Thursday, July 24, 2014

Ashlei "R", Timmy Style

I don't often post meta or hyped decks because this game isn't hard and they tend to build themselves.  Except that grade 1 line up for Minerva, that's all over the place.



That aside, I feel like Ashlei "R" is something that can be optimized outside of the normal way to run it.  It's not as starkly opposed to the way the meta functions as Dragruler is, so these are only minor changes.

Grade 0 (17):
1x Desire Jewel Knight, Heloise (Starting Vanguard)
4x Blazing Jewel Knight, Rachelle (Critical)
2-4x Jewel Knight, Noble Stinger (Critical)
4x Jewel Knight, Opt Harpist (Stand)
0-2x Jewel Knight, Glitmy (Stand)
4x Jewel Knight, Hilmy (Heal)

Grade 1 (14):
4x Jewel Knight, Prizmy
3x Stinging Jewel Knight, Shellie
3x Security Jewel Knight, Alwain
2x Flashing Jewel Knight, Iseult (PG)
2x Summoning Jewel Knight, Gloria (QW)

Grade 2 (11):
4x Banding Jewel Knight, Miranda
4x Fellowship Jewel Knight, Tracie
3x Linking Jewel Knight, Tilda

Grade 3 (8):
4x Broken Heart Jewel Knight, Ashlei “Яeverse”
4x Pure Heart Jewel Knight, Ashlei

So, my first comment is that this deck is numbers. The magical kind of numbers that are numerous and numbery. You have 16/19 of your grade 2+ units that swing for 11k or more as RG. That's kind of really great. Additionally, if you get excess grade 3's in your drop zone, you have Alwain to give your rear guard Ashlei 5k power per usage.

Now, let us pause for a moment and consider, why is Ordain Owl so overpowered? Is it because it's a bird? Maybe. Is it because the target of the power boost is a restander? Yes. Using this concept with stand triggers and rear guard Ashleis, we can come up with a reasonable assumption that stand triggers on a RG that can restand and swing for 21k unboosted is probably pretty sweet. As an avid Tri-Stinger Overlord enthusiast, I can assure you that it's extremely powerful.

So, that's cool and all Tim, but why are we running a split of quintet walls and null guards? There are many good reasons for this. Jewel Knights are an extremely low counterblast deck. Tilda can only trigger on grade 3 ride (and she has a tendency to die quickly) and Ashley "R" can only counterblast once per turn. This means that speaking from a resource standpoint, Quintet Walls are simply too good not to use. They also give us an added facet of loading up our drop zone with some potential grade 3's which we can use to abuse with our RG Ashlei (since our Vanguard Ashlei always has the threat of triggers and criticals). We can also fill up that Drop Zone with our remaining Prizmys and null guards. With only incremental amounts of card advantage and cycling that can't even really be used if you have a full field, and the ability to shove those grade 3's back on the bottom of our deck, decking out isn't a major scare. I can't find a single good reason not to run quintet walls in this deck, until Legion might reach the point where it's no longer safe to guard with quints.

All in all, I feel like this version performs better than the standard 8 crit/4 draw/4 heal version that doesn't run quints.

Wednesday, July 16, 2014

I Fail Luck for Life

Playing Lock on Victory Hard Mode.

Finally unlock set 5.

Try out MLB because why not?  Only have 1 of him, though.

Enter game against Sharlene.  Get gradelocked at 1 for two turns.

Spam Liens to fish for grade 2's, keep damage checking them.  Damaged two Blaster Darks.  This is important for later.

My deck is a weird thingy with all of my SP's, because I don't have the MLB's I want for the deck yet, so yolo.

I have two copies of Holy Disaster Dragon, which is discard a Royal Paladin, he gains 5k for the attack.  This is also important.

My opponent attacks, I block everything, using up every card but Blaster Blade.  They hit a double draw trigger.

My turn.  My field:

Blaster Blade|Soul Saver Dragon|Holy Disaster Dragon
Elaine|Wingal Brave|Lien

I drew the heal and called it (lel), because I know I'm not blocking everything again.

They have 6 cards in hand, all 5k shields.

I attack with Blaster Blade, they guard for 5k.

I attack with Soul Saver.  They guard with 3 units.  At this point, ANY drive check in the game will win the game for me other than a very particular one.  Two Blaster Darks.  I had two left in my 23 card deck.  I check both.

I attack with Holy Disaster Dragon, unable to discard a Royal Paladin for the effect, and they guard it with the remaining two cards in their hand.

Thanks for giving me that sixth damage heal into a guaranteed win for that turn.  But my Master Ball just missed.

Odds of this happening with 23 cards in deck, and two Blaster Darks in deck: 0.4%  Yay!