Friday, October 23, 2015

Ripple Rush 3.0

Starter - Can be anything, I'm sticking with Alecs to have more outs for hitting grade 3. My back-up recommendation would be Brave Shooter for the 8k boost.

Triggers
16 critical triggers (4 Ripple)

Grade 1's

4x Ripple Sotirio (Ride Chain/searchable)
4x Ripple Odysseus (Bae)
4x Blue Storm Icefall Dragon (Quintet Wall)
4x Mission Messenger Gull Soldier (SB1, give a unit +3k when called to RG)

4x Ripple Pavroth (Primary Vanguard)
4x Ripple Lavisse (12k beats)
4x Tidal Assault (Crit stacking with potential power-ups from triggers and Gull Soldier)
3x Tidal Rescue Sea Turtle Soldier (Free Cards with high odds to get them from the skewed ratios)

2x Ripple Genovious (The plan is to not ride him unless we aren't disadvantaged by it or when we want to push. With G-Assist and the ride chain, we have solid chances to secure this when we need it without having to worry about drawing into excess copies)

G-Zone

2x Commander Thavas (Great if the opponent is at 5.  Can also empower our Tidal Assaults.)
3x Ripple Podromos (Likely the only stride you'll ever use, if you use one at all.)
3x
Madew (If you don't damage check your other Genovious, striding will be free once you see it.)

Here's some specific information on the update to the deck and why we're doing what we're doing.

The first major change is that we aren't playing the deck like a normal deck that simply has skewed ratios for rushing while using the ride chain to still ride up most of the time. This deck is now fully switching over to the "Keep yourself at 2 to prevent Legion/Stride" tactic. When this deck was first conceived, there was no advantage to not riding to grade 3, so this deck was built around riding to grade 3 more games than not. Again, this is no longer the gameplan.

The second major change is that we now have enough toolboxing to make Pavroth extremely consistent. While the starter for the ride chain is now a preference only pick and can be removed, if we keep it in, it increases our odds to, "Expect yourself to have the 1 and 2 in the soul nearly every game" levels of consistent. This gives us that added layer of defense with an 8/10k grade 1/2 ride most games and can secure many positive things.

The third major change is the lowering of grade 3's in the decklist. With G-Assist being a mechanic, this deck providing an abundance of options to fill the field without needing to call from hand, and being able to "convert" units on the board to grade 2's with bonus power, we have everything we need to remove the non-3's from our deck with Odysseus and Turtle while having ample time to draw into a 3 (or excess cards to G-assist with if we absolutely need the grade 3).

The fourth major change is the addition of quintet walls over perfect guards. This is primarily a change that was made because the game has shifted to everything having massive VG row power at the expense of being locked out of that power if your opponent stays at grade 2. With only 6 cards in the deck that don't have shield value when they hit the guardian circle from deck (one of which has to be used to activate the top 5 search), quintet walls will easily take care of all of our guarding needs for one less card from hand. These cards are also our only out to expend counterblasts unless you somehow manage to persona blast with only two Genovious in your deck.

The final major change is the deck thinning mechanics. We can grab grade 2's straight from our deck with Odysseus and 1's or 2's with Turtle. We can move Turtle to soul, ride Pavroth, grab Turtle, and get another unit from deck. We can rinse and repeat this indefinitely to thin the deck of 5-6 non-triggers on the average game. This can increase our odds to hit game-ending critical triggers by a substantial amount, making a final turn push when we ride Genovious into a scary situation for our opponent.