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Showing posts with label Reverse. Show all posts
Showing posts with label Reverse. Show all posts

Friday, February 27, 2015

"Wildebeast Rampage" - Leopald Chatnoir

Hello, Ascriptmaster is back with another deck profile on Great Nature, specifically a deck tailored around Leopald Reverse and its ability to increase your rearguards' power to frightening levels, especially in conjunction with the new Generation Break cards and the inclusion of a Limit Break enabler unit to the clan.

Grade 0

Blackboard Parrot
4 Broadcast Rabbit
4 Holder Hedgehog
4 Eraser Alpaca
4 Protractor Utan

Grade 1

4 Contradiction Instructor, Shell Master
4 Coiling Duckbill
3 Paint Otter
3 Tank Mouse

Grade 2

4 Capable Assistant, Guru Wolf
4 Crayon Tiger
3 Sleepy Tapir

Grade 3

4 Honorary Professor, Chatnoir
4 School Punisher, Leo-pald "Яeverse"
2 Imperial Flame Dragon King, Route Flare Dragon
2 Interdimensional Dragon, Ragnaclock Dragon
1 Interdimensional Dragon, Fate Rider Dragon
1 Flash Flame Divine Knight, Samuil
1 Super Cosmic Hero, X Rogue
1 Eternity Professor, Phoenicialux
The battle plan for a Leopald Reverse deck is the same as always: by locking the two backrow boosters to your rearguard columns, both of your front row rearguards gain 8,000 Power, which can then result in devastating attacks, more if you elect to lock the Vanguard's booster as well. Chatnoir adds on to this pressure during the turn you break ride, by giving your units additional power as well as giving multiple draws at the end of the turn. This is made even more powerful by the deck's 8 stand triggers, as each rearguard alone has the weight of an entire column behind it, and Stand triggers can easily finish off a game. Although Great Nature now has access to 3 different stand triggers, critical triggers are still very useful in pressuring the opponent with damage.

The Grade 1 lineup is very basic for a Leopald Reverse deck. Four perfect guards are practically staple for most decks, and the new G-era guards can provide some minor unflipping support for the deck, which otherwise has none. Duckbill is a godsend as usual, since Great Nature's style of retiring units at the end of the turn allows you to draw an incredible number of cards. Tank Mouse is also required for this deck, because it rests itself to give a rearguard power, and then can be locked to boost your units further. Finally, Paint Otter allows you to trigger Limit Break early, which is especially useful for grabbing early momentum with a Break Ride.

Great Nature gained many powerful Grade 2 units that Leopald Reverse can use to great effect. Guru Wolf is the most important new card for the deck, because it creates free on-hit pressure if its column's Power is 20,000 or more when it hits the Vanguard. When Leopald Reverse locks the entire back row, Guru Wolf becomes a 21,000 Power attacker for the turn, which becomes even more powerful if it stands that turn for another pressure attack. Crayon Tiger is a new Generation Break card that stands another unit and gives it 4,000 Power if it is boosted. Although this means Leopald Reverse should not lock Crayon Tiger's booster and thus could deprive Guru Wolf of its skill during its first attack, the extra stand effect can be crucial for victory, especially if multiple Tank Mouse have been used on the other rearguard to force out more guard for that turn. However, Crayon Tiger can only be used once per turn, meaning that even if you somehow stand it and its booster, it will not be able to stand the other rearguard that turn. Sleepy Tapir doesn't have that problem, though; it functions like a Binoculous Tiger with the new Resist keyword, meaning it cannot be targeted for retiring or locking effects, and also can give extra power to the other rearguard if it stands due to a stand trigger.

