Monday, March 17, 2025

Vintage Tier List - Set 5 + EB1-2 + PR

Big Old Meaty Disclaimer - This tier list is based on my best estimation of how good decks are in the Vintage Format.  I may be overestimating some decks and underestimating others based on a variety of factors.  I have listed why I think each deck is where it is and you are free to disagree with me.  I'm more than open to constructive criticism and willing to adjust as needed.  I created this list because I saw someone say that only two Vintage decks are viable, and I think that's a bit hyperbolic.

Tier 1 - Big 4 Tier List Video

MLB
DOtE
Tsukuyomi
Barcgal Soul Saver/Lohengrin

Tier 2 - Decks that are weaker than the big 4, but can win games often from them if they go first or if they're high variance and open the nuts - Tier 2 and 2.5 Tier List Video

Stern Blaukluger - With 12 criticals, Hammerman to fix rows, a 12k beater, and the general ride-fixing of set 4 ride chains, this deck forces a guard of the Vanguard row at all stages of the game or the opponent risks having an even worse problem than what they started with.

Cat Butler Grade 2 Rush - With 12 crits, 4 stands, and the ability to spam-stand your Vanguard equal to the amount of Cat Butlers you've drawn, this deck is insane at pressuring the opponent.  The current variation even allows for a 16k restanding Hi-Powered Raizer Custom.

Robert - Robert gives Pale Moon CEO's effect of trigger scrying, giving him a 70% chance to hit a trigger.  He also feeds soul, giving you more options for your Alices, Demons, and Bunnies to pull stuff out.  Trapezist has the ability to turn even a single soul-swap into a fully boosted row.  The only thing dampening the effectiveness of the deck is the lack of a second critical trigger.

Manticore - Drawing a card then placing a card from hand into soul allows you to get Trapezist or Crimson Beast Tamer into soul.  It gaining 3k for having Crimson in soul also gives you the out for 21k with a vanilla boost.  Much like all Pale Moon decks this early into Vanguard, the focus of the deck is on abusing on-hit rear guards and Trapezist.

Giraffa/Vesper - Good trigger lineup availability, cheap plusses, a 12k attacker, and the ability to expend counterblasts on Water Gang and Battler B, making this a strong defensive/wall deck, especially when going first.  All-in-all, a very solid deck.

PBD/Badhabh Caar - Hilariously, the grade 2 and 3 lineup for both Giraffa and PBD is effectively identical if you don't intend to use PBD's ACT (which is, typically, bad).  The grade 1s are also pretty similar between nulls, the grade 1 ride, and vanillas.  Giraffa has access to Megacolony Battler B, which is better than what Shadows have to offer.  However, Shadows could run a multitude of viable grade 2s outside of just Blaster Dark and a 12k attacker.  They have Vaha (which would make both decks nearly identical), Macha (which can set up a 16k row and is a great use of counterblasts), Nemain (great filtration), or a second 12k attacker.

Riviere - Riviere as a deck is the first of the set 6+ ride chains which check top 7 for the 2 or 3 when you ride the 1.  Additionally, each stage that you ride on lets you draw a card.  The persona blast also gives you 3 extra stages on what will likely be an opponent at 4-5 damage.  Just hitting the ride chain alone makes this deck formidable.  If you miss the chain, the deck doesn't do much, but it's here as the first "high variance deck".  This deck is firmly tier 2 when you hit the ride chain, but closer to 3.5 if you miss it, which is over 50% likely.  However, with how I'm "grading" these decks, this would still meet the criteria for tier 2.  I attribute this deck's variance to the distance between Riviere's eyeballs.

Tier 2.5 - Decks that are weaker than the big 4, but can sometimes win games from them if they go first or if they're high variance and open the nuts

Oracolony - 16 critical triggers with a 70% trigger chance is spicy.  The ability to have an 18k Tom row with Machining Hornet, even if only for one turn, gives it "outs" against DOtE.  Still, this deck is far, far weaker than Tom and Jerry and the Battler B combo being functional with an OTT Vanguard is barely relevant with so many OTT front row units.

Golden Beast Tamer - Static 3k boost to your front row RGs makes your Alice 13k unboosted, potentially 21k with a vanilla boost - vanillas being called for free from soul when you ride Golden Beast Tamer (which has, admittedly, a bit of anti-synergy).  It also makes Mirror Demons 11k.  Very solid card, but it suffers from needing 3 soul blasts every turn to attack.  If the game drags out at all, you can easily reach a point where you're unable to swing.  You can omniroll with the deck by getting Elephant Juggler as your grade 2 ride which can double up on soul charging with Trapezist, but it's hard to fit Elephant Juggler into the deck and it's vanilla after you ride to grade 3 - and you already need to be running vanillas to get the free plus.

Galahad Rush - This deck has 12 crits and uses the ride chain (73% chance of success) to ride up while rushing with skewed ratios.  It also runs Conjurer of Mithril, which summons the top card of the deck if it's grade 1 or 2 to further plus and gain advantage.  Given that you get 6 soul when you ride to grade 3, you can also use Borgal to make 16k with your Conjurer's.  The deck functions well, but can struggle if it whiffs too many Conjurer's or top 5 searches.

CEO/Meteobreak - A more traditional "beat" deck for OTT.  CEO makes 21k with any 7k boost or 24k with a Milk.  Meteobreak Wizard can hit 21k on RG with a vanilla boost.  Tom can also hit 16k with a vanilla boost.  70% chance to hit a trigger with 12 crits.  Overall solid.

Tsukuyomi Rush - Same general principal as Galahad Rush, only you have a 12k beater (nice) but don't have the Conjuror (meh).  Given that Tsukuyomi's lethality comes from hitting the stack (which this doesn't focus on) and calling Eurayle to try and snipe their hand before ending the game, this doesn't perform as well, even with the early rushing and 12 crits.

Machining - Machining makes solid rows, has good triggers, gets cheap or free plusses, and can expend counterblasts on a variety of support rear guards, whether for stunning or drawing more cards.  You get more value from reriding in this deck than most and it's one of the best Vanguards for "PG or die" at 5 damage.

Kageroyals - Solid early defense, no reliance on counterblasts, 16 critical triggers, always making rows with every card.  Weak to big Toms, opponents also early guarding, and getting sacked.  Tier 2.5 just "fits", assuming the opponent knows how to play against it.  If they just no guard until 5 to hit limit break, then it's closer to tier 1.5.

Raindear - With so many cards that want to bounce back to your hand in OTT, especially during the battle phase, few cards do it as well as Raindear does.  Being able to leverage card advantage into multi-attacks is generally pretty solid, even if it's done through the inconsistent mechanism of drive checking grade 3s.  Given the state of Vintage, it's entirely plausible to run skewed ratios or even a mixed deck variation if desired, but the monoclan variant works great.

