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Showing posts with label Oracle Think Tank. Show all posts
Showing posts with label Oracle Think Tank. Show all posts

Friday, November 14, 2014

"Here Comes the Sun" - Amaterasu and Ohirume

For a long time, the crossride of CEO Amaterasu has been ridiculed for its mediocre Limit Break, to the point that its existence is ignored. Goddess of the Sun, Amaterasu needed to hit to activate its skill, but the Limit Break meant that it would not be available until the opponent was at a point that the attack would be guarded regardless, or its owner was at a huge disadvantage and would have trouble making use of its minimal gains. It seemed as if its only advantage was its 13,000 defense, but without any offensive presence, a deck focused on it would be hard-pressed to win games.

However, the Amaterasu deck has gained the offensive presence it has needed thanks to the new Oracle Think Tank Legion, Goddess of the Treasure Mirror, Ohirume. Moreover, an Amaterasu deck still has access to the powerful draw power in Oracle Think Tank, and can still take advantage of these cards to keep up the formidable defenses that come with a crossride deck. This allows the deck to maintain a good offense and defense makes it a formidable threat.

Hover over a picture to show its card effect

Goddess of the Treasured Mirror, Ohirume

[ACT](VC): Legion 21000 "CEO Amaterasu" (If your opponent's vanguard is grade 3 or greater, this unit may return four cards from your drop zone into your deck once, search your deck for the specified card, and Legion)
[ACT](VC):[Counter Blast (1)] If this unit is Legion, declare a card name, and reveal the top card of your deck. If the revealed card is the card you declared, Soul Charge (2), choose up to two cards from your damage zone, and turn them face up. Then, if the revealed card has the same name as a unit on your (VC), draw two cards. This ability cannot be used for the rest of that turn.

CEO Amaterasu

[CONT](VC):During your turn, if the number of cards in your hand is four or greater, this unit gets [Power]+4000.
[AUTO](VC):At the beginning of your main phase, Soul Charge (1), look at the top card of your deck, and put that card on the top or the bottom of your deck.
[AUTO](VC/RC):[Soul Blast (8) & Counter Blast (5)] When this unit's attack hits, you may pay the cost. If you do, draw up to five cards.

Goddess of the Sun, Amaterasu

[AUTO](VC) Limit Break 4 (This ability is active if you have four or more damage):[Counter Blast (2)] When this unit's attack hits a vanguard, you may pay the cost. If you do, search your deck for up to one «Oracle Think Tank», reveal it to your opponent, put it into your hand, and shuffle your deck.
[CONT](VC):If you have a card named "CEO Amaterasu" 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)

Grade 0

Battle Sister, Eclair
4 Psychic Bird
4 Battle Sister, Assam
4 Emergency Alarmer
4 Sphere Magus

Grade 1

4 Battle Sister, Chocolat
4 Battle Sister, Lollipop
4 Oracle Guardian, Gemini
2 Weather Girl, Milk

Grade 2

4 Battle Deity, Susanoo
4 Maiden of Libra
3 Blue Scale Deer

Grade 3

3 Goddess of the Treasured Mirror, Ohirume
3 Goddess of the Sun, Amaterasu
2 CEO Amaterasu
The primary focus of the deck is to take advantage of the draw abilities in Oracle Think Tank. Maiden of Libra and Blue Scale Deer both allow the user to draw more cards when they hit, setting up pressure against the opponent that is amplified by the addition of 8 Stand Triggers. Both cards rely on different things to function and therefore rarely overlap. Their costs are mitigated even further by Ohirume's skill, which can effectively flip a damage face-up and Soulcharge, especially since the divination is guaranteed by CEO Amaterasu's skill, which also activates when it is the Legion Mate. Ohirume's skill can also set up for Amaterasu's Megablast skill, but it should not be a skill to aim for; Ohirume cannot use her skill once all the Counterblast is filled up and the rest of the game will be limited.

Goddess of the Sun, Amaterasu helps out the deck even more by helping you conserve guard with its 13,000 base power during the opponents' turn, allowing you to conserve guard from the many incoming attacks. It is an excellent followup ride after Ohirume, since CEO Amaterasu will be readily available due to Ohirume entering Legion, granting additional defense to bunker down for the grind game. If a situation occurs where Goddess of the Sun, Amaterasu must be played first, do not fret too much, as Battle Sister, Lollipop's skill can allow for an early Limit Break that can search out a Perfect Guard or even Ohirume to ride next turn. Eclair also helps mitigate this problem by giving an extra chance for a favorable Grade 3 to ride.

Overall, the Amaterasu deck is very fun to play, and the multiple draw skills can make it very frustrating for an opponent as they struggle to break through your mounting defenses and you whittle down the opponent's resources with your mix of critical and stand triggers. Try it out! It just might surprise you how effective it is.

Friday, March 7, 2014

Magus Fun

Hey everyone Natsu here back with another article, this week we're going to take a look at Oracle Think tanks newest subclan the Magus subclan.  This archetype is all about playing off OTTs original concept of knowing your top card except instead of not only using it to stack triggers it also uses it to increase hand advantage, attacking power and even attacking pressure.  For this build I run a pure 12 crit simply to make the big pushes even more pressure heavy due to our ability to know what we're going to drive check, then using Sphere Magus as our heal because we're hipsters.
Grade 0:
4 Sphere Magus
4 Psychic Bird
4 Oracle Guardian, Nike
4 Battle Sister, Ginger
For our grade 1s we run 4 of each Magus card, Tetra is our standard perfect guard while Ripis is our standard 10k attacker.  Crescent is our main booster since on boost you can declare the name of any Oracle Think Tank unit and if you get it right then she's a 9k booster which can let you hit magic numbers with everything in your deck as well as letting you hit crossride numbers, the only issue some people may be wondering is how you would know, thankfully there's Circle Magus who on call lets you look at the top card of your deck.

