This is my favorite card so far in the whole cardfight world.. Every one dislikes this card because they think its weak. well let me enlighten you guys. Since BT01 Kagero is known to do 1 thing. that is to retire units. Field Control ( before link joker ) kagero is like a clan that would not like you to have your aces place down for a long period of time. then comes BT08 where kagero is now known to be a ReStanding vanguard But still retires a little bit. then come BT11 Everything now is Restanding. so i was like kageros main purpose is now Dead. Then BT14 Comes by this card was made. I WAS SOOO HAPPY A restanding Vanguard that Have a Counter blast 1 Retire 1 or 2 G1 units.. thats HUGE. If we are going to calculate your advantage using this card it will be explain in the per card analysis. I use this deck as my main and i become champion most of the time out of 10 weekly tournament ( 8 out of 10 ). Even against Big Meta like DOTE, DOTR, Novelle.
but im not gonna butter up that this is the world class Deck. No its not But if played absolutely perfect it can Change the whole game.
This deck would be Very Cheap in the market.. i laugh because its a big mistake Looking at your odds VS other cards. you will always have that Card advantage.. you can at least have a 9 card advantage or Better a 11 card advantage. THATS HUGE ( magic players you will know what i mean later on )
Now for the Per Card analysis and Uses and strategies
G0
SVG - Red Pulse Draco Kid - Red pulse draco a very key card to a turn 2 combo. i usually partner this with belocosity Dragon, For the unflip making draco Kid Free to cast. Some people would gaurd to lessen our counter blast but its fine this deck doesn't rely much on its counter blasting only 2 card do it on your deck not including this. this card main is the one will decide whether or not ill win the game.. the important thing about this deck is Set up. you beat the opponent to at least 4 Dmg or 3 ( if your confident that youll get a crit trigger and he only have 4 cards in hand. ) getting Dauntless Drive dragon using Draco Would be A huge advantage. so make sure you have Dauntless drive dragon in hand and DDDR in hand during the course of that game.. Use draco kid as much as you can.. But dont use him for purposes where you alread have dauntless drive and Dauntless reverse in your hand. but if you have no attacks and you have an extra booster.. you cna use Draco to look for a G3 and attacks for you and that booster will just be where draco was before..
8 Crits - Any
2 - Gatling Claw ( Draw ) - Why not 4??? there is only 1 starting vanguard to kill ok?? and besides that you wont need to kill it right away.. if you do need to kill it right away then keep it in hand if you have drawn it. also Gatling claw is scary to some players.. so they would miss play and use then right away.. strategy on this card would be if you see a starting you hate.. you kill it using this card.
2 - Seal Dragon Artpique - Well this is a tech card i use to do final turn or to force more guarding this card can usually do an easy +5k guard but since your using dauntless Reverse it becomes +10k ill tell you why later. basically you only soul charge him to boost a 9k attacker of yours or boost the vanguard. you boosting your 9k attacker happens pretty rarely but it still a good card to have.
4 Heal - Any ( love barbara though )
G1
4 PG - Any you could have 1 quintet wall for Dimension Police purposes but it takes up counterblast so yeah i prefer 4 PG's
ok lets go to tech cards
2 - Calamity tower wyvern- well this is very turmp card for me i mean i get a free Booster what do i mean by this?? well its a soul blast 2 draw a card. so you Drop 1 and draw 1.. why is this so important??? well first of ill set out some situations that this card saved my life, made my hand better, made my odds better, made my combo better.
Scenario 1 : Down to 3 Cards in hand and your about to break ride.
sadly you need at least 1 card in hand to do the break ride skill. yes the break ride is a minus 1 sadly. But if god permits you get a draw... that's what i hate.. you push your self to that luck draw trigger. so this card will come to play
if you have 2 cards that can make a column and calamity wyvern so i dont need to lock my Booster so my set up is 3 RG with 1 column open.. so when i place clamity wyvern. not only i got a free lock Unit. but i didn't waste my break ride. Because i drew a Card i get to stand and win the game because the power was too much for the opponent to handle.