PBO - Everything about this deck is identical to the PBD deck, other than you get rid of an amazing free plus engine for 13k defense that is largely irrelevant.  What makes 13k defense good in Vintage is the ability to snipe backrows so nothing hits your Vanguard.  This can't do the sniping, so its 13k defense ends up being far less relevant.  Add in that you never want to use the skill of PBO, and it's just mehtacular.

Basskirk  - Granblue has, effectively, only Basskirk as a Vanguard.  The other two with Vanguard centric effects are both superior rides that don't do anything else as Vanguard.  That being said, Granblue still has a solid trigger lineup and some incredibly useful rear guards.  Ruin Shade is an 11k attacker and Evil Shade is a 10k booster, both of which fill up your drop zone in the process of becoming large.  Negromarl is CB2 revive anything, and that's solid.  They're also one of the only clans with an actual Forerunner.  Dancing Cutlass has synergy with Basskirk and hits 16k with Ruin Shade.  Overall, there's great synergy with what few rear guards are available and the deck performs fairly well.

Manguard - The only "viable" deck in the format that actively wants to go second.  This deck focuses on running exclusively grade 1s, predominately vanillas, to make a bunch of 16k rows with mostly or entirely crits to attempt to win the game first and early.  This deck is much, much weaker than its variation that got top 32 in California 2012, due to us not having access to Cavalry of Black Steel, which gave Spike Brothers several more solid grade 1s to utilize, including Reckless Express and the ability to soul charge.  The current variation runs whatever the best grade 1s are from any two clans with at least 8 crits.  Kagero being a premium choice for Conroe.

Tier 3 - Decks that are weaker than the big 4 and are unlikely to win games from them, even if they go first or open the nuts as a high variance deck - Tier 3 and 3.5 Tier List Video

CEO/Eurayle - This particular deck has to run either Lozenge Magus, giving it less soul for Eurayle or it has to run the Tsukuyomi ride chain which makes you wonder why we aren't just playing Tsukuyomi. That being said, it's not hard to make CEO work as the primary vanguard, trading the "stack" for a 70% chance to crit.  And, if you hit the ride chain to grade 2 Tsuk, you will have 7 soul when you finish CEO's skill the turn you ride her, so it's not as if this deck doesn't work.  It's just "why?" is all.

Invincible Overlord - 16k front row sniping menace that stands at 21k with a stand trigger.  Then you use Invincible, Dumpty, and Claydoll to unflip and do it all again next turn.  Biggest weakness is missing getting both grade 3s in-time to use them.

Pacifica - Excellent filtration, fills soul for soul blast effects, and can hit solid numbers.  Megablast is largely useless and you probably want to use the counterblasts on other things.  Definitely not awful, but not as impactful as the other builds which have raw advantage and a Soul Saver buff or that give you raw advantage and multi-swings.

Mr Invincible/Shubelia/Kirara/Jack - Filling up the soul and having on-hit draw RGs that can draw from hitting RGs.  Massive unflip and soul charging engine so that you can do it some more.  Pass triggers to the non-on-hit row to maximize pressure and advantage.  Solid deck.

Ant Lion/Fraude/Water Gang - Megacolony version of the deck above.  Hits better numbers and can stun but lacks an unflip engine.  Same general strategy of passing the triggers to the non-on-hit row.  Also solid.

Galahad - This is a non-rush version of Galahad, running Palamedes and Borgals to hit 20/21k with a bevy of your units.  Unfortunately, Galahad doesn't have a 12k attacker like Tsukuyomi does.  Likewise, it doesn't have a Eurayle.  Overall, it's much weaker and trying to stack crits and cheese a win rarely works.

Superior Ride Kagero - This deck focuses on having Conroe, Gattling Claw, Tahr, Iron Tail, Bahr, Blazing Core, and Aleph so that you have an extremely high likelihood of netting a superior ride that also increases your total soul.  If you superior ride Aleph, you have the ability to soul blast the three superior ride pieces to unflip all of your damage, letting you get a 16k 3 crit Aleph.  Likewise, if you superior ride into Blazing Flare, you will have the requisite soul to Soul Blast 5 and retire an enemy unit.  While the deck doesn't do too much over-the-top and there are more vanilla grade 2s than you'd like once you hit grade 3, it's still very consistent and Kagero has access to 12 crits.  It is also possible to leverage the mass unflips to run things like Berserk Dragon.

Rain/Miracle Beauty
- Rain allows you to stand a RG if she hits a VG and had 12000 or more power before she was boosted.  This is trivially easy to accomplish with Cosmo Roar or Grander.  Additionally, due to Miracle Beauty's effect, it's possible to chain attack with your Vanguard and Commander Laurel's effect by checking a stand trigger and hitting the Vanguard.  This "dream scenario" is entirely winmore and not a true consideration for the deck.  Rather, it gets its wins from just good old fashion bonking and stand triggers, typically.

Storm/Daiyusha
- These are being treated as the same deck as there is, effectively, no difference between the builds they would run at this point.  Storm has a 12k attacker that is unlikely to be used due to space issues, and everything else would be roughly identical.  A bonus crit Vanguard is almost certainly going to be guarded and Laurel makes your side rows awful.  You can attempt to swing into a RG with your Vanguard just to get the quad drive checks and try to poke the Vanguard down with Miracle Beauty, but I think it would be just as likely that they'd guard a swing into their rear guard to prevent your card advantage.  This deck suffers greatly from having only a single critical trigger.

Siefried
- Spike Brothers has a solid trigger lineup and great rear guards.  The issue is that Seifried is a mediocre unit.  It functions similarly to Raindear, only it relies on the RG itself removing itself from the field in order to be live.  This creates an issue because, other than Brakki and Juggernaut Maximum, the RGs don't remove themselves.  In the case of Sky Diver, it replaces itself when it hits, so that wouldn't technically count.  This means that you have to hope that you get the Brakki or Juggernaut in both rows or that you only check one 3.  It makes the multi-attacking with the deck clunky.  That being said, if you can roll well with the deck, it does do its job.  Unfortunately, it's very fragile defensively, so it's not likely to come out on top against the stronger decks.

Hellfire Ritual 12 Criticals - While the deck is "stronger" from running more critical triggers; something absolutely necessary to get the opponent to reach end game such that your big rows can finish them off, it has the downside of missing early triggers often and having too few targets from Amon's effect with such a high saturation of Kagero units to proc said big rows in the first place.  This is simply a consequence of not having access to set 7's units for Dark Irregulars.  While the deck is in a "tough spot", it can still get pretty sweet boards.

Sakuya - Swinging for 14k in a clan that has great trigger diversity while it allows you to rush with triggers and bring them back to hand on-ride isn't actually that bad.  Compared to other bosses, there's not much reason to play this variation, but if you want to go HAM with triggers then rescale the board, this does that in spades.

