Scharhrot’s Crazy Lab: Let’s Mod keyword/CAC: Thunderstrike

Yo people!

Scharhrot here with an all new post, this time modding a less-liked keyword: Thunderstrike. Thunderstrike was brought into Narukami as it’s personal keyword, but fizzled out due to it not being compatible with older sub clans or decks.

But in this post, I am not making the keyword compatible with older subclans, I’ll make that clear right now.


Thunderstrike itself is a count of bound cards in your opponent’s bind zone. This ability isn’t all that new. A certain archetype (read: Dunagree)did that before it was cool, but it bound it’s own cards.

So now, I will return to it’s roots and make Thunderstrike git gud.

The cards that made me write this post are  Ground Breaking General, Bisham and Conquering Supreme Dragon, Closer Dragon. Bisham is used as a support Grade 3 for Vanq decks (tbh I didn’t know it existed), and Closer Dragon is the newly revealed GB8 for Narukami. Notice how it’s skill reads “in both players bind zone”? That thing got me thinking.

What if this is a sign that Bushi is going to make Narukami bind itself? I mean, Bisham does that and kinda helps in multi attacking, but what if this was a sign for something…… more.

The way I see it, Thunderstrike may morph into a multiattack/control clan. How, you ask? So let’s have a look at some of my (borken) CACs below:

Dragonic Vanquisher “RAIDEN”

G3/11000/Twin Drive

AUTO VC GB3 Thunderstike 5 (CB1) When this unit attacks a vanguard, you may choose any number of your rearguards, retire them, and bind them face up. For each card bound by this effect, draw a card. Then, if the number of rearguards bound by this effect is three or more, each players chooses two cards from their drop zone, binds them face up, and you may CC2.

AUTO VC At the beginning of your turn, you may bind up to two cards from your drop zone face up. If you do, CC1/SC1. Then, if you bind two cards, until the end of the turn, your units’ Thunderstrike ability changes to “Thunderstrike X- This ability is active if you have X face up cards in your bind zone” and draw a card.

AUTO VC (CB1 & SB1) During your turn, when your G Unit Stride, you may pay the cost. If you do, bind upto three cards from your drop zone, and your opponent binds the same number of cards from his/her drop zone face up. Choose one of your vanguards, and until the end of the turn, it gets “CONT VC Thunderstrike 3 All your units in the front row get +1k for each face up card in each players’ bind zone”

LOL, I don’t mind if its broken. So with that, you’ll have a fairly decent idea about the route Thunderstrike CAN go on. If you don’t mind, here are some more CACs:

Conquering Supreme Command Dragon , Apokalypse Volt Dragon

G4/15000+/Triple Drive

STRIDE

AUTO VC 1/TURN: (Persona Flip) When this unit attacks a vanguard, you may pay the cost. If you do, draw a card, and until the end of the turn, this unit gets “AUTO VC At the end of the battle your rearguard attacked a vanguard, you may retire that unit and bind it face up. If you do, choose a card from your bind zone, put it in your hand, and CC1.” And “AUTO VC Thunderstrike 5 (Bind a card from your drop zone face up) When this unit’s drive check reveals a grade 1 or greater rearguard, you may choose a card from your bind zone, call it to RC. Then, if the drive checked card has the Thunderstrike ability, you may bind that card face up, and perform another drive check. If you do, this unit loses this ability until the end of the turn”

CONT G ZONE Thunderstrike 7 (CB2 and put 2 cards from your bind zone on the bottom of your deck) When your vanguard is attacked by a unit, you may pay the cost. If you do, you may either draw 2 cards, or choose one of your opponent’s rearguards, and your opponent retires all of his/her rearguards in that column, and binds them face up.

Black Thunder Dragoon

G2/9000/Intercept

AUTO RC Thunderstrike 3 GB2 At the end of the battle this unit attacked a vanguard, you may retire this unit and bind it face up. If you do, choose a card not named “Black Thunder Dragoon” from your bind zone, and call it to RC. Then, if you have a vanguard with “Vanquisher” in it’s card name, draw a card, and the called unit gets +2k until the end of the turn.

