Sunday, 27 October 2013

WGP 2013 Singapore Qualifiers Review: Eclipse



Disclaimer: I am not to be held responsible for any thoughts you may have about jumping out of windows for card games or tournaments etc.  

So... I snuck out of my house (climbed through a window), and camped at Changi Airport with Hasekura and the others. 

~

My Decklist (I dislike netdecking, but this is for reference purposes):

Grade 0
Ambush Dragon Eradicator, Linchu (x2)
Eradicator, Yellow Gem Carbuncle (x4)
Divine Spear Eradicator, Pollux (x2)
Eradicator, Blue Gem Carbuncle (x4) 
Eradicator, Dragon Mage (x2)
Worm Toxin Eradicator, Seiobo (x4)

Grade 1
Eradicator, Demolition Dragon (x3) 
Eradicator Wyvern Guard, Guld (x4) 
Eradicator of Fire, Kohkaiji (x3)
Steel-blooded Eradicator, Shuki (x3) 

Grade 2
Eradicator, Thunderboom Dragon (x1)
Fiendish Sword Eradicator, Cho-Ou (x2)
Eradicator, Spark Rain Dragon (x4) 
Supreme Army Eradicator, Zuitan (x4) 

Grade 3
Eradicator, Dragonic Descendant (x2)
Eradicator, Vowing Sword Dragon (x2)
Eradicator, Gauntlet Buster Dragon (x4) 

~

First Match:
Eradicators (EDD-Gauntlet) vs. Chaos Breaker Dragon Build

Despite a gradelock lasting 2 turns, I managed to push my opponent into a corner, when he was forced to eat 3 criticals from my Dragonic Descendant. However, his last two heals appeared and he double healed, forcing me to deck out by simply saying "turn end" during his turn.

Overall, this was a rather dissatisfying match, I would rather lose by taking damage than lose by decking out. 

Second Match: 
Eradicators (EDD-Gauntlet) vs. Nubatama (there's only one main build sooo) 

Well... I had a crappy hand, with 4 Grade 3s after a redraw. So I couldn't really counter the rush that my opponent subjected me to, leading to me losing the game in less than 10 minutes. 

Third Match:
Eradicators (EDD-Gauntlet) vs. Inferno-Dauntless-Dragonic Overlord THE END Build

This was a really fun match~ My opponent used Conroe as a starter, so I immediately assumed it was DOTE and adopted the appropriate countermeasure, but when he brokerode Inferno over Dauntless, I panicked. 

I actually thought I was gonna die when he killed all of my Spark Rains with Inferno, but I ended up checking a draw trigger, which let me draw a Descendant, and I won the game with his Limit Break. 

Fourth Match:
Eradicators (EDD-Gauntlet) vs. Amon "Reverse" Build 

This was an okay match, I guess. I managed to avoid misplays, as I immediately recognized the build, and started to do damage control. I burnt his starter (Greedy Hand) with Linchu so that he wouldn't get a soul advantage. 

Descendant came to me in my sixth turn, and I finished him off with a 3 crit EDD Limit Break. 

~

Yeah, the WGP was really fun (but tiring), and it was totally worth sneaking out for :)

(I really ought to be sleeping now lol. Don't learn from me kids, I'm a bad example.) 

~Eclipse

Thursday, 17 October 2013

Яeverse Chronicles: Demon Marquis, Amon "Я"




Card Effect:

[ACT](VC) Limit Break 4 (This ability is active if you have four or more damage):[Choose one of your «Dark Irregulars» rear-guards, and lock it] This unit gets [Power]+1000 for each «Dark Irregulars» in your soul until end of turn. If the number of «Dark Irregulars» in your soul is six or more, this unit gets [Critical]+1 until end of turn. This ability cannot be used for the rest of that turn.
(Locked cards are turned face down, and cannot do anything. Turn them face up at the end of its owner's turn)
[CONT](VC):If you have a card named "Demon World Marquis, Amon" in your soul, this unit gets [Power]+2000.
[CONT](VC/RC): Lord (If you have a unit without a same clan as this unit, this unit cannot attack)

So this is my first post... my name's Kagene, and I'll be in charge of the Яeverse Chronicles, a series of articles that revolve around the units that have been corrupted by Void. 

This card is a crossride of Demon World Marquis, Amon, a card found in BT03: Demonic Lord Invasion, which was later reprinted as an SP in BT12: Binding Force of the Black Rings.