Lena - Swinging for 14k in a clan that has good trigger diversity while it allows you to rush with triggers and bring them back to hand on-ride isn't actually that bad.  Bermuda also benefits more from bouncing than OTT does.  It's still a solid deck, overall.

Tier 3.5 - These decks have one or more major flaws that hurt them (lack of defense, lack of viable trigger line-ups, over reliance for on-hit skills, requires too specific of a setup) but can function well in certain situations or match-ups.

Hellfire Ritual (Rainbow Triggers) - Obviously, this variation has the opposite problem.  While it can easily and consistently make enormous rows when it's time to "push", it has the downside of dying before it's time to go in, often being at 4-5 damage while the opponent is at 3 damage from not hitting enough crits.

Invincible Alfred - This deck has no specific starter that works well with it.  A flaw that most decks in this format tend to have, due to the lack of forerunners in most clans.  Consequently, you feel obligated to run Barcgal.  Barcgal can set you to 5 soul; and with the unflip engine, it's not hard to get a Mr. Invincible Megablast to be live, which is hilarious.  But then, you're thinning your deck of offensive triggers (while nullifying their shield value) and you aren't getting a whole lot for it.  Of course, this deck makes 20k rows easily by using Alfred to call a Lionmane Stallion behind itself, with Invincible giving it a free soul every turn, which is the core idea of the deck.  But with Barcgal thinning triggers, it feels like thinning the non-triggers with Alfred is just a wash.  Of course, it's not like I'd want to run a 4k vanilla or Battleraizer.  Additionally, you have to draw both grade 3 cards early enough and in-order for the deck to accomplish anything.

Invincible Aleph
- This deck struggles with getting the opponent to 4 damage due to not running crits, but can end the game from there reasonably, given the bonus crit rear guard and stand triggers.  It has the same issue with the other Invincible decks in that you have to draw both primary grade 3s early enough and in-order, otherwise the deck fizzles.

Beelzebub
- Somehow ended up being the highest rated monoclan DI deck.  This has to do with it being trivial to hit the soul requirements for Beelzebub, the deck already appreciating vanillas and Amon beaters, and it being super easy to make 21k on both siderows with Beelzebub's attacks.  The downside is that there's less Shirley synergy and you're forced to run stands and can't guarantee that you'll hit one when you apply the power boost to your side rows.  This puts it in a dreadful position when it comes to attack sequencing.  Of course, you can always give Beelzebub's booster the 3k, meaning that any 7k boost gets him to 21k, and this resolves a portion of the problems.  Given that this is the most "consistent" of the DI builds, even with the trigger anti-synergy, it's still higher up on the list.

Dark Metal Dragon
- 21k with a 7k boost is the only appeal here.  Given that you're required to run the Blaster Dark ride chain or have a vanilla starter, there's not a whole lot of reason to do this.  That being said, if you're playing PBD as an 11k vanilla, this hitting 21k with a 7k boost isn't awful as a replacement.  You lose access to 12k beaters (ouch), but you have all of your counterblasts available for Vaha, Macha, and Nemain (which you basically did anyway).

Gold Rutile
- Can function in a somewhat similar way to a cross between Lion Heat and Mr. Invincible.  Your rear guards hitting the Vanguard unflips damage (good for Kirara).  Your Vanguard hitting lets you CB2 and stand a rear guard.  The problem is that this creates anti-synergy with stand triggers.  Of course, you can just go RG -> VG -> RG, which is how I'd play the deck, ideally with 12 criticals.  This would mean that Rutile hitting isn't likely late game, when standing a rear guard is the most impactful.

Lion Heat
- Gold Rutile without the unflips and with a garbage RG effect you'll probably never want to trigger.  Still fairly high on the list because Novas can run every viable trigger lineup other than 16 crit.

Asura Kaiser
- It's tragic to see Asura as low as it is, but it makes sense when you think about it.  We're missing Brutal Joker, the grade 3 that was able to power itself up.  Consequently, the only grade 3 units we have that can hit 11k as rear guards are another Asura Kaiser, Perfect Raizer with another Raizer out, and Death Metal Droid with a counterblast.  We don't have any of the 12k attackers, and that's what's really killing Asura Kaiser.

Stealth Bomb
- I haven't tested this quite enough.  This is my grade 1 rush Nubatama deck.  It has 25 grade 1 cards in the deck, split largely between Royals and Kagero.  It also runs 12 Nubatama cards.  Namely, 4 Hagakure, 4 Dreadmaster, and 4 Chigasumi.  The idea is that we either ride Dreadmaster turn 1 or Chigasumi turn 2, giving us a Nubatama Vanguard and making the Hagakure live.  We continue to rush out opponents with 16 critical triggers.  When it's my opponent's turn, I drop all Hagakure I have at the same time and counterblast for each, making my opponent discard that many cards, weakening them for the final turn push.  If I have to G-assist for Chigasumi, that's non-viable (so I don't).  Keeping too many Hagakure reduces the strength of the rush, so that's difficult.  Because of this internally conflicting mechanics and mulligan choices, it's been hard to determine the actual strength of the deck.  I'm confident it's on the lower end, though.

Nubatama Mix
- There are a few ways to mix Nubatama, although with Mr. Invincible is fairly common.  Basically, you just run a deck that's independently solid with Nubatama grade 1s, 2s, and 3s to swing into rear guards first and force discards.  This has anti-synergy with any triggers other than crits and heals, so you'd need to be running those.

Tier 4 - Decks that have multiple foundational flaws, but at least some facet of the deck has potential - Tier List - Tier 4 and Bottom Tier Video

Amon/Edel Rose - Much like the Hellfire Ritual deck, the lack of critical triggers and the inability to push opponents to 5 early weaken the deck's potency.  It also has a much worse big final turn push than Hellfire Ritual due to having only Amon on the Vanguard and Doreen on rear guards scale.

Grade 3 Kagero (Waterfall/Goku/Valblade) - While this deck has incredible synergy, can ride up relatively well, and never wants for front row units, it still flounders to anything resembling early rushing.  It also doesn't feel like it has as much of an effect as it needs to have to make it "worth" running so many grade 3s.  Goku is nice and all, but it's not as if they're going to struggle to hit your 10k Vanguard if you snipe all of their boosters.

Flare Whip Dragon - Flare Whip can actually play a fully Flame Dragon deck barring triggers.  We only have one Critical and one Draw trigger that are Flame Dragons.  Without a full Flame Dragon lineup, it really dampens the effect.  If you get a trigger that's not a Flame Dragon, it's basically as if your Vanguard's power boosting effect was nullified and that doesn't feel great.  Hitting 21k with Conroe (or any vanilla trigger) is nice.  Hitting 23k with a 7k boost is also pretty great.

