Saturday, June 15, 2013

Platinum Rush Wins a Locals

I was messing around with this deck at locals this week and I managed to pick up a locals win with it. It's one of those decks that is very consistent, but when you can't get out the cards you need, it falls apart quickly. The deck can rack up 1-8 damage on turn two depending on how good/bad your setup is. I'll talk more about how the deck works, but first, the list.

Grade 0's
Starter - Goyusha
8 Crits
8 Stands (one should be Guide Dolphin)

Grade 1's
4x Karenroid Daisy
4x Commander Laurel (Key card)
4x Speedster
3x Diamond Ace
2x Daimariner

Grade 2's
4x Platinum Ace (Key card)
4x Cosmic Rider
4x Cosmo Beak

Grade 3's
4x Super Dimensional Robo, Daiyusha (Key card)

The focus of the deck is to get Platinum Ace out on turn 2 with a Laurel in the back. Use your other DPolice units to give +power to Platinum and give him that bonus crit. Since this is turn 2, your opponent likely isn't established enough to guard the hit. If he lets the attack hit, you get to stand your Vanguard that already has bonus crit and swing again. You also get two drive checks. If you hit a crit on the first drive check, and they can't block you again, you just dealt 6 damage on your first turn attacking. If not, you could hit a stand and stand the booster for the Vanguard to keep the attacks hard to block. Either way, the deck hits the ground running from the start of the match and doesn't really fall off.

Hitting Daiyusha is a luxury that should happen after 3-5 turns, typically. You will miss him some games, but that's the nature of a 4 g3 rush deck. Since he's essentially a 1k stronger Platinum Ace with Twin-Drive!!, there's no reason not to hold onto one if you get one in your opening hand, even though you're rushing.

The deck can generate its own weird form of card advantage by getting more drive checks. Other than that, you try to sit on your guard, letting yourself take 2 damage early for Cosmo, then more later if you need it. It really banks on your opponent not being able to guard everything all the time and punishes them heavily for any attacks hitting.

As for the tournament, here's the match breakdown:

Round 1: Narukami (2W - 1L)

First game I drew into crap. Roasted crap with sprinkles. Got a solid rush game two. Got an amazing rush game 3, securing the win.

Round 2: OTT (2W - 0L)

He played Dark Cats both games and I drew into my perfect setup. One game was over before he could ride grade 3. Flawless rushes. He had to do a 1-to-pass on a 2 crit Platinum Ace, and I hit a crit to seal the second game.

Round 3: Shadow Paladins (2W - 1L)

Game one I got out a beautiful 2 crit Platinum Ace. He couldn't guard it. I stood. He couldn't guard it. I hit a stand, and took out a rear-guard. He saw instantly that he was boned and told me that the deck was terrifying. I lost the second game (which was close) and pulled out a solid win in the third game.

Round 4: Spike Brothers (2W - 1L)

I would have digipwned him each game, but he drew into no less than 3 nulls each game, which slowed me down, even though I had a perfect setup games one and two. I won by not standing my Vanguard with Laurel and hitting with rears in game one (when I had to explain to him that Dudley can only call to open RG slots, which he didn't know, and had out a full front row of Emperors, which I refused to swing into). Second game I needed a trigger on my last drive check to win and missed it, so he got me. Third game I was gradelocked. At 0. In a deck with 17 grade 1's. O_O The game goes late, and I hit with a 1 crit Daiyusha, bringing him to 4 damage. I hit a stand. I stand my booster, give the power to Daiyusha, stand him with Laurel, and swing with a now 20k 2 crit Vanguard. He no passes me. I think to myself, "Welp, I'm fucked. No way I'm winning this now." First check, Justice Cobalt. I give the effects to my Platinum Ace rear guard. I'm like, "Wait, if I hit a stand..." Second check, Guide Dolphin. I stand Platinum Ace, which now has 2 crits. He has 0 guard and a 15k Vanguard. I swing and he hits no heals.

So, in a fit of turbosacking (even though if he had just stopped drawing all of those damn nulls I wouldn't have had to sack), I was able to pull away with my first locals victory at this card shop. xD

I got 6 packs for winning. I waited for the 2nd place guy (Shadow Paladin player I played earlier) to pick his packs. He got set 5. Pulled nothing. I get 6 packs of set 5, get one Kay. Next person got a random prize drawing, gets only one set 5, SP Wingal Brave. ;__;

So, I give the Kay to a friend who needed it and gave the rest of the cards to some kid who was just starting to play. I log on when I get home and see that yet another person brought Kageroyals to their locals and won. :D Good day today, except for the pulls and the nulls. ~_~

(If there are any questions on the deck or why I put the cards I did in the deck, feel free to ask me.)

