Sunday, June 8, 2014

Ripple Rush Statitistics

Current tournament standings for Ripple Rush are as follows:

Tournament Game Winrate: 22W - 4L (84.62%)

Match Winrate: 11W - 0L (100%)

Rounds Swept (2W 0L) - 7 out of 11 (63.64%)

Tournament Standings:

1st Place - 3 Times
2nd Place - 0 Times
3rd Place - 0 Times
4th Place - 0 Times
Non-Tops - 0 Times

6-0 Wins: 3 games out of 26 (11.54%)

Turn 2 Wins (One-turn kills): 1 game out of 26 (3.85%)

I've always had a 70% winrate with it online, but I feel like it just does better without the Area shuffler giving me 3 crits in my opening hand post-mulligan.  I feel like this might be legitimately the strongest deck in Vanguard, with only a few weaknesses to lesser played decks.  I feel that if Eradicators surge in popularity next set and if they opt to forego break riding to nuke my field with Gauntlet Buster, I might be in a bit of trouble.  If they wait to break ride, then I have a stupidly high chance of killing them before they get the chance to do anything.  Turn 3 control decks (like Dark Band if people would ever use it, lawl) can counteract the deck pretty well, but nobody uses them.  This is one of the few rush decks not countered by Stern.  So far, I haven't faced anything too far outside the meta to actually pseudo-counter this deck, which is adding to its winrate significantly.  I've beaten Chaos Breaker Dragon 6 out of 6 times, because they kept riding Infinite Zero first, then either dying, or having to discard their Chaos Breaker with a null guard to stay alive, and being unable to break ride.  All-in-all, my previous testing is coinciding with my current testing.  This deck is most likely Tier 0.  If more people play it, it might even top a major event.  There is a middling amount of technical skill and a few risk vs. rewards decisions this deck can force you to make (like deciding between one Genovious drive check for a win vs. hitting 2 triggers), but for the most part, the deck is easy to play and easy to master.