An update on the official site revealed Blaster Keroro Dark's skill!
Auto [V/R]: When this unit attacks, if you have less rear-guards than your opponent, this unit gets power +3000 until end of the battle.
The next KeroKero Ace Update should be on the upcoming Saturday!
The list of cards for Vanguard 0 is also shown!
Grade 0 (17)
Claudia -1
Bringer of Good Luck, Epona -4
Floagal -4
Weapons Dealer, Govanon -4
Yggdrasil Maiden, Elaine -4
Grade 1 (15)
Little Sage, Marron -4
Starlight Unicorn -4
Wingal -2
Soul Guiding Elf -2
Knight Squire, Allen -2
Miru Biru -1
Grade 2 (11)
Blaster Blade -1
Knight of Silence, Gallatin -4
Covenant Knight, Randolf -4
Knight of Truth, Gordon -2
Grade 3 (7)
Blaster Blade Burst -1
Solitary Knight, Gancelot -2
Knight of Conviction, Bors -2
Twin Shine Swordsman, Marhaus -2
More info can be found here!
Popular Posts
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An update after a long while! I should start writing some actual blog posts too ;; Raw thanks to katsuragikamui from tumblr! Link: http:...
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A couple of people requested for the decklist so, here it is! Grade 3 (6) Seal Dragon Blockade -3 Dragonic Executioner -3 Grade 2 (12)...
Showing posts with label Decklist. Show all posts
Showing posts with label Decklist. Show all posts
Wednesday, January 23, 2013
Saturday, January 19, 2013
Seal Dragon Blockade Decklist!
A couple of people requested for the decklist so, here it is!
Grade 3 (6)
Seal Dragon Blockade -3
Dragonic Executioner -3
Grade 2 (12)
Berserk Dragon -4
Bellicosty Dragon -3
Dragon Knight, Nehalem -3
Wyvern Strike, Tejas -2
Grade 1 (15)
Demonic Dragon Mage, Kimnara -4
Embodiment of Armor, Bahr -4
Wyvern Guard, Barri -3
Heatnail Salamander -2
Flame of Hope, Aermo -2
Grade 0 (17)
Lizard Soldier, Conroe -1
Blue Ray Dracokid -4 (Critical)
Embodiment of Spear, Tahr -4 (Critical)
Gattling Claw Dragon -4 (Draw)
Dragon Monk, Genjo -4 (Heal)
You can change up some of the card ratios like having 4 Blockade instead of 3 or even 4 Executioner. Tejas can be used to attack the boosters. Use Berserk Dragon's ability when you can instead of Kimnara, saves you from losing a unit. You can have Heatnail at 1 because you can easily search for it using Conroe. Aermo can also be replaced with another Heatnail for more consistency. Gattling Claw is used to take out annoying starter units like Wingal Brave and Spring Breeze Messenger or just basic grade 0 boosters.
Grade 3 (6)
Seal Dragon Blockade -3
Dragonic Executioner -3
Grade 2 (12)
Berserk Dragon -4
Bellicosty Dragon -3
Dragon Knight, Nehalem -3
Wyvern Strike, Tejas -2
Grade 1 (15)
Demonic Dragon Mage, Kimnara -4
Embodiment of Armor, Bahr -4
Wyvern Guard, Barri -3
Heatnail Salamander -2
Flame of Hope, Aermo -2
Grade 0 (17)
Lizard Soldier, Conroe -1
Blue Ray Dracokid -4 (Critical)
Embodiment of Spear, Tahr -4 (Critical)
Gattling Claw Dragon -4 (Draw)
Dragon Monk, Genjo -4 (Heal)
You can change up some of the card ratios like having 4 Blockade instead of 3 or even 4 Executioner. Tejas can be used to attack the boosters. Use Berserk Dragon's ability when you can instead of Kimnara, saves you from losing a unit. You can have Heatnail at 1 because you can easily search for it using Conroe. Aermo can also be replaced with another Heatnail for more consistency. Gattling Claw is used to take out annoying starter units like Wingal Brave and Spring Breeze Messenger or just basic grade 0 boosters.