Alfred/Gancelot Royals - Alfred is, honestly, pretty underwhelming as Vanguard.  Sure, he can hit for comparable numbers without a boost to other Vanguards with a boost, but unless you're using Lien to filter behind him or spamming Flogal calls with Barcgal (in which case, you're going to have other issues making numbers) there's not much reason why you wouldn't just rather boost.  There are other decks than just Gancelot as a back-up ride, such as having Pongals and Soul Savers.  What I will say is that the more the deck looks like Lohengrin/Barcgal/Soul Saver, the closer to tier 1 it will be.  The more it looks like set 1 Alfred, the closer to tier 4 it will be.  Do with that what you will.

Maiden of Trailing Rose - Honestly, an incredibly strong Persona Blast effect.  11k base, on hit persona blast check top 5 call 2 to RG (doesn't have to be open) is kind of nutty.  This deck is held back from not quite enough good RGs and rainbow triggers.

Mandala Lord - A defensive deck like this really just needs a few more solid rear guard options and a better trigger lineup to be viable.  Of course, by the time this would happen, we'd already have Shirayuki, which is just this on steroids.  CB1 to turn a dead grade 3 in hand into a 10k shield is quite viable in this format.

Invincamon - It's kind of crazy how easy the setup is with this deck.  You are intending to megablast with this deck and at least 12 crits.  You are aiming to have an Amon Vanguard with 8+ soul.  You attack with Amon, ideally, with them guarding the swing.  Then, you swing Mr. Invincible into a rear guard, megablast, and Amon gets to stand (with much less power, oof) and you can swing again and drive check again.  The only inconsistent thing is that you have to be pushed to 5.  The soul requirement is pretty easy.

CoCo - CoCo is an absolutely cracked card.  CB2 draw 2 is insane-o-style.  The only problem is that OTT doesn't have a viable starter for this.  Thus, you need to either run the Tsukuyomi ride chain and intentionally ride something other than Tsukuyomi for grade 2 OR you have to run Lozenge Magus and move a Psychic Bird to soul.  Either way, both require you to play a Luck Bird to soul blast your 2 soul, then ride into CoCo the following turn and draw 2.  Once set 7 gets here, it will just be ride CoCo, SB2 and call LuLu and draw a card, CB2 draw 2 cards for a +4 on ride.  That deck will slide right into undisputed tier 1 with DOtE, MLB, and the rest.  It may even be stronger than them.

Bottom Tier - Decks that are extraordinarily weak or are missing necessary pieces to function

Top Gun - Gains 1000 power every time a rear guard rests.  It's possible to get more power than you might think with cards like Rocket Hammerman, but no offensive triggers "make sense" with this.  Crits want you to attack first so you can pass them to RGs.  Stands will stand up RGs and let them swing, so this gets bonus power from that, but too late to matter.  This effect on Cup Bowler with Cat Butlers is the only way I like it.  As a grade 3, it sucks.

Grade 3 Royal Paladin - While this deck will gain meme stonks in the near future, currently, there's only one Royal Paladin card that cares about having extra grade 3s, and that's Butterfly Dagger, Brigitte, which gains 5k when it drive checks a grade 3 Royal Paladin.  While Barcgal can let you run as many as 17 grade 3s and still have better odds than the average deck of riding up, there's not many synergistic support cards to make you want to do this just yet.

Garmore
- In the set before Snogal, Galahad got his own 9k boosting dog.  Only, instead of needing every single copy of it out on the field, it just needed you to ride to grade 3 via the ride chain.  Way too much effort invested for way too little payoff.  While this may not be technically bottom tier if you just run 12 crits and some vanillas to pad out this lineup, I'm leaving it here because your deck will be stronger by just abandoning the Garmore package wholesale.

Seal Dragon Blockade
- Nullifying intercepts isn't a particularly useful effect.  While there's a case to be made that running a 12 crit deck with vanillas to pad out this lineup could make it "viable", I'm not going to count it because you'd be better off running any other Kagero boss monster.

Amber Dragon
- Unlike the other set 4 ride chains which are all tier 2-3, Amber Dragon's effect is actively awful to use.  Having to pay the cost to retire units prior to them guarding for it makes it one of the worst designed cards in the game.  If it functioned like Giraffa and retired after the hit happened and you paid the cost then, it would have been a lot better.  While there's a case to be made that adding 12 crits to the deck would make this "viable" if you played it like a vanilla (as you do for most other set 4 ride chains) Kagero already has other, better boss monsters and lacks a substantive rear guard grade 3 that would better pad out or utilize the resources this wouldn't be using.

Gigarex
- +1k whenever a Tachikaze is retired.  One of the worst cards ever printed.  It has no ability to retire your rear guards itself.  How was this a RRR?  Trash can.

Tyrant Deathrex
- While Deathrex itself is an okay card (swinging for 15k and giving us a much needed mid-battlephase retirement) all of Tachikaze suffers from a lack of mid-battlephase retirement.  The only card that manages to do this is Tyrant Deathrex, and it's an on-hit.  Without the means to guarantee a retirement, calling additional units mid-battlephase basically never happens and Tachikaze is just a deck with a bunch of useful on-retire effects without any reliable means to proc them.

Imperial Daughter - 21k 2 crit Vanguard that must have no rear guards out.  Obviously, having only one attack per turn makes this garbage.  But, if you make it lose restraint so you can field units, it's just an 11k vanilla, which is also garbage.  You lose some, you lose some. 

Cosmo Lord - Force rest another rear-guard to gain 3k.  There is a CB1, stand this unit RG.  Not enough juice to "get there".  It will get a better crossride later with better support.  Can work with Death Army support cards, but that requires a lot more grade 3s.

Perfect Raizer - With only 4 Raizers in this format, it's very inconsistent.  You need, effectively, 6 Raizers to make the deck "function" (4 in soul, Perfect on VG, and another to make Perfect not lose 11k status).  And even when it does function, it does so at a heavy minus.  Is swinging for 23k or 26k and a crit great?  Yes.  But this deck really needs Minimum, Turbo, Burst, and Transraizer to be viable.  Those should be out next set, bringing the number of Raizers in the deck to 32, making the effect trivial to achieve.

Stil Vampir/Demon Eater - Stil Vampir's effect is astoundingly mediocre.  It also requires all of your counterblasts and to soul blast 8, meaning you can't run the Amon beaters.  If your opponent has a grade 0 out, unlikely in this format where there are almost no Forerunners, then you can prevent perfect guards and abuse their lower base power.  But you have no mechanism to force them to have a grade 0 out, so this is more likely than not a waste of a megablast.

NLKDA - Imagine CB5 for 10k and a crit.  And it locks you out of healing.  And your opponent is guaranteed to be able to heal if they do a damage check if you do happen to hit.  I do like the SC1, +2k on an 11k body, though.  But this deck, like all other DI decks, suffers from bad triggers.

Mistress Hurricane - For as high as Pale Moon decks have been on the list, Mistress Hurricane is just anti-synergistic garbage.  Main phase soul calls are meh.  This one is overcosted.  Hitting the 8 soul you'd need for the bonus defense is unlikely.  You're removing soul cards over the course of the game regardless.  Every other boss is just better.

