Showing posts with label Cardfight! Vanguard. Show all posts
Showing posts with label Cardfight! Vanguard. Show all posts

Sunday, 11 September 2016

Techfight Theoryguard:Nitpicking Techs for 

OTT & Pale Moon


This short post is just going to point out some cards I've been using lately. The tech cards will benefit Oracle Think Tank and Pale Moon.



- Subclan Crits -

Battle Sister, Muffin, and also Silver Thorn Assistant, Dixie, have a different effect ruling to the usual "If you have X, you may pay the cost". These cards instead let you return the card outright, then check for the required Vanguard. if they do not find that vanguard, they activate as much of the effect as possible; i.e., in this instance, they shuffle the deck. Handy for Silver Thorn and Battle Sister, right?

Well, how about considering using them in other builds across the clans? Magus, Susanoo, Harri and more can benefit in interesting and minute ways from critical stacking in this way.

Naturally, calling Muffin or Dixie straight from hand just to send them back to deck is a pure minus, but there are situations you can work around this, and turn matches in your favour- this wouldn't be the nitpicky-est of tech cards if it wasnt applicable in 95% of your games.

In most OTT builds (RIP OTT, I'll wait for you to get the attention you deserve), you will bully through your deck, drawing and drive checking. With very little deck replenishment available, Muffin may actually be a solution for that last turn when you have a few cards left in deck, and its all or nothing- send back a few Muffin, and you've literally stacked your deck with crits- you've a good chance of seeing them, and you won't deck out. 

Muffin is also nice because her effect might also let OTT decks tech in one of the Battle Sister stride when she's available- sure, the stride herself will be vanilla, but the critical's deck stacking, mass countercharging and slight power gain are nothing to sneeze at, especially considering there is room in the Oracle stride deck. Boy, is there room.



Dixie works in a similar way in Harri or Pure Magia builds, only you're not going to be dropping her often from hand. Instead, you can filter her through the random soulcharges, and turn those unnecessary Cat in High Boots later game calls (not as fun when there's no 5k sweetener) into a crit back to deck, before you activate Milward or Mephisto. 

It's all too easy to be a little overzealous with the Peryton and Cutie Paratroopers in the early to mid game, and deck out is a very real problem if you're not paying complete attention (it happens.) Dixie is forgiving of that.


-Personal Tech-

I might just have not seen many Nightmare Doll decks, so I'm unsure how creative or original this tech is, but Madcap Marionette is an interesting and useful card for Dolls, I find. On call it adds a card from hand to soul. This kind of minus for a specific soulcharge is mostly terrible in most other Pale Moon builds, but in Dolls, it has some nice synergy.


Firstly, he's a Workeroid, making him a friend of Beatrix. Secondly, he's completely optional. Thirdly, 6k isn't terrible in Dolls because he can be placed behind an active Jumping Jill or an Alice and hit for normal numbers.


In Dolls, I find that random soulcharging is never what you want. You want a Ginny in Soul, and Alice in soul, Catherine on VG, and an Alice in Hand or on RG. That's all. Catherine on Ride will give you one of those soulcharges, and Ginny is best ridden or even if you call her she'll swap with an Alice or Soulcharge herself. Beatrix herself can stack your soul if they're on RG, but by the time you stride, it's a little late for set up in Dolls.


Sometimes, things can go wrong. Consistency is shaky in Dolls, and sometimes, you're grateful for Madcap. He's a friend. Also, the drop from hand is fine because you shouldn't really be guarding early game anyway. You want the damage to counterstrike.


That concludes my little list of techs. What cards do you like to use?


- mawile

Sunday, 3 January 2016



Sugar, Spice, & Everything Nice:

 Genesis Witches

A decklist and theory guide


*J-Pop Intensifies* 





Grade 0 - 17

Fetter of Leather, Leyding x1
Witch's Familiar, Shiroma (Crit) x4
Lemon Witch, Limonccino (Crit) x4
Dreaming Dragon (Stand) x4
Witch of Big Pots, Laurier (Heal) x4

Grade 1 - 14

Witch of Quill Pen, Onion x4
Witch of Melons, Thyme x4
Witch of Strawberries, Framboise x4
Mythic Beast, Skoll x2

Grade 2 - 11

Black Snake Witch, Chicory x3
Witch of Golden Eagles, Jasmine x4
Witch of White Rabbits, Cardamom x4

Grade 3 - 8

Witch of Eagles, Fennel
White Snake Witch, Mint x4

Grade 4 - 8

Rain Element, Madew x1
Great Angel, Doombrace x3
Witch Queen of Holy Water, Clove x4


Grade 0 Overview

Fairly standard spread, crits help us to end games faster, and with the restacking capabilities of our Legion Vanguard, makes our drive checks likely to show something nasty. 