Link to a video of two 6 damage turns with Platinum Rush

Thursday, June 13, 2013

Official Monoclan Kageroyals Variants

Kageroadhouse

Starter - Lizard Solider Conroe

16 Kagero Critical Triggers

4 Bahr
4 Perfect Guard
6 8k's from other clans

11 Kagero 10k vanillas

4 Waterfall
4 Graphite Cannon Dragon

Revenge Tastes Vanilla

Starter - Spinbau Revenger

16 Shadow Paladin Critical Triggers

4x Sharron
4x Revenger Mac Lir (Perfect Guard)
6x 8k's from other clans

11x Shadow Paladin Vanilla 10k's, max out on the Revenger Rugos.
OR
4x Revenger Rugos
4x Revenger Masquerade
3x Shadow Paladin Vanilla 10k

4x Curse Spear Revenger, Diarmuid
4x Revenger of Labyrinth, Araun

Diarmuid offers a few things to the Kageroyals playstyle: Late game finishing power, and consistency. No matter how you slice the cake, Waterfall is a -1 from hand, and this is a -1 from the field to apply that extra pressure. The trade off is that you have more targets in this version, but they have to be sacked from the field. If you're feeling brave, you can sack one of the 8 crits for Revengers or just off a grade 2 that swung at a RG. There's plenty of combo play here, and while it is a Limit Break, 26k 2 crit is just too juicy to pass up, and he is on equal grounds with Waterfall most of the time. We also get the archetype grade 3's to enable the use of 12k beaters in the deck to hit 20k in some rows. This comes with its own risks (harder to guard if you're forced to ride, easier to attack on the RG by unboosted units) and rewards (great attacking uboosted or boosted vs. 10k Vanguards). That decision is player preference.

Saturday, March 16, 2013

Regional Qualifiers #2 (Gamerz)

So, there comes a time in every boy's life where he has to man the fuck up and keep his word.  I said I was taking Amon to the regional qualifiers and pussed out at the last moment and switched to Kageroyals.  Even with consistently bad hands and missing triggers all over the place, I still got 5th with Kageroyals.  The deck is strong and it has nothing left to prove.  Silent Tom told me to man the fuck up, keep my word, and go with Hellfire Ritual.  Here are the results.


Game 1 (Go Pdi)

You might be wondering why I made the Gold Paladin name missing several letters.  That's because the deck I was playing against was missing triggers.  They had about 7 in their deck.  They misplayed several times, including not attacking on their turn, and I won.  Not too much to say about it, I gave him some advice and helped him out after match and proceeded on.

Game 2 (Shadow Paladin)

This match was the manliest match ever.  We're both in a tight spot, I have a ton of damage (4), he has no viable rear guards since I keep swinging at them, but only one damage.  He swings at my vanguard, I do a two-to-pass.  He initiated manmode and gets a heal and a draw.  I take a damage.  Next turn, I take out his rear guards again and swing with my Vanguard, he does a two-to-pass, I initiate man mode, get a heal and a draw.  His next turn, I'm in much better shape.  I do a two-to-pass on his vanguard.  He initiates manmode.  Crit, draw.  I lose.  MANLIEST MATCH EVER!

Game 3 (Great Nature)

This guy was a special little snowflake.  He decided to use 8 draws in conjunction with the high base power of Great Nature to have a big hand (of 5k shields).  My Amon deck doesn't give any fucks about 5k shields, unless you've got like 9 of them.  Well, he kind of did.  He hit 5 triggers on his first 5 drive/damage checks.  4 draws and a heal which activated.  I get him down to 7 cards in hand, i know 5 of them. He had a 10k, 4 5k's in hand that I knew of, and a 5k and a null guard that I didn't know about. I push all in with Amon since he's at 5 damage, having my entire backrow being Doreens.  I had two null guards in hand and nothing else, so I charge those and another unit I had on the field.  I have 27k, 30k, 15k for my rows.  I swing 15k, he guards with 10.  He has 6 cards left. I attack with Amon, he null guards, dropping a 5k shield.  I hit no triggers.  He drops 4 5k's, the rest of his hand, to stop the 5th damage.  Just like last week, hitting a single trigger would have won the game for me.  He actually used 2 null guards already, which is why I wasn't convinced one of the two cards I didn't know about was going to be one, but I already factored in that if it was, I just needed a trigger to break through the rest of his guard, which I was right about.  It kind of sucked losing so early, but the games were just so overflooded with triggers I couldn't really do anything about it.

