Yep, in a week time.
This means, I will have more time for games and work, full time instead of part timing. And, of course, more time for the blog too.
By the way, I'm getting a whole new PC to replace my dead laptop and half functioning desktop. So, erm... yays?
/update: probably need a new external hard disk and pendrive too. My WD HD is fucking with me by playing half dead, while my 16GB pendrive just fried without any reason. Fuck this shit.
Monday, July 30, 2012
Saturday, July 28, 2012
HAHAHAHAHAHA... WAT?
I don't know what just happened to the anime nowadays. But, this?
Ok, I ripped this image from here, lol srsly? I really laughed the shit out of myself this time.
I might as well put the pOnOs to the vagOO and J-J-JAM IT IN!!
Ok, I ripped this image from here, lol srsly? I really laughed the shit out of myself this time.
I might as well put the pOnOs to the vagOO and J-J-JAM IT IN!!
Thursday, July 26, 2012
[Cardfight!! Vanguard] Aki's Megacolony deck
Name (Japanese) | Name (English) | Grade / Skill / Starting VG | Power / Guard / Critical | Numbers in Deck | Race | Trigger | Ability | Serial Number |
メガコロニー戦闘員C | Megacolony Battler C | 0 / Boost / ✔ | 5000 / 10000 / 1 | 1 | Insect | n/a | 自 : When another 《Megacolony》 rides this unit, you may call this card to 【R】. 自【R】 : [Counter Blast *1 and put this unit into your Soul] When this unit boosts a 《Megacolony》 unit and the attack hits the opponent's Vanguard, you may pay the cost. If you do, choose one of your opponent's Rearguards, and the chosen unit cannot stand during your opponent's next Stand Phase. | EB03/026 C |
治療戦闘員 ランプリ | Medical Combatant, Lamprey | 0 / Boost / ✘ | 5000 / 10000 / 1 | 4 | Insect | Heal | (You may only have up to 4 Heal triggers in a deck.) | BT04/067 C |
レイダー・マンティス | Raider Mantis | 0 / Boost / ✘ | 5000 / 5000 / 1 | 4 | Insect | Draw | n/a | BT04/065 C |
アウェイキング・ドラゴンフライ | Awaking Dragonfly | 0 / Boost / ✘ | 5000 / 5000 / 1 | 4 | Insect | Stand | n/a | EB03/027 C |
シェルタービートル | Shelter Beetle | 0 / Boost / ✘ | 5000 / 10000 / 1 | 4 | Insect | Critical | n/a | EB01/032 C |
ファントム・ブラック | Phantom Black | 1 / Boost / ✘ | 8000 / 10000 / 1 | 4 | Insect | n/a | n/a | BT02/077 C |
トキシック・ソルジャー | Toxic Soldier | 1 / Boost / ✘ | 7000 / 5000 / 1 | 3 | Insect | n/a | 自【V/R】 : When this unit attacks, all your opponent's units cannot intercept. | EB03/012 R |
メガコロニー戦闘員B | Megacolony Battler B | 1 / Boost / ✘ | 6000 / 5000 / 1 | 3 | Insect | n/a | 自【R】 : [Counter Blast *1 and put this unit into your Soul] When this unit boosts a 《Megacolony》 unit and the attack hits the opponent's Vanguard, you may pay the cost. If you do, choose one of your opponent's Rearguards, and the chosen unit cannot stand during your opponent's next Stand Phase. | PR/0048 |
ステルス・ミリピード | Stealth Millipede | 1 / Boost / ✘ | 6000 / 5000 / 1 | 3 | Insect | n/a | 自【R】 : When this unit boosts a 《Megacolony》 Vanguard, if all of your opponent's units are in rest position, the boosted this unit gains 4000 power during the battle. | BT04/063 C |
パラライズ・マドンナ | Paralyze Madonna | 1 / Boost / ✘ | 6000 / 5000 / 1 | 3 | Insect | n/a | 自 : [choose a 《Megacolony》 from your hand, and discard it] When this unit is placed on 【G】, you may pay the cost. If you do, choose one of your 《Megacolony》 will not be hit till end of that battle. | BT04/017 RR |
ブラッディ・ヘラクレス | Bloody Hercules | 2 / Intercept / ✘ | 10000 / 5000 / 1 | 4 | Insect | n/a | n/a | BT01/040 R |
ウォーター・ギャング | Water Gang | 2 / Intercept / ✘ | 9000 / 5000 / 1 | 3 | Insect | n/a | 自【V/R】 : [Counter Blast *1] When this unit's attack hits, if you have a 《Megacolony》 Vanguard, you may pay the cost. If you do, draw a card. | BT04/033 R |
