Tuesday, November 15, 2011

[Cardfight!! Vanguard] Aki's Oracle Think Tank deck

Name (Japanese) Name (English) Grade / Skill / Starting VG Damage / Guard / Critical Numbers in Deck Race Trigger Effect Serial Number
スフィア・メイガス Sphere Magus 0 / Boost / ✔ 3000 / 10000 / 1 1 Elf Heal (You may only have up to 4 Heal triggers in a deck.)

: When another 《Oracle Think Tank》 rides onto this unit, you may call this card to a 【R】 circle.

【R】 : When this unit boosts, the boosted unit gains 3000 damage till end of that battle, and at the beginning of the end phase of that turn, return this unit to your deck, and shuffle your deck.
PR/0020
ロゼンジ・メイガス Lozenge Magus 0 / Boost / ✘ 3000 / 10000 / 1 3 Elf Heal (You may only have up to 4 Heal triggers in a deck.)

: When another 《Oracle Think Tank》 rides onto this unit, you may call this card to a 【R】 circle.

【R】 : When this unit boosts, the boosted unit gains 3000 damage till end of that battle, and at the beginning of the end phase of that turn, return this unit to your deck, and shuffle your deck.
TD04/015 (foil)
ドリーム・イーター Dream Eater 0 / Boost / ✘ 5000 / 5000 / 1 4 Hi-Beast Draw n/a BT01/057 C
バトルシスター じんじゃー Battle Sister, Ginger 0 / Boost / ✘ 5000 / 10000 / 1 4 Elf Critical n/a BT05/069 C
サイキック・バード Psychic Bird 0 / Boost / ✘ 4000 / 10000 / 1 4 Hi-Beast Critical 【R】 : [move this unit to soul] If you have an 《Oracle Think Tank》 Vanguard, draw 1 card. BT02/068 C
ラック・バード Rack Bird 1 / Boost / ✘ 5000 / 5000 / 1 2 Hi-Beast n/a : [Soul Blast *2] When this unit is called as 【R】, and you have an 《Oracle Think Tank》 Vanguard, you may pay the cost. If paid, draw 1 card. BT02/033 R
オラクルガーディアン ジェミニ Oracle Guardian Gemini 1 / Boost / ✘ 8000 / 5000 / 1 2 Battroid n/a n/a BT01/054 C
真実を見つめる者 Truth Watcher 1 / Boost / ✘ 6000 / 5000 / 1 4 Human n/a 【V/R】 : [Soul Blast *2] When this unit attacks and you have an 《Oracle Think Tank》 Vanguard, you may pay the cost. If paid, during that battle, this unit gains 3000 damage. BT02/066 C
サークル・メイガス Circle Magus 1 / Boost / ✘ 7000 / 5000 / 1 4 Human n/a 【V/R】 : When this unit is being ride as 【V】or called as 【R】 and you have an 《Oracle Think Tank》 Vanguard, check the top card of your deck and put it back to the top of the deck. PR/0009
バトルシスター しょこら Battle Sister Chocolat 1 / Boost / ✘ 6000 / 5000 / 1 3 Elf n/a : [choose an 《Oracle Think Tank》 from your hand, and discard it] When this unit is placed on 【G】, you may pay the cost. If you do, your 《Oracle Think Tank》 will not be hit till end of that battle. BT01/019 RR
オラクルガーディアン ワイズマン Oracle Guardian Wiseman 2 / Intercept / ✘ 10000 / 5000 / 1 4 Battroid n/a n/a BT01/26 R
プロミス・ドーター Promise Daughter 2 / Intercept / ✘ 9000 / 5000 / 1 4 Human n/a 【V/R】 : [choose and discard an 《Oracle Think Tank》 from your hand] When this unit attacks, you may pay the cost, this unit gains 5000 damage. EB01/011 R
バトルシスター もか Battle Sister Mocha 2 / Intercept / ✘ 8000 / 5000 / 1 4 Elf n/a 【V/R】 : When this unit attacks, and you have 4 or more hand cards, this unit gains 3000 damage. BT01/018 RR
スカーレットウィッチ ココ Scarlet Witch Koko 3 / Twindrive / ✘ 10000 / n/a / 1 3 Human n/a 【V】 : During your turn, if you have no cards in your soul, this unit gains 3000 damage.

: [Counter Blast *2] When this unit is being ride as 【V】, and you have 1 or less cards in your soul, you may pay the cost. If paid, draw 2 cards.
BT02/007 RRR
花占いの女神サクヤ Goddess of Flower Divination, Sakuya 3 / Twindrive / ✘ 10000 / n/a / 1 4 Noble n/a 【V】 : During your turn, if you have 4 or more hand cards, this unit gains 4000 damage.

: When this unit is being ride as 【V】, send all your 《Oracle Think Tank》 Rear Guards back to you hand.
TD04/002





Rational and Notes:

Alright, let's be honest, the reason I built an Imouto deck was due to my lack of budget. Imouto deck itself centers on two primary cards, Goddess of Flower Divination, Sakuya and Scarlet Witch Koko as Vanguards. Based on my experience, I'd say it requires one to think well, build up strategies and lots of skill play to get the hang of this deck. Of course, sometimes, it's still down to one's luck (Vanguard is really a luck game in any situation, no matter how skillful you are).



As you can see, my version of Imouto deck has a foundation of 4 heal triggers, 8 critical triggers and 4 draw triggers, as my deck is a critical based deck. 4 draw triggers are being used for obvious extra card draws, while giving me an extra chance on guarding and hope on breaking "2 triggers pass" guard. The Grade 0s in my deck is mainly being used to guard, while boosting and skill playing when the need arises.

