Tuesday, January 28, 2014

Vanilla Ice - A new way to Kageroyals

Ladies and gents, we have a new Kageroyals boss.  The most broken boss that's ever been introduced to the Kageroyals playstyle, Star-Vader, Freeze Ray Dragon.

This card's effect:

Star-vader, Freeze Ray Dragon

Grade 3/Link Joker - Cyber Dragon/10000 Power/No Shield

Auto (Vanguard) [LB4]: When an opponent's rear-guard is locked by your effects from cards, this unit gains + 3000 Power until end of turn.

Auto (Vanguard): When you place one card into your Damage Zone, choose one of your opponent's rear-guards, and lock it.

What this lacks that other Kageroyals Vanguards have: 

+3k when attacking Vanguard

16 criticals and many vanillas in its clan to monoclan the deck with perfect guards

What it brings into the table:

Insanely nonsensical amounts of defense


We can, as of now, fit this unit into the Kagero skeleton.

Kageroyals mixed skeleton deck (post-set 11)

Starter - Lizard Solider Conroe (Or whatever starter you deem fit, like Workerpod. Or Alk.)

16 Kagero Critical Triggers

4 Bahr
9 8k's from other clans

4 Nehalem
4 Cross-shot Garp
4 Seal Dragon, Hunger Hell Dragon

4 Graphite Cannon Dragon
4 Boss of your choice (Like Heartless, Tyrant Deathrex, CEO Amaterasu, etc.)

This unit, while lesser in offense to units like Diarmuid and Waterfall, is extremely strong on defense.  Due to how the Kageroyals style of gameplay works (guard early with high base-power units to shut down early damage and triggers), this unit is typically fielded when you have one or less damage.  This allows you to no-guard Vanguard attacks coming at your Vanguard, and locking whichever row got the triggers passed to it, then guarding the final attack for 10k.  If they apply critical on their Vanguard, they lose both side row attacks.  If they attack your rear guards, literally every non-grade 0 unit is a viable front row replacement, and can make 16k with any grade 1 boost.  Then you can guard the Vanguard's attack so that they waste their triggers anyway, and enjoy your 4 damage lead.

No matter how you look at it, this card makes this style of gameplay extremely powerful.  Like Waterfall and Diarmuid, we have no counterblast reliance.  Like Diarmuid, if you choose to, you can bring in his 12k Archetype beater to make 20k rows.  You can also bring in a few of the self-damagers from Link Joker if you prefer, but this comes with less overall defense and some inconsistencies in making magic numbers.

10/10, would bang.

1 comment:

  1. I have a question about early guarding. I run Duke with plenty of vanilla units. Going first feels so good because there are many instances where I can block with 10k for a no pass, and really widen the damage gap. But how are you supposed to go about "smart guarding" when you go second?

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