You might not find me so cute when you see me as often as you're likely to see me.
Shiroma works well, allowing us to selectively soulcharge something from top three- Cardomom/Onion/Camomile/Melissa all excellent choices - then drop the other two to drop, letting us legion faster with no need for any of THOSE turns where we over extend simply to kick our deck off. In tandem with Thyme, who has a largely similar effect, the deck thinning allows us to reach our dangerous state of "I'm all crits and PGs, baby."

Dreaming Dragon is a recent addition for me, it's currently in testing. Stands wouldn't usually work- but with Black Snake Witch being an inherently good target, and with Clove making all witches extra powerful, you can really stand to extend those pressure turns. It is Dreaming Dragon's effect you'll want, however. 

Decking out in Genesis is a very real threat, and a misplay or fighting a stalling deck can spell disaster. Dreaming will remedy this- he'll stop your deck from being the wonderland of crits it should be, but he'll also keep you in the game. So far, he's testing well, doing excellently against decks that can and will stall you out until you have nothing left.

Leyding, our starter, offers a rearguard to field, and then we can re-legion him back for recycled use. Testing will show if Prayer Angel is required for Clove plays, but out of the two, I prefer Leyding.

Grade 1 Summary

Onion is Melissa with clogs on. +2k on call if Witch Vanguard, a la Cardomom. She's a grey wollen jumper of sorts- practical, but fairly vanilla- worth running, naturally, as she's the literal upgrade to poor Melissa, and her +2k makes her a 21k column naturally on call with a Black Snake Witch or with an active Jasmine. Her "9k for a turn" also means she could be called front row if RG are reaaaally tight. Just something to think about.

I don't think Thyme herself even knows what is going on here. Very Melon indeed.

Thyme works like Shiroma, although she doesn't restack herself and replace herself with a card. She functions similarly- stack that soul, deck thin like crazy, so you can make the deck a manipulated pile of crits.

Stride fodder is fairly standard- you'll use Mint often too- Fennel is golddust and must be rode often to loop the deck, but having more opportunity to go into Clove is a good idea.

Grade 2 Summary

Jasmine can be 12k if you want, and she can give +3 soul for 1CB if you're super desperate. She's handy. Black Snake Witch is Mint's legion mate, and her 12k attacking status makes her good for rushing, not much else to say here, besides her easy 19k/21k with your G1s makes her real nice for RG sniping.

Finding it hard to be funny about this card. Think she's got rabies THERE I DID IT

Cardie is your friend. When you soulblast, she'll make herself appear for a counterblast.The population is super handy for our propensity for beating on down, and being 11k for a turn doesn't hurt. She's also handy because if your opponent is targeting your front row rearguards (and they should, because Genesis Witch will beat them down if they don't start to get rid of the powerhouses) she'll replace those with a wiggle of her bunny ears.

There's also the opportunity of getting off extra attacks- Mint, Fennel and Clove activate on/after their attack, so if you really need to push, and don't mind calling over your other rearguards- get yourself an extra lane- Onion and Cardamon are 20k altogether before triggers. Not to be sneezed at.

Grade 3 Summary

Fairly standard line-up. Fennel is the ideal ride, and should be looped endlessly to get that crazy deck you crave. Mint is less optimal now with the arrival of Clove, but if you cannot stride for whatever reason, and you've had to ride Mint- she still keeps up the pressure if you have to use her effect, and she can get you those extra soul charges if you need them.

Fennel Forever. You'll see her over and over again.

Grade 4 Summary

Doom Brace is fun, for starters- if you can't afford the 6 soul cost of Clove, are not using an active Fennel, and want to keep up the tempo while digging for that next Fennel ride, Doom Brace is your guy. His effect can work out as effectively costless, and he can even work as an interesting first stride, to call a few Cardamon and Onion from soul if you've accrued a few and your hand is less than stellar. In short, he's consistent and good.

Madew is a tech option I'm trying, as an emergency precaution. Want to ride Fennel again? Are all your Fennels either in drop, soul or damage? Is at least one in drop? Stride Madew over your current Jasmine Legion Mate, get that Fennel back, and carry on looping- and dig for one extra trigger check, too. Might as well get some crits going on, too. So far, I've not needed Madew, but with the options for our Extra Deck so limited (although still explosive) she can make a cameo appearance quite easily.

Clove hitting the town after getting her highlights done.

