chelsea x4
Miracle Pop, Eva x4

Grade 4 - 8

Miracle of Lunar Square, Clifford x4
Rain Elemental, Madew x2
Snow Element, Blizza x2


Now to break it down, section by section.

Grade 0 Summary


The Grade 0 section is fairly straightforward, special triggers are preferred if available,but this current set up works fine. It's what I call the "Dark Irregular Set Up", where 6 Draws feels like too many, but 4 draws leave you with death hands. With 5, you'll hit them often, which helps you keep up, since you don't really have any way to plus outside of Egg Juggler and getting off Chelsea's skill.

Girl Who Crossed the Gap does her job well- she essentially becomes anything you have in soul, all for one counterblast- call a Midnight Bunny behind something for pressure, call a Purple Trapesist to rescale your field, or simply call Egg Juggler to draw- she's never really dead. Before choosing Gap, I did consider Starting Presenter, despite the completely offputting artwork- but you will soul charge enough sitting on Eva, with Dancing Princess giving you what you need, if you didn't just ride it. 

Grade 1 Summary


Everything here is pretty straightforward, too- Midnight Bunny pressures further attacks if her column hits, and considering the unit she boosts will hit 16-18k, that's a nice bit of pressure. The ages old combo of her with Purple Trapezist also still stands- simply keep a Purple or two in soul ready for this effect (keeping a Purple or two in soul also works out great for Chelsea).

Purple Trapezist needs no explanation, it's wonderful- shame it's 6k, but this doesn't matter so much when your ideal RG will be 11k anyway.

Egg Juggler gives you hand, while filtering out the cards Eva soulcharges- she also combos with Girl Who Crossed the Gap for an easy draw. Getting her into Soul and calling her out from it is a doddle.

Grade 2 Summary


Sporting surprisingly apt art for Pale Moon, Heat Elemental Bwah fits right in- on hit, he retires himself and searches one of your G3's. Hitting by himself will help mitigate Chelsea's persona blast, or even search you Stride Fodder. He's a helpful little bugger, and his name is fun to say. Go on, say it now, while sat in your chair. Say "BWAH." Go on, there's no shame, I do it too.

Flying Hippogriff reads as a trashy common, but 11k once you hit G3 is nothing to sneeze at- you could alternately play Crimson Beast Tamer, but she requires a little more set up, while Hippogriff also makes an amazing Eva swap target, as he can naturally hit vanguards on his own, and makes low power rearguards like Purple Trapezist and Egg Juggler safe to use, hitting a respectable 17k, pushing for a 10k. He doesn't reach 11k on Stride Turns, but usually you use those as either finishers (pushing that Blizza for games where it's REALLY crunch time and you have NOTHING else) or set up and hand fillers- Madew and Clifford.

Dancing Princess and Nitro Juggler are tech options- Nitro is filler, I'm considering using a vanilla, since on-call soulcharge really isn't what Pale Moon should be right now. Dancing Princess will get you those things you just HAVE to have in soul- spare Purple, Hippogriff to surprise the opponent with later, she helps you plan several turns ahead. Sure, she's 8k. Intercept with her. She's there to usher your next act in, not rush the opponent herself. It's no loss of guard to call her. 

Grade 3 Summary


Eva is fun, you'll want to sit on her until you reach 4 damage and you can REALLY go off. Against most decks, you can reach 4 damage easily (once we get LB enabler we can probably rely far less on the opponent and just rush rush rush, but I guess when we get enabler we won't be playing hype.dek, so that's a catch 22, isn't it?). You'll reach 4 damage easily, while keeping combo pieces in hand- while getting to 4 damage, you'd play as normal, setting up, pushing and pressuring with Bwah and Bunny.

Chelsea will populate your field a little for a price that's actually quite affordable, and much easier to activate with Bwah. She also works in the battle phase, like Eva, meaning she can push 2 more attacks if you've got the soul for it, or at least get out a nice column. If you combo both her AND Eva in the same turn, you can get a full field "restand". Not bad, really. Usually, though, I like to stagger their effects, especially since I like to have Trapezists on field for Eva's breakride. 5 attacks in one turn, then another 5 the following turn, without taking into account how many more potential attacks you can pressure with Midnight Bunny, or how many Egg Juggler calls you make- you'll eat hand rather nicely for a casual deck.

Grade 4 Summary

Fairly standard, here- we have no options outside of Clifford, and Madew is nice if you're sat on Chelsea and want a Stride, but don't really want to pay for it- or if you used a Chelsea earlier and want to search it back from drop zone.