Wednesday, November 28, 2012
Decklist & Review: Crimson Impact, Metatron
Being the first RRR to be revealed for set 9, I decided to make a deck review for the updated deck I used in a previous video. First up would be the decklist.
Grade 0 (17)
Crimson Heart, Nahas -1 (Starter)
Critical Hit Angel (Critical) -4
Rampage Cart Angel (Critical) -2
Fever Theraphy Nurse (Draw) -4
Bouqet Toss Messenger (Draw) -2
Sunny Smile Angel (Heal) -4
Grade 1 (15)
Burst Shot, Bethnael -3
Crimson Mind, Baruch -4
Pure Keeper, Prequiel -4
Thousand Ray Pegasus -4
Grade 2 (12)
Core Memory, Armaros -3
Crimson Drive, Aphrodite -4
Love Machine Gun, Nociel -2
Million Ray Pegasus -3
Grade 3 (6)
Crimson Impact, Metatron -3
The Phoenix, Calamity Flame -3
Let's start with the grade 0. Nahas herself is a great early booster and could allow you to superior ride Metatron. She can be used for Metatron's ability during late/mid game as well. I decided to go with this trigger setup for better hand advantage and critical offensive. Most of the time, I have a full field and the ability to access units from my damage zone also helps make a good field. You could also have stands instead of more draws like mine, but that is up to you.
I decided to not have any damage increase units and focuses more on power offensive. I also have Armaros as pressure unit and also to further increase hand advantage. Nociel can help with fortifying hand shields and unflip damage. Metatron can also help with recalling Nociel each turn for a +6k to each Pegasus/Calamity on the field. Having all these counted, I decided to have 4 sentinels to fully utilise the draw power and damage recycle-ability.
I decided to only have 6 grade 3 because of the possible option to superrior ride. There is a high chance that you would get either the superrior ride or Metatron herself into your hand. Even without those, Calamity Flame makes a decent defensive vanguard.
This is a very offensive based deck, it has the ability to rush early game and pegasus as early on vanguards can avoid rush strategies. Metatron Limit Break ability can be used to adjust field units, give power to your rear-guards and also help you with your hand using Nociel.
Special thanks to (DSE) Galatin for advises ;D
----------------
CoCo 4 Lyf
Peace Out
Grade 0 (17)
Crimson Heart, Nahas -1 (Starter)
Critical Hit Angel (Critical) -4
Rampage Cart Angel (Critical) -2
Fever Theraphy Nurse (Draw) -4
Bouqet Toss Messenger (Draw) -2
Sunny Smile Angel (Heal) -4
Grade 1 (15)
Burst Shot, Bethnael -3
Crimson Mind, Baruch -4
Pure Keeper, Prequiel -4
Thousand Ray Pegasus -4
Grade 2 (12)
Core Memory, Armaros -3
Crimson Drive, Aphrodite -4
Love Machine Gun, Nociel -2
Million Ray Pegasus -3
Grade 3 (6)
Crimson Impact, Metatron -3
The Phoenix, Calamity Flame -3
Let's start with the grade 0. Nahas herself is a great early booster and could allow you to superior ride Metatron. She can be used for Metatron's ability during late/mid game as well. I decided to go with this trigger setup for better hand advantage and critical offensive. Most of the time, I have a full field and the ability to access units from my damage zone also helps make a good field. You could also have stands instead of more draws like mine, but that is up to you.
I decided to not have any damage increase units and focuses more on power offensive. I also have Armaros as pressure unit and also to further increase hand advantage. Nociel can help with fortifying hand shields and unflip damage. Metatron can also help with recalling Nociel each turn for a +6k to each Pegasus/Calamity on the field. Having all these counted, I decided to have 4 sentinels to fully utilise the draw power and damage recycle-ability.
I decided to only have 6 grade 3 because of the possible option to superrior ride. There is a high chance that you would get either the superrior ride or Metatron herself into your hand. Even without those, Calamity Flame makes a decent defensive vanguard.