トキシック・トルーパー | Toxic Trooper | 2 / Intercept / ✘ | 9000 / 5000 / 1 | 3 | Insect | n/a | 自【V/R】 : When this unit attacks, all your opponent's units cannot intercept. | EB03/011 R |
妖艶なる幹部 レディ・バタフライ | Bewitching Officer, Lady Butterfly | 3 / Twindrive / ✘ | 10000 / n/a / 1 | 3 | Insect | n/a | 自【V/R】 : When this unit attacks the opponent's Vanguard, if you have a 《Megacolony》, during that battle, this unit gains 2000 power. | EB03/010 R |
武神怪人 マスタービートル | Martial Arts Mutant, Master Beetle | 3 / Twindrive / ✘ | 11000 / n/a / 1 | 4 | Insect | n/a | 自【V】 : [Counter Blast *3] LIMIT BREAK 4 (This ability activates when you have four or more damage) When this unit attack the opponent's Vanguard, you may pay the cost. If you do, If you do, choose up to two of your opponent's Rearguards, and the chosen units cannot stand during your opponent's next Stand Phase. 永【V/R】 : If you have a non-《Megacolony》 unit on the field, this unit this unit loses 2000 power. | EB03/S03 SP |
Analysis:
You know, playing Megacolony in front of girls always deny me the chances of getting laid. That being said, with the new released Megacolony cards from EB03, Megacolony became a forerunner in meta-clans, and that pretty cements my loyalty with Megacolony.
Before this build, I had another Megacolony deck with focuses on Giraffa, which is kinda unstable. However, with the new cards from EB03, this build has further enhanced Megacolony's trait, which is to force your opponent's units to stay in rest position, while offering more in stability and strength. This is the Megacolony deck I've been looking for.
Without further ado, let us start dissect my deck.
Starting with Megacolony Battler C, who undoubtedly is currently the best startup Vanguard for Megacolony. By riding another Megacolony unit onto it, you may superior call it to a Rearguard circle. This basically makes Battler C's a free booster. With Master Beetle or even Lady Butterfly as the final Vanguard, 5k is a decent amount for boosting.
Wanna get rid of Battler C in favor of a better booster, but felt replacing it is kinda wasting? No worries, we have Battler C's second ability. When Battler C boosts a Magaclony unit and the attack hits your opponent's Vanguard, you may put Battler C into your Soul and one of your opponent's Rearguard will not be able to stand during your opponent's Stand Phase. Of course, you'll need to Counter Blast *1 to pay the cost. However, this is a pretty awesome ability to have. This pressurize your opponent into guarding in fear of you using the ability.
Moving onto triggers. I guess nothing much to be elaborated since the triggers I'm using have no abilities. Oh yea, if you're wondering why am I using balanced trigger, instead of using 8 Crits and 4 Draws, well, let's just say I like balanced trigger. You can try other combination if you'd like to, though.
Next, let's look at Grade 1's. Firstly, we have Phantom Black, the 8k vanilla for Magacolony. I think I've repeated this many times, but yea, it's recommended to have 4 Phantom Black in the deck since he offers the most stable boosting power. Secondly, Toxic Soldier. He is a decent booster, providing 7k power. Besides, his effect is pretty nice, in which when he attacks, none of your opponent's unit can intercept, forcing your opponent to guard with his/her hand cards, even thought he/she might be able to guard with his/her interceptor. This gets much more irritating when your opponent does not have the exact amount to guard with, forcing him/her to either over guard or take the power.
