Sunday 16 June 2013

Genesis

starting with the Chain ride , ARTEMIS

BT10-013
Battle Deity of the Night, Artemis
[AUTO](VC) Limit Break 4 (This ability is active if you have four or more damage):[Soul Blast (3)] When this unit attacks a vanguard, you may pay the cost. If you do, draw two cards, choose a card from your hand, put it into your soul, and this unit gets [Power]+5000 until end of that battle.
[CONT](VC):If you have a card named "Twilight Hunter, Artemis" in your soul, this unit gets [Power]+1000.


-typical chain ride . this run on the system , ride grade 1 search top 7 for grade 2/3 , if failed to ride the the g2 artemis u can look top 7 for it and superior ride it . pretty consistent . 
-the fact that this is in genesis helps it . even if u miss the grade 2 and lose the 11k base , u have a high chance of getting it soulcharged later in the game . or u can soulcharge it with artemis owns ability.


BT10-005
Eternal Goddess, Iwanagahime
[ACT](VC) Limit Break 4 (This ability is active if you have four or more damage):[Soul Blast (6)] Retire all of your opponent's rear-guards in the front row.
[ACT](VC):[Soul Blast (3)] 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)


disregard the 2nd ability . not adviced to be activated . main use of this , get rid of ur opponent interceptors. pretty much a final turner if ur opponent run s-intercepts or killer grade 3s .  
-adviced not to combine with artemis as ur soul wont be sufficient without proper planning and compromise

well the newest boss card is next


BT11-003
Goddess of Good Luck, Fortuna
[AUTO](VC) Limit Break 4 (This ability is active if you have four or more damage):[Soul Blast (3)] When this unit's drive check reveals a grade 1 or greater «Genesis», you may pay the cost. If you do, put the card from that drive check into your drop zone, and perform an additional drive check.
[ACT](VC):[Soul Blast (3)] 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)


-ur opponent will nvr dare to guard 1 pass for this , and will most likely guard no pass if u have a thick enough soul . 
-basically by soulblasting 3 cards , u can void one of ur drivechecks for a new one . providing its not already a trigger 

tips 
-only activate the ability if ur confident of winning 
-ur playing genesis , half ur triggers will be in ur soul . time this ability well 
-play with breakrides to gain soul 
-ride fortuna over fortuna to squeeze one more chance at the "gachapon"
and it is possible to activate her ability thrice without getting a trigger . so no guarantees XD test ur fortune


Breakrides


FC01-002
Wisdom Keeper, Metis
[AUTO] Limit Break 4 (This ability is active if you have four or more damage):[Counter Blast (1)] When a «Genesis» rides this unit, you may pay the cost. If you do, draw a card, Soul Charge (3), choose one of your vanguards, and that unit gets [Power]+10000 until end of turn.
[AUTO](VC):When this unit attacks a vanguard, Soul Charge (1), and this unit gets [Power]+1000 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)


BT10-004
Oracle Queen, Himiko
[AUTO] Limit Break 4 (This ability is active if you have four or more damage):When a «Genesis» rides this unit, choose up to two of your «Genesis» rear-guards, those units get [Power]+5000 until end of turn, and choose one of your vanguards, that unit gets [Power]+10000, and gets "[AUTO](VC):[Soul Blast (3)] When this unit attacks a vanguard, you may pay the cost. If you do, draw a card." until end of turn.
[AUTO](VC):When this unit attacks a vanguard, Soul Charge (1), and this unit gets [Power]+1000 until end of turn.
[CONT](VC/RC): Lord (If you have a unit that doesn't belong to the same clan as this unit, this unit cannot attack)


WHICH TO PLAY?

himiko if u do not want to emphasis or depend too much on ur boss card
Metis if u want to focus more on ur boss card 

Himiko
+ + + +able to give power to rear units (genesis rears lack power)
+ increase handsize ( bring some con as drain soul)
+ vanguard gain power 

Metis
+ + able to soulcharge 3 
+ + free card !!!
+ vanguard gain power

Metis is more balanced as compared to Himiko , depends on the built thou . 