This is a very offensive based deck, it has the ability to rush early game and pegasus as early on vanguards can avoid rush strategies. Metatron Limit Break ability can be used to adjust field units, give power to your rear-guards and also help you with your hand using Nociel.
Special thanks to (DSE) Galatin for advises ;D
----------------
CoCo 4 Lyf
Peace Out
Thursday, November 8, 2012
Majesty Lord Blaster Decklist
Decided to make a post of the deck I used in my recent video as someone requested it. =)
Grade 0 (17)
Wingal Brave -1
Bringer of Good Luck, Epona (Critical) -4
Margal (Draw) -4
Weapons Dealer, Govannon (Draw) -4
Yggdrasil Maiden, Elain (Heal) -4
Grade 1 (15)
Flash Shield, Iseult -4
Little Sage, Marron -4
Toypuggal -3
Dream Painter -2
Lake Maiden Lien -2
Grade 2 (12)
Blaster Blade -4
Blaster Dark -4
Starcall Trumpetter -2
Knight of Loyalty, Bedivere -2
Grade 3 (6)
Majesty Lord Blaster -3
Swordsman of the Explosive Flames, Palamedes -3
Wingal Brave -1
Bringer of Good Luck, Epona (Critical) -4
Margal (Draw) -4
Weapons Dealer, Govannon (Draw) -4
Yggdrasil Maiden, Elain (Heal) -4
Grade 1 (15)
Flash Shield, Iseult -4
Little Sage, Marron -4
Toypuggal -3
Dream Painter -2
Lake Maiden Lien -2
Grade 2 (12)
Blaster Blade -4
Blaster Dark -4
Starcall Trumpetter -2
Knight of Loyalty, Bedivere -2
Grade 3 (6)
Majesty Lord Blaster -3
Swordsman of the Explosive Flames, Palamedes -3
Monday, November 5, 2012
Perfect Raizer Deck Review
Previously, great as they are, Raizers build seems to have a problem with reaching the required soul and losing out on hand and field advantage. They also lacked the pressuring critical trigger to make up for consistency. This however is changed with the recently revealed Raizer units. Three new units are added to the Raizer family and they are great for the build.
First of all, this is the decklist I made in Cardfight Capital.
Grade 0 (18)
Evolving Reincarnation, Miraioh -2 (Starter Vanguard)
Battleraizer (Stand Trigger) -4
Minimum Raizer (Critical Trigger) -4
The Gong (Draw Trigger) -4
Wall Boy (Heal Trigger) -4
Grade 1 (15)
Burstraizer -4
Raizer Custom -4
Tough Boy -4
Twin Blader -3
Grade 2 (13)
Brutal Jack -2
High Powered Raizer Custom -4
Street Bouncer -3
Transraizer -4
Grade 3 (4)
Perfect Raizer -4
Yes, this build only has 4 Grade 3. It has a decent focus on defenses and might need to depend on Miraioh to get the grade 3. The basic strategy would be to ride 2 Raizers and calling 2 more Raizer before riding Perfect Raizer. It would be best if you can keep the rear-guard Raizers on the back row. Most of the time, you should be able to get what you need, if not, you would at least have 3 Raizers in your soul and would just need to ride again the next turn for the extra critical.
Without boosters, Perfect Raizer with 4 Raizer in soul can attack on 23k, with a Tough Boy it would be 31. This build highly relies on the vanguard to be the powerhouse as you would, most of the time, have pretty weak rear-guards. Street Bouncer is used to increase the hand advantage and also, chances to drawing into another Raizer, along with Transraizer, they are both great as deck thinner. Also, with only 4 grade 3, Transraizer has a high probability to increase your field advantage. This build also works great against x-rides. The vanguard is a consistent 23k with 2 crits, Jacks can also be easily boosted to 18k with a 7k booster.
I also highly recommend killing rear-guards with your rear-guard units when the opponent is at 4 damage. This would decrease their amount of attacks, or decrease their hand size. It also provides a heal lock, if you're at 5 damage.