Thirdly, Megacolony Battler B, the grow up version of Battler C. It works the same way as Battler C, except Battler B stays there, instead of of moving into your Soul. It's a fine card to pressurize your opponent into guarding. Fourthly, Stealth Millipede, the 6k Vanguard booster for Megacolony. When all your opponent's units are in rest position, the boosted Vanguard will receive 4k from Millipede. So, in order to prevent that from happening, your opponent basically has to lose boosting support from a booster by having it stand, or betting on a Stand trigger during damage step. Sounds fun? You bet. Together with Battler B, they both make the ideal boosters for Vanguard to pressurize your opponent.
Fifthly, Paralyze Madonna, the loli for Megaclony. Oh wait, I mean null guard. Like I've said in previous posts, 3 nulls are more than enough.
After that, Grade 2's. Firstly, the 10k vanilla for Megacolony, Bloody Hercules. Since he provides the most consistent power output among Grade 2's, it's kinda compulsory to have 4 of him in the deck. Secondly, Water Gang. At the cost of 2 Counter Blasts, you are able to draw a card. A decent unit to have around to further pressurize your opponent into guarding. He also helps into increasing your hand size since Mthis deck has a weaker draw power. However, his ability has to be used considerately since the Counter Blasts can be used for other purposes. Thirdly, Toxic Trooper, your carbon copy of Toxic Soldier, except he's now a Grade 2 unit and has a 9k power.
Finally, Grade 3's. Introducing Bewitching Officer, Lady Butterfly, the card that made me decide to play Megacolony again. Well, with the pretty looks, she actually quite a strong unit. When Lady Butterfly attacks your opponent's Vanguard, she'll gain 2k power till the end of the battle. With Phantom Black boosting her, it's easy to form a 20k Rearguard line.
Now, the last Grade 3 for the deck, Martial Arts Mutant, Master Beetle. Master Bettle has a good Limit Break ability actually, but it's the cost that makes it kinda ineffective somehow. When Limit Break, by paying the cost of 3 Counter Blasts, you may force up to two of your opponent's Rearguard to remain rested during your opponent's Stand Phase. And this all happens before you announce an attack with Master Beetle, pretty much sound like Shine Greymon, eh? However, unlike Shine Greymon who instantly kills off the front row Rearguards, Master Bettle just simple disable the standing ability of two Rearguards. It has some pros and cons, in which you force your opponent to waste his/her hand cards into replacing the rested units on the stage. However, if your opponent is willing to wait, he/she will be able to have the unit back to action once another turn starts. Like I've said, it a nice ability, but a huge cost to pay when you could've used the Counter Blasts for Battler B and Water Gang. So, it's really up to one to time it well and make the best of it.
In my opinion, this deck has provide the stability where Megacolony lacks. Opting for a more controlling playstyle, it's a strong deck when you get used to it. It doesn't require much strategy thinking, except for the usage of Counter Blasts. Besides, it's not expensive to build this deck, so perhaps you could this deck a try.
Anyway, like usual, if you have any questions, feel free to post it on the comment box below. That's all for now, see ya next time!
Friday, July 20, 2012
[Cardfight!! Vanguard] Twins
Twins, are two units that complements each other, in which by fulling certain conditions, a unit will be able to pass certain effects to another on the stage. Let's just take an example, one of the earliest twins existed in Vanguard, Blaster Blade and Wingal. When Wingal boosts Blaster Blade, Blaster Blade will be able to gain 4000 power till the end of the battle.
Now, the concept of twins is to allow a huge advantage over your opponent, in terms of ability or power, though it's more often the latter. Usually,this might work well on the Vanguard circle, but on the Rearguard circle, this doesn't really fare well. It sometimes doesn't even fare well on Vanguard circle, so to have twins on Rearguard circle? Go figure.
Where does the problem lies in?