Behemoth Neo Nectar - This is a clone of Lion Heat, only in a worse clan with rainbow triggers.  Lion Heat already sucks.  No reason to run this.

Kurama Lord - This is Mr. Invincible in a clan with rainbow triggers that doesn't need much monoclan unflipping, given that most of the cloning cards are CB1.  No real reason to run this card.

ZANBAKU - If your opponent wants to ride a grade 3 over a grade 3, they have to discard a card.  That's it.  Only PBO and DOtE want to ride grade 3s over grade 3s that you're likely to be up against, and that's not a strong enough effect to justify running this card in a clan with rainbow triggers.

Wednesday, March 12, 2025

Updated for Standard - How Likely is it to Die at 3 Damage from a Twin-Drive!! Attack?

 

How likely is it to be double crit from a Twin-Drive!! attack at 3 damage? (Assuming 16 Triggers in a 50 Card Deck) - Critical Triggers are capped at 8, but some Over Triggers can give bonus critical, so we will count them in this calculation.  If the opponent has:

9 Criticals - 2.94%
8 Criticals - 2.29%
7 Criticals - 1.71%
6 Criticals - 1.22%
5 Criticals - 0.82%
4 Criticals - 0.49%
3 Criticals - 0.24%
2 Criticals - 0.08%
1 Critical - 0%
0 Criticals - 0%

How likely is it to heal out of being double crit at 3 damage (Assuming your damage is equal or greater than your opponent)?

5 Heals - 27.6%
4 Heals - 22.56%
3 Heals - 17.27%
2 Heals - 11.76%
1 Heal - 6%
0 Heals - 0%

How likely is it to heal out of being double crit at 3 damage (Assuming your opponent has 4 damage)?  In this case, the Over Trigger counts not only as a "Heal", but also doesn't care about what damage you're at, adding 2% to the odds of healing in all instances.  The odds to the left are the odds of any trigger (including the OT) going off.  The odds on the right are the odds of the OT going off on a damage check where a heal would NOT go off.  The odds of heals succeeding without OTs would just be the left number.  The number after the equals sign is the total probability of healing out of the attack that would bring you to 5 damage assuming you are running Over Triggers.

5 Heals - 19.18% + 2% = 21.18%
4 Heals - 15.51% + 2% = 17.51%
3 Heals - 11.76% + 2% = 13.76%
2 Heals - 7.92% + 2% = 9.92%
1 Over Trigger/No Heals - 6%
1 Heal - 4%
0 Heals - 0%

How likely is it to heal out of being double crit at 3 damage (Assuming your opponent has 5 damage)?  In this case, the Over Trigger counts not only as a "Heal", but also doesn't care about what damage you're at, adding 4% to the odds of healing in all instances.

5 Heals - 10% + 4% = 14%
4 Heals - 8% + 4% = 12%
3 Heals - 6% + 4% = 10%
2 Heals - 4% + 4% = 8%
1 Over Trigger/No Heals - 6%
1 Heal - 2%
0 Heals - 0%

How likely is it to heal out of being double crit at 3 damage (Assuming your opponent has 6 damage because Greedon, lol)?  In this case, only the Over Trigger can heal you.

5 Heals - 6%
X Heals/No OT - 0%
...
1 Over Trigger/No Heals - 6%
0 Heals - 0%

 

Now that we have those numbers, we can calculate the total probability of actually dying...

How likely is it to die from a double crit from a Twin-Drive!! attack at 3 damage if your opponent is at 3 or less damage with 5 heals in your full deck?

9 Criticals - 2.13%
8 Criticals - 1.66%
7 Criticals - 1.24%
6 Criticals - 0.88%
5 Criticals - 0.59%
4 Criticals - 0.35%
3 Criticals - 0.17%
2 Criticals - 0.06%
1 Critical - 0%
0 Criticals - 0%

 

And there we have it.   The odds of getting kekked if your opponent is running an Over Trigger that gives a critical to the Vanguard is about 1/47.  That number shrinks rapidly to about 1/60 if they just have 8 critical triggers.  It skirts closer to 1/80 if they run 7 crits (which isn't uncommon if they max 20k shield fronts).

Buddyfight 3DS Codes (Yuujou no Bakunetsu Fight) - The First Game

Buddyfight Codes (Can be copied and pasted into Citra) for Yuujou no Bakunetsu Fight



1. いちむみこさぬ

2. おむやきかまと

3. さらねれないろむ

4. てむろすふりらの

5. ゆらさまくれい

6. むしよこのさな

7. こぬねれゆをえ

8. こせちよみすりも

9. わてきこへそあも

10. すねやひこさお

11. にひこくふえむ

12. てわんをひこえ

13. ほろたとそさきへ

14. えらあくろしまを

15. かやむをへんねめ

16. ねうめふへきの

17. をはほわふせたみ

18. くふらてれほまち

19. をろめちけこゆ

20. ぬしせもはゆれ

21. すてちろもれまか

22. ゆてらぬむのり

23. ちしたてせとらん

24. らいのそめひわ

25. むそみあまいへ

Saturday, December 18, 2021

2021 - The End of an Era

As much as my silence has indicated, I have more or less effectively quit Cardfight!! Vanguard.

That doesn't mean that I won't come back at some point, but the reboot from V series ended my desire to play.  Yes, it is now twice that my decision to fully SP out Blaus was followed shortly with a reboot announcement.  Oof.  Coupling this with my decision to stop playing Vanguard Zero, and I'm effectively just not playing Vanguard and haven't in months.  I decided to take a look at the reboot, but it took all of two sets for genuine problems to be found showing that Bushiroad simply hasn't learned its lesson in printing creep to outdo the previous sets and they will probably never stop.

This isn't to say I'll never come back, though.  I do enjoy what Vanguard was.  It's not all that different now.  But, as things stand, the absolute worst thing I could do is invest myself into something I'm not currently enjoying.  All of my Vanguard friends and I still have regular board-game nights and want to start up our Dungeons and Dragons campaigns, and I find great enjoyment in those.  I'm not "out" of the community either.  I'll still shitpost on Vanguardians from time to time.

That being said, I'm currently just backlogged on games I do enjoy and I've recently been pushing out things I was playing out of obligation instead of fun, and I feel much better for it.  I haven't decided what the future of my YouTube channel will be, but time will tell.

Monday, September 21, 2020

Mill Colon - The "Hah! Tim was wrong!" RPS deck.

(I was going to make a video, but my saved games were against CFA randos playing bad decks like DRobos and Deletors, so I opted to not include them.  I was able to get a very solid feel for the deck and I can conclude, as many already have, how it will perform in the meta.  I was going to see if I could get better videos, but then someone guessed the deck based on vague clues, so since the cat's out of the bag, here we are.)