Some of the weakness for this deck is that it highly relies on the vanguard. With a decent amount of perfect guards, the opponent won't be losing any hand advantage for a while. Raizers also have low powered grade 1 and 2 units. This would give your opponent a high chance to make an early rush to pressure you. Since you can't really afford to lose out on Raizer units or any other units at all, you're forced to take the damage. At late game however, you gain a pretty decent advantage with the 11k vanguard.
Overall, the new addition of Raizer units are amazing. It not only increases the chance for having the required soul in the soul, it also makes it consistent to have Raizers on the field, decent deck thinning and field advantage.
----------------
CoCo 4 Lyf
Peace Out
Monday, October 29, 2012
Little Decklist: Top Gun
Cardfight Capital just got updated to 8.1, with the Death Army units. Using them, I made a Top Gun deck, which is working great! (Besides my luck of misriding) Here's the build.
Grade 0 (17)
Death Army Pawn -1
Red Lightning (critical trigger) -4
Turboraizer (stand trigger) -4
The Gong (draw trigger) -4
Wall Boy (heal trigger) -4
Grade 1 (14)
Death Army Bishop -4
Death Army Guy -3
Tough Boy -4
Twin Blader -3
Grade 2 (12)
Death Army Lady -4
Death Army Knight -4
Death Army Rook -4
Grade 3 (7)
Top Gun -4
Miss Splendor -3
The strategy is pretty basic. You rest your DA(Death Army) units using Pawn's skill, and stand them using Bishop's skill. Keep Pawn boosting the vanguard, even without other units attacking, Top Gun will attack at 22k. This build however is weak against retiring builds. Since it highly relies on Pawn to rest other units. I decided to use Miss Splendor because of her anti intercept and the fact that this build doesn't rely too much on counterblast. Forming a column of DA Lady and Guy is also recommended.
Grade 0 (17)
Death Army Pawn -1
Red Lightning (critical trigger) -4
Turboraizer (stand trigger) -4
The Gong (draw trigger) -4
Wall Boy (heal trigger) -4
Grade 1 (14)
Death Army Bishop -4
Death Army Guy -3
Tough Boy -4
Twin Blader -3
Grade 2 (12)
Death Army Lady -4
Death Army Knight -4
Death Army Rook -4
Grade 3 (7)
Top Gun -4
Miss Splendor -3
The strategy is pretty basic. You rest your DA(Death Army) units using Pawn's skill, and stand them using Bishop's skill. Keep Pawn boosting the vanguard, even without other units attacking, Top Gun will attack at 22k. This build however is weak against retiring builds. Since it highly relies on Pawn to rest other units. I decided to use Miss Splendor because of her anti intercept and the fact that this build doesn't rely too much on counterblast. Forming a column of DA Lady and Guy is also recommended.
Thursday, September 27, 2012
Dream Deck Review: Scarlet Witch, CoCo
From a previous post, I have my Scarlet Witch, CoCo deck. I made quite a few changes to it since then. Here's the new decklist.
Grade 0 (17)
Little Witch, Lulu (Starter) -1
Psychic Bird (Critical) -4
Oracle Guardian, Nike (Critical) -2
Miracle Kid (Draw) -4
Dream Eater (Draw) -2
Lozenge Magus (Heal) -4
Grade 1 (15)
Battle Sister, Chocolat -4
Battle Sister, Omelette -2
Oracle Guardian, Gemini -4
One Who Gazes at the Truth -3
Wheather Girl, Milk -2
Grade 2 (12)
Battle Sister, Glace -3
Oracle Guardian, Wiseman -3
Promise Daughter -3
Security Guardian -3
Grade 3 (6)
Scarlet Witch, CoCo -4
Goddess of Flower Divination, Sakuya -2
Let's start from the triggers, the grade 0s down to the grade 3s. First of all, you can see that I have decreased the amount of critical triggers and increased the amount of draw triggers, this is because I noticed that my previous deck had an extreme disadvantage against 20k columns. The extra draw trigger can give me a boost in defense as well as having (more) hand advantage. It also gives me more chance to recycle my Heal Trigger.
