Showing posts with label Overpowered. Show all posts
Showing posts with label Overpowered. Show all posts

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.


Tuesday, September 8, 2015

2015 Chicago Regional Tournament Report


I'd be lying if I said that I had anything short of an absolutely amazing weekend.  Friday night Brandon and Zach picked up Daniel and me, and we all headed over to Will's place in Chicago where we met Will's awesome room mates.  Tommy showed up later.  After a fun night of hanging out, playing Smash/card games, and drinking, we get a couple hours of sleep and head to the venue for some Vanguard.

I was going to play Seeker grade 1 rush, not because I wanted to, but because nobody had any Madews to loan me, other than one from Tommy.  So it's crunch time.  My BFF Daniel has all of the Cray Elementals I need in his binder, other than Madew.  I make a last minute snap decision to buy 3 Madews at Dirk's vending location so I can play Stardrive.dek.  There's only one problem.  I don't actually have the right grade 2's or G-Units.

I have to settle for not having a Samuel or Jirron in my final build, swapping those for Gablades.  Eww.  I also had to run Brede, the 12k GBreak attacker, in place of what could have been a potentially more useful grade 2.  Those limitations aside, I had most of the key units I needed to make the deck function.  I also didn't lose any games that Samuel might have won me other than maybe the final game, so the sub-optimal list didn't hurt too bad.  Here's the list:


You Madew Bro?

Starter - Shining Knight, Millius

12 Critical Triggers
4 Heal Triggers

4 Rainbow Guardian
4 Air Elemental, Fwarlun
3 Light Elemental, Peaker
3 Laurel Knight, Sicilus

4 Knight of Twin-Sword
4 Knight of Fragment
3 Transmigration Knight, Brede

4 Gigantech Charger
4 Stardrive Dragon

4 Rain Element, Madew
2 Shrouded Divine Knight, Gablade
1 Snow Element, Blizza
1 Miracle Element, Atmos


I was barely able to piece everything together before round 1 started.  I set off on a goal to win a match or two, then scrub out and eat pizza with friends.  My goal wasn't a number of wins so much as fighting a competitive player and killing them with Stardrive Dragon to inflict maximum salt.  I had no idea what I was in store for this day...


Round 1 - W vs. Royal Paladin (MLB/Jewel Knight/Thing Saver)

This deck used Wingal Brave with a Blaster grade 2 lineup to get more Blasters or MLB.  It has Jewel Knight grade 1's and triggers for Swordmy.  It had Thing Saver after MLB built up the soul to finish.  Unfortunately for my opponent, they were grade locked at 2 because they didn't shuffle well.  They damage checked 4 grade 3's over the course of the game.  That being said, I followed my own advice completely and didn't let Wingal Brave hit, keeping my opponent gradelocked.  I won by swinging in with my avatar, STARDRIVE DRAGON!  Opponent was a bro.  They weren't salty for losing to me so much as frustrated for not shuffling properly.


Round 2 - W vs. Link Joker (Amnesty Messiah)

This game was super awesome.  My deck can pretty much never be controlled through retirement, but he kept my board locked down for a long time.  I end up striding 6 times that game.  I only have one Gablade face down, and due to not having any more Madews to stride into, I couldn't stride on my final turn.  I swing with nothing more than a Stardrive Dragon at his Vanguard.  He is at 5 damage at this point.  He can't guard, so he lets it through.  Crit.  Crit.  THE WRATH OF THE COSMO DRAGON IS REAL.  We both had less than 7 cards in our decks at the end of this game.  It was beastly!  This guy was also a bro, and having seen the full capabilities of what my deck can do, complimented me for being an "evil genius".


Round 3 - W vs. Royal Paladin (Jewel Knights/Thing Saver)

I went second, calling a grade 1 to boost my starter on a side row.  I swing with my Vanguard to theirs.  They no guard, I crit, and they hit no damage triggers.  I swing with my 17k row to their 7k Vanguard.  They go to three.  The accidental sort-of rush put me too far ahead.  I won the game with a crit the turn I first strode.  Opponent was a bro.  We wished each other luck and went on our ways.