Amon Яeverse's Limit Break is a very useful one. Most of the time, you would choose to lock your Vanguard booster, since Amon gains power from each card in your soul, plus an extra critical if there are six or more cards in your soul. With the amount of support the "Amon's Follower" archtype has (eg. Amon's Follower, Hell's Draw and Amon's Follower, Heal's Deal), I doubt you will have any problems reaching six soul. 

Tips and Tricks
1. Calling Dimension Creeper onto a rearguard circle and using Demon World Marquis, Amon's Counterblast to move it into soul and retire an opponent's rearguard, then soulblasting it to soulcharge 2 more cards.
2. Combining Doreen the Thruster's and Amon's Follower, Hell's Draw's or Amon's Follower, Hell's Deal's skills to power up, since Doreen gains +3k for each card moved into the soul during your main phrase, making her a 12k booster/attacker.
3. Soulcharging in Demon World Marquis for the instant 13k base. This is pretty self-explanatory, and is extremely useful as it allows you to conserve hand and gives you ample time to set up a good attack formation.
4. Using King of Masks, Dantalian's Breakride skill to make high-powered rearguard columns. This strategy relies more on skill, as I find myself much closer to decking out when I use Dantalian.

However, if you are unable to control the soul properly, you will find yourself decking out alot. The trick that I use is to soulcharge just enough to hit a magic number, and then start pressuring your opponent with Amon Яeverse's Limt Break. 

In conclusion, this has got to be one of the most pressuring Яeverse units, with a counterblast-less cost, power (and crit) gaining skill and a 13k base (if you manage to get Demon World Marquis, Amon into your soul).

I hope you found this article useful, and all the best for the WGP Qualifiers!

Kagene, out.

Announcement: New Author

We have a new author~ ShadowSoundAppend, also known as Kagene Ryuu ^^ He is going to be helping me with the articles, and maybe we'll set up a clan guide, so you can expect more updates :)

The WGP Qualifiers for Singapore is in 9 days' time (the English version, that is) >< All the best, everyone~ Let's Vanguard!

~Eclipse

Wednesday, 16 October 2013

PSYchic Series: Magus Archtype Review



Sup, it's been awhile hasn't it. I apologise for the lack of articles, I was busy with my Pokemon Y ^^" Anyway, this article is going to feature one of the two archtypes in Oracle Think Tank, the Magus archtype.

The Magus archtype, exclusive to EB07: Mystical Magus, was first introduced in BT01. This archtype focuses more on the "Oracle" aspect of Oracle Think Tank, the "Think" being cards like Tsukuyomi and the "Tank" being cards like Koko and Battle Sister, Parfait.

I have been testplaying a Magus deck for quite some time, proxied, as I had some problems getting my hands on Pentagonal Magus (Genius Bushiroad, making the only boss of the Magus archtype a promo). It's worked quite well, downing Chaos Breaker decks and Tetra Drive decks on CFA.

Now, let's take a look at some of the main cards.

Pentagonal Magus (ペンタゴナル・メイガス)



Card Effect:
[AUTO](VC) Limit Break 4 (This ability is active if you have four or more damage):When this unit attacks a vanguard, declare the card name of an «Oracle Think Tank», and reveal the top card of your deck. If the revealed card is the card that you declared, this unit gets [Power]+5000/[Critical]+1 until end of that battle.
[ACT](VC):[Counter Blast (2)-cards with "Magus" in its card name] This unit gets [Power]+5000 until end of turn.
[CONT](VC/RC): Lord (If you have a unit without a same clan as this unit, this unit cannot attack)

As I have mentioned earlier, Pentagonal Magus is the only boss of the Magus archtype. Being a promo, it is difficult to obtain, thus, deterring people from building a Magus deck, opting for the more readily available Battle Sisters archtype. 

Pentagonal's Limit Break skill is useful for pressuring your opponent to guard, and messes with their minds, especially if you know what your second trigger is. Also, her ACT skill, an S-Special Counterblast, gives her even more power. This would probably force opponents to throw down a negate, especially if you brokerode her over Hexagonal Magus. 

Overall, this card is a good pressure unit, but I really would like more bosses for this archtype. 