Blizza is a "finisher" of sorts, which can hit for high numbers, if you've had to stride several times in the game, but it's mostly filler. You won't stride Clifford 4 times, but as we've yet to get more support, fill the space if you want (I only run 2 Clifford in real life. I never stride him more than that, the on-hit has more variables than other on-hits, but it's usually one your opponent will guard).

Backstage Preparation


Remember to just have fun with the deck- it's mainly designed for fun with friends, and to inspire them to try similarly zany or interestingly creative builds, while you're waiting for further support. Think of it as an appetizer - albeit an appetizer with a little more bite than your opponent will bargain for- and may the new card reveals be swift and beautiful for us all.



mawile   x


Monday, 5 October 2015

A Deck List:"Poof, and the Rearguard is Gone!"

Shadow Paladin Witches, Build 1.04


Outlaws, enemies of the state of the United Sanctuary, come together, to practice and experiment with powers other Magi fear to even speak about. It's time to join the Coven.

Hi there! Now, I'll preface this by saying that the build is still highly experimental, so far I've had good results with it, but it still needs a little time to cook. Either way, I'm get straight into the build, and pick out certain cards for extra detail/anecdotes.

Grade 0: 18

Promising Knight, David x2
Witch of Black Cats, Milcra [HEAL] x4
Lizard Witch, Eine [DRAW] x3
Howl Owl [DRAW, Go to Soul, +3k] x2
Witch of Black Doves, Goewin [CRIT] x4
Black Crow Witch, Eine [CRIT] x3

4 Heal / 5 Draw / 7 Crit

Grade 1: 13

Little Skull Witch, Nemain [PG] x4
Witch of Precious Stones, Dana x4
Witch of Nostrum, Arianrhod x2
Cherishing Knight, Branwen x2
Witch's Familiar, Kuroma x1

Grade 2: 10

Witch of Secret Books, Adra x2
Inspection Witch, Deirdre x4
Witch of Reality, Femme x4

Grade 3: 9

Mesmerizing Witch, Fianna x4
Cultus Witch, Rias x3
Sharp Fang Witch, Fodla x2

Grade 4: 8

Dark Knight, Grim Recruiter x2
Dark Dragon, Phantom Blaster "Diablo" x4
Supremacy Black Dragon, Aurageyser Dragon x2

"Hey guys! So, how can I help? Why- Why're you all looking at me like that-ARGH"

Grade Zeros - Summary

David is your main fodder for Diablo/Aurageyser. He makes it so that we can abuse the stride effects too, and so that we can plus/make back our deposit when we have to retire. I run two as Sharp Fang Witch, Fodla, makes him searchable, and because this way I have the option to REALLY cut loose on the strides- gives an alternative if the Hexing Game isn't working out. 

He's definitely replaced poor Lir, who was good, but required too many variables and had the capacity to be dead space.

As for triggers, I'm still toying with the number of Draw, and which Draws to run- the Witch draw is retire fodder for units like Rias and Kuroma, while Howl Owl fuels the soul for desperate Deirdre/Dana plays.

Goewin at max, ALWAYS. There's no reason not to, in my opinion, she makes it easier to try the deck without Securna. She's also searchable by Sharp Fang Witch, Fodla, which can make a CB1 = -10k to the opponent's Vanguard, with no loss in trigger count.

I don't miss the stand. While the Stand WAS a nice card, stands were only really dangerous on the Rias turn, and this witch deck doesn't focus quite so much on that anymore. The countercharge is nice, but the card was a case of "once called, you've lost a 10k shield". The soulcharge can be achieved by Howl Owl/ Re-Legion / Adra.

Literally powered by the PUREST of evils.

Grade Ones - Summaroo

Little Nemain and Dana are fairly staple at 4 each, not much to say there. The Countercharging PGG may also be a nice idea, but you won't be short of things to do if you choose Nemain instead. Dana is Grade 1 spot removal that punishes your opponent for guarding with a G0. Always monitor the drop zone, though, as they get to choose. The mindgame is always strong, though, you'll notice they'll be paying a LOT of attention, since you threaten near constant soft retires.

The last 5 are tech choices- Arianrhod for early game card-cycling, Branwen for Stride-Fodder, and Kuroma for draw. As it stands, Arianrhod is on thin ice, as I barely use her effect, while Kuroma and Branwen offer a little more utility.

