Showing posts with label Link Joker. Show all posts
Showing posts with label Link Joker. Show all posts

Monday, April 21, 2014

Kagero and Glendios - 21k On-Hit Retire Because I Can

Decklist:

Starter - World Line Dragon (Link Joker)

12 Link Joker Critical Triggers
4 Link Joker Heal Triggers

Grade 1's

4x Taboo Star-Vader, Rubidium (Link Joker)
3x Star-Vader, Ruin Magician (Link Joker)
3x Heatnail Salamander (Kagero)
2x Barrier Star-Vader, Promethium (Link Joker)

Grade 2's

4x Star-Vader, Magnet Hollow (Link Joker)
4x Star-Vader, Colony Maker (Link Joker)
1x Unrivaled Star-Vader, Radon (Link Joker)

Grade 3's

4x Star-Vader, Omega Glendios (Link Joker)
4x Dragonic Overlord "The Яe-birth" (Kagero)
4x Dauntless Dominate Dragon "Reverse" (Kagero)


Playtesting has been disgusting. The deck is just... overpowered. Heatnail is mostly a gag-tech. With any of my reverse units, it makes a 21k on-hit retire row to add insult to injury. Naturally, with no Cold Deaths or Infinite Zeroes, the purpose of the deck is to vanilla beat your opponent to death. 12 crits to supplement it. 6 sentinels, stupid easy 21k+ rows, extremely consistent riding, negating an entire row's attacks every turn you call a Reverse unit, and plussing like mad off of Ruin Magician. All with a lulzy on-hit retire 21k row tech choice.

It's pretty dumb. Not going to lie.

15-0 in testing so far. ~_~ Might make a video. Might let Glendios die in a corner. Haven't decided.

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.

Friday, August 16, 2013

School of Hard Locks

This deck was originally theorized to make Schwartzchild suck less. I think that Schwarzchild's effect is very powerful and over-the-top, so I decided to make a deck around maybe getting it off twice. That being said, I'm still fiddling around with the ratios and looking forward to adding in newer support for Great Nature to really get the ball going with this. Here's my current decklist so far.

Starter - Micro Hole Dracokid

Triggers

8 critical triggers for Great Nature (Upping to 12 when we get it on Area)
8 critical triggers for Link Joker (Reducing to 4 when we get the GN support on Area)

Grade 1's

Great Nature:
4x Coiling Duckbill
4x Tic-Toc Flamingo
2x Monoculus (Still playing around with these)
1x Tank Mouse (Still playing around with these)

Link Joker:
4x Gravity Ball Dragon
2x Barrier Star-Vader, Promethium

Grade 2's

Great Nature:
4x Binoculus Tiger
4x Compass Lion

Link Joker:
4x Gravity Collapse Dragon

Grade 3's

Link Joker:
4x Schwartzchild Dragon


This deck functions in a similar fashion to Tom and Jerry, but has a different goal of making some extremely consistent persona blasting with Schwartzchild. This deck has the same base consistencies (ride chain and top 5 search on ride) added in with the Great Nature's Coiling Duckbill to cycle through cards quickly and Tic-Toc Flamingo to unflip the damage expended on these things to get a potential second persona blast. While the deck only has two nulls, you get a lot of defense out of just a single persona blast, and guarding early and wisely in this otherwise low-counterblast deck will help you secure a larger advantage over the course of the game. When pushing for game, you have several outs to empower any Great Nature rear guards you want to, and with the right combinations of cards, you can net cards back or unflip damage during the process. You also have great turn 2 defensive options between landing the ride chain and locking a unit on the opponent's field to having an 11k Compass Lion Vanguard. If Compass Lion is your Vanguard, you can even go without retiring any units if you don't have any Great Nature rear-guards out, which is a nice way to bypass that restriction while sitting on solid defenses.

I'm still looking to future support for both clans and seeing what I can adapt to this as I'm playtesting it. So far, if I get out any reasonable set-up, the deck works amazingly, especially with early Duckbills.