Hexagonal Magus (ヘキサゴナル・メイガス)


Card Effect:
[AUTO] Limit Break 4 (This ability is active if you have four or more damage):When a «Oracle Think Tank» rides this unit, look at three cards from the top of your deck, search for one card from among them, put it into your hand, put the rest on the top of your deck in any order, and choose your vanguard, and that unit gets [Power]+10000 until end of turn.
[CONT](VC):During your turn, if the number of cards in your hand is four or greater, this unit gets [Power]+2000.
[CONT](VC/RC): Lord (If you have a unit without a same clan as this unit, this unit cannot attack)

This card combos nicely with most Oracle Think Tank bosses, giving you a +1 and allowing you to know what triggers will appear, so that you can strategise accordingly. 

However, I found out that if you keep breakriding multiple copies of her in a standard deck (4 Heal, 6 Draw and 6 Critical), you may end up decking out due to too many draws. Hence, I decided to run a balanced deck, with 4 Draw, 4 Heal, 4 Critical and 4 Stand triggers. 

Another one of the good breakrides, this card is incredibly useful in any Oracle Think Tank deck... except maybe in Koko builds due to the extra soul. 

Briolette Magus (ブリオレット・メイガス)




Card Effect:
[ACT](RC):[Soul Blast (1)] If you have an «Oracle Think Tank» vanguard, draw a card, and put this unit on the top of your deck.

When combined with Stellar Magus, you get a draw at the cost of a soulblast and a counterblast. Also, it is useful for setting up early game. 

I find that she is not that useful late game, since you would rather drive check a trigger than a Briolette, however she is pretty useful early game, especially if you have a line of Crescent Maguses boosting. She tends to empty the soul rather quickly, when it could be used to activate Battle Sister, Lemonade's unflipping skill, allowing you to S-Special Counterblast again for Pentagonal Magus.


Stellar Magus (ステラ・メイガス)




Card Effect:
[AUTO](VC/RC):[Counter Blast (1)] When this unit attacks a vanguard, if you have an «Oracle Think Tank» vanguard, you may pay the cost. If you do, declare the card name of an «Oracle Think Tank», and reveal the top card of your deck. If the revealed card is the card that you declared, put it your hand, and if it is not, choose a card from your damage zone, and turn it face up.

This is one of the most useful cards in the Magus archtype. Stellar Magus lets you free up your Counterblasts, allowing you to S-Special counterblast, and you can purposely declare an Oracle Think Tank card that is not in your deck to unflip one card (with Magus in its name to S-Special again), and power up your lines with Pentagonal Magus' and Crescent Magus' power up skills (in the former's case, she gains a critical too).

I normally use her to set up a good column, especially with Crescent Magus as a booster. She can form 18k lines or 21k lines, depending on the front row unit.

She is a must-have in a Magus deck.

Crescent Magus (クレセント・メイガス)



Card Effect:
[AUTO](RC):When this unit boosts a «Oracle Think Tank», if you have an «Oracle Think Tank» vanguard, declare the card name of an «Oracle Think Tank», and reveal the top card of your deck. If the revealed card is the card that you declared, the boosted unit gets [Power]+3000 until end of that battle.

She is handy when it comes to checking the top card of your deck, setting off a series of skills in the process, like Pentagonal's skill and more Crescent Magus' skills. A staple in a Magus deck.

In conclusion, the Magus archtype is very strong and interesting, it can actually hold out against quite a number of meta decks, including Link Joker and Raging Form Dragon.

I guess this ends my review. Please leave your opinions/suggestions in the comments section, I'm interested to hear your take :)

~Eclipse

Thursday, 26 September 2013

PSYchic Series: Link Joker Analysis (Pre-BT13)

Now then~ I’ve been playing Link Joker for quite some time now, and I’ve decided to do an analysis of the its current, pre-BT13 support :) I’ll be covering bosses and support cards like Demonic Claw Star-Vader,Lanthanum and Furious Claw Star-Vader, Niobium.

First, the bosses.

シュヴァルツシルト・ドラゴン Schwarzschild Dragon





Card Effect:
[ACT] (VC) Limit Break 4 (This ability is active if you have four or more damage):[Counter Blast (3) & Choose a card named "Schwarzschild Dragon" from your hand, and discard it] Choose up to three of your opponent's rear-guards, lock them, and this unit gets [Power]+10000/[Critical]+1 until end of turn.
(Locked cards are turned face down, and cannot do anything. Turn them face up at the end of its owner's turn)
[AUTO]:[Counter Blast (1)] When this unit is placed on (VC), you may pay the cost. If you do, look at up to five cards from the top of your deck, search for up to one card named "Schwarzschild Dragon" from among them, reveal it to your opponent, put it into your hand, and shuffle your deck.
[CONT]: If you have a card named "Gravity Collapse Dragon" in your soul, this unit gets [Power]+1000.