Round 4 - W vs. Royal Paladin (Sanctuary Guard Ragalie)

My opponent opened 3 perfect guards and didn't see a grade 3.  They had to pitch a null to G-Assist, then pitch another one (along with a grade 2) to stride.  They couldn't recover after that point.  Opponent was a bro.  We wished each other the best and went on our ways.


Round 5 - L vs. Link Joker (Amnesty Messiah)

This was another great game.  He omega locked my right side of the field for 4 consecutive turns, keeping himself in the game.  He only ran 4 crits, but he was able to hit 2 of them offensively over the course of the game.  He would alternate between his stride enabler and Blaster Joker to prevent deckout and build soul to draw more cards.  He played the deck very well.  It went all the way down to the wire, with me using every single Madew in my extra deck.  I eventually lost from not being able to output as much offensive pressure due to having my units locked.  My opponent was a bro.  I wished him good luck (partially so that my tiebreakers would be better, mostly because he was a bro) and we moved on.


Round 6 - W vs. Kagero (DOtX Stride)

My opponent was playing a DOtX build.  I was a little excited, because I knew my match-up against the deck was solid.  He nuked 7 of my rear guards with retirement effects.  I don't believe that I ever attacked with less than a full field at any point in the game.  This is a match-up where Gigantech Charger was truly able to shine.  I ended up expending all of my Madews this game, but I overtook him with card quantity and won the game.  My opponent was a bro.  I think he even called me a hero.  We wished each other the best and moved on.


Round 7 - W vs. Shadow Paladin (Diablo)

I went second.  Turn 3 had him hit with Judgebau boosting his Phantom Blaster "Abyss".  He called double Swordbreakers putting him at about a million cards in hand.  I stride into Madew the following turn.  He is at 3 damage.  He asks if Madew has any on-hit skills.  I say, "Nope."  He says no guard.  I double crit in my triple drive.  He doesn't heal.  I apologize for sacking him (in all honesty, he really SHOULD have guarded), but my opponent was a bro.  We wished each other the best and moved on.


Round 8 - L vs. Royal Paladin (Thing Saver/Jewel Knights)

I held on as long as I could, but early crits put me at 5.  I ended the game with all 4 of my heals in my 23~ card deck.  This is the only game where if I ran Samuel I might have won, but there's no guarantees on that.  Honestly, considering that I drew well, fielded well, and rode well every game, I can't complain about getting overwhelmed by early triggers and not seeing my heals.  This was the end of a damn good run.  My opponent was a bro.  We wished each other the best and moved on.



Final standings - After 8 grueling rounds, I ended up in the top 16 with a final record of 6-2.  This is the best I've ever done at any Bushiroad event for Vanguard to-date.  There was a massive hypetrain of individuals going to watch my matches and see me win with Stardrive Dragon.  Many people wanted me to top 8, or even win it all so that my decklist could be posted.  With my deck's name being, "You Madew Bro?!", it would have been even better.  Sadly, I didn't quite make it all the way, failing at the very last step before top 8ing.  Still, top 16 out of 431 players is an extremely solid result, and everyone is still calling it a top, even though it wasn't a final 8 top.  I certainly have no problems calling it a top.

Now, I will say that my finally topping a Vanguard event doesn't change my opinions on it.  I just happened to draw very well all day.  Now, while my deck is a troll deck, it is still solidly built with a ridiculous advantage engine.  My deck is a good, competitive deck.  It's just not the best deck.  It's not what I would consider top tier.  It just had a really good run.

Now, if you ask me if I accomplished my goal for the day, I would say, "No."  My goal was to beat a competitive player with Stardrive Dragon and make them incredibly salty.  that didn't work at all.  Everyone was super awesome, and greatly enjoyed my deck, even when they happened to lose to it.  STOP BEING SO AWESOME VANGUARD COMMUNITY!