Scenario 2: this can turn out to be a turn 2 harast why??? turn 2 i use draco put to soul get a grade 3 i have a 2 booster 1 RG attacker that pretty much gave me 2 big attacks but here comes the big deal of this card. i place it on RG behind the vanguard drawn a attacker GREAT now i have 3 attacks 1 unboosted 2 boosted ( this is considering your first to go. )
Scenario 3: you and your opponent have BIG hands. so why would calamity make a difference.. this will now combo you with "Gojo" you know that time where you want to end it but you suddenly drawn a trigger??? if you have mastered probability you would take it to your advantage. so you place Wyvern on a RG first.. try to draw a card. then if its a none Trigger then there is a 50-50 % chance you might get a Trigger or a none trigger.. this where "gojo" comes in you drop a G3 or anything you basically can't use and draw again.. in my surprice there is no trigger but if there is no hard feelings because you still get to retire more cards now. but see what calamity has done??? you NOW know Whats gonna happen on the 2 drive Checks. you can now strategies whether to go all Effects to vanguard or Take away Annoying G1's.
Sorry For a G1 Common it sure has so many uses.. but that's me i Analys PER CARD i don't like that i can only use it in a specific clan or Very RARE situations that's just a Bad investment.
Tech Card number 2
3 - Diable Drive Dragon - a Normal 10K beater of Dauntless
2 - Bhar - a normal 8k Booster
3 - Dragon Monk Gojo - A staple in the Deck Like For obvious reasons that you lock Units. so to use him make sure its for the right reasons Example.
Reason 1 you have a G3 you may not use? ( unless you have PG then use it for him instead )
Reason 2 your digging for a card?
Reason 3 wanna see you odds? ( this is mainly use for break ride situation where you wann know what is the top deck to know the rest of whats to come .)
if you use him with those reasons then Yes your using him right. i quote DONT USE HIM IF NOT NEEDED!
G2
2 Dragon Dancer Arabela - Everyone thinks this is a crappy card in my opinion its a free trigger for me. if i would choose berserk dragon Vs Her?? i find my self more time using her than berserk because of 3 things that separate them apart.
1. Arabela is Counter blast 1 Vs Berserk Dragon's Counter blast 2
2. Arabela Can pump Your Break ride Making you start with a Godly power of 28000 Unboosted.
3. Arabele can put Pressure on any Turn Possible, A +5000 can change games Specially if you know that your opponent has a sure 15000K guard you suddenly added +5000 to Duantless Reverse you just increased Your odds.
Next i wanna point out if played Properly?? dauntless could reach 50K attack power on With NO TRIGGERS HOW??? ( this is with a 7000 booster )
Break ride - 23000
Arabela skill - 28000
Draw trigger soul Charge - 31000
Attack unboosted - 31000 + 3000 No trigger + 3000 No trigger
Current Power - 37000
Stand again - 37000
Attack Boosted by 7000 - 37000 + 7000
Attack power - 44000
Attack Boost - 44000 + 3000 No trigger + 3000 No trigger
total Power 50000 ( worse days ) ;) this is provided there are no triggers. if all of them are triggers just add 8000 power more.. thats a total for 58000 attack power
Either your opponent have 2 PG's In hand or he has at least 10 cards or more in hand to guard this attack.
OR for example End game
Boosted Example given 5000k Booster
Arabele skill +5000 to van
Van attacks with current power 18000 + 5000 Booster thats 23000 to an 11K vanguard
instead of gaurd for 20k he now guards for 25000 for no pass otherwise he gambles for a 1 to pass.
Arabela can force more gaurd using 1 counter blast than having to ritire 1 unit for 2.
2 - Belocosity dragon - he ONLY 2 for Obvuis Reasons. I Reseached out of 10 games with 4 Belocosity i could only use him at most 2 or 1 time and number of time's my opoent gets to guard only 5 k to this unit provided that there at 5 cross rides and 5 11K vanguard i can only get 3 of them to gaurd for 10K ( provided no triggers was shown and you have bhar as the booster or worse calamity wyvern ) so thats why he is only 2 OFF becuase the rate of you getting him to hit is Low then whats the point? ( reminder all of what i faced was pro's and it was evenly matched )
4 - 12k beater - No explanation here its self Explanatory.
3 - Demonic Dragon Berserker, kumbhanda - a 11k Beater? am i mad an 8K Unit that becomes 11k on attack WHY!!!!! ill tell you why...