AUTO (CB1)When this unit is placed on VC or RC, look at the top 5 cards of your deck, choose upto 2 cards among them, and bind them face up, and shuffle your deck. Then, if you bound 2 cards, search your deck for up to 1 card with “Vanquisher” in it’s card name, and put it in your hand.

Let me know your thoughts about the cards in the comments! Also, you are welcome to supplement this with your own CACs!

Until next time!

First Thoughts: Conquering Supreme Dragon, Closer Dragon

First Thoughts: Conquering Supreme Dragon, Closer Dragon

Yo people! Scharhrot here with a brand new analysis on the new Narukami GB8, which is totally awesome by the way.

G-FC04-011-GR_(Sample)

Conquering Supreme Dragon, Closer Dragon

[Stride]-Stride Step-[Choose one or more cards with the sum of their grades being 3 or greater from your hand, and discard them] Stride this card on your (VC) from face down.
[AUTO](VC) Generation Break 8:When this unit is placed on (VC), retire all rear-guards of all fighters, bind all cards in your opponent’s drop zone face up, and this unit gets “[CONT](VC):All of your units gets [Power]+2000 for each card in all fighters’ bind zones.” until end of turn.

HYPPPPPPPPPPPPPPPPPPEEEEEEEEEEEEEEEEEEEEEEEEEEEEE.

The single word that officially is me right now. His skill retires all players rearguards, binds the whole bloody drop zone, and on top of that, he continuously gives 2k to all your units for each card in the bind zone. Fucking awesome. Short but sweet.

The feels. Tempest Bolt is back peeps! And this time, as a Brawler! (LOL, just look at the number of fists in the card’s art) It is on place, so if you don’t have any rears, you don’t lose out much. And the whole drop zone bind is just awesome. Going by basic gameplay, you get atleast 10-15 cards in the drop, and when you drop this guy, you get 20k-30k off on your rearguards, double the amount if you play against Granblue, Shadows, Genesis (pre-Dreaming Dragon), etc. Get ready for more ragequits though. Also, PGs which require another PG in the drop are dead.

Time to rejoice, Narukami players! Finally, it seems that the time for good Narukami support is here!

I’ll post a in depth analysis when CFA updates. Until that time, Scharhrot out.

BossBaby_VerB_RatedInTheatre.indd
NO! CLOSER DRAGON WANTS ALL COOKIES!

#CookiesAreForCloser

 

Single Card Analysis: Sky Guardian Supreme Dragon, Impede Dragon.

I’m sorry I’m slightly late for this article, life get’s priority. But here I am, with my first ever card analysis, for the new G Guard from FC17, Sky Guardian Supreme Dragon, Impede Dragon.

G-FC04-035-RRR_(Sample)
BRAWLERS VIBES!!!!

Sky Guardian Supreme Dragon, Impede Dragon

[G guardian] (Usable when both fighters’ vanguards are grade 3 or greater, and the number of face up G guardians in your G zone is three or less)-Opponent Turn’s Guard Step-[Choose a card with “Heal” from your hand, and discard it] Call this card to your (GC) from face down.
[AUTO] Generation Break 1:[Choose a face down G guardian from your G zone, and turn it face up] When this unit is placed on (GC), you may pay the cost. If you do, your opponent chooses one of his or her rear-guards, retires it, binds it face up, if the number of rear-guards your opponent has is two or more than yours, your opponent chooses one of his or her rear-guards, and retires it.

He’s the new thundering stuff we’ve got as defense, and he’s good. Simply good. For the first time ever (or since the beginning of G, anyways) we have ourselves a good G Guard, that can be used in non-TStrike decks too.

Hi skill is, when placed on GC, by flipping a G Guard, your opponent chooses one of his/her rearguards, and retire-binds it. Then, if your opponent has two or more rearguards than you, your opponent retires another rearguard. Pretty good to activate retire/binds on opponent’s turn.

The anti-synergy of TStrike with older subclass is somewhat is brought down a peg or two, and Vanq decks simply profit from this guy.

But first and foremost, the art. It is SIMPLY gorgeous, and is reminiscent of the sub clan, Brawlers. Hell, he even has a Thundering Fist and a headband, two qualities found in my favorite sub clan. But why isn’t he a Brawler is a total mystery to me.

