Grateful Catapult
So, I really liked Chrome Jailer Dragon's persona blast. I thought that
CB1, -1 grade 3, +2 units that you get to pick from is nice, even if
the selection is limited. It dawned on me that this card is an 11k
Chrome Jailer Dragon, only instead of it searching the top 4 cards, it
searches the top 40 cards (but costs one more counterblast). With this ability to be an 11k wall and
optimize your field at will, Grateful Catapult
has been a sorely overlooked card for too long, and that's largely
because people are typically afraid to try and play Spike Brothers in a
more conservative fashion.
Here's the decklist:
Starter - Mecha Trainer - Mecha Trainer embodies everything this deck
tries to do. Optimizing that field. You can choose whatever grade 1's
you are in need of, even a perfect guard. You can off Mecha Trainer
with its ability to open up a spot to call a unit with Catapult, as well.
Triggers: 8 critical, 4 stand, 4 heal OR 8 critical, 4 draw, 4 heal
I've been enjoying stands in the build. Getting the persona blast off
is going to be fairly inconsistent, and really, not much more consistent
if you run draws. I'd rather abuse high base-power RG attackers with
stands since this deck doesn't focus on sending rear guards back to the
deck.
Grade 1's:
4x Wonder Boy
4x Cheer Girl, Marilyn
3x Dudley Daisy (12k when called with Catapult for a turn)
3x Tyrant Receiver (If running Rabbit House)/3 Reckless Express (If Running Dudley or Dragger)
Grade 2's:
4x MVP Black Panther
4x Charging Bill Collector (11k with Limit Break VG/RG)
3x Panzer Gale (10k interceptor)
Grade 3's
4x Grateful Catapult
4x Rabbit House OR 2x Dudley Emperor, 2x Dragger
Both version offer different things. Rabbit House hits for big numbers
as Vanguard, and can even hit 21k as a rear-guard with the right booster
(and since every unit is searchable, setting these rows up with a Catapult
persona blast is pretty easy). Dudley lets you net 0 for the field
optimization and has less defense in exchange for it being more
consistent and him swinging harder. Dragger is in the Dudley build as
it is a safe fall-back plan, and also hits for 13k as Vanguard like
Dudley, but keeps the 11k defense. The go-for-broke plan is still there
as a back-up option if your opponent is running out of steam or if you
have no other hope to win. Stands are significantly less suggested in
the Dudley/Dragger build. Reckless Express is in there to clear out
extra room on the field while the Rabbit House build tries to keep
optimized units on the field (while intercepting with Gales).
All in all, the build has proven very consistent in getting good rows
and applying good pressure. Being able to convert an excess grade 3
into two extra RG's of choice is pretty much one of the best trades you
can do in this game.