Firstly, in order to have a functional twin, you need the specific two units on the stage at the same time, and probably on a specific position. Let's take Blaster Blade and Wingal as example again. To make twin out of Blaster Blade and Wingal, you'll need to have both of them on the stage at the same time and this is not just it. You'll need to align both Blaster Blade and Wingal vertically. You see, even though you might have 4 of Blaster Blade and Wingal respectively, it's not an easy task in drawing and calling them out on the field. Besides, you'll have to consider different kinds of situation. Let's say if you have a full field, and Blaster Blade is on the Rearguard circle. Is it worth it retire the current boosting unit behind Blaster Blade to make way for the Wingal on your hand?
Secondly, by throwing a pair twin on the stage, you practically putting a huge sign "come kick my ass please" on the front twin unit. Let's just have the newer twins, Garmore and Chargal as example. By having Garmore on the Rearguard cirle with Chargal boosting him, you'll be able to form a 21k power line easily by just merely Soul Blast *1. Sounds threatening, no? Now, if it's high in power, you'll be pulling your opponent's focus onto Garmore and probably he/she will be attacking Garmore if he/she has the chance. Now, let's just assume you need the Garmore and Cahrgal twin desperately, this means you'll be guarding Garmore whenever your opponent attacks him. This means your hand cards will be depleting, because you'll be guarding all attacks thrown on Garmore. On the other hand, let's assume you don't really need the twin, you allow your opponent's attack to go through and have Garmore die. What about Chargal then? Chargal will be render useless with Garmore out of the scene. This leads to the following question, why the hell you even have the twin on the field on the first place?
Thirdly, in order to activate a twined ability, you'd probably have to pay some cost. Let's take Thunder Break Dragon (TBD) and Rairai for example. TBD and Rairai works exactly like Garmore and Chargal. However, Narukami has a limited amount of Soul and reride is kinda a stupid idea when you can have the other grade 3's deployed as Rearguard. Even it's by Soul Blasting *1, for clans like Narukami, it's a hefty cost to pay. You might as well stick with a unit with much stable power output which requires less effort to draw to hand or call onto stage, though it might offer less in power.
Last, but not least, will your opponent let your twin's attack go through? For basic twins, such as the mentioned twins above, you opponent might not have a big deal in taking their power. However, twin like Perla and Perle need to have Perla's attack go through in order to make the twin work. What if your opponent manages to guard the attack, and keeps guarding attack from Perla just to prevent the twin from working? Without any doubt, the twin will just fail.
All things considered, twins are good, but not really that reliable. It's nice to have a twin on the stage to pressure your opponent, but is it necessary to have twins in your deck? Will you be able to sustain the twins? These are things you should think about before putting twins into your deck.
Now, the concept of twins is to allow a huge advantage over your opponent, in terms of ability or power, though it's more often the latter. Usually,
Where does the problem lies in?
Firstly, in order to have a functional twin, you need the specific two units on the stage at the same time, and probably on a specific position. Let's take Blaster Blade and Wingal as example again. To make twin out of Blaster Blade and Wingal, you'll need to have both of them on the stage at the same time and this is not just it. You'll need to align both Blaster Blade and Wingal vertically. You see, even though you might have 4 of Blaster Blade and Wingal respectively, it's not an easy task in drawing and calling them out on the field. Besides, you'll have to consider different kinds of situation. Let's say if you have a full field, and Blaster Blade is on the Rearguard circle. Is it worth it retire the current boosting unit behind Blaster Blade to make way for the Wingal on your hand?
Secondly, by throwing a pair twin on the stage, you practically putting a huge sign "come kick my ass please" on the front twin unit. Let's just have the newer twins, Garmore and Chargal as example. By having Garmore on the Rearguard cirle with Chargal boosting him, you'll be able to form a 21k power line easily by just merely Soul Blast *1. Sounds threatening, no? Now, if it's high in power, you'll be pulling your opponent's focus onto Garmore and probably he/she will be attacking Garmore if he/she has the chance. Now, let's just assume you need the Garmore and Cahrgal twin desperately, this means you'll be guarding Garmore whenever your opponent attacks him. This means your hand cards will be depleting, because you'll be guarding all attacks thrown on Garmore. On the other hand, let's assume you don't really need the twin, you allow your opponent's attack to go through and have Garmore die. What about Chargal then? Chargal will be render useless with Garmore out of the scene. This leads to the following question, why the hell you even have the twin on the field on the first place?