Next, in the list of grade 1s, you can see that I added Milk, the 10k booster. This card is the main vanguard booster. The increased draw trigger further increases the consistency for it's ability. It also helps my cards reach 23k or 24k to hit Cross-Rides. Another problem solved by Milk is the need for Gemini to boost my Vanguard. This means that Gemini can be used to boost the rear-guards instead.
I've made a lot of changes onto the grade 2 cards. I swapped Mocha with Glace. Well, this really is up to what you want. What I like about Glace is that it can stay on 11k even for long games where I will not have 4 or more hand. I've also swapped Brakki for Promise Daughter. Promise Daughter will be my power attacker. Of course, I will only use her ability when I have an extra card to use, which is helped by the draw triggers. I've also changed Tom for Security Guardian. One reason is to fight against opposing 20k columns, another, to counter opposing Toms.
Lastly, I've went back to my original setup of grade 3, being 4 CoCo and 2 Sakuya. The deck I posted on my last post was actually an edit of that original deck. Running less grade 3 is actually good for this deck, as I will have more shield power. This also means that I don't have to run grade 3 on my rears so that I have space for interceptors. The increased Sakuya gives more chance to ride her and return Lulu, and also rearrange the field. Sakuya also helps against Megacolony rest abilities.
The main focus for this deck is to ride CoCo over CoCo for as many times possible. Then, clearing out the soul with One Who Gazes at the Truth. Truth with Glace makes the perfect column for almost any situation as they will reach 16k, with or without soul. Also, depending on the situation, recycling heal triggers can help a lot. This build will be pretty cheap with the upcoming Extra Booster 5. The only cards missing from that booster would be Lulu, Security Guardian, Promise Daughter and maybe the need for a second draw, if the booster doesn't get one.
Grade 0 (17)
Little Witch, Lulu (Starter) -1
Psychic Bird (Critical) -4
Oracle Guardian, Nike (Critical) -2
Miracle Kid (Draw) -4
Dream Eater (Draw) -2
Lozenge Magus (Heal) -4
Grade 1 (15)
Battle Sister, Chocolat -4
Battle Sister, Omelette -2
Oracle Guardian, Gemini -4
One Who Gazes at the Truth -3
Wheather Girl, Milk -2
Grade 2 (12)
Battle Sister, Glace -3
Oracle Guardian, Wiseman -3
Promise Daughter -3
Security Guardian -3
Grade 3 (6)
Scarlet Witch, CoCo -4
Goddess of Flower Divination, Sakuya -2
Next, in the list of grade 1s, you can see that I added Milk, the 10k booster. This card is the main vanguard booster. The increased draw trigger further increases the consistency for it's ability. It also helps my cards reach 23k or 24k to hit Cross-Rides. Another problem solved by Milk is the need for Gemini to boost my Vanguard. This means that Gemini can be used to boost the rear-guards instead.
I've made a lot of changes onto the grade 2 cards. I swapped Mocha with Glace. Well, this really is up to what you want. What I like about Glace is that it can stay on 11k even for long games where I will not have 4 or more hand. I've also swapped Brakki for Promise Daughter. Promise Daughter will be my power attacker. Of course, I will only use her ability when I have an extra card to use, which is helped by the draw triggers. I've also changed Tom for Security Guardian. One reason is to fight against opposing 20k columns, another, to counter opposing Toms.
Lastly, I've went back to my original setup of grade 3, being 4 CoCo and 2 Sakuya. The deck I posted on my last post was actually an edit of that original deck. Running less grade 3 is actually good for this deck, as I will have more shield power. This also means that I don't have to run grade 3 on my rears so that I have space for interceptors. The increased Sakuya gives more chance to ride her and return Lulu, and also rearrange the field. Sakuya also helps against Megacolony rest abilities.
The main focus for this deck is to ride CoCo over CoCo for as many times possible. Then, clearing out the soul with One Who Gazes at the Truth. Truth with Glace makes the perfect column for almost any situation as they will reach 16k, with or without soul. Also, depending on the situation, recycling heal triggers can help a lot. This build will be pretty cheap with the upcoming Extra Booster 5. The only cards missing from that booster would be Lulu, Security Guardian, Promise Daughter and maybe the need for a second draw, if the booster doesn't get one.
