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.

8 comments:

  1. This is very interesting, an actual use for Grateful Catapult. I think I might try this deck out once BT10 hits. I should really stop being surprised when I see you get actual use out of 'Junk'.

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  2. I was going to take this deck seriously. Then I saw you ran stands in a Spikes Bros. deck. Not good especially when you breakride and everything up front retires.

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    1. The stands are in the version of the deck that isn't using the break ride. That version also has many, many 11k frontrow attackers to make them worthwhile and has no focus on returning units back to the deck.

      The breakride version of the deck is running draws over stands.

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  3. Just curious if you've updated this deck any since this posting.

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    1. I haven't. Spike Brothers haven't received any support that synergizes with this style of gameplay.

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    2. Following up since the Technical Booster has been released. Congrats on the King of Cardfight! Partnership.

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    3. Well, Spike Brothers have access to actual card advantage now, but that's mostly to compensate for their entire mechanic minusing themselves to open the field up to make their plusses net 0.

      That being said, I think a dudley build would be the most stable overall option to fit this playstyle.

      Starter - Mecha Trainer

      12 crit
      4 Adelaide-hime-sama

      4x PGG (Unflipping Sentinel)
      4x Dudley Daisy
      4x Stride enabler
      2x LB4 enabler

      4x Dudley Douglas
      4x Wink Killer Misery
      3x Dudley Mason

      4x Dudley Lucifer
      4x Dudley Jessica

      4x Dudley Geronimo (You don't need to use his skill unless you want to push for game and they're at 5 with a low-ish hand, just stride into him for Jessica's skill for free plusses)
      4x Dirty Picaro (This is more of a field recovery option if you have been dealing with board wipes. Used later in the game. All of the mass-calling strides specify open RC, and our deck focuses on keeping units on the board, so we don't get as much bang for our buck with this.)

      Sadly, I don't think Spike Brothers synergize with this style at all anymore. But you have plenty of solid options to toolbox the deck and get the board you want. Hopefully this is what you're looking for. I think a hybrid charge deck that does minus you is significantly more optimal so you can use your stronger plussing engines more effectively.

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