Thirdly, in order to activate a twined ability, you'd probably have to pay some cost. Let's take Thunder Break Dragon (TBD) and Rairai for example. TBD and Rairai works exactly like Garmore and Chargal. However, Narukami has a limited amount of Soul and reride is kinda a stupid idea when you can have the other grade 3's deployed as Rearguard. Even it's by Soul Blasting *1, for clans like Narukami, it's a hefty cost to pay. You might as well stick with a unit with much stable power output which requires less effort to draw to hand or call onto stage, though it might offer less in power.
Last, but not least, will your opponent let your twin's attack go through? For basic twins, such as the mentioned twins above, you opponent might not have a big deal in taking their power. However, twin like Perla and Perle need to have Perla's attack go through in order to make the twin work. What if your opponent manages to guard the attack, and keeps guarding attack from Perla just to prevent the twin from working? Without any doubt, the twin will just fail.
All things considered, twins are good, but not really that reliable. It's nice to have a twin on the stage to pressure your opponent, but is it necessary to have twins in your deck? Will you be able to sustain the twins? These are things you should think about before putting twins into your deck.
Friday, July 13, 2012
[Cardfight!! Vanguard] Deck list from the anime -part 6-
The following is Reka's Kiriel deck from the anime. Open the image in a new tab if you can't view it clearly on lightbox.
Tuesday, July 10, 2012
[Cardfight!! Vanguard] Updates on OTT deck
Anyway, finished updating my OTT deck with new cards from BT07, tried out with other clans and seems to be working out well for me. Go check out the updated deck here.
Anyway, shit just hit the fan. Barcgal is banned as startup Vanguard for English version.
/update: fully updated the OTT post, included new explanations and exchangeable cards.
/udpate 2: fuck my teeth, resumes its growth and causing my gums to swollen along the way. Blargh... Fuck this shit.
Anyway, shit just hit the fan. Barcgal is banned as startup Vanguard for English version.
/update: fully updated the OTT post, included new explanations and exchangeable cards.
/udpate 2: fuck my teeth, resumes its growth and causing my gums to swollen along the way. Blargh... Fuck this shit.
Friday, July 6, 2012
[Cardfight!! Vanguard] BT07 tonight!
I'm really looking forward to opening my boxes of BT07 tonight. I've pre-ordered 6 boxes of 'em and they'll be arriving tonight. Sharing the rest of the clan with my friends, I took only cards of OTT.
*prays for 6 Lalas*
Anyway, I've updated my post on my Angel Feather deck. Feel free to comment or give some suggestion.
On the other hand, I'll update my OTT deck with new cards from BT07 in two to three days time. I'll throw a link to the post when I've updated it.
I guess that's all, see ya guys and good luck to those who are banging boxes of BT07!
>w<
*prays for 6 Lalas*
Anyway, I've updated my post on my Angel Feather deck. Feel free to comment or give some suggestion.
On the other hand, I'll update my OTT deck with new cards from BT07 in two to three days time. I'll throw a link to the post when I've updated it.
I guess that's all, see ya guys and good luck to those who are banging boxes of BT07!
Thursday, July 5, 2012
[Cardfight!! Vanguard] Bermuda △ deck - Pacifica + Lena build
Grade 0:
Grade 1:
Grade 2:
Grade 3:
Analysis:
In case you did read my previous post on Riviere + Pacifica build, this will be a huge copy pasta.
Anyway, like what I've wrote in my recent post, (cue copypasta) the main feature for Bermuda △ is the bouncing ability, in which you get to have a unit returned to your hand due to an unit's ability. By returning the unit to your hand, you probably will gain more hand size, from the bounced back unit's ability or the unit itself.