Friday, September 21, 2012
My Narukami Build
I made a Narukami deck. Yeah, that's it. It's pretty consistent =)
Grade 0 (17)
Spark Kid Dragoon -1
Yellow Gem Carbuncle (Critical) -4
Malevolent Djinn (Critical) -2
Dragon Dancer Catharina (Stand) -2
Old Dragon Mage (Draw) -4
Demonic Dragon Nymp, Seiobo (Heal) -4
Grade 1 (14)
Red River Dragoon -4
Dragon Dancer Rai Rai -3
Wyvern Guard Guld -3
Photon Bomber Wyvern -2
Rising Phoenix -2
Grade 2 (12)
Demonic Dragon Berserker, Garuda -4
Dragonic Deathscythe -3
Hex Cannon Wyvern -3
Thunder Storm Dragoon -2
Grade 3 (7)
Divine Seal Dragon, Dungaree -2
Thunder Break Dragon -2
Djinn of the Lightning Flash -2
Dragonic Kaiser Vermillion -1
Grade 0 (17)
Spark Kid Dragoon -1
Yellow Gem Carbuncle (Critical) -4
Malevolent Djinn (Critical) -2
Dragon Dancer Catharina (Stand) -2
Old Dragon Mage (Draw) -4
Demonic Dragon Nymp, Seiobo (Heal) -4
Grade 1 (14)
Red River Dragoon -4
Dragon Dancer Rai Rai -3
Wyvern Guard Guld -3
Photon Bomber Wyvern -2
Rising Phoenix -2
Grade 2 (12)
Demonic Dragon Berserker, Garuda -4
Dragonic Deathscythe -3
Hex Cannon Wyvern -3
Thunder Storm Dragoon -2
Grade 3 (7)
Divine Seal Dragon, Dungaree -2
Thunder Break Dragon -2
Djinn of the Lightning Flash -2
Dragonic Kaiser Vermillion -1
Sunday, September 16, 2012
Review and Decklist: Zeal Series
Hello everyone. I got myself some free time, so I might as well post something in my now, less active blog. Recently, a new ride chain was introduced for the
Dimension Police clan. It is the Zeal series. These new cards have the abilities to decrease your opponent's Vanguard's power! Each successful ride to the next chain decreases your opponent's Vanguard's power by 3000 for the turn. The grade 3 has a Limit Break that decreases your opponent's Vanguard's power by the amount of your Dimension Police rear-guards!
I must say, the effect to decrease opponent's Vanguard's power is quite powerful. This enables you to hit the opponent with low power cards and also, forces out more cards from their hand to guard. You can either run both critical and stand builds for this card.
For critical builds, you would want to have 20k or more columns on your rear-guards. These power gives a lot of pressure to the opponent especially with the decrease in power.
Next, the stand build which is more interesting, in my opinion. My decklist today also focuses on this kind of build. Stands enables you to hit again, which can be deadly with the decrease in power. Miracle Beauty can also stand the unit behind it, I added Dancing Wolf just because of this. In a stand build, you also have Guide Dolphin which can increase your card's powers.
One last build is the Laurel build. This build can be either critical or stand based, or even a mix of both. Laurel is a Dimension Police card that can stand your Vanguard when your Vanguard hits the opponent's Vanguard, which can be pulled off quite easily with the power decrease. This gives you some hand advantage and also, possible extra critical hits from triggers.
Here is my decklist:
Grade 0 (17)
Larva Beast, Zeal x1
Army Penguin x4 (Draw)
Justice Rose x4 (Heal)
Guide Dolphin x4 (Stand)
Cosmo Fang x2 (Stand)
Justice Cobalt x2 (Critical)
Grade 1 (14)
Eye of Destruction, Zeal x4
Diamond Ace x3
Ground Support-Based Enigship x3
Dancing Wolf x2
Glory Maker x2
Grade 2 (12)
Devourer of Planets, Zeal x4
Twin Order x3
Super Dimensional Robo, Dailady x3
Cosmic Mothership x2
Grade 3 (7)
Galactic Beast, Zeal x4
Miracle Beauty x3
I think this card is a very powerful card. It can work in builds without the ride chain. Unfortunately, I don't really like this card. I think it is a little too boring and linear. Games I played with this card are somewhat uneventful and simple, which makes the games boring. However, I do think that this is a very interesting addition to the Dimension Police clan.