Psychic Bird is a must in most OTT deck, and my deck included. It might be a common card with a n average skill, but its skill must not be looked down. In certain situation, it can be used to Soul Charged to draw an extra card and to balance the soul of the Vanguard which might enable other cards' skill to be activated successfully. For example, I have a soul in my current Vanguard, I'll need to have 2 souls to use the Rack Bird's skill, and in this situation, Psychic Bird comes in very handy. By Soul Charging it, I may not only draw a card, I may also balance my soul to the required amount for Rack Bird, and with this, I might be able to use Koko's second skill in success. In addition, it offers a decent amount guard, 10000.

There is not much things to say about Battle Sister, Ginger, as she only used for guarding and critical purposes.

Lozenge Magus/Sphere Magus, both with the same skill, same attack, same guard, just with different appearance on the other hand is also a pretty awesome card. The second skill of both Lozenge Magus/Sphere Magus is a pretty awesome skill, in which make them practically infinite heal triggers.

A draw trigger, in this case, Dream Eater will be useful in increasing my hand cards and other uses, notably spamming guards and activating Promise Daughter's skill.



Grade 1s are very important as they are mostly used to boost Vanguard and front line Rearguard. For my deck, the Grade 1s has an important role in skill playing, which allows later usage on Vanguard riding and over-riding.

Rack Bird, is a fine example of that. Although providing a meager amount of damage, 5000, its skill is excellent in paving a way for Koko's second skill as mentioned above. It guarantees 2* Soul Blast regardless of any situation, except for riding it as a Vanguard, unlike Blue Scale Deer with forces one to have it attack hits for 2* Soul Blast, which may complicate certain situation. It can also be spammed multiple times with the use of Sakuya's second skill.

Truth Watcher is another card which paves way for Koko's both first and second skill. Truth Watcher's skill is pretty good in most situation since his skill may be used regardless of attack hits as long as he attacks. He can also be used in front line Rearguard as he may reach 9000 in damage with his skill.

Most players might regard Circle Magus' skill is not as useful as Battle Sister Cocoa, but in my opinion, her seemingly useless skill is actually very useful in arranging and thinking one's strategy. This may stop me from drawing a trigger, allow me to use a skill of a certain card to draw a card I may need to use from the deck, playing mind games while taunting my opponent, and most importantly, giving me a head start in arranging my strategies. Besides, Circle Magus has 7000 damage, that is 1000 points higher than Battle Sister Mocha. This is critical in many situation as the mere 1000 damage may prove to be a winning point for me.

Although Oracle Guardian Gemini is a skill-less card, its high damage mustn't be underestimated. Gemini is the only card in my deck which allows Koko's damage to be boosted up to 21000 damage, when Koko's first skill is being activated. This give me an advantage while fighting against cards with 11000 damage, which forces enemy to guard either with at least 15000 guard or null guard to nullify my attack.

It is undebatable that null guard is important to every Vanguard deck, which is the reason for the 3 Battle Sister Chocolat in my deck. Chocolat may help me nullify dangerous attacks during perilous situation, such as units with double or even triple criticals attacking my Vanguard.



Grade 2s are deployed mainly as front line Rearguard. Needless to say, they allow me to attack more times in my turn and further forcing my opponent depleting their hand cards in guarding my attacks.

Providing stable damage output as an Rearguard, Oracle Guardian Wiseman is a must in most OTT deck, especially my deck. It is also due to usually low damage output on Rearguard in my deck, Wiseman proves to be an excellent card to be used.

Battle Sister Mocha on the other hand has unstable, yet higher damage if her skill is in effect. With her effect, a 11000 damage output is guaranteed and even with Rack Bird (/note: 5000 damage) boosting her, a 10k guard is needed if no trigger is being added to the specified unit that is being attacked by Mocha (well, in most situation with Grade 2 or Grade 3).

Promise Daughter, another unstable card, yet high in damage if the skill is in effect. Her effect has to be timed well, most often reserved for the turn before final turn and final turn itself. Promise Daughter's high damage can be used to waste an opponents hand cards, though one must always remember that he/she is wasting a hand card to activate her skill. Another reason I chose to use this card is due to her 9000 damage output. Although her damage may be only 1000 higher than Mocha, I can easily boost her with Circle Magus, instead of wasting Oracle Guardian Gemini to deal 16000 damage to my opponent.



Grade 3s are the opposite of Grade 2s as they're being deployed mainly as Vanguard. They are being used heavily in skill playing and dealing a stable 10000 damage output as Vanguard or Rearguard. Besides, as Vanguard, they allow Twindrive, which allows double check when attack as Vanguard. This may increase the amount of hand cards and a higher chance of trigger activating.

Scarlet Witch Koko is the secondary ace of my deck. Her first skill allows the most stable damage output for Grade 3s if the condition is met, while the second skill allows me to increase my hand cards for many purposes.

The ace of my deck, Goddess of Flower Divination, Sakuya, may look less important than Scarlet Witch Koko, but her second skill is very important in rearranging field and strategy which is coherent with the skill play concept of my deck. The first skill (during your turn, as Vanguard, Sakuya shall gain an increased 4000 damage if you have 4 or more hand cards) which is highly dependent on hand cards allows higher damage output than any card in my deck is also a reason that made Sakuya the ace of my deck.



In conclusion, I'd say my Imouto deck is heavily depending on skill play and certain amount luck. Strategy arranging and timing considering is a must, as contains the essence to gain the upper hand in a match.

I'd like to take this opportunity to thank my teammates from Team Encounter: Wei Xiang, Lawrence and Keok for their great and never-ending advices and opinions. Without their help, I might not have gotten this far and certainly will not learn as much as I could now. Besides, I'd like to express my gratitude to fellow players, Iain, Mok Sifu "IMBA", Shinji, Johnny, etc. for tips and advices here and there that helped me a lot in deck building and tournaments.

0 comments:

Post a Comment