Saturday night featured more drinking.  After the Disney sing-along, we reached the point where we decided it was a good idea to beat the crap out of each other with LARP weapons.  I went 10-1-1 in my LARP fights (those nerds don't know how to fight).  My one loss was me standing completely still not realizing we were actually fighting.  My one tie would have left me wounded and them dead.  I rekt them with my masterful sword abilities.  Also, spear is OP and autowin.  Real life, nerf spears.  thx.

Sunday happens.  I wake up, and it's 9:03.  Registration is already going on for Buddyfight and I'm like, "Uhh, guys.  We need to be there yesterday!"  We eventually make it there at 10:03.  We only barely made the registration cutoff.  Then I have to, with a much later start than I would have liked, write my entire decklist out.  But I hadn't adjusted my deck to put in the Champion Wrestler Asmodais that I just got.  Thus, I made a very rushed deck based on what I thought would do the best against Kaizerion.  Here was what I came up with.


Magic Burn

Flag - Magic World
Buddy - Magical Artist, Andy

Size 1

2 Dragowizard, Burning Wand
2 Magician of Glass, Will Glassart
3 Magic Power Researcher, Ren Kogasaki
4 Magic Artist, Andy
4 Dragowizard, Qinus Axia

Size 2

4 Magical Secretary, Genjuro Saki
2 Center of the World, Mary Sue

Size 3

2 Champion Wrestler Asmodai

Spells

1 Oops!
2 Solomon's Shield
2 Abra Cadabra!
2 Kosher
2 Trans-flame
3 Chillax!
4 Magical Goodbye
4 Nice One!

Items

3 Gunrod, Del Gesu
4 Gunrod, Bechstein


Sideboard

2 Champion Wrestler Asmodai
2 Demon Lord Asmodai
2 Gunrod Stradivarius
2 Destruction
1 Trans-flame
1 Dragowizard, Burning Wand


First, let's discuss the decklist.  I made a few mistakes in my hurry.  First, I had no Begones.  This was due to them not being in my Magic World dual-deckbox.  In one side of that box I keep my deck.  In the other side, I have playsets of just about every relevant Magic World card in the game.  I'm missing 4 Eligos, 3 Devil Advantages, one Mary Sue, one Clock, and 4 Zagan.  Apparently, my Begones worked their way back to my common box at the bottom of my bag, and I didn't have time to dig.  I just gave in and settled without them.  After playing around with my list and extras, I decided to focus more on Ren Kogasaki over Will Glassart.  This was due to gauge management being difficult.  Ren Kogasaki also helps close out games with Abra Cadabra.  My second mistake was adding in a second Mary Sue.  If I had Merlin in her place I would have likely done much better.  I couldn't manage the guage cost of Mary Sue without Andy.  Finally, I don't know what the proper balance is between Champmodai, Destruction, and my own hand and gauge management.  This made my main board deck often have the same cards sided out over and over again as I learned what mistakes I made in crafting the main deck in terms of gauge management.  I should have used 3 Kosher, but I always draw all 3 copies when I play 3, and I just couldn't risk that.  This made me have almost no outs for gauge recovery, and I had to rely on Genjuro Saki and Andy for my deck to function at its basic level.  That's not an inherently large problem, but it increased the likelihood of dead draws, and I was cautious of that, too.


Round 1 - W vs. Hero World (Gaigrander)

I fought against Dirk in round 1.  I happened to open with my 1-of Oops! both games.  By removing his Gaigrander01 in battle phase, I neutered his offense and defense, leaving him largely helpless.  This was mostly due to opening with Oops!, but I  was also able to burn effectively.  The first game was a little more tough, due to my opening with 4 cards that cost 2 gauge or more.  My deck doesn't run many of them, but if I draw enough of them, it can be an auto-loss.  Fortunately, I recovered and won that game.  I won game 2 without any issues.