I must say, the effect to decrease opponent's Vanguard's power is quite powerful. This enables you to hit the opponent with low power cards and also, forces out more cards from their hand to guard. You can either run both critical and stand builds for this card.
For critical builds, you would want to have 20k or more columns on your rear-guards. These power gives a lot of pressure to the opponent especially with the decrease in power.
Next, the stand build which is more interesting, in my opinion. My decklist today also focuses on this kind of build. Stands enables you to hit again, which can be deadly with the decrease in power. Miracle Beauty can also stand the unit behind it, I added Dancing Wolf just because of this. In a stand build, you also have Guide Dolphin which can increase your card's powers.
One last build is the Laurel build. This build can be either critical or stand based, or even a mix of both. Laurel is a Dimension Police card that can stand your Vanguard when your Vanguard hits the opponent's Vanguard, which can be pulled off quite easily with the power decrease. This gives you some hand advantage and also, possible extra critical hits from triggers.
Here is my decklist:
Grade 0 (17)
Larva Beast, Zeal x1
Army Penguin x4 (Draw)
Justice Rose x4 (Heal)
Guide Dolphin x4 (Stand)
Cosmo Fang x2 (Stand)
Justice Cobalt x2 (Critical)
Grade 1 (14)
Eye of Destruction, Zeal x4
Diamond Ace x3
Ground Support-Based Enigship x3
Dancing Wolf x2
Glory Maker x2
Grade 2 (12)
Devourer of Planets, Zeal x4
Twin Order x3
Super Dimensional Robo, Dailady x3
Cosmic Mothership x2
Grade 3 (7)
Galactic Beast, Zeal x4
Miracle Beauty x3
I think this card is a very powerful card. It can work in builds without the ride chain. Unfortunately, I don't really like this card. I think it is a little too boring and linear. Games I played with this card are somewhat uneventful and simple, which makes the games boring. However, I do think that this is a very interesting addition to the Dimension Police clan.
Tuesday, July 24, 2012
My deck: Scarlet Witch, CoCo
Someone asked me in YouTube for the decklist and so, here you guys have it.
Grade 0 (17)
Little Witch, Lulu (Starter) -1
Psychic Bird (Critical) -4
Oracle Guardian, Nike (Critical) -4
Miracle Kid (Draw) -4
Sphere Magus (Heal) -4
Grade 1 (14)
Battle Sister, Chocolat -4
Battle Sister, Omelette -3
Oracle Guardian, Gemini -4
One Who Gazes at the Truth -3
Grade 2 (12)
Battle Sister, Mocha -4
Highspeed Blackie -2
Oracle Guardian, Wiseman -4
Silent Tom -2
Grade 3 (7)
Scarlet Witch, CoCo -4
Meteorbreak Wizard -2
Goddess of Flower Divination, Sakuya -1
I could give other suggestions on CoCo builds and usage on cards that supports the soulless mechanic for Oracle Think Tank, but that would be on another post.
Grade 0 (17)
Little Witch, Lulu (Starter) -1
Psychic Bird (Critical) -4
Oracle Guardian, Nike (Critical) -4
Miracle Kid (Draw) -4
Sphere Magus (Heal) -4
Grade 1 (14)
Battle Sister, Chocolat -4
Battle Sister, Omelette -3
Oracle Guardian, Gemini -4
One Who Gazes at the Truth -3
Grade 2 (12)
Battle Sister, Mocha -4
Highspeed Blackie -2
Oracle Guardian, Wiseman -4
Silent Tom -2
Grade 3 (7)
Scarlet Witch, CoCo -4
Meteorbreak Wizard -2
Goddess of Flower Divination, Sakuya -1
I could give other suggestions on CoCo builds and usage on cards that supports the soulless mechanic for Oracle Think Tank, but that would be on another post.
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