Now, this card is quite strong, a Persona Blast for 10k and a crit, plus a triangle lock. When timed right, it can be extremely devastating, especially if you have cards like Demonic Claw Star-Vader, Lanthanum and Furious Claw Star-Vader, Niobium on the field.

Let’s do some Math:
Schwarzschild’s LB activates, triangle locked successfully.
Niobium: 9k + 6k = 15k
Lanthanum: 7k + 6k = 13k
If you have a column of them you’ll get 15k + 13k = 28k worth of attacking power, which can force 20k guards from Crossrides. In addition, Schwarzschild gets +10k +1 critical.

The main problem about this cards is that it’s Limit Break has a counterblast cost of 3, so you’ll have to hope to activate a Heal Trigger and not use any other skills that require a counterblast cost, like Schwarzschild’s searching skill. Another thing is that it is a ride chain, although it is similar to Genovious’, you may not get all the pieces of the chain in time. Also, it is not a Star-Vader, which means that you cannot make use of Radon’s and Neon’s power gain skills.

Overall, this card is a nice… final turn card (due to the power gain and crit), however, if your opponent does damage control, or kanzens your Vanguard and is able to guard your rearguard columns, you better hope for a Heal Trigger, or you’re probably going to be vanilla for the rest of the game.

星輝兵 インフィニットゼロ・ドラゴン Star-Vader, Infinite Zero Dragon



Card Effect:
[AUTO] Limit Break 4 (This ability is active if you have four or more damage):When a «Link Joker» rides this unit, choose one of your opponent's rear-guards in the front row and back row, lock them, and choose your vanguard, and that unit gets [Power]+10000 until end of turn.
(Locked cards are turned face down, and cannot do anything. Turn them face up at the end of its owner's turn)
[AUTO](VC):When this unit attacks a vanguard, this unit gets [Power]+2000 until end of that battle.
[CONT](VC/RC): Lord (If you have a unit without a same clan as this unit, this unit cannot attack)

This is Link Joker’s breakride unit. It is one of the better breakride units, in my opinion. Aside from the usual +10k, you get to lock a front row and a back row unit, and when combined with Dust Tail Unicorn, you get a nice Triangle Lock. If you have Niobium and Lanthanum on the field, you get their power boosts too.

If you’ve locked a Vanguard booster and one front row rearguard, you should be able to 10k 1 pass/no pass your opponent’s Vanguard, possibly prevent him from Intercepting (if you locked a Grade 2 front row rearguard) and save 5k-15k worth of shields for one rearguard column. Know what this means? HANDSIZE.

All in all, this is a good unit that instantly saves you 4-5 cards in hand, provided that you breakrode successfully.

星輝兵 ネビュラロード・ドラゴン Star-Vader, Nebula Lord Dragon



Card Effect:
[CONT](VC) Limit Break 4 (This ability is active if you have four or more damage):During your turn, all of your «Link Joker» in your front row get [Power]+3000 for each of your opponent's locked units.
[ACT](VC):[Counter Blast (2)] Choose one of your opponent's rear-guards in the back row, and lock it.
(Locked cards are turned face down, and cannot do anything. Turn them face up at the end of its owner's turn)
[CONT](VC/RC): Lord (If you have a unit without a same clan as this unit, this unit cannot attack)

Things are getting interesting~ Some people consider Nebula Lord a finisher, breakriding him on Infinite Zero, and using his Counterblast along with Dust Tail’s to lock 5 rearguards, granting all units in the front row a +15k each. I, however, prefer to use it for consistent hand conservation and consistent power-ups. Combined with Niobium and Lanthanum… this combination can hit a maximum of 51k for each column.

More Math:
Breakridden on Infinite Zero, Nebula Lord’s Counterblast used twice, Dust Tail’s used once, all 5 rearguards locked.

Niobium: 9k + 10k + 15k = 34k
Lanthanum: 7k + 10k = 17k
So, an existing Niobium-Lanthanum column can hit 51k with this combo.

In terms of consistency, Nebula is much more consistent than Schwarzschild, unless you plan to spam its skill on your Final Turn… Also, it’s really useful against Aqua Force, locking the swappers to prevent a fourth attack, and against Nova Grappler, minimizing the attacks by locking their attackers/boosters, and to ensure that they do not stand high-powered rearguards.