For the Generation Zone, since only the Grade 3 units in the deck are affected by having a non-Great Nature Vanguard (because of Lord), I elected to tech all kinds of random G Units into the deck for their effects, even cards from different clans. Samuil is usually my go-to first Stride unit, since its ability immediately forces an extra point of damage on the opponent, making it harder to guard the multiple stand triggers in the deck. X Rogue is also an interesting tech, since its 37,000 Power requirement can be satisfied by using a Tank Mouse or Sleepy Tapir to give 4,000 Power to a standard 7,000 booster behind it, creating draw and retiring pressure. Fate Rider Dragon allows you to cycle out Coiling Duckbills that have already been used for Crayon Tigers if you need them, making it a great utility unit. Route Flare Dragon retires a column when you use its skill, which can severely disrupt an opponent's formation. Ragnaclock Dragon is usually used as a finisher, as it gains a critical and prevents the opponent from guarding with Grade 0 units. Finally, Phoenicaialux is a Great Nature G Unit that can be used if a player needs to call Grade 3 units to the field and not be restricted by Lord. While this kind of Generation Zone is illegal in Japanese tournaments, overseas formats can still mix clans in this way, allowing for these kinds of devastating combos.

Friday, February 13, 2015

"Generation Broken Jewel" - Jewel Knights

Hello, everyone. Ascriptmaster is back with a deck profile on Jewel Knights, a deck Natsu covered half a year ago. As a whole, the core of the deck has not changed much: the deck still uses Ahsley Яeverse as its main unit to retire enemy units while building your own field. However, thanks to the new Stride units, a Limit Break Enabler, and also the release of Jewel Knight, Swordmy, the Jewel Knights' ability to fill their field has increased drastically while maintaining their ability to disrupt the opponent's field.
[AUTO]:[Counter Blast (1 card with "Jewel Knight" in its card name)] When this unit is placed on (RC), you may pay the cost. If you do, search your deck for up to one grade 1 or less card with "Jewel Knight" in its card name, call it to (RC), and shuffle your deck.
Friendship and trust are the power of "Jewel Knight".

Grade 0

Shining Knight, Millius
4 Burning Mane Lion
4 Blazing Jewel Knight, Rachelle
4 Jewel Knight, Noble Stinger
4 Ardent Jewel Knight, Polli

Grade 1

4 Holy Knight Guardian
4 Jewel Knight, Sabremy
3 Heat Wind Jewel Knight, Cymbeline
3 Security Jewel Knight, Alwain

Grade 2

4 Banding Jewel Knight, Miranda
4 Jewel Knight, Swordmy
3 Fellowship Jewel Knight, Tracie

Grade 3

4 Pure Heart Jewel Knight, Ashlei
4 Broken Heart Jewel Knight, Ashlei "Яeverse"

Generation Zone

4 Holy Dragon, Saint Blow Dragon
2 Shrouded Divine Knight, Gablade
1 Flash Flame Divine Knight, Samuil
1 Miracle Element, Atmos
With Swordmy's skill, it becomes incredibly easy to get units on the field, since calling it immediately searches out a booster unit to place in any column. One of the cards you can search with Swordmy is Jewel Knight, Sabremy, which allows Ashlei "Яeverse" to activate as quickly as possible. This effectively gives you 8 chances to get Sabremy on the field and speeds up the Limit Break in the deck.

Then, once Sabremy is on the field or you reach 4 damage, Swordmy can then search the other new Jewel Knight in the deck, Cymbeline. When there are 3 other Jewel Knight rearguards on the field when she is called, Cymbeline can rest herself to give any other Jewel Knight 10,000 extra power for the turn. Then, since Cymbeline will not be boosting or attacking that turn, it can be locked to activate Ashlei "Яeverse"!

Instead of leading with a Jewel Knight starter like Tiffany or Heloise, the deck uses a new Generation Break card, Shining Knight Millius. Millius makes it even easier to call a Swordmy and Sabremy to the field, and is best used the turn a G Unit Strides on Ashlei, because it sets up the Break Ride immediately for a high critical attack.