Round 2 - W vs. Dragon World (Crimsons w/ size 3s)

This deck ran Gatling and Inferno Armor for board control and defense (and some burn in Gatling's case).  I believe that he took game 1 due to simply having 8 crit on the board while I didn't draw any defense.  Game 2 was close, but I narrowly survived a turn (Impact would have killed me if he had it) and was able to swing for game the following turn.  The final match was where he misplayed.  He played Inferno Armor Dragon to his center to protect himself and intentionally prolong the game.  That gave me time to slowly ping him down and build up card advantage, being Magic World and all.  I was able to gather plenty of defense to weather his turn after I destroyed Inferno.  Then I pinged for game.


Round 3 - L vs. Hero World (Quartet Five)

Ugh.  He opened pretty awful first game (two size 1s), but not as awful as I did (4 gunrods, 2 chillax).  Every time I played a creature, he swung into it with everything.  His playstyle was nonsensical, especially against Magic World.  Playing for card advantage against a deck that auto-wins grind games is really dumb.  But he got rewarded for it.  I drew nothing all game to cycle out or fix my hand.  I finally got a Nice One! on turn 4.  I cast it and draw two more Nice Ones.  I lose the following turn.  Next game he gets out his 9/3/7 on the first turn.  I sided in Destruction and blew it up.  He continues blindly attacking my sides when my deck is literally a timer.  Only, the Destruction play put me too far down in card advantage, I opened awful again, and I just didn't recover.  We both run out of cards.  I see no Nice Ones, Koshers, Mary Sues, or what have you.  He top decks into his Grimoire clone, then wins by refielding after that.  Bad draws happen.  I'm not really salty that I lost to the guy so much as why was he undefeated at this point?  Oh well.  Can't fix it.


Round 4 - W vs. Hero World (Kaizerion)

My opponent was playing cancer.  I think I took game 1 by burning him effectively.  Game 2 was his due to 4 crit double attack penetrate.  This was the game I used Champion Wrestler Asmodai to completely remove a 2 soul Kaizerion.  I just couldn't recover from the self-inflicted card disadvantage.  He eventually got another one out because they have 8 effective copies, and I lost.  Game 3 was where things got silly.  After three turns a piece, he has me at 3 life with 1 soul in his Kaizerion.  He enters battle phase.  He has penetrate on his Kaizerion, I believe.  He also has a 2 crit unit on the side.  I'm at 0 gauge with Genjuro Saki, Bechstein, and Burning Wand on the board and 2 cards in hand.  He is at 2 life.  He skips his battle phase and goes straight to final phase.  I don't respond.  He casts his impact.  I respond with Chillax, bringing me to 4, then knocking me to 1.  I win by burning him the following turn.


Round 5 - L vs. Hero World (Kaizerion)

This time I played against Jason.  I kept trying various things against Kaizerion to try and get over it.  Game 1 I had lethal on board and I was swinging in with it with a spell negate in hand.  Mach Braver said, "Lolnope".  I didn't have the defense I needed to stop his next turn.  Game 2 he accidentally shuffled his buddy into his deck.  There wasn't really a way to fix that, and it was ruled that he got a game loss.  Game 3, I'm in a solid position to win if I can survive one more turn.  The only problem is that he has a 9/3/7, 4 soul, 4 crit, double attacking Kaizerion (fortunately, without penetrate).  He attacks my center, which I let go.  He attacks again.  I respond with Chillax.  He negates it, bringing me down to 4.  He impacts for 6.  ggnore.  I tried dropping, but I was peer pressured to stay in.  I knew I wasn't likely to top, but I thought, "Meh, I'll give it a try."  Jason is a good friend, so I wasn't upset about losing.  I knew coming into this that I had about a 50/50 matchup to Kaizerion with my deck.


Round 6 - W vs. Hero World (Gaigrander)

My opponent was playing Gaigranders.  Game 1 I was able to simply overwhelm him with offense.  Game 2 I sided in Destruction.  I blew up his 01, and it was all over after that.  He couldn't really hold up due to my opening well and eliminating his offense and defense.


