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