All-in-all, I shouldn't have made luck my dump stat, but at least I manned up and kept my word.  I didn't secure one of the regional qualifiers, but at least I had a blast being a nooblord loser failsauce unwinner.  <3

Friday, March 15, 2013

Bison Overlord

I've been tinkering around with this deck lately. I've had some very pleasing results with it. Normally, I'd say skip the Great Nature side of things and play the Tri-Stinger version of Overlord (since multi-attacks and stand triggers synergize more with Aqua Force) but I just had to try this version out because Soft Tank Sloth is adorable, and unflipping 4 damage is just crazy.

There has to be a certain balance to the deck since you need at least one other Kagero out for Dragonic Overlord to be 11k, but you also need certain Great Nature grade 1's to secure the damage unflip (Soft Tank) and protect yourself (Perfect Guard). Here's the list I eventually settled on.

Starter - Conroe

Triggers 8 Stand, 4 Draw, 4 Crit (all Great Nature)

Grade 1's
4x Soft Tank
4x Bahr
3x Cable Sheep
3x Gojo

Grade 2's
4x Binoculus
2x Lamp Camel
2x Tejas
2x Nehalem
1x Compass Lion (functions similarly to Binoculus for securing the damage unflip, hits 18k with Gojo)

Grade 3's
4x Bison
4x Overlord


This deck doesn't really try to hide that it minuses itself to minus the opponent. Using Overlord's effect is always at least 2 cards that my opponent will lose, so trading a Soft Tank Sloth for that ability every turn is the justification to the deck's playstyle. The trigger line-up has 4 crits to threaten my opponent with some early damage with 8 stands to double-up the threat of Overlord and 4 draws to give a one-turn boost to one Great Nature unit or to sacrifice with Binoculus for Bison's damage unflip.

I'm still tweaking the deck and trying to form as few dependencies on same-type vanguard units as I can (thus, no Hammsuke, since they're useless with an Overlord Vanguard even though I still have to sacrifice a unit for Binoculus and Compass, and they also partially counteract my large-scale damage unflip). Naturally, if a deck has 8 stands and access to a Kirara clone, it's a given to play that unit to put even more pressure on the opponent, especially if you haven't secured an Overlord.

Riding Overlord isn't super great for this deck, but it can still play like a generic beat down deck pretty well with fairly high base power for all of the units in the deck, coupled with Binoculus not needing a Great Nature Vanguard to use his skill. All in all, I found this deck to be incredibly fun to play, and Overlord having his threat on any given turn is terrifying.

Sunday, March 10, 2013

Regional Qualifiers #1 (Krypton Comics)

Here's the results from my awesome day at Krypton Comics with CJ Sarber.

Game 1 (MLB)

I made an early misplay by not 10k guarding their 7+5k attack to my 8k vanguard.  They got a crit, which my 10k guard would have shut down completely and saved me two early damage.  That woke me up (I'm still pretty tired) and I stopped misplaying after that.  I still ended up taking a demanding lead and secure the game turn 4.

Game 2 (Gold Paladins)

I ride up perfectly and reach turn 4.  My opponent has mostly 5k shields and has exactly enough guard to block both of my rear-guards, but not my vanguard.  He's at 4 damage.  I'm at 5 damage because he swung 23k turn two with his Ezel/Tron combo due to the superior ride.  So he no guards my vanguard.  I have 14 triggers left in my 37~ card deck.  My odds of hitting one critical and winning are about 72%.  My odds of surviving his next turn if he didn't hit triggers would be guaranteed as long as I didn't drive check two grade 3's.  I have two Bors on the field.  I drive check two Bors, immediately declare my own loss, and chuckle to myself.  This time I'M the Byond Shuffler.

Game 3 (Gold Paladins)

Another Ezelmore deck.  I don't remember much about this game.  I won with 3 rows of 3 Bors/8k's.  Still Byond shuffling like a nooblord.  All I remember was that they had 3 damage and no guarded my Bors and I Kageroyal'd them with a double crit.

Game 4 (Spike Brothers)

I got wailed on hard early game.  She hit trigger after trigger after trigger.  I end up winning by getting a critical at the end, but only because she misplayed a few times.

Game 5 (MLB)

Same player I beat in round one.  I got gradelocked at 1 for a turn.  This game lasted a while, going to turn 6 or 7.  He damage checked a Blaster Dark and I attacked into one of them to retire it.  He drive checked another and got one with Wingal Brave.  I ended up losing to two consecutive +10k's from moving the Blasters to soul.  One of the sad things about not running perfect guards is encountering big-hitting vanguards with bonus crit.  I didn't see any Bediviere and 4 of each Blaster, so he had at least 3 instances where not having a booster caused him to be unable to swing over any of my units.


Result - Kageroyals went 3-2 in the tournament, netting me 5th place.


Side games


Kageroyals - won two more side games and lost one, putting me at 5-3 for the day.  Not as good as usual, but I won't complain.