Round 7 - W vs. Hundred Demons (Yamigedo/Lindwurm revival spam)

I was surprised to see a 4-2 Hundred Demons deck.  I hadn't seen many that day.  Unfortunately, Hundred Demons just don't have enough support to be competitive at the moment.  I steamroll him both games without really caring at all about Thunder Mine.  He does get out a Yamigedo game 2, but Champion Wrestler Asmodai put an end to him really fast.


Final results for Buddyfight were 5W 2L.  A solid run.  I had a chance of topping, so I stayed at the venue waiting for the top 8 to be announced.  I glanced at the paper and saw that I was 10th, so I missed the cut by a small margin.  I still had fun, so it was an awesome day.  After that, we all got pizza.  It was good pizza, too.

That wrapped up the tournament.  I got top 16 out of 431 players for Vanguard going 6W 2L.  Then I got 10th place out of 88~ players going 5W 2L in Buddyfight.  I had no expectations of topping either event due to trolling the Vanguard tournament and playing a deck with no new cards printed for it since the Golden Buddy Pack in the other, so my results were extremely pleasing.

We ended the day watching Eragon, which was so bad it was good.  I woke up the next morning singing "I Feel Pretty", to which Will's roommate just pops out of nowhere and picks up where I left off, and that's awesome.

Sunday, May 18, 2014

Much Tourmanet, Such Win, Very Wow

I've been having a blast going to two local tournaments and spending my weekends playing card games.  It's been pretty great.  I've been getting sacked, gradelocked, and what have you, so I decided this weekend that I felt like winning.  Naturally, I play the deck I feel is the most competitive in the current meta to choose for this task: Ripple Rush.

Ripple Rush has a list on here, but for those unfamiliar with how it works, it uses the Ripple Ride chain for Pavroth's on-hit effect (if you land the chain), Sotirio's top 7 search for a grade 2/3 when you ride it on the starter, Sotirio's top 7 search for Pavroth if you ride the wrong grade 2 over him, Turtle's top card check for a grade 1 or 2 to superior call (which can be used as VG over Sotirio for a plus 1 and still hitting the chain), and passing crits to Tidal Assault for a multi-crit restanding rear guard.  That's the gist of it.

I played on Saturday with Ripple Rush.  I won two games on the first turn attacking.  One game I went Tidal -> Same Tidal -> VG attack (nulled) crit -> Tidal w/ Crit -> Tidal w/ Crit.  It was dirty.  If my VG had hit, my other Tidal would have stood at 7k power, though, and swung again.  I ended the night 6-1, and opted to get 5 packs of Gatecrash with my prizes.  Didn't pull anything spectacular, but it felt good to get some prize support.  I feel like Ripple Rush is cheesy and try-hardy, so I avoid using it.  But winning cards feels nice, so I might stop having all of these reservations about playing it.

Sunday's tournament I played Ripple Rush again.  I was determined to win since I haven't won at Midwest (lost in the final round the week before this one, somehow went from undefeated to like 7th place and got no packs).  I end up going 8-2 for the day, winning every round, and netting 6 packs of prize support or 18 bucks.  I opt to use that money for the wife and I to enter the Weiss Schwartz tournament, having never played it before.  I beat the two veterans in the 8 man tourney, and lose to the other trial deck.  Lawl.  I get 5 packs and pull one RR out of it.  So meh.  Decided on a whim to get two more packs, and I pull a 100~ dollar SP Cait Sith Silica and another copy of that RR.  I won card game forever, I guess.

Then I also traded my 4 extra Binoculus and Monoculas Tigers for a Naruto deck.  I decided that now that it's dead I'm going to get in on it.  Got an Earth/Wind Hyuga/Mind Power/Lawl1stHogakeFTW deck.  Got to play it once before my wife was beating me up to head back home since the in-laws were watching the kids.  I had a lot of fun playing the Naruto game and want to play it some more.  Looking forward to a few games of WS and Naruto in the near future.

Planning on going in on Kill la Kill for Nudist Beach.dek with purple nipples everywhere.  Hell yeah!

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.