Stride helps the deck move even faster than before since it allows for high-powered attacks when it isn't convenient to use Ashlei "Яeverse"'s skill, or before Limit Break can be activated. Not only that, by discarding Ashlei to fuel Stride, it sets up Alwain's skill to give Ashlei units 5,000 extra Power when needed. Saint Blow Dragon is the main G Unit, gaining immense power and a critical against the opponent, and Gablade is the backup that allows you to search yet another unit to fill your field. Samuil is a once-off tech that deals direct damage to the opponent, similarly to Dragruler Phantom, but its Counterblast cost means it is rarely used since you want to use most of your Counterblast on Ashlei "Яeverse". Finally, Miracle Element Atmos is an emergency high-power attacker if you need one final push but can't use Saint Blow Dragon for some reason.

Friday, February 28, 2014

Dark Dimensional Robo, "Яeverse" Daiyusha


Hello everyone! This is Ascriptmaster here back to show everyone the unlimited power granted by "Яeverse". Birthed from the depths of despair, the reborn Daiyusha is now led by the powers of Link Joker and utilizes its wonderful new powers to reduce the opponent's power and make them easier to be crushed by the emissaries of Void. Watch it display its strength here.

[ACT](VC) Limit Break 4 (This ability is active if you have four or more damage):[Counter Blast (1) & Choose two of your rear-guards with "Dimensional Robo" in its card name, and lock them] Choose one of your opponent's vanguard, and that unit gets [Power]-10000 until end of turn. This ability cannot be used for the rest of that turn. (The locked card is turned face down, and cannot do anything. It turns face up at the end of the owner's turn.)

[CONT](VC):If you have a card named "Super Dimensional Robo, Daiyusha" 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.)
"Power" is neither "Justice" nor "Evil". It is merely "Power".

Grade 0:
Dimensional Robo, Goyusha
4 Dimensional Robo, Gorescue
4 Dimensional Robo, Daicrane
4 Dimensional Robo, Goflight
2 Gem Monster, Jewelmine
2 Guide Dolphin
Grade 1:
4 Dimensional Robo, Daishield
3 Dimensional Robo, Dailander
4 Dimensional Robo, Daimariner
2 Dimensional Robo, Gocannon
Grade 2:
4 Dimensional Robo, Daidragon
4 Dimensional Robo, Daidriller
2 Dimensional Robo, Kaizard
Grade 3:
4 Super Dimensional Robo, Daikaiser
4 Super Dimensional Robo, Daiyusha
2 Dark Dimensional Robo, "Яeverse" Daiyusha

The general strategy of this deck is to use "Яeverse" Daiyusha to lock its teammates in order to reduce the opponent's power. Breakriding on Daikaiser is incredible for this purpose, as it generally allows "Яeverse" Daiyusha to tower at least 20,000 Power over the opposing Vanguard and give a small chance of destroying guard and thus making it more difficult for the opponent to guard. Goyusha allows for "Яeverse" Daiyusha to be superior ridden from the deck if needed, but is generally not preferred due to the incredible number of units given up for its effect will generally interfere with the need to lock units for the effect.

The rest of the deck focuses on the high-power plays that Dimension Police are known for. Daidragon is a standard high-power attacker to take advantage of the power drop caused by "Яeverse" Daiyusha. Daidriller and Dailander both can quickly and effortlessly push columns to the correct power lines needed to further pressure the opponent for a turn, including giving power to its own column if it is beneficial. Kaizard gives the Grade 3 unit riding on it power, allowing for a Daiyusha play early on or simply a more powerful Vanguard for a turn. While it needs to be in the Soul to trigger its power boost, Daimariner can also help achieve these power lanes, but also works as a strong booster that allows the 11,000 power Grade 3 units like Daikaiser to pressure crossrides for extra guard. Finally, Gocannon has the ability to give "Яeverse" Daiyusha an extra critical while also having the ability to push another Dimensional Robo into the Soul, such as Daiyusha to give the crossride defense, or Daimariner for its skill.