Grade 1:
4 Tetra Magus
4 Ripis Magus
4 Crescent Magus
4 Circle Magus
For grade 2s we then run 4 Stellar Magus who when she attacks the Vanguard by counter-blasting one you can declare the name of any Oracle Think Tank and then you check the top card, if you got it right you can just flat out add the card to your hand, if you got it wrong you can unflip a damage.  This is the main grade 2 you'll be using since what makes it so amazing is that it's on ATTACK and if you screw up you don't have to worry about having wasted a counterblast.  Then we run 3 of Cuore Magus who is our 12k attacker and lastly 3 of Briolette Magus who when she's a rear guard by soul blasting 1 lets you draw a card and then place her on top of your deck effectively letting you know what your top card is allowing for Crescent Magus to become a 9k booster.

Grade 2:
4 Stellar Magus
3 Briolette Magus
3 Cuore Magus 
Then for our grade 3s we run 4 Hexagonal Magus who is our breakride who has the extra effect of letting us look at our top 3 cards and adding one of them to our hand and then putting the other 2 on the top of our deck, mainly this is used for knowing what you're going to drive check which can (and in at least one of our videos has) allowed for double critical trigger shenanigans (or double trigger in ANY OTT build for that matter).  Then lastly we run 4 of the archetype's boss card Pentagonal Magus who has a limit break of on attack by knowing your top card she gains +5k power and +1 crit allowing for even more heavy pressure.
Grade 3:
4 Hexagonal Magus
4 Pentagonal Magus

Friday, December 27, 2013

Battle Sister, Monaka

Hey everyone Natsu of Team Fairy Tail here and this week I'm going to have a special deck profile for you all.  This week we're going to be going over my deck centered around Battle Sister, Monaka.  Monaka is a card who by counterblasting 1 and persona blasting you can check the top 5 cards of your deck and add any 2 of them to your hand, then the remaining 3 go to the bottom of your deck.  When I first saw this card what immediately came to my mind was, Tsukuyomi.  So I went and made a deck centered around this card with a similar sort of Tsukuyomi like build.  I won't claim to be an expert on this clan or the Tsukuyomi playstyle, but I think it's a fun deck to play

Grade 0 - 17

Battle Sister Ginger x4 (Critical)
Oracle Guardian, Nike x4 (Critical)
Psychic Bird x4 (Critical)
Sphere Magus x4 (Heal)
Godhawk, Ichibyoshi (Starter)



So for the grade 0s I start with Godhawk in order to develop a stack.  Like I previously stated this deck runs with a similar sort of strategy as a Tsukuyomi deck where a stack develops that allows me to navigate through in order to force the opponent to no pass all my Vanguard attacks until they end up running out of guard.  I run a 12 critical trigger build in order to make the Monaka attacks as heavy pressure as possible and also due to previous builds of having draw triggers making me deck out so I found them to be unnecessary (Although not to say draw triggers are bad, just rather they don't work for me in this deck personally).  Also lastly to note I run Sphere Magus just in case the beginning stack ends up as bad allowing you to re-organize your stack as well as me being a hipster I prefer Sphere Magus.

Grade 1 - 14

Crescent Magus x4
Goddess of the Crescent Moon, Tsukuyomi x4
Tetra Magus x4 (Perfect Guard)
Circle Magus x2



I decided for the non Tsukuyomi cards to include the Magus cards due to them working in a way of knowing the top card of your deck, which eventually will start to happen if you're able to memorize your stack, which can allow for you to have consistent 9k boosters throughout allowing you to easily hit 18k with your rear guards for those annoying crossride decks.

Grade 2 - 11

Stellar Magus x4
Goddess of the Half Moon, Tsukuyomi x4
Battle Sister, Mocha x3


For grade 2s I went with Stellar Magus to once again take advantage of knowing the stack and also allowing you to navigate your stack a little more easily since you can skip around to other cards and also get free cards.  Then Mocha is there to serve as your 11k attacker since you won't always have a Battle Sister or Magus vanguard so this is the next best as well as more consistent option, also now in a meta ruled by more 11k vanguards you can still hit what you need to hit with the easily met condition, and all the boosters in the deck will allow you to hit 18k if you ever need to

Grade 3 - 8

Hexagonal Magus x4
Battle Sister, Monaka x4



Lastly for the grade 3s just 4 Hexagonal and 4 Monaka. Since Monaka is a persona blast as well as what the deck is centered around we naturally run 4 so we can persona blast as much as possible because the persona blast is your main win condition.  Especially when if you're lucky enough you can get it off consecutive times in a row.  Hexagonal serves as a good backup Vanguard since when you ride her you can check your top 3 cards which not only sets up for Magus plays if you have the option but also lets you know EXACTLY what you will drive check which will USUALLY lead to either baiting out a perfect guard or your opponent guarding with a no pass total.

I won't say that this is the most pro deck or even the best Monaka build for that matter, but what I can say is that this is a fun deck and an interesting variant to Tsukuyomi due to the ability to achieve a similar win condition with a different way of doing it.

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