Martes, Nobyembre 4, 2014

Grand Ezel Deck review

This is a Grand ezel build constructed very well and consistent, this deck will be able to pull of very strategic play style. i love this deck on how he force out PG early game and it can do amazing last push moments i will explain each cards analysis and the gameplay and when it should be played. ill also mention the pro's and Con's of the deck Strong against and weak against.

Grand Ezel Specialize on doing major Vanguard dmg at least dishing out a minimum of 31K with a 5k booster and a max of 33k with a 7k booster it hits magic numbers where opponents are force to drop either a PG or a 30K guard every time a minimum of 5 cards per turn if opponent is at 5 a max of 7 cards if double triggered

Ezel had a lot of supports now then before i wish they made it a cross ride instead but due to its skill i think it sits fine with 11k. lets go on his skill

Grand ezel is like blond ezel but better. he has the same effect as blond ezel, to gain + 1000 power for each RG in play. in which case Blond is a 10K base and Grand is a easy 11K which in full field he automatically gets +5000 + when boosted it can do a easy 20K shield drop from opponents.

this is another deck that is being neglected for its power. mostly metas today are focusing on Monarch and Zenith but never Ezel.

This is the Deck list i made to conquer all other decks and do all its necessary skills efficiently as long as its played properly. this deck is all about probability. you dont get to call units you want, you rely mainly on the top deck. and if your lucky you can get a decent columns. if not ull end up getting triggers. so technical aspect of this deck is a total gamble. but like i said if you have master the art of probability deck composition you will totally nail a none trigger.

there is theory i made to known whether or not that the next card is a trigger or not, its a 60% success rate again this is just my method on playing and it works for me and i hope it works for you.

now for the decklist:

I play a standard G0 line up

SVG is

1x Scarlet lion Cub, Caria - i love how they just made this card i mean it helps a lot. this is a on hit call two units on top of your deck, down side of this card when up against a kagero it can surely be killed if lucky you may get rid of it on turn 3. sadly it only work when your and ezel vangaurd un like messenger you just need to hit and have counter blast. so strategy for this card is on turn 3 USE it! always keep a conservative field as much as posible leave 1 column open because caria skills is only to open RG. so first 3 turns will be boring and will  have a significant amount of hand size since your putting less cards down. AGAIN USE IT when you have a chance.

4x Crits ( any )

4x Flame of Victory (Crit) - This is one of my favorite. sometimes if i do get him on the field with an ability its ok ill just wait for the right moment to use its ability. strategy on this card is simple. if you need for you final push and want to hit that magic number this card can provide that. examples of which that when you are attacking an 11k Base and your hitting 33k with crit add this to soul not only your fueling ezel skill but you added an aditional 5k guard from your  opponent because of ezel now hitting for 36K with crit. in the long run when this card is in play make sure that you don't go greedy only use to hit those magic numbers Dont power up RG or vanguard if it doesn't change the state of guarding. what do i mean by that? well Examples of which that i see a lot missplay is for example you have a 9k + 5k vs a 13k base dont soul charge the 10k shield if your gonna be 1k short to do a magic 10k guard. use this crit trigger wisely. it can totally change the game outcome.

4 Draw ( any )

4 Heal ( any ) 




G1 line up

3x PG's (Any) - Its a must in the game since we have a high expectancy of being against META's its pretty much a staple in every deck

1x Quintet wall (Any) - its just perfect for this deck i mean perfect. a quintet wall aint all that bad its a lose 1 card in your hand to guard a big attack and this combos to your Grand ezel why????

it will come to a point that you will ran out of counterblast but remember Ezel unflips 1 after it attacks so example of a senario 2 unflip cards on the DMG zone quintet wall in hand. you can still use ezel skill and use the quintet wall because at the end of the turn ezel unflips 1 dmg after using its skill.  this will now set you up with the quintet wall. you made use of ezel skill and at the same time can guard with 1 card nullifying the vanguard attack making use of all your resources


4x Twin Holy Beast, White Lion - Mainly my favorite card in the deck it serves me the right to heal no matter what. its just very helpfull not only i can pull my LB anytime i want but it also fuels my grand ezel skill making him attack LB for free also this will help me Heal a Even more examples which happened to me before me and my opponent are at 3 i use 2 White lion skills making me go down to 5 i use Grand ezel skill for the crit scare instead i got double heal trigger and he took the dmg. hes now at 5 and im at 1 this is huge considering the amount of possibilities this unit could do. i sometimes get cards i need and eventually i get them and reuse them like triggers and PG's. this unit if far most useful one in the deck and will recommend on abusing his skill.