So, in my previous perceptions of milling viability, I never gave it particularly high ratings for two specific reasons:

1.  With two of the better mill cards being Killerleaf and Cyclomatooth, a zero damage strategy wasn't in my field of vision.

2.  The game has become disgustingly fast, with DOtX ending games on turn 3 with moderate consistency.

Those were my big reasons for believing that mill Colon was not viable.  I was wrong (although I made my judgment before the set was entirely revealed).  It turns out that one of the two cards (the other being Scatterhorn) that I originally said were the "Game changers" of the set in my Vanguard inner circle chats happened to be the card that made Mill Colon viable.

The card in question is Turbulent Signal.  Turbulent Signal is CB1, retire Turbulent Signal, your opponent mills 1, and you Cradle one RG for each grade of the milled unit.  A CB1 -1 Cradle is honestly pretty viable.  This averages out (assuming a 14/11/8 ratio, which is a conservative ratio) to 1.22 cradles per use of the skill, which is pretty awesome.

The low roll is very bad, at CB1 -1 to mill a trigger.  The high roll is amazingly good.  Each time they call over or retire a rear guard to get rid of the 0 power body, you get a free card.  They make excellent targets to swing into with Hercules to either force out two cards (which they should probably do) or you get to countercharge and pick the same grade unit from your deck.

 Before getting too crazy with specifics, let's post the list:

1x Starter - Young Mutant, Worectus

4x Critical 1 - Sharp Nail Scorpio
4x Critical 2 - Shelter Beetle
4x Sentinel Crit - Scissor-shot Mutant, Bombscissor
4x Heal - Large Snowflake Mutant, Snow Trick

4x Grade 3 Searcher - New Face Mutant Little Dorcas
4x Countercharger - Small Captain, Butterfly Officer
4x Mill 1 Cradler/MVP - Turbulent Signal
3x Mill 1 - Brawny Jerk

4x Grade 3 Searcher - Machining Mantis
4x Countercharger - Bloody Hercules
2x Tech Choice - Nasty Smog

4x Lead boss, mills 1-2 cards per turn, extra drive check - True Demonic Rifle Rogue, Gunningcoleo
4x Mill 2 - Destruction Spear Mutant, Dovaspeed


The list is pretty basic.  We're running all of the good mill cards that don't require attacking Vanguard.  The general strategy is to not attack turn 1 unless you ride Butterfly Officer and can guarantee you won't hit with a grade 1 booster in the back to pass triggers to.  Each turn, you swing into a RG, or if your VG has lower power than theirs, swing at VG and pass triggers to a back row unit.  Naturally, there is an advantage against force decks in never being unable to swing with your VG.

Typically, you just mill whenever you're able.  The only exception is waiting for the opponent to have a board to use Turbulent Signal.  Cradling anything spirals the game wildly into your favor as they have few outs to do anything with the unit without counterblasts that don't involve giving you a card back.  If you cradle a grade 1, you either nullify a back row slot the entire game or get another free Turbulent Signal, which is mega memes.  Cradling 3s is also a priority to fish out Dovaspeeds.

You'll find yourself opting not to use your non-mill cards' effects a large chunk of the time.  This is fine.  You don't want to be spamming counterblasts to get 3s once you've seen your first few, as your odds of hitting get progressively worse.  Butterfly should be played strictly as a countercharge 1 or to shove a RG Dovaspeed to soul for an additional mill.

If your opponent attempts to damage deny you, you can't mill as effectively, but if they don't deal any damage, you will win by decking them out.  If they don't call front row RGs, you can easily get away with not attacking with your VG, especially with getting Protect 1s each turn.  If they're Force, then you can attack with VG and still damage deny them.  If they attempt to bash your face in, other than your first damage check, ALL of your heals are ALWAYS live.  Finally, if they're low on cards in deck, keep in mind that each damage you deal is also a card from deck (two if they hit a draw).  It may be worth going in later in the game to ping them for one or two damage as they reach single digits.  Other than this, there aren't many strategies, it's just rock, paper, scissors. 

This deck beats any deck that relies heavily on counterblasts to do anything.  This includes DOtX, Sharhrot, Nightrose, and many other such decks.  This deck loses severely to no counterblast aggro decks such as Blaus or Thavas.  The big question (which I haven't done enough testing on) is "does it beat Luard?"  I'm not 100% sure.  Luard can still superior ride and get Force 1 spam and grade 1s with bonus crit super easily, especially with you shoving the 1s into their drop.  However, Luard cannot superior call 1s with Nemain gone and his calling being CB locked.  I think it's a coinflip on whether or not Turbelent Signal hits.  Which is a coinflip that the Megacolony player should win more often than not in theory.

Since most of the decks that would cause potential issues for the deck are either non-meta or not out yet, I think there's a LOT of potential for this deck to see real play.  Potentially tier 1.5.  Maybe even tier 1 with such a dominantly favorable matchup to Scharhrot.  I will leave it for the community to decide before this deck gets bonked by robits and saylers.


Friday, July 24, 2020

Megacolony Zero - Card Review and Thoughts

Since we kind of know that I have a bit of a thing for the colon, I figured I'd drop my thoughts on the Megacolony support in Zero.

Let's start:

Mechanic - Paralyze 

Paralyze got buffed considerably from in the original.  All units that "prevented restanding" in the original game now "paralyze", which was a term already used to describe the effect, due to the anime.  Paralyze makes the unit unable to move circles (even through card effects like Wheel Assault) in addition to being unable to stand during the stand phase or through card effects/stand triggers and also forces the card to rest.

Starters

Larva Mutant, Giraffa

The first thing we'll take note of is how few cards are actually different in Megacolony.  Ignoring how Paralyze functions differently, only a few cards have any text changes.  I'll cover those in a bit more depth.  For this, it's the same thing you're used to seeing with Blaus, Ambers, and the Blaster chain, all of which have been out for a while.  If you ride the grade 1 over it, you get to grab the grade 2.  The difference is that Giraffa as a grade 2 VG is objectively better than any of the other grade 2 Vanguards.  I'll cover that more when I get to him.

Rating 4/5

Machining Worker Ant

Machining Worker Ant surprised me.  I figured it would have had some other change in effect and not just be a vanilla starter if you miss your Stag Beetle.  Given how many grade 3s we can run, how Stag Beetle functions in ZERO, and the other weaknesses involved with this card, it's actually far worse in ZERO than it was in the original (and it was already pretty bad in the original).  Hopefully more comboing mechanisms will be released later, but it's doubtful.

Rating 1.5/5

Megacolony Battler C

Battler C got buffed in that it's the same effect (Move to soul, Paralyze any RG on VG hit that it boosted) but now it doesn't cost a counterblast, which is honestly great.  The big problem with early Megacolony (and one of the reasons why it splashed Mr. Invincible so often) was how counterblast intensive it was.  This has gone a long way to fix those issues in conjunction with the buff on Master Beetle.  All in all, a great card.