To utilize this deck to its fullest extent, you'd need to know how control your opponent hand size and attacker. By applying the correct tactics and right timing on ability execution, the deck is pressurizing deck to fight against.
Starting with the triggers, we are playing with balanced triggers, which allows decent drawing power and unpredictability in drive checking. This also means, when you have 5 units or full field, you should hit with either one Rearguard, then hit with the Vanguard and finally, the other Rearguard.
If you realize, the triggers have a combo, in which Bubblin gains 3k power if Ressac is on the stage; Ressac gains 3k power if Flows is on the stage; Flows gains 3k power if Shuplu is on the stage; Shuplu gains 3k power if Bubblin is on the stage; and so on. Of course, you're not going to do this combo, unless you're in a desperate situation.
Moving on, let's talk about Top Idol, Pacifica. Pacifica is a 13k Vanguard when attacking, if you have 4 or more Rearguards, and this makes her a headache for opponent who field 11k Vanguards. Wait, this is not even the best part, we have her Megablast, which allows her to call 3 Rearguards from deck to different Rearguard circles if she does hit the opponent's Vanguard. This sounds fun when you have tons of soul to burn with Counter Blast intact.
Missed riding Pacifica, we have Bermuda Princess, Lena! Lena has the same ability with Pacifica for her first ability. And to recoup the lost of being able to Soul Charge and Mega Blast, she is able to bounce all Bermuda △ unit when ride on Vanguard circle, a copy of OTT's Sakuya's ability. With Rio, Miltoa and Felucca on the stage, you're steering a profit charge or draw.
Back to Grade 1's, nothing much to say on Sedna and Ellie, and you can just copy paste what I've said about 8k vanillas and null guards from my previous posts onto here.
What we'll be talking about are Miltoa and Felucca. Miltoa is a replica of Dark Cat of OTT, which allows both players, you and your opponent to draw a card. Sounds like a loss? No, not at all, when you need extra hand cards and you able to force your opponent into throwing hand cards. Of course, it's all depending on situation. Aside from her abilities, she is a decent booster, having 7k in power. After Miltoa, we have Felucca the watermelon boobs, no, I mean the Soul Charger. Her role in the deck is to "Profit Charge" and fill the soul to feed Flores.
Since I mentioned Flores, let's talk about her. Flores fills up the last 2 slots for Grade 3's. Flores is a pretty good Rearguard, since she is able to pressure your opponent into guarding when you have another Rearguard with good CIP (come in play) ability, and a good Rearguard, I meant Felucca, Miltoa and especially, Rio. Rio's ability is pretty awesome, if you manage to bounce her from the stage, you may Soul Charge *1 and draw a card. With Flores on the field, you be pressuring your opponent into guarding, and combined with Riviere's Persona Blast in early game, you'll be looking at a formidable combo which will not only reduce your opponent's hand card, increasing your hand size at the same time, and inflicting damage on your opponent.
Finally, Top Idol, Aqua. Nothing much to say about her, you may refer to my previous posts on 10k vanillas.
This is my take on the Pacifica - Lena build. Any comments, suggestion or questions? You can post them all in the comment box below. Thanks for reading!
- Bermuda △ Cadet, Shizuku [バミューダトライアングルコウホセイ シズク] *1(starting Vanguard)
- Drive Quartet, Flows [ドライブ・カルテット フロース] *4 -Heal Trigger-
- Drive Quartet, Bubblin [ドライブ・カルテット バブリン] *4 -Draw Trigger-
- Drive Quartet, Shuplu [ドライブ・カルテット シュプリュ] *4 -Critical Trigger-
- Drive Quartet, Ressac [ドライブ・カルテット リサッカ] *4 -Stand Trigger-
Grade 1:
- Mermaid Idol, Sedna [マーメイドアイドル セドナ] *4
- Mermaid Idol, Ellie [マーメイドアイドル エリー] *3
- Prism of the Water's Surface, Miltoa [スイメンノプリズム ミルトア] *4
- Mermaid Idol, Felucca [マーメイドアイドル フェルッカ] *4
Grade 2:
- Top Idol, Aqua [トップアイドル アクア] *4
- Girls Rock, Rio [ガールズロック リオ] *4
- Mermaid Idol, Flute [マーメイド アイドル フルート] *3
Grade 3:
- Top Idol, Pacifica [トップアイドル パシフィカ] *2
- Bermuda Princess, Lena [トップアイドル リヴィエール] *2
- Top Idol, Flores [トップアイドル フローレス] *3
Analysis:
In case you did read my previous post on Riviere + Pacifica build, this will be a huge copy pasta.