Artemis + Himiko
iwaganahime + Metis/Himiko (metis adviced)
Fortuna + Metis 

over tips
- do not OVER soulcharge , ull deck out
- be prepared to play the whole game with no heal triggers, do not hope them to save u as they wont
- play witch of the frog and birds to generate free units for cheap cost
http://cardfight.wikia.com/wiki/Witch_of_Frogs,_Melissa
http://cardfight.wikia.com/wiki/Witch_of_Birds,_Chamomile


Friday 14 June 2013

Link Joker 

the 3 main circles that LJ will lock---the 2 front row rear circles and the rear cirlces behind the vanguard (forming an inverted triangle formation from the player perspective)

LOCK-for easier understanding  whatever u do , for a turn . the unit in that circle that is locked WILL STAY THERE no matter what u do . and u cannot activate his ability . simple . whatever thing u attempt it WILL STAY THERE , eg retiring,intercepting all wont work.
if u still dont understand just put a piece of paper on the locked circle and leave it there for the turn

Major playstyle-locking opponent units 

Link joker is not the only clan with locking abilities, most reversed units have locking abilities , however link joker is the only clan which lock opponents units. they will lock the 3 main circles as it weakens the opponent the most 

Pros
-can screw up ur opponents strategy and playstyle
-fairly cheap costs
-locked units cannot be unlocked (as of current)
Cons
-counterblast nessecary for most abillities
-as of current locking is basically all it can do XD

How to play - autopilot deck

How to counter

linkjoker cannot lock circles with no units on them . so take advantage of that
-Rushing with a full field is still possible against Link Joker . however u must get rid of the units before u end the turn . for example, spikebrother , sdd , pbd , murakumo , bermuda

Spikebrother- as they run back to the turn at the end of the turn . clear the 3 main circles and u can continue ur assault as per normal next turn
SDD/PBD-they will eat their units , so just eat the 3 main circles and ur opponent cant screw u much 
Murakumo- cloning , nth for them to lock
Bermuda- bouncing , such as pearle sisters . so as to clear the circles

-Use decks that are more dependant on soul , and not units that dependant on rear units , for example Alfred (both royal and gold) , or clans that are dependant on formation , eg , Aqf  . Best builts to use against link joker ? decks like Xrides , Perfect Raiser , DLOTA/Amon all works . Amon is prefered over DLOTA as he can "EAT" his rears

Saturday 8 June 2013

Angel Feather

lets start with this
CELESTIALS

for those who entered tournaments regularly would have seen these angels flying around
BT11-002

Solidify celestial,Zerachiel
[CONT] Limit Break 4 (This ability is active if you have four or more damage):During your turn, if you have a face up card named "Solidify Celestial, Zerachiel" in your damage zone, all of your units with 'Celestial' in its card name get [Power]+3000.
[ACT](VC):[Counter Blast (2) - Cards with "Celestial" 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)

first thing people will say is "OP" ,well it is not

she has the potential to allow the whole field to gain 3k each , meaning a 6k boost to every collum , including the center lane, which is in fact , a 3 free trigger in some sense .
there are many ways to get this unit into the damage zone , which ill mention later . in a deck focusing on this unit , the other grade 3 you will most likely play is

 BT11-001

Prophecy Celestial, Ramiel [AUTO] Limit Break 4 (This ability is active if you have four or more damage):When a «Angel Feather» rides this unit, choose one card from your damage zone, put it into your hand, put the top card of your deck into your damage zone, choose one of your vanguards, and that unit gets [Power]+10000 until end of 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)

celestial players will stick with this as a vanguard untill the 4th damage and then breakride , giving them a +1 in the process of power . 
note that since celestials dont have 8k booster , this unit cant exceed 20k in power , which is a relief as u wont have to guard more then 20k for the vanguard . 

main method that players get zerachiel into the damage

BT11-025

Candle celestial, Sariel ( u dun say) [AUTO]:[Counter Blast (1)] When this unit is placed on (RC), if you have an «Angel Feather» vanguard, you may pay the cost. If you do, search your deck for up to one «Angel Feather», put it into your damage zone, shuffle your deck, and choose a face up card from your damage zone, and put it into your drop zone.

no need to explain this i think , search for that zerachiel and throw her into the damage zone and be done with it

well the most scary card in the archetype is not zerachiel , is this b*tch

BT11-026

Underlay celestial , hisediel [CONT](VC/RC):During your turn, if you have a face up card named "Solidify Celestial, Zerachiel" in your damage zone, this unit gets [Power]+3000.

simple, yet deadly , combined with zerachiel's limit break , this becomes a 12k booster/attacker 
meaning

-combined with http://cardfight.wikia.com/wiki/Wild_Shot_Celestial,_Raguel, it hits for 27k , MLB have to guard a heck loads for this 
-Combined with any of the 11k grade 3s , it can hit for 26k, most meta decks have to guard 20k for this , and its a rear collum XD

imagine if the celestial have a perfect field , the opponent have to guard at least 65k everyturn ,excluding triggers ..........for no cost......

