Tuesday, December 8, 2015

Deck List: Witches [Oracle Think Tank]

Believe it or not, there was once a time that Oracle Think Tank was one of the leading meta clans. This was largely due to the drawing power that ‘Scarlet Witch, CoCo’ provided. With the release of Fighters Collection 2015 Winter, OTT witches have been revived with more draw support and an extra dimension.



G-ZONE
1 x Rain Element, Madew
3 x Floral Witch Master, MiMi
4 x Destroyer Dragon Battle Deity, Kamsusanoo

GRADE 0
  1 x Little Witch, LuLu
  4 x Nebula Witch, NoNo (STAND)
  4 x Psychic Bird (CRITICAL)
  4 x Oracle Guardian, Nike (CRITICAL)
  4 x Lozenge Magus (HEAL)

GRADE 1
  4 x Emerald Witch, LaLa
  3 x Divine Sword, Ame-no-Murakumo
  4 x Arbitrator, Ame-no-Sagiri
  3 x Oracle Guardian, Gemini

GRADE 2
  4 x Silent Tom
  4 x Battle Sister, Tarte
  3 x Diviner Shinatsuhiko

GRADE 3
  4 x Scarlet Witch, CoCo
  4 x Rose Red Witch, CuCu



Both grade 3’s make decent first ride targets as you gain hand advantage on riding either. However ‘Rose Red Witch, CuCu’ has an 11k base making it slightly preferrable. On call to either Vanguard/Rear-Guard, if you have one or less cards in the soul, you may [CB1] to draw 2 cards, then you discard 1 card. A nice early gain but after that, you becomes a vanilla. ‘Scarlet Witch, Coco’ on-ride skill is slightly better however, if you have one or less cards in the soul, you may [CB2] to draw 2 cards. The card only has 10k base but does gain 3k during your turn if you have no cards in the soul.


The Grade 2 line-up for this deck is extremely basic. What is an OTT deck without 4 copies of Silent Tom. Silent Tom has and will always be the finisher for OTT decks. Despite having only an 8k base, its ability to prevent your opponent from guarding with grade 0 means your opponent will be forced to drop sentinels or multiple guards to guard your rear guard attack! The deck runs 4 copies of Tarte, the 10k vanilla. In a meta filled with rush decks like Ripples and Jewel Knight builds, a 10k can reduce the early need to guard. Finally the deck runs 3 copies of Shinatsuhiko, the generic GB1 12k vanguard beater for OTT. As the deck runs stands, it is important to include units that can still hit the vanguard upon standing. (Note: I was considering running Rigid Crane but it’s soul charge upon hit may ruin your witch plays)

The deck needs to run 4 copies of ‘Emerald Witch, LaLa’. It’s on call to RG ability only activates if you have no cards in the soul. It allows you to discard 1 card to draw 1. Nothing special but the ‘witch’ name makes it critical for plays. The deck is heavily reliant on strides. Hence we run 3 copies of Ame-no-Murakumo’, the grade 1 stride assister for OTT. As the deck is counterblast reliant, we run 4 copies of the G-Perfect Guard. Lastly I run 3 copies of Gemini, the 8k vanilla to make ideal Columns with Silent Tom.

The starter for this deck is ‘Little Witch, LuLu’. It is not your conventional forerunner. Its effect only activates when you ride a Grade 3 unit. Upon riding, you may call this unit to RG from the soul. Then you soul blast 2 cards to draw a card. This is the decks mechanism to ensure that you have one or less cards in the soul.

The decks trigger lineup is 4 Stand/8 Critical/4 Heal. The Stand Trigger ‘Nebula Witch, No No’ has the ability to be recycled. It’s GB1 skill is ‘At the end of the battle that this unit boosted, you may soul blast 1 to draw 1 card and then shuffle this unit into the deck’. Critical Triggers are important to increase pressure output which is difficult in this deck. It’s always nice however to pass your critical onto Silent Tom. I run 4 psychic Bird which isn’t really needed. Its skill allows you to place it into the soul from rear guard to draw 1. Probably something you don’t want to be doing unless you are desperate. Finally, the deck runs 4 Lozenge Magus as it is always nice to be able to recycle Heal Triggers that you draw into.