Anyway, like what I've wrote in my recent post, (cue copypasta) the main feature for Bermuda △ is the bouncing ability, in which you get to have a unit returned to your hand due to an unit's ability. By returning the unit to your hand, you probably will gain more hand size, from the bounced back unit's ability or the unit itself.
To utilize this deck to its fullest extent, you'd need to know how control your opponent hand size and attacker. By applying the correct tactics and right timing on ability execution, the deck is pressurizing deck to fight against.
Starting with the triggers, we are playing with balanced triggers, which allows decent drawing power and unpredictability in drive checking. This also means, when you have 5 units or full field, you should hit with either one Rearguard, then hit with the Vanguard and finally, the other Rearguard.
If you realize, the triggers have a combo, in which Bubblin gains 3k power if Ressac is on the stage; Ressac gains 3k power if Flows is on the stage; Flows gains 3k power if Shuplu is on the stage; Shuplu gains 3k power if Bubblin is on the stage; and so on. Of course, you're not going to do this combo, unless you're in a desperate situation.
Moving on, let's talk about Top Idol, Pacifica. Pacifica is a 13k Vanguard when attacking, if you have 4 or more Rearguards, and this makes her a headache for opponent who field 11k Vanguards. Wait, this is not even the best part, we have her Megablast, which allows her to call 3 Rearguards from deck to different Rearguard circles if she does hit the opponent's Vanguard. This sounds fun when you have tons of soul to burn with Counter Blast intact.
Missed riding Pacifica, we have Bermuda Princess, Lena! Lena has the same ability with Pacifica for her first ability. And to recoup the lost of being able to Soul Charge and Mega Blast, she is able to bounce all Bermuda △ unit when ride on Vanguard circle, a copy of OTT's Sakuya's ability. With Rio, Miltoa and Felucca on the stage, you're steering a profit charge or draw.
Back to Grade 1's, nothing much to say on Sedna and Ellie, and you can just copy paste what I've said about 8k vanillas and null guards from my previous posts onto here.
What we'll be talking about are Miltoa and Felucca. Miltoa is a replica of Dark Cat of OTT, which allows both players, you and your opponent to draw a card. Sounds like a loss? No, not at all, when you need extra hand cards and you able to force your opponent into throwing hand cards. Of course, it's all depending on situation. Aside from her abilities, she is a decent booster, having 7k in power. After Miltoa, we have Felucca the watermelon boobs, no, I mean the Soul Charger. Her role in the deck is to "Profit Charge" and fill the soul to feed Flores.
Since I mentioned Flores, let's talk about her. Flores fills up the last 2 slots for Grade 3's. Flores is a pretty good Rearguard, since she is able to pressure your opponent into guarding when you have another Rearguard with good CIP (come in play) ability, and a good Rearguard, I meant Felucca, Miltoa and especially, Rio. Rio's ability is pretty awesome, if you manage to bounce her from the stage, you may Soul Charge *1 and draw a card. With Flores on the field, you be pressuring your opponent into guarding, and combined with Riviere's Persona Blast in early game, you'll be looking at a formidable combo which will not only reduce your opponent's hand card, increasing your hand size at the same time, and inflicting damage on your opponent.
Finally, Top Idol, Aqua. Nothing much to say about her, you may refer to my previous posts on 10k vanillas.
This is my take on the Pacifica - Lena build. Any comments, suggestion or questions? You can post them all in the comment box below. Thanks for reading!
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