Have you ever had that situation where you need to lock a booster of a RG because you need to force more guard out of your opponent??? well thats why he is here.. Hes my go to man to lock a RG booster he can hit an 11k vanguard Easyly if your 12k Beater Dies there is no hard feelings to let it go knowing you have 7 Beaters in your deck.. Not including G3.. Others wanna put 10K beaters but what good would they do if they have calamity in RG??? 15000??? really??? at least if he is there thats an easy 16000 and if you have a 7000 booster thats a 17000 k VS a cross ride... but him its a Good 18000. Now people understand i want consistency... that my opponent needs to drop the ammount i need him to drop.. because thats how you WIN!?
Lastly G3
4 - Dauntless Drive Dragon - YES a SET no question you need him because he is your key card in the deck. Time the break ride perfectly and you will win.OK to engage in the follow senario
1. your opponent has 3 Dmg and you know you have at least 5 to 6 crits left in the deckand at least 7 card left in hand.
2. your oppenent has 3 Dmg and he has 3 cards in hand.
3. your oppenent has 4 Dmg and he has 6 cards in hand.
4. your opponent is at 5 Dmg and he has 8 cards in hand. ( provided he has only 1 PG )
3 - Dauntless Dominate Dragon " Reverse "
Well here we go the Main Star of the deck there are so many things i could tell you about this card but let me just site the cards ability which is the +3000 Retire. ok Now ussually In a Full field we have 3 G1 1 G2 and ussually 1 G3 or best it would be 2 G2's and 3 G1's
I will now explain the Card advantage in this Deck.
Lets go back to the Perfect arabela Combo.
Now ussually Dauntless drive Dragon skill is just a +1 since you draw 4 card but discards 3. now that being said . we Should count how many card would the opponent drop.
ok lets say we attack unboosted with no triggers for 31000 to an 11000 Vangaurd lets the math start.
this is an obvius 30,000 Guard or better yet 3 Cards ( provided he has all that 10000k shield It would be alot worse if he doesn't )
Not only he lost 3 Card he lost 5 Since you retired 2. YES card advantage also includes the field WHY?? 2 reasons
1. HE lost cards the same way he loses the RG because to go back to normal he has to drop more RG to qualify that lost of boosters.
2. He lost those card the same way he lost the 3 cards for gaurding.
ok now your at 5 cards lost in 1 attack now we stand back up this time boosted
thats a WOPPER 44,000 attackpower He needs to guard
10000 + 10000 + 10000 + 10000 + 5000 = to 56000 Shield But wait thats Over guarding... Ohh people Dont forget... Dauntless gets 3000 power for every none trigger so which means if you like to go 2 to pass he would have to Over guard since 51K VS a 44K is 1 to pass for dauntless Dominate People have to make more than 8k to make it official 2 to pass.
now he lost howmany cards this next attack??? 6 because he lost his last G1 on the field and not to mention you havent attacked your OTHER RG YET!..
SO DAUNTLESS alone can take 11 CARDS away from your opponent. If we include the RG thats a total of 13 Cards.
if you calculate the Card advantage VS the DOTE or DOTR Card advantage DAUNTLESS REVERSE WINS BY A mile a way.
REMEMBER DAUNTLESS doesn't Need to Retire to get the +3000 and regardless if it hits or not. you still stand and you still retire.
This is a NO WAY OUT CARD thats why i like it So much...
Lastly A VERY VERY TECHNICAL CARD
1 - Trasendence Dragon, Dragonic NOUVELLE VAGUE - For Reason OF my opponent is at 4 and he has NO way of guarding this because he has Triggers in hand... Basically my finisher if i know he is trigger happy the who game...
Now
Overall analysis
This deck strength factor i give it a 9 out of 10 because it does have this combo where you let the opponent lose more card that Normal.
This
decks consistency i give it a 9 out of 10 because the decks constant retiring makes it hard to hit big numbers Specially if it only cost Counter blast 1
Deck defense
i give it a 7.5 out of 10 because the deck and abilities Makes your hand a bit in a disadvantage since you only get a +1 even if you restand
Decks
power play i give it a 9 out of 10 he has one of the best finishers
in the game to Let People guard more than they are use to also Lose RG in the Process.
Overall deck is at 9 our of 10
any other deck you want me to fix analyse just let me Know im Vinsin Vanguard doctor :P
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