For strides, I run a single copy of ‘Rain Element, Madew’. As the deck runs 4 copies of ‘CoCo’ (10k base), striding into Madew allows you to retrieve a grade 3 unit from your drop zone and put it into your hand. As all your grade 3’s have ‘Witch’ in their name, it has the potential to set up plays for your next turn. The deck runs 3 copies of the new card ‘Floral Witch Master, MiMi’. It’s on-stride skill requires you to have a ‘witch’ heart (which is always). Discard a card with ‘Witch’ in its name, if you do your opponent must choose 2 cards from his/her hand and discard them. If not, they deal 1 damage to their vanguard and all effects of triggers are nullified! Excluding the starter, the deck runs 16 copies of cards with ‘Witch’ in their name, so overall this ability shouldn’t be too difficult to pull off!

Finally the deck runs 4 copies of ‘Kamususanoo’. Its [ACT] ability requires you to G-Persona flip. During your turn, your vanguard gains the ability ‘if this units attack hits a vanguard, look at the top 2 cards of your deck. Put up to 1 card into your hand and place the remaining cards at the bottom in any order’. Its additional skill activates when you are at GB3. During your turn, all your units gain +2k. Nothing too special but the extra power might be enough to force a little extra guard from your opponent.

Overall the decks strength is its ability to generate hand advantage. However aside from that, the deck is vanilla and relies too heavily on Silent Tom. The new ability from the ‘Witch’ Stride does add an extra dimension of pressure that the previous deck needed.


Advantages

Disadvantages

·         Generates large amount of hand

·         Can afford to run vanilla units which assist against rush decks

·         Silent Tom still an extremely powerful rear guard unit

·         Aside from ‘Silent Tom’, all your other units are essentially vanilla units after they hit the field.

·         The Deck doesn’t hit high numbers


Monday, December 7, 2015

Deck List: Gauntlet Buster Dragon [Eradicators]

It’s finally time to bring back Eradicators. For a brief time during the Set 11 era, Eradicator was one of the top decks but has since fallen behind the likes of Brawlers, Vermillion and vanquisher due to lack of quality support. The deck revolves around retiring your opponents rear guards in order for your vanguard to gain power and extra criticals!



G-ZONE
3 x True Eradicator, Finish Blow Dragon
2 x Conquering Supreme Dragon, Conquest Dragon
3 x Lightning Dragon Knight, Zorras

GRADE 0
 1 x Ambush Dragon Eradicator, Linshu (STARTER)
 4 x Worm Toxin Eradicator, Seiobo (HEAL)
 4 x Eradicator, Yellow Gem Carbuncle (CRITICAL)
 4 x Ionization Eradicator, Capnis (CRITICAL)
 4 x Eradicator, Dragon Mage (DRAW)

GRADE 1
4 x Eradicator, Egghelm Dracokid
4 x Eradicator Wyvern Guard, Guld (Sentinel)
4 x Mighty Bolt Dragoon
2 x Rising Pheonix
GRADE 2
 3 x Supreme Army Eradicator, Zuitan
 3 x Fiendish Sword Eradicator, Cho-Ou
 3 x Two-sword Eradicator, Koenshak
 2 x Eradicator, Spark Rain Dragon

GRADE 3
  4 x Eradicator, Gauntlet Buster Dragon
  2 x Eradicator, Angercharge Dragon
  2 x Eradicator, Dragonic Descendant


The deck primary Grade 3 ride target is ‘Eradicator Gauntlet Buster Dragon’. Its limit break 4 ability gives it +3k and +1 critical whenever one of your opponents rear guards is sent to drop zone from one of your own card effects. Its second skill is [CB2-Eradicator] and your opponent chooses one of his/her rear guards to retire.

The deck runs 2 copies of the new Eradicator unit ‘Angercharge Dragon’. Upon calling to the rear guard, you may [CB1-Eradicator], if you do, place the top card of your deck into your damage zone. Then if that card has ‘Eradicator’ in its name, your opponent chooses one of his RG and retires it. At the end of the turn, you heal one damage. The deck only runs 6 non-eradicator units, so it is likely the effect will go off. However one must remember, you cannot use this effect when on 5 damage otherwise you will lose!

I run 2 copies of ‘Eradicator, Dragon Descendant’ as techs. Its Limit Break 4 ability states that whenever this attack did not hit during the battle, you may pay the cost of [CB1] and discard 3 cards with eradicator in their names from your hand to restand itself and gain +1 Critical. Its secondary ability is an ACT ability requiring you to [CB2-Eradicator] to have the unit gain +5k for the turn. Honestly not a bad finisher, if you are not in a position to retire your opponents units.