Clove, our new ace, is  powerhouse. For 6 soul, she hands out 5k boosts like candy and throws a crit at the opponent, attacking for 31 unboosted. And 43 boosted. 45 if it's a recently called Onion. Her pressure is amazing, and highly affordable. I'm going to test her at 4,but I'm sure that I'm being a little over-eager there. It's unlikely that I'll be able to stride her 4 times in one game, even with Dreaming Dragon replenishing my deck.


- - - 


In short, the Genesis Witch deck may not have been heralded as loudly as Mimi and Sinclair, but they are far from bad- they're a highly consistent, hard hitting crit advantage machine, hiding under the guise of beautifully adorable witches. 

They're going to be fun.


mawile  x

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



Friday, 23 October 2015

101 Things to do with Masked Magician, Harry

A Pale Moon article in-progress- Edition No. 1



[AUTO](VC) Generation Break 2 (This ability is active if you have two or more face up G units in total on your (VC) or G zone):When this unit attacks a vanguard, choose up to one card from your soul, call it to (RC), that unit and this unit get [Power]+3000 until end of turn.Magia-[AUTO](VC):[Counter Blast (1)] During your turn, when your G unit Stride, you may pay the cost. If you do, Soul Charge (1), choose up to one card from your soul, call it to (RC), that unit gets [Power]+5000 until end of turn, and at the end of that turn, put the unit called with this effect into your soul.


Now that we're familiar with Harry's nice art and straightforward skill, we can start. The point of this article- and the further articles to come once we've seen more support- will be to discuss all of the most potent combos that Harry can instigate- because, despite the fact that Harry himself does not generate +1 advantage with his on-stride, he does instead offer immediate population, and at GB2, allows you to +1 for free.


Combo 1: Simple Call

Call ANY 9k G2 or 7k G1, into a column with the other. At his most basic, Harry can give you a SC1 and a 21k column, and this is assuming that you've called something which cannot use it's effect- calling something like Daydream Tone, Arnie or Midnight Bunny will up the pressure, allowing that 21k on-hit to either give you what you want, or cost a lot to guard.

On hit Countercharge 2? Sure, I'll just pay 15k guard from hand to stop THAT.

Combo 2: Purple Trapesist Redux

At GB2, On attack, Harry will call a RG permanently from soul, and give it and himself +3k. With this skill, you can populate and add a little pressure power for free, and it's a cute +1. With Purple Trapesist in soul (or GB1 Equivalent, depending on support given), this on attack call can guarantee a fourth attack (yeah, we do it too, Aqua Force) and potentially a nice one at that, making Purple Trapesist hit 9k, and if you run a 12k attacker, that's a 21k column, or if you're running a standard 9k, that's a respectable 18k extra attack- enough for late game pressure units like Arny, to guarantee you even MORE population.

Combo 3: Card Juggler

Using Happiness Collector as a starter is an interesting choice. It remains to be seen how much we'll need the current stand-out Forerunners, Starting Presenter and Girl Who Crossed the Gap, but with this combo at least, Happiness Collector pays her rent and then hints at offering you more in the future.

Thanks for the tickets! Wait, why does she keep coming back-

[AUTO]:Forerunner (When a unit of the same clan rides this unit, you may call this unit to (RC))[AUTO](RC) Generation Break 1 (This ability is active if you have one or more face up G units in total on your (VC) or G zone):[Put this unit into your soul] When your other unit is placed on (RC) from your soul, you may pay the cost. If you do, draw a card, and Soul Charge (1).


So, this combo is a little less straight forward as the others so far, but it's still easy to pull off, and hints at ways that Pale Moon can grab hand advantage.

So, ride/get Egg Juggler to soul. On stride, call Egg Juggler, SC1 for Harry, SB1 for Egg, Send Happiness Collector to soul, SC1, and draw 2 cards, one for Egg, and one for Happiness.

Follow that? Good. The result of such, is a net +1 Soul Charge (since these soulcharges are random, chances are you'll be fine soulblasting for Egg Juggler), 2 cards drawn to hand, and an 11k Egg Juggler (can hit a vanguard by herself if she's alone, or makes a workable column if not), who will return to soul at the end of the turn to be comboed with later. And all this cost 1CB. Bear in mind, this is all before even taking into account what your Stride can do.


Summary

Combos like these are to be expected from the new Pale Moon support, and adding cards like Betty to the equation only serve to push a little harder. We're waiting on Magia support, as at the time of writing  Betty can only call copies of Harry himself from soul, but we know that currently, she can at least push for a 4th attack for CB1. Despite not knowing the vast majority of the support we're due to get, we'd best hope for a way to filter soul, and get the cards we WANT in there.


mawile x

Friday, 9 October 2015

Lore Post:

The Real Outlaw Witches of United Sanctuary

Cue cheesy reality TV opening title sequence

"I love what you've done with this room, Fianna. You use Pinterest or something?"