Rating 4/5


Grade 1s

Karma Queen

Didn't get buffed.  Was too expensive then.  It's definitely too expensive now.

Rating 1.5/5

Machining Hornet

On call, becomes 10k for a turn if you have a Machining Soul.  Due to how much worse Stag Beetle functions in this game, I'm not certain there's room for this.

Rating 2/5

Machining Mosquito

On call, soul charge 1.  Amazing card outside of Machining due to Master Fraude's ability to soul blast 3 and to draw on hit (even rear guards!).  I think Fraude is going to be in every deck and there is space to fit it (at max) in all builds other than Giraffa where it becomes the one-of tech.

Rating 4.5/5

Megacolony Battler B

When an attack hits a VG that it boosted, counterblast one to paralyze a RG.  I don't think I need to explain that this card is a staple in any deck.  It goes behind the Vanguard, typically, so its 6k base is rarely punished.  There is a case that you run 3 of this and 2 of your tech since you're best off with just one behind the Vanguard, but if you want consistency (or fear retirement) there's no harm in having 4, in my opinion.

Rating 5/5

Paralyze Madonna

Rating PG/5

Pest Professor, Mad Fly

On hit that it boosts, discard and draw.  A decent tech for your tech slot (for non-Giraffa builds), but I'd caution against it, since you're drawing, soul charging, and with this, filtering.  You could potentially be at risk for deck out if running draws.

Rating 3/5

Phantom Black

Rating Vanilla/5

Pupa Mutant, Giraffa

The grade 1 for the ride chain.  Can also be used to grab a grade 3 Giraffa from deck by discarding a grade 3.  Secondary skill is lackluster, primary skill is great.

Rating 4/5

Stealth Millipede

[UPDATE] Since writing the original article, I have since learned that force-rest DOES occur from Paralyze.  That increases Stealth Millipede's viability somewhat.  However, in comparison to Battler B who hits comparable numbers with most of your Vanguard picks, I just don't see the point in choosing this as an option.

Rating 2.5/5

Toxic Soldier

Nullifies intercepts when it attacks?  Forces out nulls and deals damage and lets you keep Paralyzed front row units in place with main phase stuns?  Yes please.

Rating 5/5


Grade 2s

Bloody Hercules

Rating Vanilla/10

Elite Mutant, Giraffa

Giraffa has a powerful on-hit skill and has a nice 10k butt to wall with.  Now that I've learned that Paralysis forces a rest, they either have to go first and use their starter, have an ACT starter, or you can paralyze said starter.  Thus, in the MLB match-up, if you go first, you can stun Wingal Brave before they have an opportunity to use it irrespective of what they choose to do.  All-in-all, an amazing card dampened by having a non-viable grade 3 attached to it.

5/5

Ironcutter Beetle

Imagine if the entire viability of your boss card required this card to be on the field.  Well, that's the case.  The goal of the Giraffa deck is to pop backrows, hope the opponent can't call boosters, hope the opponent doesn't have 12ks, and force the VG to swing into the 12k.  If not, hopefully after popping the backrow a couple of time, the idea is to sit on an 11k butt with beefier RGs so they can't hit them.  Since we're living in a meta of 12k attacking RGs and are going into an even more dense meta of 12k attacking RGs (oh, and front-row retirement) this card's viability is cut deeply.  Still, definitely not a bad card in that your opponent needs specific outs to handle it to overcome your strategy.  Too many decks have the outs, though.

Rating 3.5/5

Lady Bomb

Still too expensive.

1.5/5

Machining Armor Beetle

Because the Machining core build is weaker, you're left with using this in the Fraude build.  But, you can transfer your -1 to Paralyze into a +1 with Fraude, effectively negating its cost for a free Paralyze.  It's great for stunning grade 1/3 front row RGs as they appear and amazing in conjunction with Toxics on late turns if you stun front row interceptors and bypass them with Toxics to ping/finish.  I would personally hold onto Armor Beetles for late game to do just this.  Decks that call to open (RC) like Golds feel pretty bad about this card as well.  This was a staple 4-of promo in the base game and I don't see too much different here.

Rating 4.5/5

Machining Mantis

With lackluster support, it's hard to justify Mantis in the current metagame.  I also think there's not enough grade 2 space to make it work.  It's not a bad card, but it doesn't have the pieces to work currently, in my opinion.

Rating 2/5

Tail Joe

[UPDATE] Now that I've learned that Paralyze forces a rest, Tail Joe is somewhat more viable.  The only issue is that you want it to attack and clear the front row and Master Beetle needs to be attacking a Vanguard for your most reliable Paralyze to occur.  Grade 2 space isn't super tight, so if you want the chance at 11k go for it.  I'm not the biggest fan of something that can be cleared with 8k vanillas, however.

Rating 2.5/5

Toxic Trooper

Yes please on an interceptor that can hit crossrides with your forerunner.

Rating 5/5

Transmutated Thief, Steal Spider

With only Vesper as a mechanism to secure board (outside of Machining, which is hurting in other ways) this card has limited capacity to secure its card draw.  Still, if you're opting to run Machining, this isn't a bad filler tech and makes for a solid grade 2 ride.

Rating 1.5/5

Water Gang

Great, like all Libra clones.  Only, now we have waaaay more counterblasts to mess around with, making a use of Water Gang perfectly acceptable.  Between Toxic Trooper, Giraffa, and Ironcutter, there isn't much space in that build, but this works great in a Master Beetle deck with Trooper.

Rating 4/5


Grade 3s


Bewitching Officer, Lady Butterfly

Not much to say.  12k vs. VG attacker.

Rating 2.5/5

Death Warden Ant Lion

Soul charges each turn.  Great VG to partner with RG Fraudes for card advantage.  Hits 12k unboosted and hits the magic number of 18k with a Battler B booster.  The Megablast is actually very easy to pull off as well, and makes for a devastating turn where you don't attack with VG when using it and use double Toxic swings to try and end/force PGs, then they are crippled the following turn.  Soul requirement can even be met on the turn you ride to grade 3 with little issue.

Rating 4/5

Evil Armor General, Giraffa

It's sad to see a card that seems really bad but actually isn't that bad still be really bad because it's set 2 strong in set, what, 9?  If there weren't a slew of competing 12k interceptors and it could play like "Good Card Kagero", sniping back rows and walling with an 11k butt, it would have been a great card in a great deck.  But it was simply printed waaaaay too late for this to be the case.  It's not even close to viable in the current card pool.  It's sad, really.  All that potential, wasted.

Rating 1/5

Hell Spider

If this card was just 3k on-attack, it would be fine.  But it's 3k if the whole enemy board is rested.  Sadly, it's too easy to play around.  Hitting crossrides with no boost would have changed the scope of this card's viability entirely.  Now it's just meh.