Now, let’s look at some of the support Link Joker receives~

魔爪の星輝兵 ランタン Demonic Claw Star-Vader, Lanthanum



Card Effect:
[AUTO] (RC): When your opponent’s rear-guard becomes locked due to any of your card's effect, if you have a «Link Joker» vanguard, this unit gets [Power]+2000 until end of turn.

凶爪の星輝兵 ニオブ Furious Claw Star-Vader, Niobium



[AUTO] (RC): When your opponent’s rear-guard becomes locked due to any of your card's effect, if you have a «Link Joker» vanguard, this unit gets [Power]+2000 until end of turn.

(I think someone mixed up the skills on the Wiki...)

Anyway, these cards let you hit magic numbers, and like I mentioned, let you hit a maximum of 51k for their columns, provided that they are on the field when you Lock.

I think I’ll end this off here… I’ll do a review of the BT13 support soon~ Stay tuned for more articles ^~^

~Eclipse

PSYchic Series: EB06 Boss Review

Here’s my thoughts on the EB06 mains, including PR♥ISM-I Vert as she is a Break Ride unit. (I’ve played all of these cards at least once).


Aura Star, Coral (Series)




Bermuda △’s second ride chain. Her ride chain is similar to Genovious in the sense that her Grade 1 form, Fresh Star Coral, lets you search for her Grade 2 form, Shiny Star Coral.

Shiny Star Coral lets you bounce one unit in the front row, and if Fresh Star Coral is in the soul, a unit in the back row as well, provided that her attack hits.


Aura Star Coral’s Limit Break allows you to Soulcharge 1 and return one Bermuda △ rearguard back to your hand, after Counterblasting 2 when she attacks. The Soulcharge is useful for units like PR♥ISM-I Clear and PR♥ISM-P Celtic.


Her other skill makes her an 11k base if Shiny Star Coral is in the soul.


Overall, Coral is an okay card, her weakness, like all ride chains, being not getting a good ride. Also, her Limit Break can be used at most twice, thrice if you get a lucky heal.


Eternal Idol, Pacifica




She’s Top Idol, Pacifica’s crossride. Like all crossrides, she gets +2k when Top Idol, Pacifica is in the soul, making her a 13k base.


Her Limit Break lets you return two Bermuda △ rearguards back to your hand, and superior call another one from your deck.


For offence, you could superior call Mermaid Idol, Flute since she gets +3k during that turn if you have four or more Bermuda △ rearguards.


For defence, Diva of Clear Waters, Izumi is a must. S-Special Intercepts save lives.


After playing her for about a month, I feel that her main weakness is her Limit Break consistency. It is a one-time thing only, unless you get a heal trigger after using it or something. Therefore, you must time her Limit Break right, or run a backup Vanguard.


PR♥ISM-I Vert



This is Bermuda △’s Break Ride unit. Like all break ride units, she adds 10k to your Vanguard. Also, you get to draw a card and return two Bermuda △ rearguards back to your hand. She’s good, especially when combined with PR♥ISM-P, Labrador. She let’s you perfect your attack formation, and clear your field for PR♥ISM-P, Labrador’s Limit Break.


PR♥ISM-I, Vert can be run in most, if not all Bermuda △ builds, as she gives you an instant +1. In my opinion, she’s one of the better Break Ride units (What was Bushi thinking when they made Ashlei?! No offence).


PR♥ISM-P, Labrador



It’s the boss of the PR♥ISM archtype~

Labrador reminds me of Phantom Blaster Dragon, except that her Limit Break requires you to call 3 PR♥ISM units from your hand, not sacrifice them, in order to gain the +10k +1 crit. To successfully pull this off, you need to bounce your rearguards.


With an S-Special Counterblast, you can return one PR♥ISM unit back to your hand. This helps clear the field for Labrador’s Limit Break.


In my opinion, Labrador is a strong archtype boss, with decent support, especially with PR♥ISM-I, Vert. However, her main weakness is that if she is unable to successfully clear her rearguard circles, she cannot gain the power and critical. Meaning that if 3 of your rearguard circles have been locked, her Limit Break cannot be activated. Plus, your opponent may retire key units like PR♥ISM-I, Clear and PR♥ISM-P, Celtic. This may force you to call out triggers, which will severely affect your attack formation. Also, her Limit Break only lasts for about 2-3 turns, until she uses up all her Counterblasts, and is unable to clear her rearguard circles.


This concludes my analysis of the EB06 bosses. I hope it helps~ ^^

~Eclipse