Pros for this deck
-huge power 
-balanced (its united sanctuary after all) 
-consistent
Cons
-slightly based on luck
-cant fight against OTT

ways to play this deck

- just play 4 of every celestial and for the grade 3s just play 4 ramiel and 4 zerachiel
- note u can only use sariel"s ability at 2 damage
- its advised to stay at ramiel untill u get zerachiel into the damage zone 

ways to counter

-simple 
-just use
-SILENT TOM
-really just use tom
-and to kill that underlay celestial the moment they call it 

note - even triggers hit for 8k XD



Tuesday 4 June 2013

Royal Paladins
lets start with the most famouse and one of the oldest clan to date.
ironically ill start with the latest boss card

DG01-001

Sanctuary Guard dragon
[CONT](VC) Limit Break 4 (This ability is active if you have four or more damage):During your turn, this unit gets [Power]+3000 for each of your grade 1 or less «Royal Paladin» rear-guards.
[AUTO]:[Choose a «Royal Paladin» from your hand, and discard it] When this unit placed on (VC), you may pay the cost. If you do, search your deck for up to one grade 1 or less «Royal Paladin», call it to (RC), and shuffle your deck.
[CONT](VC/RC): Lord (If you have a unit without a same clan as this unit, this unit cannot attack)

Gaining 9k if u have a full backrow of boosters, combine with his personal booster http://cardfight.wikia.com/wiki/Rainbow_Calling_Bard , he can hit for 31k power constantly (untill u run out of soul that is)
His second ability also makes sure u can search out ur good boosters such as his own , or toypugal or pongal .

Another notable card in the daigo set is



DG01-006
Battle Flag Knight Constance

[AUTO](VC/RC):[Counter Blast (2)] When this unit attack hits the vanguard, if you have a «Royal Paladin» vanguard, you may pay the cost. If you do, search your deck up to one grade 1 or less «Royal Paladin», call it to (RC), and shuffle your deck.

Basically it is akane's skill , just that this require the attack to hit a vanguard in order to activate , and also having a broader search as unlike akane, it can search for ANY grade 1 , not just high beast .

And for those who own this card, this card can superior call unit over existing ones . meaning u can launch 4 attacks by superior calling a unit over a unit that attacked .

Well in the daigo special set besides this 2 cards theres nth pretty remarkable ..

Pros
-this deck slightly auto pilot , ensure a full field and the deck will play for u XD
-vanguard hits high power
-potential 21k rear collum with no cost (silver dignified,toypugal)
-consistent as able to search
Cons
-none

tips on playing Daigo special set 

- get pongal and soul saver dragon asap
- unlike traditional beliefs , gordon (s-intercepts) works good in this deck as it allows early game attacks and able to guard later on in the game 
- rush early 
- if u have sancturary guard dragon in ur hand at the start of the game , just take all the dmage that comes ur way (until 4 that is ) , so that u can attack with full force earlier and have a bigger hand to guard later on
-Rendgal and Phatetic jewel knight,olwen can hit 21k if used correctly
-its fine to ride sanctuary over sanctuary just to pull off the skill--dropping marron to superior call marron is good as it help to thin ur deck

ways to counter Daigo special set (or rather sanctuary guard dragon)

-rape his front row , literally , royal paladins have phatetic units
-guard sanctuary like how u guard amon , kanzen that shit down
-Kimnala and Tejas helps
-stall them at 3 dmg? well this is not wise , just rush all out , RP has little drawing cards to mantain handsize (except pringal)
-srsly rape his front rears , especially silver dignified , pain in the ass when combined with toypugal 
-stil vampir can work pretty easily .

Majestic Lord Blaster


BT05-002EN-RRR

[CONT](VC):If you have a card named "Blaster Blade", and a card named "Blaster Dark" in your soul, this unit gets [Power]+2000/[Critical]+1.
[AUTO](VC):[Choose a unit named "Blaster Blade", and a unit named "Blaster Dark" from your (RC), and put them into your soul] When this unit attacks, you may pay the cost. If you do, this unit gets [Power]+10000 until end of that battle.

well the first thing to take note of is that the critical lasts forever (duh) , and so does the base . another thing is that the base is 12k , and not 13k (kinda stating the obvious here but oh well) , meaning that units like burning horn can hit him ,which is a real pain, and unlike xrides this unit needs 2 grade 2 in the soul , namely BLADE and DARK , well u dont have to worry about riding both of them as the 2nd ability solves the problem . 