Also, consider the fact that our Dark Knight, Grim Recruiter stride can toolbox your G1's AND your G0's - draw with Kuroma, spot remove with Dana, call a David as fodder for later, or even a Goewin if you want to play some kind of crazy mindgame- watch how fast they rid themselves of the G0's you gave them then.

Bat-print Bloomers, Agent Provocateur, $49.99

Grade Two - Samurai

Not much to mention in this section, 12k Attacker Femme is staple at 3/4, and Grade 2 "Dana" clone Deirdre is staple at 4. Femme gets extra points for being sackable with Fianna to draw 2, but in most scenarios, unless you have no Branwens in hand/don't care to Stride next turn, Sacking Fianna is the better option, if only to have Femme's intercept. 12k is also supremely handy when attacking weakened vanguards, shockingly enough. Deirdre needs no explanation, she may not be vaguely searchable like Dana is, but she's no weaker. 8 on-call spot removers are still 8 on-call spot removers. Not to be sniffed at.

Now, Adra, we can pull up a few seats, pour some tea and really have a chat about. Yes, we need Adora, but she's not out in English, so let's just not talk about her. Adra, however, offers us something we desperately need- on hit countercharging. She works well with the synergy of the deck in several ways- first, she reaches 11k, so, along with Femme, becomes a strong rearguard that can handle being boosted by something far weaker, like Kuroma or Securna, and STILL hit the standard 16k, making those backrow cards with low power still viable.

Secondly, her effect means there's a window of time in which she's active, but it creates so many variables and sets off so many mindgames that I love her for it. Firstly, she's active when the opponent controls 2 or more G0, which essentially means you've either used Fianna or some combination of Dana/Deirdre, so that's PRECISELY the time when you're going to want to mitigate those resources, so you can do it allllll again. 

However, your opponent will not want this, meaning they will pay the minimum 10k guard (if Adra is boosted) to block her, which is great, since that 10k could be a G0, and that's more toys for Dana and Deirdre to play with. On the next turn, they'll feel pressure to get rid of those Grade 0's you've given them- they already do, but knowing that those Grade 0's do the following things:

1. Make terrible columns
2. Run the risk of severe punishment from Goewin, Rias or Securna
3. Allow the Witch Player to draw extra cards to hand using Fianna and Kuroma
4. Keep Adra active as an 11k attacker with the on-hit effect of keeping Fianna, Aurageyser and Diablo live

Meaning they'll most likely target Adra (which is nice, keeps pressure off your vanguard for a while, you can use your judgement to decide whether or not it's worth losing Adra right now) and they may well call over their G0's, which is a great outcome, as it's a straight up minus and feeds Dana/Deirdre. Also makes subsequent Diablo turns super punishing.

So, yeah, Adra fits in. When Adora is released, we'll have fun working out ratios then, but for now, the deck is fine. Comet Witch, Serva also makes a nice Ride if your locals has a lot of rush decks.

Instant Dragon Food, just add a Counterblast

Grade Three: Summer-Eye

Fianna at 4 is crazy important- you ideally want to ride her first. Rias makes a nice backup finisher/softener for OTHER finishers, but CB2 to hex one unit is very expensive, only use it if you know it will spell "GG". Fodla is the unit that has a lot more utility- in my old build she would call the Stand Trigger, and then I'd unflip a total of 1 damage, soulcharge 2, and Diablo would eat them all. Cute, but not wonderful.

Now, though, with the new support, she can be CB1 = -10k to the vanguard. Or CB1 = -5k to the Vanguard, and call a David to retire for Aurageyser/Diablo. She really does feed those dragons quite handily, and she's also the Goewin whisperer. I like her at 2 but I'm beginning to wonder about trying her at 1, and making Adra a 3 copy situation. Testing will show me what works best, but for now, Fodla is handy. Just never ride her.

Grade Four: Some Mary

Fairly standard spread, Aurageyser for draw, and turning that starter David into 5 cards in hand, including drive check, which should definitely hit a few combo pieces. Diablo may work in a 2-of capacity, but in Witches he punishes the opponent for over exerting, and his very existence threatens any player who knows about Shadow Paladin to play at least 2 rearguards, which handily stamps on the mentality of "you can't hex me if I don't call Rearguards" which always ends so well, right?

Dark Knight, Grim Recruiter works as an on-hit tutoring stride, but generally he will be situational, if you don't have the field presence/cards in drop to Legion yet, but have a surplus of stride fodder.

So, that's my current Witch Build, and it's very fun to play, but far from complete. Hope this helped you with your own build in some way, or maybe I've convinced you to join us?

mawile   x