Wednesday, December 2, 2015

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
 
 
 
 
 

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