"Choose a unit named "Blaster Blade", and a unit named "Blaster Dark" from your (RC), and put them into your soul] When this unit attacks, you may pay the cost. If you do, this unit gets [Power]+10000 until end of that battle."

immediately at turn 3 , u can whack ur opponent with 22k double critical unboosted , well what more can u ask for? strong rears? u have bediviere to do that job . however this is an immediate -2 , u lose 2 grade 2s .

Pros
-early game rush
-good base
-constant critical pressure (ur opp must guard otherwise take double damage)
- can be used repeatedly
Cons
-can still be hit by conventional 12k attackers
-lose 2 grade 2 from the beggining
-
best starter for this deck?

BT05-016EN-RR

AUTO]:When another «Royal Paladin» rides this unit, you may call this card to (RC).
[AUTO](RC):[Put this unit into your soul] When an attack hits during the battle that this unit boosts a unit with "Blaster" in its card name, you may pay the cost. If you do, search your deck for up to one card with "Blaster" in its card name, reveal it to your opponent, put it into your hand, and shuffle your deck.

this ability is pretty lenghty , in short it means -boost blaster, move this to soul , add one blaster from deck to hand
with this u can search ur deck for any blaster unit , such as blaster blade , blaster dark , majesty lord blaster , exculphate the blaster . 

Pros
-u wont misgrade grade 3 if u put this unit behind ur blaster blade vanguard 
-increase consistency making it easier to get the +2k base 
-unless u want to use primgal u have not much choices
Cons
-u lose a booster?

now to the finisher (optional)

PR-0036EN (Sample)

[CONT](Hand):If you do not have a grade 3 «Royal Paladin» vanguard, you cannot normal ride this card.
[CONT](VC):If you do not have a card named "Blaster Blade" in your soul, this unit cannot attack.
[AUTO]:When this card is placed on (RC), retire this unit.
[ACT](VC):[Counter Blast (3)] Until end of turn, this unit battles all of your opponent's units in one attack.
[AUTO](VC):When this unit attacks, put all cards in your soul not named "Blaster Blade" into your drop zone, and this unit gets [Power]+2000 until end of turn for each card put into your drop zone this way.
[AUTO](VC):At the end of the battle that this unit attacked, choosea card named "Blaster Blade" from your drop zone or soul, ride it as [Rest], and put all cards in your soul into your drop zone.

yes he can attack EVERY single unit
yes the effect is long
and yes he have 2 legs

Pros
-can clear the whole opponent field with huge power
Cons
-u have to ride a grade 2 back 
-tons of restriction on how to use this 

not many people chooses to use this unit , well it can be searched by wingal brave so why not ........

ways to play this built
-some prefer to play 3 blades and 3 darks , imo 4 is better , stick with 4 , yes 4 each is good
-starcall is optional , dont use them if possible
-if ur not new to vanguard , play 4 wingal brave , 1 as starter , 3 as backup 
-its wise to play this with soul saver as a "FINAL TURN"
-not reccomended to new players

ways to counter 
-..............dont even think about guarding units boosted by wingal brave forever , its a waste ....speaking from experience
-kill their grade 3s so they cant pull of toypugal to hit magic numbers 
-they can triple critical u so guard their vanguard
-u must always ALWAYS stay at 4 damage . reach 5 damage and they ride another grade 3 its over
-rush them back , they have a -2 from the beggining so take advantage of that

note
- this imo , is the most consistent and best royal paladin deck, followed by daigo?

Jewel knights
-nvr used before so wont talk about this




Wednesday 29 May 2013

Clan Analysis (for new players)

United Sanctuary

Angel Feather(Defensive)
main playstyle--switching cards from hand with the damage zone
Pros
-able to obtain better units to guard with,such as triggers
-ample power boost to rear units

Cons
-vanguard lacks power
not much cons as United Sanctuary clans are pretty much balanced in some sense

Genesis(Defensive)
main playstyle--soulcharge(SC), soulblast to gain effects(generally to draw cards)
Pros
-big handsize
-vanguard has ample power
Cons
-weak rears as they mostly only have SC abilities
-SC triggers pretty much hurts u like hell

Gold Paladin(Balanced)
main playstyle--superior call,superior call,SUPERIOR CALL TRIGGERS from top card of deck
Pros
-many plusses due to superior calling
-both vanguard and rearguards have ample power
-variety of builts
Cons
-superior calling triggers
-a bit counterblast heavy
-abilities difficult to pull off (famous example , platinum ezel)

Oracle think thank(Defensive)
main playstyle--"see into the future" , drawing cards
Pros
-big handsize
-able to determine triggers to a certain extent
-rear guards have deadly effects (well everyone knows Tom)
Cons
-vanguards have lame abilities, only knows how to bloody draw
-low in power