The Grade 2 Line-up is a mixed bag. As the deck is heavily counter blast reliant, I run 3 copies of Zuitan. Zuitan’s skill works on the VG/RG circle. When the unit hits a vanguard, you counter charge 1 and soul charge 1, if you have an eradicator vanguard. ‘Fiendish Sword Eradicator, Cho-Ou’ is run at quantity 3. Its skill allows you to send one of your other ‘Eradicator’ units into your soul in order to retire one of your opponents front row units.
Zoenshak is one of the newer Eradicator support units. Its ability states that whenever one of your opponents is retired due to one of your card effects, you may have both players choose one of their rear-guards and retire it. It’s a nice way to gain criticals on vanguard but be careful not to play it against an opponent with a resist unit on the field. Finally the deck runs two copies of ‘Spark Rain Dragon’, the generic 12k beater for Eradicators.

The grade 1 line-up is extremely simple. 4 copies of the ‘Egghelm Dracokid’, the limit break enabler. It’s always nice to have your vanguard gain an extra crit when your opponent is still on grade 2 and just doesn’t have the cards to guard. 4 copies of the Eradicator perfect guard is a must. All the counterblast costs in this deck are all E-special. You simply cannot afford to damage non-eradicator units. The deck runs 4 copies of Mighty Bolt Dragoon, the grade 1 stride assist for Narukami. Finally 2 copies of Rising Phoenix which has the ability to soul blast 2, draw 1 card when placed on the field. The deck does generate a decent amount of soul through riding, your starter, Cho-ou and Zuitan.

The selected starter is ‘Ambush Dragon Eradicator, Linchu’. When this unit boosts and hits a vanguard, you may pay the cost of [CB1] and put this unit into the soul, to retire on of your opponents grade 1 or less units. It’s a nice way to remove your opponent starters early game.

The trigger lineup is straightforward: 4 Heal, 4 Draw and 8 Critical. The only trigger with an ability is ‘Ionization Eradicator, Capnis’ critical trigger. It has an [AUTO] ability that states when this unit is sent to the drop zone from one of your card effects, look at the top 3 cards of your deck and place one card with ‘Eradicator’ in its name into your hand. Shuffle the rest back into your deck. This card obviously combo’s nicely with Zoenshak’s skill but is otherwise unused.

The G-Zone is where the true finisher is. Your first stride however will always be ‘Lightning Dragon, Zorras’, simply because all your other strides are GB2. The units ability forces your retire one of his/her rear guards upon hitting the vanguard and furthermore, you can choose up to 2 cards from your opponents drop zone and bind them. A nice bonus to bind triggers in legion dependant decks.

The newest stride to support Narukami is ‘True Eradicator, Finish Blow Dragon’. Its GB2 [ACT] ability requires the user to [CB1] and flip any G-Unit face-up. During this turn, your vanguard gains the [AUTO] skill ‘whenever one of your opponents rear guards is sent to the drop zone due to your card effect, this unit gains +5k and +1 critical until the end of the turn. Furthermore, if you have a heart with ‘Gauntlet Buster’ in it’s name, your opponent must retire one of his/her rear guards for no cost! By combo-ing this units skill with many of your other units, you can powerfully finish off your opponent in one mindboggling critical attack. A tad hail mary but hey, that’s what Narukami has always been about.

Finally the deck runs 2 copies of ‘Conquering Supreme Dragon, Conquest Dragon’. It’s GB2 [ACT] skill requires the user to G-persona flip. Then you choose one of your opponents front row rear guards and retire it. Furthermore all your front row units gain +5k for each empty front row RG spot until the end of the turn. It’s important to time the cost of this unit correctly to maximise its potency. Having all your front row units potentially gain +10k is no joke and is a nice costless finisher, if your ‘Finish Blow Dragon’ did not do the job already.



Overall the deck is very one-dimensional but can be extremely devastating. It’s ideal for making comebacks to steal victories.


Advantages

Disadvantages

·         Control of opponents field

·         Ability to gain early critical pressure

·         Can pull off huge comebacks

·         Requires e-special counterblasts and counterblast heavy

·         Will struggle against decks that run resist units

 

Wednesday, December 2, 2015

SET REVIEW: [G Clan Booster 2: Commander of the Incessant Waves]

Here is a set review of the second G-Clan Booster 'Commander of the Incessant Waves'. The set provides additional support for: Thavas, Ripple, Bluestorm (Maelstrom and Legion Builds) as well as significant support for Blue Wave.
The set comes out in English on December 11th 2015.

 This article will look at several key cards from the set that will make a dent in the meta scene.

Storm Dominator, Commander Thavas (GR)
GRADE 4 - 15000+
Commander Thavas's [ACT] ability allows you to G-Persona Flip in order to give one of your rear guards +5k. During your turn, that unit also gains the ability to attack from the back row. This ability isn't too shabby early game when trying to get your vanguard to attack on the third wave whilst having a free column to place your triggers on. Additionally, the unit also has a GB3 ability which activates when you attack with it on the 4th-wave ONLY, it allows you to choose 3 of your opponents rear guards and forces your opponent to retire one of them. It's important to realise that the card is fairly flexible as it's not limited to just 'Thavas' builds. It could easily be used as a first stride in most aqua force builds in preference of  the on-hit 'Tidal Bore Dragon'.


Blue Wave Dragon, Anger-Boil Dragon (RRR)
GRADE 3 - 11000
Anger Boil Dragon's GB2 ability activates only when you attack with it on the 2nd-Wave. The unit gains +5k power and allows you to stand one of your rear-guards and have it gain +10k until the end of the turn. Sound familiar? This is like a mini Lambros. Not bad for no cost. On top of this awesome skill, Anger Boil's on-stride skill is decent as well. During your turn when a card named 'Blue Wave Marshal Dragon, Tetra-Boil Dragon' strides on top of it, the unit gains +3k and the skill 'When this unit attacks during the 2nd Wave, stand 2 of your units and have them gain +3k until the end of the turn'. This sets up a major play with Tetra Boil Dragons skill.


Blue Wave Marshal Dragon, Tetra-Boil Dragon (RRR)
GRADE 4 - 15000+
This stride units work exclusively with Blue-Wave units only! So if you want to play it, get hold of Anger-Boils and your old school, Tetra Drive Dragons! The [AUTO] skill is GB2. When this unit attacks a vanguard during the 2nd-Wave, you lose -1 drive check (until the end of the turn) but gain a new skill. During your turn, when your rear guard attacks a vanguard and its the 4th-Wave of the turn, you may discard 1 card and restand your Tetra-Boil Dragon. Most Stride vanguards have an overall -1 card cost, however Tetra-Boil Dragon is a breakeven, most probably due to it's difficult requirements. However, the on-stride of Angel-Boil makes this so much easier to achieve!



Blue Storm Dragon, Maelstrom - Break Ride (RRR)
GRADE 3 - 11000
With Dragonic Overlord and Phantom Blaster Dragon getting break ride revamps recently, it was time that Maelstrom got one too. Its Limit Break 4 break ride ability activates at [CB1], your vanguard gains +10k for the turn and if you attack with your vanguard during the 4th-wave or more, you draw 1 card, retire one of your opponents rear guards and your opponent cannot call Grade 0's to the guardian circle until the end of the battle. It worth noting that break-riding 'Glory Maelstrom' on this unit at 5-damage is essentially an unblockable combo! Additionally this unit has another ability, during your turn, when this unit attack hits a vanguard and its the 3rd-wave or more, you may search your deck for a card with 'Maelstrom' in its name and put it in your hand!

Jockey of the Great Sea, Skyros (RRR)
GRADE 3 - 11000
The bad RRR from the set is still somewhat playable. Designed to act as a partner for Thavas builds, this units GB1 ability, gives all your front row rear guards resist! Not bad when dealing with the locking powers of Link Joker and the ever annoying retiring power of Conquest Dragon. His on-ride ability allows you to give one of your units 'when this unit attacks a vanguard and it is the 3rd-wave or more, you may look at the top 5 cards of your deck and place a Grade 3 among them into your hand'. Not horrible by any means but lacklustre compared to the other 3 RRRs.

Blue Storm Shield, Homerus (RR)
GRADE 1 - 6000

Another Blue Storm sentinel. What's so special about that? Everything. Firstly this unit can only be placed in the guardian circle if you have a 'Blue Storm' vanguard! So you shouldn't be playing this in mixed builds. However like old perfect guards, this unit can guard your vanguard as well as your rear guard units! Additionally for the first time ever, this sentinel has a rear-guard skill! Activating on the 3rd wave or more, At the end of the battle that this unit booster a 'Blue Storm' Vanguard, you may soul blast 1 to return this unit to your hand. Nice!


Rolling Ripple, Miltiadis (R)
GRADE 3 - 11000
So Genovious (Ripple) finally get a support and damn good one at that! This unit legions with the original 'Thundering Ripple, Genovious' all the way from BT-11. Firstly it's on-ride ability allows you at the cost of [CB1] to look at the Top 3 cards of your deck and place a 'Ripple' card from there into your hand then you discard the remaining cards. Very handy to increase your hand size and fuel your drop zone for legion. It's legion effect is simple enough. When this unit is in legion and attacks, you have 3 rest units in the front row, you may stand one of your front row rear guards and counter-charge one. Furthermore, if you have 3 units in rest at the back row, you may draw 1 card. The amount of Ripple support in this set has made Ripple decks are formidable deck in Japan and will likely follow suit when it releases in English format.

Couple Dagger Sailor (R)
GRADE 2 - 9000
It's just a reprint, you may say. However prior to this reprint, this unit was only available as a box topper promo when you bought a box of G-BT02, as a result the cost of this unit was >$10. Why was is sought after? Well it's an updated version of Basil that can hit an 11k vanguard! At the cost of [CB1], when the unit attacked a vanguard during the 1st battle of the turn, it would get +2k. Then you could switch positions of the unit with another rear guard in the same column. Simple but effective. A nice addition to Aqua Force decks for players that can't get hold of Tidal Assault.


Battle Siren, Melania (R)
GRADE 1 - 7000

There is nothing too special about this unit. During your turn for [CB1], if this unit attacks a vanguard during the 3rd-Wave or more AND if you have a vanguard with 'Thavas' in its name, this unit gets +5k and you draw a card. However what makes the card worth mentioning is that it has the Resist ability.




Flashing Ripple, Odysseus (R)
GRADE 1 - 7000

This unit has single handedly carried 'Ripple' into Tier 1. Its [ACT] skill allows you to place a rear guard unit into the soul, then ride a unit of the same grade as your current vanguard from your deck in stand position. Finally call out a unit from your soul to rear guard that is the same grade as your vanguard whilst giving it +3k until the end of the turn! This ability allows you to firstly correct ride chains, rush your opponent when you are on grade 2 but can also prevent stunning of your vanguard by Megacolony! Take that, bugs! The key combo of the deck however is to rush your opponent when you are at Grade 2 by superior calling 'Tidal Rescue Sea Turtle Soldier' from the soul and abusing its on-call skill to potentially superior call from the top of the deck! Another key combo is the ability to ride a new 'Miltiadis' during your turn and then activating legion every turn.

These units are just the key units from this clan booster that will likely see play. There are plenty other interesting support cards to boss unit that are good but just not deck-defining. Overall this clan booster is a great set in terms of quality cards and value for money cards.

Deck List: Nightmare Dolls

Your opponent will have a nightmare dealing with multiple attacks that never seem to end. It’s been awhile since we have seen Nightmare Doll, Alice in action and finally it has been revived!

G-ZONE
2 x Nightmare Doll of the Abyss, Beatrix
4 x Jester Demonic Dragon, Lunatec Dragon
1 x Dragon Masquerade, Harri
1 x Ardor Dragon Master, Amanda
GRADE 0
1 x Smiling Presenter (STARTER)
4 x Candy Clown (Heal)
2 x Nightmare Doll, Mirabelle (Critical)
4 x Poison Juggler (Critical)
4 x Rainbow Magician (Draw)
2 x Skyhigh Walker (Stand)
GRADE 1
4 x Darkside Mirror Master (G-Perfect Guard)
4 x Nightmare Doll Leslie
3 x Purple Trapezist
3 x Masquerade Bunny (Stride Assist)
GRADE 2
4 x Nightmare Doll, Ginny
4 x Nightmare Doll Master, Brenda
3 x Card Dealer, Jacqueline
GRADE 3
4 x Nightmare Doll, Catherine
4 x Nightmare Doll, Alice

GRADE 3

The deck primarily runs 4 Nightmare Doll, Catherine and 4 Alice. The key ride target will always be Catherine. Catherine’s on ride skill allows you to search for a Nightmare Doll, Alice in your deck and place it into your soul. Additionally, its continuous effect ensures all your rear guard ‘Alice’ have an 11k base which is critical in todays meta. It also gives your rear guard ‘Alice’ an additional ability. During your turn, if your rear guard ‘Alice’ attack did not hit, you may [CB1] to call another ‘Nightmare Doll, Alice’ from your soul and placing the current way into the soul.

This creates a huge synergy with the ability of ‘Nightmare Doll, Alice’. Alice has a rear guard ability stating that ‘During your turn, if this units attack hits, you may [CB1] and put Alice into your soul in order to call another pale moon unit from your soul not named ‘Nightmare Doll, Alice’. So by using the Catherine/Alice combo, you can force your opponent to guard multiple streams of attacks regardless if you hit or not.




GRADE 2

The grade 2 lineup is also very simple. Ginny is a 9k attacker which has the ability ‘When this unit is called from the soul, you may send this unit back into the soul in order to call out an Alice from the soul and it gains +5k. This unit ensures you have consistency of getting Alice on your field when you want to make plays.

Nightmare Doll, Brenda is a new support card from Fighters Collection 2015 winter which also acts to consistently retrieve ‘Nightmare Doll, Alice’ from the soul prior to the battle phase whilst also allowing for an additional attack. Her ACT skill allows you to send her to the soul in exchange for any workeroid unit. During your turn, if the <workeroid> rear guard is sent to the soul, you may call Brenda out from the soul.
The final grade 2 is ‘Card Dealer Jacqueline’. It is your generic generation break 1 Amber clone. When the unit attacks a vanguard and is boosted, you may [CB1] to soul charge 1 and call a grade 2 or lower unit from the soul. In desperate times, you can call Nightmare Doll, Ginny out and exchange that for ‘Alice’.
GRADE 1
 
The grade 1 lineup consists of 4 G-perfect guards. The deck does eat up a lot of counterblasts when pushing for game so countercharging is a necessity. Nightmare Doll, Leslie is a new support card for Alice. When your ‘Nightmare doll, Alice’ is superior called from the soul, you may stand Leslie for an extra attack!. The deck also runs 3 purple trapezist which allows you to exchange another rear guard with a unit from the soul. This is nice for fixing columns and setting up big plays. Lastly the deck runs 3 Masquerade Bunny, the +2 grade stride fodder for Pale Moon.
 
GRADE 0
As for triggers, the line-up is unique. 4 heals as always. 6 Critical with 4 being Poison Juggler, ie. Place him into the soul, give one of your units +3k. The 4 draws, Rainbow juggler potentially allow you to recycle them if you boost and a hit vanguard with it (despite it being very unlikely, its nice to have the option). The deck finally runs two stands ‘Skyhigh Walker’ which allows you to countercharge 1 when you place him into the soul.  
The starting vanguard is ‘Smiling Presenter’. His ability allows you to send it into the soul for [CB1] to check the top 10 cards of your deck for any card and place it into the soul. Normally you would be targeting ‘Nightmare Doll, Alice’ or ‘Nightmare Doll, Leslie’ to set up future plays.
G-ZONE
The stride zone firstly consists of 2 Nightmare Doll of the Abyss, Beatrix. It has the [AUTO] ability to send 3 <workeroid> units into your soul at the end of battle that Beatrix attacks. Following this, Beatrix is sent back to the G-Zone and you can choose 2 <workeroid> units from your soul to the field in stand position. Furthermore, your vanguard now has Catherine’s ability. By playing Beatrix correctly, Your opponent could have to deal with >5 attacks in one turn. The deck runs 1 copy of ‘Ardor Dragon Master, Amanda’. She is the G-Unit from the pale moon trial deck. Her VG on-hit ability allows you to soul charge 1 and superior call a unit from the soul and have it gain +2k. At the end of the turn, that unit returns to the soul. Either Beatrix or Amanda will be used as first stride in the deck, Beatrix being the preferential option if your field permits her use.
The deck runs 4 copies of ‘Jester Demonic Dragon, Lunatec Dragon’. It’s G-persona flip skill allows all cards called from the soul to gain +2k until the end of the turn. Additionally, if you are at GB3, your vanguard gains +1 critical as well. It is a great pressure card mid to late game.
Finally the deck techs in 1 ‘Dragon Masquerade, Harri’. At GB3, you may [CB2] and put 1 rear guard into the soul, upon attacking with your vanguard. If you do, call 3 units from your soul to the rear guard. After resolving this, if you have 5 rear guards, your opponent must choose two of his rear guards and place them into his/her soul. When your turn finishes, the units that you called with this ability return to the soul. The card essentially allows you to push for extra attacks whilst removing some of your opponent’s pesky rear-guards. It is not a necessity for the deck but is a welcome additional option.
 

ADVANTAGES

DISADVANTAGES

·         The deck is really consistent

·         Can rush your opponent with numerous attacks

·         Deck not heavily reliant on striding which is strong against decks such as Ripple and Royal Paladin rush

 
 

·         No consistent way to gain soul

·         Heavily reliant on Counter Blast (No counter-charge options in deck aside from G-perfect guards and stand triggers)

·         Aside from Lunatec Dragon, the deck lacks a strong finisher