Next up, timing. Bushi really needs to improve on their timing. You decided to release such a good card in a set that was bound to have G Guards flipping G Guards?! This is absurd, BushiBro. You could’ve just switched Bulwark with this guy, and it would have been better. However, good card is good.

Next is the skill itself. Retiring two units is always a good skill, and the Vanq deck fully proliferates from this. This card has synergy with two cards, which pump up your VG for defense. They are Chain Bolt Dragoon, and the man himself, Dragonic Vanquisher.


G-BT05-032.png

Chain Bolt Dragoon

[AUTO](RC)[1/Turn] Generation Break 1:When your opponent’s rear-guard is put into the drop zone due to an effect from one of your cards, if you have a grade 3 or greater vanguard with “Vanquisher” in its card name, your opponent chooses a card from his or her drop zone, and binds it face up. If a card was bound, choose up to one of your other units, and it gets [Power]+2000 until end of turn.

This guy/gal, combined with the above mentioned G Guard, boosts up Vanq by 2k. As his skill is not restricted by “during your turn”, he can trigger on any players turn, just needing a medium to proc himself. This medium occurs in the form of two units, Bulwark Dragon, and Impede Dragon.

G-BT09-015.png

Sky Guardian Supreme Dragon, Bulwark Dragon

[G guardian] (Usable when both fighters’ vanguards are grade 3 or greater, and the number of face up G guardians in your G zone is three or less)-Opponent Turn’s Guard Step-[Choose a card with “Heal” from your hand, and discard it] Call this card to your (GC) from face down.
[CONT](GC) Thunderstrike 3 (This ability is active when your opponent’s bind zone has three or more cards):This unit gets [Shield]+10000.
[AUTO]:At the end of the battle that this unit is placed on (GC), for every four cards in your opponent’s bind zone, choose up to one [Rest] rear-guard in your opponent’s front row, and retire it. 

While Bulwark is an easy 25k shield, his retire skills require a lot of setup. Also has silly restrictions that lock him to front row rest rearguards only. But a retire is a retire, and it helps trigger Chain Bolt’s skill.

Now on the topic of the aforementioned Impede Dragon. He is a random retire/bind, and another retire if you have no rearguards. (often the case with me.) Now, he maybe not ace Bulwark’s 25k solid defense, but he doesn’t need TStrike 8 for two binds. But as I said, a retire is a retire. No questions asked.

So, onto Chain Bolt’s skill: Resricted by 1/Turn, when a unit is retired, the opponent binds another unit from drop zone, and he gives 2k to a unit. Pretty simple, but combine him with the  Guards mentiones above, and you power up Vanq to 13k and more if you have more Chain Bolts. This not only results in high defense, but also makes sure that there are at minimum two units in the opponent’s bind zone.


Now, let’s hear it for our main vanguard,

G-BT09-S17.png

Dragonic Vanquisher

[AUTO](VC) Generation Break 2 (Active if you have two or more face up G units in total on your (VC) or G zone):When your opponent’s rear-guard is put into the drop zone due to an effect from one of your cards, this unit gets [Power]+3000/[Critical]+1 until end of turn.
[AUTO](VC):[Counter Blast (1)] During your turn, when your G unit Stride, you may pay the cost. If you do, choose one rear-guard in your opponent’s front row, retire it, and bind that card face up.

This skill is GB2 reliant, so make sure you have it unlocked. This combo relies on Vanq’s GB2. As I said before, a retire is a retire, no questions. And that is because of this guy. For each unit put into the drop via an effect, he gets +3k and a crit. A carbon copy of Gauntlet Buster’s LB4, so this applies to him too. Now, see, the skill is not restricted by either 1/Turn, or “during your turn” clause, making his GB2, which was offensive, into a defensive one.

When Impede procs, he retire/binds one and retires one, making a total of two units entering the drop, equal to a 6k boost in defense. Thus, you have your vanguard sitting at 17k (or 20k+ if you have multiple Chain Bolts on field) and saving the cards in your hand, thus making way for an even explosive, or rather, I should say THUNDERING next turn.


Also, putting in some tips from the wiki’s page:

  • