So, we'll start with the two big things, my placement and the deck I was using. I decided to go with Tom and Jerry this year, since I felt like it's one of the strongest possible mixed decks in the game right now, with its only major weakness being a straight OTT deck. I'm running the same decklist that I have on this blog:
Starter - Flask Marmoset
4x Ruler Chameleon (Crit)
4x Triangle Cobra (Crit)
4x Psychic Bird (Crit)
4x Oracle Guardian, Nike (Crit)
Grade 1's
4x Silver Wolf
4x Coiling Duckbill
3x Tank Mouse
2x Chocolat
1x Tic-Toc Flamingo
Grade 2's
4x Binoculus Tiger
4x Silent Tom
3x Maiden of Libra
Grade 3's
4x CEO Amaterasu
4x Battle Sister, Cookie
Now, my standings. There were about 360 people there, and I ended up 47th (Pics or it didn't happen?), losing in round 6. There were less than 32 people for round seven it seems, so I could totally just say "top 32 if you don't count tiebreakers". So, because I'm an egomaniac, we'll go with that. Top 32. I felt very fortunate that I got to use almost all of the tricks that the deck has to give, and neither myself nor my opponents were gradelocked in any of my games. Now for the play-by-play.
Round 1: W vs. DOtE
I rushed the guy super hard. I think he said he was a Pojoer (Flying Teapot?) and immediately knew who I was when he saw the mixed decks. He had no idea what to expect when he saw the Psychic Bird boosting my Vanguard on turn 1. I went second and drive checked into the Libra that I needed to ride, since I had no grade 2. I put him to 4 damage turn 3, then he crossrode into DOtE with only one card left in hand. I had a pretty good hunch he had no other DOtE's, and I ended up being correct. He attacks, I no guard at 3 damage, he checks a grade 1 and 2, and I get put to 4. I soul charge and check top-card with CEO seeing a critical and leaving it there. I knew that he checked a grade 1 and 2 last turn with one unknown card in his hand. I anticipated it being a perfect guard (it was actually a 10k). Since he was at 13k defense and my row was Coiling and Tom, I decided to pump up Coiling a bit. I used the effect of a Tank Mouse I already had out on Coiling, then called another one over it, doing the same thing, making Coiling a 15k boost, in case he checked double heals or some other shenanigans. I use my unboosted row to swing at his grade 2, retiring that. Then I attack with CEO, which he ended up one-to-passing from a misplay. Had he guarded that attack, I would have gone in with a 28k 2 crit Tom, which is the first cool thing this deck can do. Make crossrides shit their pants. Dude was a total bro and I'm happy to say he beat his goal of not losing in two rounds. I think he got to round 4.
Round 2: W vs. Pacifica/Vert
Only individual I fought with a bad deck. Only individual I fought with a bad attitude. Maybe the only individual I fought who wasn't aware of who I was or who didn't see someone walk up to me and be like, "Wait, you're that Tim?" I was polite, didn't boast, didn't gloat. I mean, for me, that's definitely my best behavior. She was pissed that I was stomping her. I mean, it sucks to be losing hard in the second round, but it wasn't like I was sacking her. She drew into a great hand. Continued to get great draws. But she had to keep guarding with all of her boosters since I was intentionally leaving Tom at low power so she would do so. She checked two stands with no front-row rear-guards to place them on since she had to guard Tom with all of them. I used Tank mouse to make a Tom row hit an extra stage, to which she responds, "I don't think you can do that." I explain to her that Tank Mouse only needs a Great Nature target and not a Great Nature Vanguard. After this point her attitude switched from irritated to bitchy. I get her to five, and with a break ride draw into Pacifica's skill for another +1, she only had 3 RG's out total that turn. Even with the card draw and bouncing from Pacifica and break riding, I swing with my 21k Amaterasu which she had to no guard. Crit. Crit. She looks absolutely livid (like the criticals actually mattered), refused to check her damage, and began picking up her cards and gathering her other belongings. I extend my hand and say, "Good game." She says, "No it wasn't!" and storms off. Good game, I guess?
Round 3: W vs. Sephirot/Laurel
I got two Toms in my starting hand. I get him to four damage very quickly since I had a double Tom whammy that they couldn't guard with grade 0's. My inability to win dice rolls helped secure all of the rushes. He ended up riding Laurel on his third turn, which pretty much secured the victory for me. Tom trick #134 won the game for me. He had enough grade 0's in hand to guard my Vanguard, and a few 1's and 2's, but not enough if I pumped Tom up. I had no Tank Mouse or Binoculus out, so I wasn't in a good position to pump units up. Then I looked at my Marmoset, and was like, "This is going to be awesome." I used his skill twice on himself, since I was at 4 damage myself. This made my Tom row 5+8+8, which is a nice 21k. I scried a critical, so I took the game that turn.
Round 4: W vs. The Blood
I felt bad. This was the only game that I felt like I turbo sacked. I crit him turn 2 and double crit him turn 3. I mean, 16 crit is there for a reason, but I still felt bad. I apologized profeusly, but my opponent was like, "Nah man. It's cool." We wished each other the best of luck. Then all of my friends left to go do other stuff since they got eliminated, and I was like, "NO! Friendship! I will lose if you don't support me with your friendship! Has Yu-Gi-Oh! taught you nothing!" My predictions ended up being true.
Round 5: L vs. The Blood
I secure an amazing rush early, getting the guy to 5 damage. For the first and third turns after this, hitting a single trigger would have secured game for me... but he ended up winning the game of pressure, getting an ultimate break out, and continuously swinging for good numbers with crossridden defense. I make a pretty cool move by using Marmoset to off himself while calling a Coiling to cycle it into a new card while using him as a pretty legit beater. Each turn after the opening turns would start with me drawing a crit, soul charging a crit, scrying a non-crit, putting it at the bottom, and hitting two non-crits, save turn 4 when he had a perfect guard to handle the bonus crit Tom. I made a big push on the fifth turn, sacking two of my boosters to hit some magic numbers. A single crit could have won the game for me, but I only had 3 left in my 18~ card deck. No cigar. It was a great match all-around that could have gone either way.
Round 6: L vs. DOtE
He hit no less than 4 draws in the first 3 turns. I knew he had his extra DOtE's in hand. Since I got him to 3 damage on my first turn from hitting a crit, I was very surprised that he went straight for my rear guards since I was at no damage for a few turns. He ended up amassing an enormous hand, but stayed at 3 for quite a while. I was in a bad spot, though, since my first damage check was a Tom, and my first soul charge was a Tom. I had a Tom in my opening hand, but he attacked it with his Vanguard Dragonic Overlord, and I didn't have the ability to guard that and his rear-guards from getting Tom. I was able to prevent a bonus critical because of his decision, so I was literally at 0 damage to his 3 when he rode DOtE. Since he used Conroe to fetch a Barri, I'm not sure that it mattered. I kept guarding DOtE since it had a draw trigger booster, and as I said, I knew had that DOtE in his hand. The guy made several misplays throughout the match. He said he had only been playing for 2 weeks, and he was super surprised he got as far as he did. I end up checking Tom with my scry, and with two gone I wasn't sure what to do. I decided to put it at the bottom, but that might not have been the best choice. He had two nulls and I had other units I could call to the front, so I wanted more things to guard with. The game edged on into turn 5 or 6, I had 2 cards left in my hand, and I knew I had no chance to survive the next turn since I couldn't force out much guard over his 13k wall, I had no more Toms, and he had 9 cards in hand. ~_~ But the card I drew into for turn was a Psychic Bird. I moved it to soul and drew a card. I swing with CEO at his Vanguard, and he no guards it since he's going to be able to block everything after that easily. Since he was new, he didn't know about CEO's megablast. Psychic Bird secured the 8th soul for me, so I was able to draw 5 from my deck, which put me back in the game. A little cheesy, but it helped make up for (albeit way too late) all of the cards he drew into earlier. I burn most of the cards to guard all of his attacks. I have enough for a full field, and nothing more. I end up hoping beyond hope that he two-to-passes me the next turn, since I had plenty of crits in my deck, and manmode was my only way out. He's at 4 at this point. He nulls me, I double crit, passing one trigger to each rear-guard. He guards both of those and still has a good 2-3 cards in hand. I didn't have enough to guard all of his units and have no heals, so I one-to-pass DOtE, win the one-to-pass, but lose to a rear guard attack. Not much I could have done to sway the game back into my favor since my deck was at only 5 cards from sitting on CEO for so long. No complaints though, I put up a hell of a fight given the circumstances and I'm very satisfied with the results that Tom and Jerry gave me for the tournament.
Kageroyals piloted by Dustin Henry - Side Special
Poor, poor Dustin. He got sacked so hard. ;__; It's not him, it's me. My luck did this to him.
Game 1 - L vs. Ezel
His opponent went first. Dustin attacks, crits and it's now his opponent's turn. Turn 2 superior ride into Ezel. They use two self-damagers, bringing
themself up to 4, limit break with Ezel getting a 9-10k out, and now he
can't guard Ezel at all. Double crit. Power got passed to a RG row with a boost which also couldn't be guarded without dropping 3 cards. The Ezel style superior rides are extremely tough for Kageroyals to handle since it's based around guarding Vanguard attacks early with single cards, and both Ezel's 1k for each GP rear guard and Twin-Drive!! get in the way of that. Securing that into a double crit is the ultimate disaster for Kageroyals, because it takes away the cheap, single-card guarding advantage that the deck utilizes. After losing all of the momentum in an instant, he attacks with his grade 2. His opponent swings in again for huge numbers, and he just couldn't hold up. Ezel has always been registered as a counter deck, but this is the absolute worst-case scenario for the match-ups.
Game 2 - L vs. Master Beetle Megacolony
He ended up taking a lead against his opponent and pushing them to 5 damage. He gets knocked to 5 as well. He starts his turn, attacks with Dragonic Waterfall, "persona blasts" for 31k, and his opponent is like, "Wow, 31k! I can't guard that!". Drive check 1, crit. Drive check 2, crit. His opponent says, "Wow. I'm not even going to check my damage. Good game, man." Dustin, being a bro, is like, "Dude, check your damage. You never know." Heal. Heal. Heal. Dustin loses the next turn. Words cannot describe...
Tuesday, September 17, 2013
Tuesday, September 10, 2013
Catapult, Standby!
Grateful Catapult
So, I really liked Chrome Jailer Dragon's persona blast. I thought that CB1, -1 grade 3, +2 units that you get to pick from is nice, even if the selection is limited. It dawned on me that this card is an 11k Chrome Jailer Dragon, only instead of it searching the top 4 cards, it searches the top 40 cards (but costs one more counterblast). With this ability to be an 11k wall and optimize your field at will, Grateful Catapult has been a sorely overlooked card for too long, and that's largely because people are typically afraid to try and play Spike Brothers in a more conservative fashion.
Here's the decklist:
Starter - Mecha Trainer - Mecha Trainer embodies everything this deck tries to do. Optimizing that field. You can choose whatever grade 1's you are in need of, even a perfect guard. You can off Mecha Trainer with its ability to open up a spot to call a unit with Catapult, as well.
Triggers: 8 critical, 4 stand, 4 heal OR 8 critical, 4 draw, 4 heal
I've been enjoying stands in the build. Getting the persona blast off is going to be fairly inconsistent, and really, not much more consistent if you run draws. I'd rather abuse high base-power RG attackers with stands since this deck doesn't focus on sending rear guards back to the deck.
Grade 1's:
4x Wonder Boy
4x Cheer Girl, Marilyn
3x Dudley Daisy (12k when called with Catapult for a turn)
3x Tyrant Receiver (If running Rabbit House)/3 Reckless Express (If Running Dudley or Dragger)
Grade 2's:
4x MVP Black Panther
4x Charging Bill Collector (11k with Limit Break VG/RG)
3x Panzer Gale (10k interceptor)
Grade 3's
4x Grateful Catapult
4x Rabbit House OR 2x Dudley Emperor, 2x Dragger
Both version offer different things. Rabbit House hits for big numbers as Vanguard, and can even hit 21k as a rear-guard with the right booster (and since every unit is searchable, setting these rows up with a Catapult persona blast is pretty easy). Dudley lets you net 0 for the field optimization and has less defense in exchange for it being more consistent and him swinging harder. Dragger is in the Dudley build as it is a safe fall-back plan, and also hits for 13k as Vanguard like Dudley, but keeps the 11k defense. The go-for-broke plan is still there as a back-up option if your opponent is running out of steam or if you have no other hope to win. Stands are significantly less suggested in the Dudley/Dragger build. Reckless Express is in there to clear out extra room on the field while the Rabbit House build tries to keep optimized units on the field (while intercepting with Gales).
All in all, the build has proven very consistent in getting good rows and applying good pressure. Being able to convert an excess grade 3 into two extra RG's of choice is pretty much one of the best trades you can do in this game.
So, I really liked Chrome Jailer Dragon's persona blast. I thought that CB1, -1 grade 3, +2 units that you get to pick from is nice, even if the selection is limited. It dawned on me that this card is an 11k Chrome Jailer Dragon, only instead of it searching the top 4 cards, it searches the top 40 cards (but costs one more counterblast). With this ability to be an 11k wall and optimize your field at will, Grateful Catapult has been a sorely overlooked card for too long, and that's largely because people are typically afraid to try and play Spike Brothers in a more conservative fashion.
Here's the decklist:
Starter - Mecha Trainer - Mecha Trainer embodies everything this deck tries to do. Optimizing that field. You can choose whatever grade 1's you are in need of, even a perfect guard. You can off Mecha Trainer with its ability to open up a spot to call a unit with Catapult, as well.
Triggers: 8 critical, 4 stand, 4 heal OR 8 critical, 4 draw, 4 heal
I've been enjoying stands in the build. Getting the persona blast off is going to be fairly inconsistent, and really, not much more consistent if you run draws. I'd rather abuse high base-power RG attackers with stands since this deck doesn't focus on sending rear guards back to the deck.
Grade 1's:
4x Wonder Boy
4x Cheer Girl, Marilyn
3x Dudley Daisy (12k when called with Catapult for a turn)
3x Tyrant Receiver (If running Rabbit House)/3 Reckless Express (If Running Dudley or Dragger)
Grade 2's:
4x MVP Black Panther
4x Charging Bill Collector (11k with Limit Break VG/RG)
3x Panzer Gale (10k interceptor)
Grade 3's
4x Grateful Catapult
4x Rabbit House OR 2x Dudley Emperor, 2x Dragger
Both version offer different things. Rabbit House hits for big numbers as Vanguard, and can even hit 21k as a rear-guard with the right booster (and since every unit is searchable, setting these rows up with a Catapult persona blast is pretty easy). Dudley lets you net 0 for the field optimization and has less defense in exchange for it being more consistent and him swinging harder. Dragger is in the Dudley build as it is a safe fall-back plan, and also hits for 13k as Vanguard like Dudley, but keeps the 11k defense. The go-for-broke plan is still there as a back-up option if your opponent is running out of steam or if you have no other hope to win. Stands are significantly less suggested in the Dudley/Dragger build. Reckless Express is in there to clear out extra room on the field while the Rabbit House build tries to keep optimized units on the field (while intercepting with Gales).
All in all, the build has proven very consistent in getting good rows and applying good pressure. Being able to convert an excess grade 3 into two extra RG's of choice is pretty much one of the best trades you can do in this game.
Drawqua Force
Note: This is a troll deck. It's 110% fun and super non-competitive.
Grade 0's
4x Bubble Edge Dracokid (Starter)
16x Mass Production Sailor
Grade 1's (12)
4x Nicholas
3x Paschal
3x Accelerated Commando (Use on your Benedicts and Tidals to make their base power 11/12k)
2x Wheel Assault
Grade 2's (10)
4x Tidal Assault
4x Damon
2x Basil
Grade 3's (8)
4x Cobalt Wave Dragon
4x Benedict
Now, the purpose of this deck is to get as many attacks in as possible before you attack with Cobalt Wave. It's possible to have a 25k 6 crit Cobalt Wave Dragon, and that's cute. But mostly, you keep tossing Dracokids into the soul and applying the effects on your Benedicts/Tidal Assaults. In doing so, by swinging with your other RG's first, you get to draw 2 times per Dracokid that goes into the soul. Additionally, if you hit a stand, you can increase this amount to 3 times.
In Magical Fairytale Christmasland where you hit 4 Dracokids and get a 4th attack going on the Benedict/Assault and hit a stand, you can draw 13 times in one turn, not counting the drive check. Make dem OTT players jealous while swinging for 5-6 crit every turn with your Vanguard.
Grade 0's
4x Bubble Edge Dracokid (Starter)
16x Mass Production Sailor
Grade 1's (12)
4x Nicholas
3x Paschal
3x Accelerated Commando (Use on your Benedicts and Tidals to make their base power 11/12k)
2x Wheel Assault
Grade 2's (10)
4x Tidal Assault
4x Damon
2x Basil
Grade 3's (8)
4x Cobalt Wave Dragon
4x Benedict
Now, the purpose of this deck is to get as many attacks in as possible before you attack with Cobalt Wave. It's possible to have a 25k 6 crit Cobalt Wave Dragon, and that's cute. But mostly, you keep tossing Dracokids into the soul and applying the effects on your Benedicts/Tidal Assaults. In doing so, by swinging with your other RG's first, you get to draw 2 times per Dracokid that goes into the soul. Additionally, if you hit a stand, you can increase this amount to 3 times.
In Magical Fairytale Christmasland where you hit 4 Dracokids and get a 4th attack going on the Benedict/Assault and hit a stand, you can draw 13 times in one turn, not counting the drive check. Make dem OTT players jealous while swinging for 5-6 crit every turn with your Vanguard.
Monday, September 9, 2013
The Saikyou Strongest 10 Dollar Hyper-Budget Rush Deck!!
Grade 0's (21)
Lionet Heat (SVG)
4x Cat Butler (If your Grade 2 or less Nove Grappler vanguard did not hit, you may retire this unit to stand your Vanguard)
16x Nova Grappler Critical Triggers
Grade 1's
4x Tough Boy
4x Burstraizer/Oasis Girl
4x Announcer Shout
4x Claydoll Mechanic
Grade 2's
4x Brutal Jack
3x Cup Bowler
3x King of Sword
3x Hungry Dumpty
The purpose of the deck is to rush hard and get as much damage on the opponent as possible by your first or second turn swinging. When your opponent gets to 4 or 5 damage, and you have Cat Butlers on the field, they're put in a situation where they must guard each attack from your Vanguard, but each time they do, you retire a Cat Butler to stand your Vanguard and get an additional drive check. The two Vanguards of this deck are Brutal Jack, who has a solid 11k body for defending and swings for a whopping 23k with a 7k boost and Cup Bowler, who has many, many intricate combos about him. For Cup Bowler, you can use a Screamin' and Dancin' Announcer Shout, tap it, and replace it with a Cat Butler. Cup Bowler will keep that 1000 power for each of his swings, and can reach 15k unboosted for each attack. 18k with your starter, Lionet Heat. Both have advantages and disadvantages as Vanguards. Jack has higher defense, stronger swings when he's boosted, and better RG ability. Cup Bowler swings for more unboosted, has more potential power, and doesn't require counterblasts. All-in-all, the deck rushes fast, strong, and hard, and it has a devastating potential end-game with those Butlers in the mix that can make it extremely hard for your opponent to survive, especially since Cat Butler is a net +-0 for you to restand, which is crazy good.
Link to video of deck
Lionet Heat (SVG)
4x Cat Butler (If your Grade 2 or less Nove Grappler vanguard did not hit, you may retire this unit to stand your Vanguard)
16x Nova Grappler Critical Triggers
Grade 1's
4x Tough Boy
4x Burstraizer/Oasis Girl
4x Announcer Shout
4x Claydoll Mechanic
Grade 2's
4x Brutal Jack
3x Cup Bowler
3x King of Sword
3x Hungry Dumpty
The purpose of the deck is to rush hard and get as much damage on the opponent as possible by your first or second turn swinging. When your opponent gets to 4 or 5 damage, and you have Cat Butlers on the field, they're put in a situation where they must guard each attack from your Vanguard, but each time they do, you retire a Cat Butler to stand your Vanguard and get an additional drive check. The two Vanguards of this deck are Brutal Jack, who has a solid 11k body for defending and swings for a whopping 23k with a 7k boost and Cup Bowler, who has many, many intricate combos about him. For Cup Bowler, you can use a Screamin' and Dancin' Announcer Shout, tap it, and replace it with a Cat Butler. Cup Bowler will keep that 1000 power for each of his swings, and can reach 15k unboosted for each attack. 18k with your starter, Lionet Heat. Both have advantages and disadvantages as Vanguards. Jack has higher defense, stronger swings when he's boosted, and better RG ability. Cup Bowler swings for more unboosted, has more potential power, and doesn't require counterblasts. All-in-all, the deck rushes fast, strong, and hard, and it has a devastating potential end-game with those Butlers in the mix that can make it extremely hard for your opponent to survive, especially since Cat Butler is a net +-0 for you to restand, which is crazy good.
Link to video of deck
Tom and Jerry
Decklist:
Starter - Flask Marmoset
4x Ruler Chameleon (Crit) - When it gets retired, you can counterblast 1, search your deck for another one, and add it to your hand. This only works if you have a Great Nature vanguard, so this is a viable tactic for a grade 1/2 rush if you didn't secure Libra as a ride.
4x Triangle Cobra (Crit)
4x Psychic Bird (Crit) - Move to soul, draw.
4x Oracle Guardian, Nike (Crit)
Grade 1's
4x Silver Wolf (Makes tom 20k with one dope)
4x Coiling Duckbill (Draw when a unit is retired, 23k with two dopes and Tom)
3x Tank Mouse (Tap him, give a unit +4k. You can call over him to play a booster for Binoculus for a push or leave him behind a VG Cookie for 21k.)
2x Chocolate (Perfect Guard. Sucks if you have to ride it, but still very easy to get late game since you mill through your deck very quickly.)
1x Tic-Toc Flamingo (Unflips a damage since almost everything is CB2. A single tech because we don't really need it, but it's still better to have around than an excess of Tank Mouse's 6k body.)
Grade 2's
4x Binoculus Tiger (When it attacks a VG, give 4k to the unit boosting Tom. If you miss Tom, he can dope his own booster, which if it's 8k, can make 21k. All kinds of combo play here.)
4x Silent Tom (Can't be guarded by grade 0's)
3x Maiden of Libra (CB2, draw on hit)
Grade 3's
4x CEO Amaterasu (Scries top card, makes it a 70% chance to crit. Thins deck. Potential megablast. Makes 21k with the 7k units, and you typically want to call Coiling behind her anyway.)
4x Battle Sister, Cookie (CB2, draw 2, discard 1. Synergizes greatly with the fast paced draw and mill of the deck to get out all of your Toms. Swings for 21k with Tank Mouse and 23k with Silver Wolf.)
Tom and Jerry is a Great Nature and Oracle Think Tank mixed deck that focuses on using the power doping of Great Nature to increase the power of a booster behind Silent Tom while having an Oracle Think Tank vanguard, so that he becomes incredibly difficult to guard against, requiring either 3 or more cards, or a perfect guard. The Vanguards of the deck, Cookie and CEO also swing for over 21k pretty easily, so this makes opponents want to drop multiple nulls per turn, but instead they have to also 2 to pass your Vanguard with grade 0's, which really burns out their resources and can open up 2-to-pass victories in a lot of cases. The deck also uses its counterblasts on Libra and Cookie to draw, or if the game goes on for a while, CEO to Megablast. Flask Marmoset is also an option. Since we have the OTT card draw, deck thinning, and trigger scrying to go with Great Nature's unflipping (Tic-Toc), drawing (Duckbill), and doping (Tank Mouse, Binoculus), the deck lets you burn through itself to consistently get out what you need. Typically, by time they can kill a Tom, I'll have another one ready to play. Additionally, with 16 criticals and Amaterasu scrying the top card for them, we get a 70% chance to crit. That's right, Tom gets even deadlier.
Link to Youtube video of the deck.
Starter - Flask Marmoset
4x Ruler Chameleon (Crit) - When it gets retired, you can counterblast 1, search your deck for another one, and add it to your hand. This only works if you have a Great Nature vanguard, so this is a viable tactic for a grade 1/2 rush if you didn't secure Libra as a ride.
4x Triangle Cobra (Crit)
4x Psychic Bird (Crit) - Move to soul, draw.
4x Oracle Guardian, Nike (Crit)
Grade 1's
4x Silver Wolf (Makes tom 20k with one dope)
4x Coiling Duckbill (Draw when a unit is retired, 23k with two dopes and Tom)
3x Tank Mouse (Tap him, give a unit +4k. You can call over him to play a booster for Binoculus for a push or leave him behind a VG Cookie for 21k.)
2x Chocolate (Perfect Guard. Sucks if you have to ride it, but still very easy to get late game since you mill through your deck very quickly.)
1x Tic-Toc Flamingo (Unflips a damage since almost everything is CB2. A single tech because we don't really need it, but it's still better to have around than an excess of Tank Mouse's 6k body.)
Grade 2's
4x Binoculus Tiger (When it attacks a VG, give 4k to the unit boosting Tom. If you miss Tom, he can dope his own booster, which if it's 8k, can make 21k. All kinds of combo play here.)
4x Silent Tom (Can't be guarded by grade 0's)
3x Maiden of Libra (CB2, draw on hit)
Grade 3's
4x CEO Amaterasu (Scries top card, makes it a 70% chance to crit. Thins deck. Potential megablast. Makes 21k with the 7k units, and you typically want to call Coiling behind her anyway.)
4x Battle Sister, Cookie (CB2, draw 2, discard 1. Synergizes greatly with the fast paced draw and mill of the deck to get out all of your Toms. Swings for 21k with Tank Mouse and 23k with Silver Wolf.)
Tom and Jerry is a Great Nature and Oracle Think Tank mixed deck that focuses on using the power doping of Great Nature to increase the power of a booster behind Silent Tom while having an Oracle Think Tank vanguard, so that he becomes incredibly difficult to guard against, requiring either 3 or more cards, or a perfect guard. The Vanguards of the deck, Cookie and CEO also swing for over 21k pretty easily, so this makes opponents want to drop multiple nulls per turn, but instead they have to also 2 to pass your Vanguard with grade 0's, which really burns out their resources and can open up 2-to-pass victories in a lot of cases. The deck also uses its counterblasts on Libra and Cookie to draw, or if the game goes on for a while, CEO to Megablast. Flask Marmoset is also an option. Since we have the OTT card draw, deck thinning, and trigger scrying to go with Great Nature's unflipping (Tic-Toc), drawing (Duckbill), and doping (Tank Mouse, Binoculus), the deck lets you burn through itself to consistently get out what you need. Typically, by time they can kill a Tom, I'll have another one ready to play. Additionally, with 16 criticals and Amaterasu scrying the top card for them, we get a 70% chance to crit. That's right, Tom gets even deadlier.
Link to Youtube video of the deck.
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