Royal Paladin/Dark Irregulars - This deck was dysfunctional.  Not because it was built wrong, it just never drew what it needed ever.  I did not have a single game where Lohengrin (running 4) was my vanguard save ONE game where he was ridden AFTER Palamedes.  Palamedes was my Vanguard 6 games.  I only have one of him.  I ended the night 0-8 with this deck because Lohengrin is the entire crux of it working.  I really need to shuffle better because holy crap that was awful.  I still had fun playing it, but it just did NOT function the way it was supposed to.  Again, Byond shuffle fail by me.


Hellfire Ritual - Went 5-2.  I lost one game before the tournament with it, then lost once to CJ.  CJ hit a 6th damage heal and double crit me at 3 damage to seal the deal on me (which I totally called!).  I love comebacks, so I was probably more excited about it than he was.  Sadly, my strongest row was only 30k unboosted.  I guess I need to start lifting again.

Tuesday, January 22, 2013

Hellfire Ritual (Complete)

Grade 0's

Greedy Hand (Starter)
4x Dark Knight (Crit)
4x Blitz Ritter (Crit)
4x Hysteric Shirley (Draw)
4x Cursed Doctor/Cheshire Cat (Heal)

Grade 1's
4x Doreen the Thrustor
4x March Rabbit (Perfect Guard)
3x Demonic Dragon Sage, Mahoraga
3x Alluring Succubus

Grade 2's

4x Demon of Aspiration, Amon 
4x Flirtatious Succubus  
3x Gwynn the Ripper

Grade 3's
4x Amon
3x Evil Eye, Basilisk (Makes perfect guarding more consistent and hits for 12k without needing a retire from Amon)
1x Blazing Flare Dragon (This is a Kagero card, it gains 3k every time a RG is destroyed.

This deck uses the same tactics as Hellfire Ritual, only it utilizes Demonic Dragon Mage, Mahoraga as a powerful booster over Blazing Flare Dragon as an attacker. I've altered the list with Gwynn the Ripper to give targetted retirement without having to neg yourself.  Additionally, this also lets Basilisk enable power boosts for Mahoragas on the field.  There's less 20k rows since I took out Seiger, but still the same access to powerful 21k+ rows.  And, honestly, the 20/21k deals are if you only soul charge or retire once, but this is a build that waits until the opponent is on their last legs, then goes all-in, so you will be doing multiples of each, to the point where the difference between a Seiger or Gwynn won't be that large.

Hellfire Ritual (Incomplete)

Grade 0's

Greedy Hand (Starter)
4x Dark Knight (Crit)
4x Blitz Ritter (Crit)
4x Mad Hatter/Hysteric Shirley (Draw, Shirley is set 5)
4x Cursed Doctor/Cheshire Cat (Heal)

Grade 1's
4x Doreen the Thrustor
4x Alluring Succubus
3x March Rabbit (Perfect Guard)
3x Yellow Bolts

Grade 2's
4x Flirtatious Succubus
4x Werewolf Seiger
2x Blue Dust (You want to save your counterblasts for Amon)
2x Cyber Beast (Only use him as a turn two VG to force your opponent to block or get a free card. You also fish him out with Greedy Hand if you need a target so you don't have to deal with his weakness as a RG later. He also makes good Perfect Shield fodder, a 5k guard, or a good sack for Amon's skill)

Grade 3's
4x Amon
3x Blazing Flare Dragon (This is a Kagero card, it gains 3k every time a RG is destroyed.)

The idea here is to be able to push for stronger RG rows more consistently by having multiple units that get power with Amon's skill. Every retire you do with Amon gives both Doreen and Blazing Flare 3k. I put them both on opposite RG rows, have them boosting/boosted by a Werewolf/Succubus and then cycle through cards in the space behind Amon to retire my opponent's RG's. Greedy Hand is the first card you get rid of. Then you call Yellow Bolts, tap them, and sack them. Then Flirtatious. Then Amon (who is a vanilla 10k RG). Each time you soul charge with a Flirtatious/Alluring/Yellow Bolt, you are giving Doreen 3k more. It's very easy to have all of your rows swing for over 30k using this tactic, and it makes a powerful final push.

If the worst case scenario happens and you have to ride Blazing Flare Dragon, then your soul should be built up enough to use his skill. You can still use two cards to soul charge with a non-Dark Irregulars vanguard, Greedy Hand and Dark Knight of Nightmareland. If you can use those to get 10 soul with BFD, it's possible to use his skill twice to snipe any two RGs your opponent has and as long as you still have any RGs out, you will still be able to use your triggers. You can still perfect guard, but you can't use them on Blazing Flare. Since this is the case, I would just play them as RGs if they're needed, or hold onto them for the hopes of getting an Amon.