Rating 1.5/5

Machining Stag Beetle

Due to no longer retaining Twin-Drive!!, you'd think getting extra cards would be more helpful, but sadly, they just aren't due to the restrictions on said cards.  You have to effectively neg calling out your starter and using Armor Beetle to shove it back in makes the whole process a wash.  Then, if you ride again (which you'll want to do to avoid being on a 10k vanilla vanguard) you go -1 and gained, effectively, nothing for your troubles.  Fraude utilizes the soul in a far more efficient way and doesn't have the advantage come in at rest.  It's just too old of a card in too restricted an archetype to really be useful.  When the next wave hits, that may change, however.

Rating 1.5/5

Martial Arts Mutant, Master Beetle

[UPDATE] I used to hate Master Beetle for being CB3.  It's now CB1.  Wew lad is that a buff.  On swing at VG, LB4, CB1, stun 2.  Now that I've learned that Paralyze forces the cards to rest, Master Beetle is insanely undercosted and is, honestly, an even more crazy card than I thought.

Rating 5/5

Master Fraude

On-hit, SB3, draw 1.  Amazing, amazing card.  Also gains 3k when boosted, so it hits 19k with Battler Bs on VG circle (doubling up on the on-hit pressure).  You can even use Battler C in the same row and hit a VG to stun and draw, even if you were one soul shy.  All-in-all, a great card.

Rating 4.5/5

Violent Vesper

Gigantech Charger clone.  Great to use as a heal.  On call, call top card is generically useful.  It had extra usage with Giraffa, but Giraffa is just too many sets behind to care.

Rating 4/5


Decklists

I'm opting not to make a Giraffa or Machining decklist as they're both less budget and inferior to the budget list.

Beetle/Fraude

Starter - Battler C

4 PGs
4 Toxic Soldier
3 Battler B
2 Mosquito

4 Water Gang
4 Toxic Trooper
4 Machining Armor Beetle
1 Bloody Hercules

4 Master Beetle (HEAL)
4 Fraude (DRAW)
3 Vesper (DRAW)
2 Ant Lion (DRAW)

Ride preference:  Beetle > Ant Lion > Fraude > Vesper

This deck is the best overall deck, so far as I can tell.  You have Beetle as the preferred ride and heal trigger.  Either you heal or you ride your boss (or you missed a 4-of all game in a deck that draws cards a lot which is super unlikely).  Whenever you see Beetle, you should hopefully be pretty happy about it.  The primary tactic is to clear the front row interceptors with on-hit pressure (Water Gang, Fraude) and swing with on-hit pressure from your Vanguard (Battler B) and, if useful, using Beetle's skill to double-stun.  This deck plays a lot like OTT (with 8 Toms), only with combo play and disruption.  I imagine that even if Megacolony ends up being bad (I'm not sure how it will perform, but it definitely wants to reach end game for its wincon), it will still be immensely fun to play.


Budget Colony

Starter - Battler C

4 PGs (If you don't have 4 PGs yet, then increase Battler B and Mosquito until you have 13 grade 1s)
4 Toxic Solider
3 Battler B
2 Mosquito

4 Toxic Trooper
4 Machining Armor Beetle
X Water Gang (However many you can squeeze in)
X Bloody Hercules (Whatever is left over)

4 Fraude (Draw)
4 Vesper (Heal)
4 Ant Lion (Draw)
1 Tech Choice (Butterfly Officer isn't a bad call, but it doesn't really matter)

This plays identically to the above list, only Ant Lion is the preferred ride and you want to keep Fraudes out as much as possible on RC.  Place cards in the deck as best as you can until you reach the non-budget deck.  Considering the non-budget deck is 4 RRRs, 8 RRs, it's honestly not super hard to get the main deck completed, given that you get 2 of the PGs for free.


Final Thoughts [UPDATED]

Based on what Megacolony has, I have no doubt that it would be strong, even in the current crossride meta of Zero.  The problem Megacolony has right now, however, is that it has too many archetypal/ride chain cards that just don't mesh nicely with everything else and have standalone weaknesses.  The Toxic cards being overpowered as all get out was a pleasant touch and made the grade 1 and 2 space fill out nicely.  Thus, the gameplan is to play old school Megadrawlony with Beetle and Toxic card support, now that they aren't awful.  Paralyze is actually incredible, only being unable to impact grade 2s meaningfully.  Of course, you can always be big brained and stun their grade 2s AND not attack with your Vanguard (unless your Vanguard is also a Toxic unit, and honestly, staying on a Toxic Vanguard might be a thing) to ping them through your Toxic units.  Ideas to keep in mind for later.

Wednesday, July 8, 2020

Ride Chain/PG/Heal Farming is now the only viable VP farming build

You hate to see it.

After running tests with a 5k starter (to attempt to just get class levels for Shadow Paladin, of which I was averaging less than 2 full levels a day because of the server issues) I noticed that I was getting substantially greater VP gains when I switched to Ride Chain/PG/Heal farming to level up OTT.  Of course, due to the changes, this is absolutely no surprise to anyone.  While the entire community could benefit from all VP farmers switching to 5ks and not running PGs or Heals (greatly decreases game length, greatly increases VP gain, etc.) as long as 20-30%~ of the community are running Ride Chain PG Heal farms (and a non-substantial portion of the community is running other farms, but nowhere near the quantity of the ride chain farmers), there's just no room for anything other than ride chains and 6ks in this meta, except ride chains are the worst match-up for 6ks, and with their one bad match-up being meta dominant, that's an oof.

This means that if you want to get class levels, you're better off running 4ks and a non-attacking auto-clicker.  Except these absolute morons running the ride chain farms don't seem to know how to run an auto-clicker that attacks after you ride to grade 3.  So then you have like 25 minute matches where you couldn't hit them anyway (barring you playing 6k/ride chain).  Hilariously, because they top charge on ride, you end up winning, but it's not really worth it.  So then you slow things down with attacks and pray that they don't hit enough heals/nulls and you kill them before you die.  But then you lose from decking out.  There is no "winning" with fast matches precisely because the state of the auto-clicking meta is so toxic due to the VP changes.

So, here's a PSA:  If you're using Bluestacks and playing a Ride Chain/Farm Build and you find that you aren't attacking, run the "Auto Ride Deck VP Farmer 2.1".  I don't think it "fixes" if you have a match fail to load and may not work if you rank up.  Whatever, check back every so often.  Run this if you're too lazy to manually create your own working clicker so that games don't take 25 years.

Yes, I'm helping them attack because if we can't get everyone to run 5ks and VP farm together to get free ranks, cards, rewards, etc. because we're all too intrinsically selfish/stupid to do so, then we're just stuck with 25 minute games if anyone wants to afk level up other clans for those gem rewards unless I can educate some digital dummies on how to utilize a functioning auto-clicker.

Not much else can be done due to how the rewards function this time around.  🤷