I swear after this post, I'll never mention Witches again for like a few days - in this post, I'm going to be discussing the Lore and backstory of the Shadow Paladin Witch subclan, a clan made up of a strong sisterhood, and a strong desire to really dabble in magic that others steer well clear of. SP Witches are pioneers of new magic, researching, experimenting- and some committing crimes so heinous they needed to turn to Shadow Paladin to conceal them from the rest of the United Sanctuary.

As a whole, the witches are described as those lucky few who have access to dabble and excel in the art of magic- a long time ago, the witches of the United Sanctuary were almost one- but those Witches who developed magic for the good of all, focusing on healing and nature, joined Genesis, while other Witches, who were intelligent, curious, but also savage and egotistical, joined Shadow Paladin. Some, like Goewin and Nemain, join sub factions and troops, while others, like Fianna and Femme, are reclusive, staying in their homes. But don't mistake them for docile magi.

Fianna and Femme are an interesting duo- Fianna is the elder sister, and she's a pioneer of experimental magic. The duo are also incredibly old- Fianna herself is a friend of Luquier, and they go back years. Fianna's magical prowess is so advanced that legend states that she can take on a dragon using only body modification magic. She also seems to be quite the mischievous soul- she speaks in a way to misguide others intentionally.

While Femme, looking at her artwork, her demure appearance (when compared to her sister) and lower stance may indicate that she is meek, or coy- this is not the case. Femme is an expert in research, in her own right, and is described as someone who likes to stay in her home, hidden away from the rest of society. The reason for this, is that Femme is a criminal- once, years past, she enveloped an entire city in a hallucinogenic fog, altering the recognition ability of the public for some time after. This was simply one of her experiments. She is considered highly wanted, and is considered dangerous- and rightly so.

Another witch of age and stature is the Witch of Cultus, Rias, a magi with a love for different rituals and cult phenomena. She actively practices these forbidden spells, while her colleague, Deirdre, records the results for posterity. While there is no evidence that Rias is wanted- it's highly likely that this witch who gleefully practices summoning all manner of evil for an experiment is an enemy of the state.

"Uh, Rias, I really don't think we should be doing this- I mean, I've seen this demon before."

Finally, we reach the topic of familiars. For an animal to become a Witches' familiar, to help her channel mana and assist her with her magical duties, the animal must be blessed by a deity. In Genesis, and Oracle Think Tank, the Witches actions are sanctioned, and blessings are granted. As no deity will bless an animal for the Shadow Paladin outlaw witches, instead, they make do with objects and dolls, animated by magic.

Think Five Nights at Freddy's, only they're there to help. 

Kuroma is one example, but he's been described as a capable helper, but also a little annoying, with it's sharp tongue and cruel laughter.

And there we go! We've met a few more of the witches. Wasn't that nice? The game feels so much richer when you take the lore into account, doesn't it? What's that? It doesn't? Stick to card reviews and deck builds? Well, okay then. 

You're the boss!


mawile   x




Thursday, 8 October 2015

New Spoiler Card Review:

Witch Queen of Transfiguration, Sinclair

Omigod omigod it's real it's real omigod omigod

Somewhere, Stil Vampir is sobbing gently in the fetal position.

A recent reveal in the Fighters Collection Winter 2015 set has in fact unveiled a Shadow Paladin Witch Stride, something I've been wanting for a WHILE, and boy, is she worth it. Firstly, we'll dissect the effect, then I'll add my opinion on how this will change the deck.

[Stride]-Stride Step-[Choose one or more cards with the sum of their grades being 3 or greater from your hand, and discard them] Stride this card on your (VC) from face down.
[ACT](VC)1/Turn:[Counter Blast (1)] If you have a heart card with "Witch" in its card name, and the number of your opponent's grade 0 rear-guards is two or more, your opponent reveals ten cards from the top of his or her deck, chooses a grade 0 card from among them, rides it, shuffles his or her deck, until end of turn, that unit gets "[AUTO](VC):[Counter Blast (1)] At the beginning of the guard step of the battle that this unit was attacked, you may pay the cost. If you do, choose any number of cards from your hand, call them (GC) as [Rest]." and "[AUTO](VC):At the end of your opponent's turn, choose up to one card from your soul, and ride it.".

Now, if we dissect this in pieces, beginning with the basics- Witch heart is required, which works fine for us, and the opponent will need to control 2 or more Grade 0 units. Without Fianna on the VG circle for a turn, this is tougher, but not impossible- and it adds to the opponent's list of worries. 

