Tuesday, December 17, 2013

This Shall Be an Overwhelming Victory!! Tyrant Tempest!

Starter

Flag of Raijin, Corposant

Triggers

4x Malevolent Djinn
4x Eradicator Criticals
4x Eradicator Draws
4x Eradicator Heals

Grade 1's

4x Eradicator Guld
4x Eradicator, Demolition Dragon
4x Red River Dragoon
2x Eradicator Kougaji

Grade 2's

4x Eradicator Cho-ou
4x Eradicator Zuitan
3x Hex Cannon Wyvern/Eradicator Thunderboom Dragon

Grade 3's

4x Eradicator Rai-Oh
4x Martial Arts General, Daimu

The purpose of this deck is to toss excess triggers/draws/grade 1's/Rai-Oh in the soul with Cho-Ou or Rai-Oh to force retirement. This also gives you a +1 to soul. Zuitan gives you a soul when it hits. This gives you access to plenty of soul charging capabilities to trigger Daimu's effect, on top of forcing your opponent to continuously field front row units. When you've established yourself, your megablast will retire as many of your opponent's units as you have units fielded. Yup. That's about it.

Wednesday, December 11, 2013

No Hand, No Stand!

No Hand, No Stand is a combination budget-mixed deck that focuses on making your opponents hate the two least supported (real) clans in the game, Nubatama and Megacolony.  This deck is significantly more focused on the Nubatama aspect over the Megacolony aspect.

Here's the list:

Grade 0's

Starter - Larva Mutant, Giraffa

4x  Stealth Beast, Hagakure

4x  Sharp Nail Scorpio (Critical)
4x  Shelter Beetle (Critical)
4x  Stealth Dragon, Kurogane (Critical)
4x  Stealth Fiend, Zashikihime (Heal)

Grade 1's

4x  Stealth Beast, Mijingakure (Perfect Guard)
4x  Stealth Dragon, Dreadmaster
4x  Pupa Mutant, Giraffa
2x  Megacolony Battler B

Grade 2's

4x  Stealth Rogue of a Thousand Knives, Oborozakura
2x  Elite Mutant, Giraffa
1x  Bloody Hercules

Grade 3's

4x  Stealth Fiend, Daidarahoushi
4x  Stealth Dragon, Voidmaster

Now, let's answer a few questions.

1.  Why run this over a monoclan Nubatama deck?
2.  Is Voidmaster really worth it?
3.  Why Megacolony?
4.  Why Giraffa?

1.  To answer the first question, there are many reasons.  A monoclan Nubatama deck can't run 4 Hagakure without hurting their own riding ratios.  They often lose their ability to reliably force discards, or are only able to secure on-hit pressure in one row.  There's also the unreliability of having to run rainbow triggers.

There are many good reasons to run monoclan Nubatama, like the amazing break ride, but everything is a tradeoff.  This deck does the original mission of what Nubatama was trying to do far better than the monoclan versions of the deck.

2.  Voidmaster lets you essentially double-up on the on-hit pressure total while also not having any weaknesses in a mixed deck and being a Nubatama Vanguard for Hagakure.  Remember, Hagakure is the best Nubatama card, and there's a reason he's at 4 in here.

3.  Megacolony gives me access to the 12 crit trigger line-up I want.  Stands do nothing for the on-hit pressure that Nubatama is aiming for.  This is because your opponent is likely to guard your Vanguard, and you need to twin-drive to check a stand.  This makes Voidmaster completely lack synergy with stands since if he gets restood, you almost always have more cards in hand than your opponent.

4.  Giraffa's ride chain lets me effectively count drawing the grade 1 Giraffa as drawing the grade 2 Giraffa.  This is why I can run 7 grade 2's and still ride up like a traditional 14/11/8 deck.  Additionally, generation 2 (set 4) ride chains have no downsides for you riding a non-clan unit over the starter over riding a same-clan unit over the starter.  This is the engine that allows us to run 4 Hagakure with few downsides barring a match-up against Seal Dragons.

The deck functions like Nubatama was meant to function.  Hagakure are suicide bombers.  You store them up in your hand, then when your opponent is doing their last attack for a turn, you drop them all to destroy your opponent's hand.  Even if you lose all of your cards doing this, it's still a worthwhile tactic because your opponent loses several cards right before the start of your turn.  After that, you swing in and end the game with your 12 criticals against your otherwise defenseless foe.

For early game, having a Dreadmaster row with a Nubatama attacker swinging into a RG row will force them to lose two cards if they don't guard.  Don't be afraid to call a Nubatama trigger in front of a Dreadmaster.  No matter what they choose to do, they will lose a card from hand.  That's one of the things that makes this deck so incredibly devastating.  If you have a severe card advantage lead, you can swing into their rear guards and cripple their offensive ability for the remainder of the game while using the 12 crits to force their damage up higher.  The combination of raw beat, Nubatama discarding, and a potential Battler B -> Hercules row for stunning units makes the deck a devastating combination of offense and defense.

This deck may just be on par with Tom and Jerry for being one of the most lethal mixed decks in existence.  I just hope too many people don't play it, because it's not just devastating.  It's also annoying as fuck.