3x Knight of passion Torre - This is your avarage 10K beater on ezel nothing much special about this card its just there to attack. but of course ill  let you know why you need him... first of you have hell a lot of 9K G2 so you would need that extra boost ( personal note we could go also with gareth but problem is hes not as flexible as torre torre canbe a booster and as an extra attack unit. either way cross rides are your only problem because 65% of your deck wont hit 18K + only if you have a 7K and a 11k or a 7K and a 12k beater. with you only have like 12 of those attackers in the deck.

2x Knife throwing Knight, Meleagant - well this for my finishing move i only use his skill on platina ezel this card is one of my combo cards in which when i have 4 counterblast open and 4 RG i can make 2 columns with 35+k power depending on what are the line ups. so to combo this card you opponent has to be at 5 and a maximum of 6 cards in hand ( worse case he has 3 PG's ) but like i said to combo this cards you have to meet these requirements and when you do use the skill of platina first then place this guy down unflip 2 then do it one more time. note platina ezel skill is a act so you can do it more than once

G2

2x Prayer of Holy Bow Vivian - I love this card due to the fact i get to call for free and its standing and its during the battle phase.. so many possibility i only have her at 2 though because technically you will be calling RG most of the time so the rate of you filling the field faster is high specially with the new SVG of Ezel. so having said that it will be a great card to ride on the 2nd turn. to assure that top deck unit. also to add your counter blast is reserve mainly for your ezel's so counter blasting too much will ruin the consistency of you trying to achieve the goal,

2x Burning Scale Knight Eliwood - i would like to put just 2 because also the same reason for vivian to much counterblast and the condition is a bit hard... you need him strictly at turn 2 to pull of properly,, its not required for you to do its skill. because you have more means of calling cards out than just him.

4x knight of passion bagdemagus  - this is your 12K beater so dont put him out in the open for turn 3 since he is just a 9k but if your confident enough that hes not gonna die on that turn sure you can use him for early pressure. use him only if you have a column suited for him as long as the column reach magic number then your good to go.

4x Sacred twin Beast, Black lion - hmm everyone keeps asking me.. what are you crazy no 10K beat stick yes i don't why??? for me to hit consistent 18k + its harder to defend yes it is but you would not care?? why?? there are a lot of replacements for it... i mean if i have the 10K beat stick. i would have 17k columns if i have my 5k booster as RG ill have 15k columns im always short 1k.. so to provide for that inconsistency not only that it can poke VG with its annoying 11k. but even if you have a 5k RG you still hit for 16K and if you have a 7k booster it hits for 18K so defense yes its bad but having a consistent line up of Units will dictate how the game is been played i mean i done a lot of things try to play with the build but having an 11k beater is annoying so annoying that 1 attack is wasted for my 11k beater 5k shield for a 10K guard attack on my vanguard i can take that any time of the day.

G3 line up

4x Grand Ezel - ok this is your main vangaurd i personally love his skill to the point where is could truly say that a vangaurd that can unflip and soul charge itself after using it + that 10k with crit is HUGE. also to top it off its not like any other vanguard out there which pump's its own power without needing a limitbreak. so strategy for this is simple.. some times i like to delay the Limitbreak of the opponent i purposely let him gamble on my 10K with crit on 3rd dmg. 2 things will happen he guards it with 3 cards or guards it with PG OR have the chance to win with a crit trigger. its a win win situation.. and attack his RG afterwards if he gaurds it then good for you.. if not then he loses RG. you will keep on doing that till you feel like it but not everyday its Christmas so every after if his hand is down to at least 6 or 5 now try to use platina to end it dont worry if you got him to limitbreak and no crit showed up its ok at least hes at 5.

2 Platina - Note this is a finisher not as a vangaurd for longterm so use him on moment where you know your opponent is at 5 and have 6 to 7 cards left in hand if you do surely your gonna at least deal 1 dmg ( unless he have 3 PG's but that unlikely )

2 Blond - this is just to fill the field faster if you cant really pull of the card you need also this will serve as a requiremtnt for you to ride on for platina to get that 13k body. if you have a blond and Grand in hand make sure to ride blond first so when you ride grand he can also help with the soul for platina at End game



Pro's
1. full field nearly at turn 3
2. early crit pressure
3. Anti link joker

Con's
1. RG relaint ( no RG no Life )
2. vulnerable in first 3 turns
3. counter blast Heavy

Good Against
1. link joker
2. tachikaze

Bad Against
1. Kagero
2. Narukami

Overall analysis

This deck strength factor i give it a 8 out of 10 because it does have this combo with RG skills that can blend well with Ezel

This decks consistency i give it a 7 out of 10 because the decks Superior calling is not that impressive since your going to be more aware of what would you think will come out of the top.

Deck defense i give it a 8 out of 10 because the deck and abilities provides the cards needed in play which mean less cards to dish out in your own hand

Decks power play i give it a 8.5 out of 10 he has one of the best finishers in the game having a column with 36 to 39k columns would absolutely decapitate your opponent.



Over deck is at 8 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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