Royal Paladin(wont say much about this , look at aichi and u know)(Balanced)
main playstyle--superior calling units from deck
Pros
-vanguard has ample power, not sufficient against meta decks
-variety of builts
-very balanced
Cons
-no definite strengths

Shadow Paladin (offensive)
main playstyle--retireing own units for vanguard to gain power
Pros
-vanguard has pressure and huge power
-rears has good abilities
Cons
-rear are weak, lacks power
-lacks field advantage ,handsize

Dragon Empire

Kagero(offensive)
main playstyle--retiring of opponents rear guard and gaining power when your opponent lack field advantage
Pros
-vanguards have sick abilities
-many support
-variety of cards , can play whole grade 2 full of 10Ks
-able to retire opponents units cheaply
Cons
-small handsize
-lack consistency

Murakumo(only defensive in dragon empire)
main playstyle--"CLONING", and lowering opponents attacking vanguards
Pros
-big handsize
-able to filter the deck
Cons
-lack field advantage during opponents turn
-vanguard lacks power , tamamo is an exception

Narukami(offensive)
main playstyle--retiring opponents front row
Pros
-units have ample power
-able to lower opponents attack/defence through retiring front row units
-critical pressure
Cons
-small hand size
-counter blast heavy

Tachikaze(super rush,offensive)
main playstyle--retiring own units to gain power (similar to shadow paladins)
Pros
-gain plusses thruogh retiring (eg,skyptero,dragon egg)
-vanguard have high power
Cons
-lack field advantage
-most builts will lack handsize

Nubtama(balanced?)
Main playtyle--making ur opponent discard hand cards
Pros
-able to lower opponent defence easily
Cons
-lack support (cant even make a deck currently)

Dark Zone

Dark irregulars(offensive)
main playstyle--soulcharging cards to gain power
Pros
-vanguard have huge power
Cons
-at risk of decking out
-lack handsize
-soulcharging triggers

Pale Moon(offensive)
main playstyle--switching rearguards with units from the soul
*note:this is inaccurate as i nvr played PM before
Pros
-able to launch repeated attack(restand)
Cons
-vanguard lacks power
-soulcharging triggers will prove to be a problem
-most units abilities are similar

Spike Brothers(rush like mad, offensive)
main playstyle--rushing like mad and then run away , basically hit and runXD
Pros
-rear units have huge power
-able to rush early game easily
-pretty consistent
Cons
-as units have to return to deck at the end of turn , unable to intercept frequently
-lack handsize and field advantage

Maganallica

Aqua Force(offensive)
main playstyle--launching repeated attacks to activate abilities
Pros
-force alot of 5k guards from opponent
-able to protect important units
-vanguard have devastating abilities
Cons
-rear units lack power

Bermuda Triangle(defensive)
main playstyle--"bouncing" rear units back to hand
Pros
-able to attack repeatedly
-fairly big handsize
-able to reorganise rear units to form different strategies
Cons
-rear units lack power
-lack field advantage (die against kagero's dualaxe archdragon)

Granblue(offensive)
main playstyle--reviving units, superior riding from grave
Pros
-consistent
-fairly big handsize
-able to superior ride to grade 3 easily , being faster then ur opponent to reach the final grade
Cons
-vanguard have lame abilities
-weak units
-lacks support

Zoo

Greatnature(offensive)
main playstyle--retiring own units after giving them power
Pros
-rear guards have high power
-able to gain plusses if used correctly
Cons
-lack field advantage
-lack handsize

Megacolony(defensive)
main playstyle--stopping opponent rear guards from standing
Pros
-consistent
-allow player to lower opponents attack temporarily
Cons
-ability lasts only one turn
-counter blast heavy
-lacks power(machining is an exeption)

Neo nectar"(balanced)
*split into 2 major builts , sephiroth and musketeer
main playstyle-none
Pros
-consistent
-able to achieve many combos by chaining abilities
-rear units have ample power
-cecelia has an interesting , smt confusing ability XD
Cons
-pretty much nth as they are pretty balanced

Star Gate

Dimensional Police(offensive)
main playstyle--pumping power to vanguard for them to "unlock" their abilities
Pros
-consistent
-vanguard have ample power to hit magic numbers
-constant critical power
-able to lower opponent vanguards power (zeal)
-laurel ensure handsize
Cons
-rear guards are pretty weak
-some builts lack handsize (laurel can solve that)

Nova Grappler(balanced)
main playstyle--standing rear guards
Pros
-allow repeated attacks
-variety of builts
Cons
-lack critical pressure
-vanguard and rear units lacks power