Now, they know this card exists, and they know Diablo exists, and they know that you have access to both. The threat of Diablo will make them call units, so they can still guard, which gives you rearguards to Hex with Fianna, Adora, Dana and Deirdre, while the threat of Sinclair will make them replace those Grade 0's as soon as humanly possible, minusing themselves and making Diablo hurt more. As you can tell, it's a big wheel of variables and worry and YOU'RE the one spinning it.

So, if they're silly enough to leave 1 or 2 Grade 0 rearguards, with a Dana or Deirdre in hand, Striding Sinclair becomes quite the option. For a counterblast, you'll make them ride a G0 from the top 10 cards of their deck- but it's okay, they aren't getting completely pseudo-Gloried. They can still guard the vanguard any way they want to...by paying a counterblast for the privilege.

In a game where in most decks, counterblasts equal direct advantage, pushing your opponent to use them to do something as essential as guarding is like disruption on steroids for SP Witches. And that's just wonderful, really. A cherry on top is that your opponent's Vanguard will be on 5k at most, which, if you're hitting or 16k+ columns (which you SHOULD) all rearguard attacks will require 15k shield at least- and if they want to use any grade other than Zero...that'll be a Counterblast, please.

At the end of the turn, they can re-ride a Vanguard from their soul- in some strange and situational scenarios, they can work this to their advantage- but in any properly planned Sinclair turn, this shouldn't matter too much, as they should be considerably softened up, or even out of the game entirely. In the rare scenario where re-riding their vanguard would plus hugely for them, simply use your common sense and judgement, and either go through with it if you think it will spell the end, or just don't stride Sinclair. She doesn't mind, she'll help you mess people up another time.

Changes to the Deck


Now, this is all my own theorycrafting here, but I've been playing Witches a while- so I feel like I may have some valid points. All things discussed here will need proper testing before we know for certain if they're right.

We're now more counterblast-heavy than we've ever been.


Fianna, Diablo, Sinclair and later on, Adora all  need counterblasts to get their effects off. This applies most to Fianna- the double Hex is quite effective, and done on a regular, staggered on a once per turn basis, will really set up for Sinclair, as most opponents will find it hard to keep replacing the Rearguards they've lost, and the loss of triggers from their deck, 2 at a time, is quietly devastating.

In a match against a Granblue player not so long ago, with his milling, and my Fianna effects, I managed to make him lose all of his trigger units from his main deck. It can happen, and while it's not something you should aim for by any means, it's still worth your time to grind those triggers out. Just think, the less Grade 0's they draw/check, the more Counterblast they will need to pay with Sinclair to guard, and the more disruption you'll have spread.

To mitigate this, Shadow Paladin has some counterchargers we can use. In English, I'm currently running 3 Adra, whom functions as an impressive pressure unit- opponents generally know WHAT that countercharge and soulcharge will be doing, so they will guard her. Witch of Goats, Medb, is also an option, but calling a G0 Stand Trigger for a countercharge and soulcharge is getting more difficult these days- not only is a Stand Trigger difficult to run (Stands only being really worth it on Rias or Sinclair turns) but giving up a 10k shield for a 4k Rearguard that then stays on the field is NOT worth it.

And then, I personally will be defecting to Karma Collector. While Nemain has the name (which only really matters for Adora especial counterblasts and dumping for Kuroma/Rias/Securna, but it's not as if you'd drop a PG for those), Karma gives us the countercharge we need. Nemain's draw and drop is cute, and sometimes hits gold, but in dire straits, it's usually a one card mill, and set up for the Legion turn is no longer really a valid reason, when you can easily stride before Legion (usually Dark Knight, Grim Recruiter, or Aurageyser if you're nasty).

With Adra and Karma, you should be set for some nice countercharging- 2 gets you a Fianna go, 1 gets you to have fun with either Diablo or Sinclair.

Dana and Deirdre are staple at 4 now more than ever.

Speaks for itself really, Sinclair turns can come about now and then if your opponent can't/won't rid themselves of the units Fianna gave them, but savvy players will know to get rid of as many as possible- if they leave one, or none, however, Sinclair is still possible thanks to Dana and Deirdre. Call them as a column and you've got a Sinclair turn.

Although, careful not to hold too tightly onto them in your hand- sometimes, to keep up the tempo, you'll need to call Deirdre or even Dana just to remain offensive enough so that Sinclair/Diablo will be offensive pushes and not just damage turns- it's okay if sometimes you can't make Deirdre or Dana activate their effects. Plan ahead as best you can.

= = = 

To summarize, waking up this morning and seeing this card announced honestly made my day. It's diabolically cruel, and fits Witches like a glove. I'm happy.


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!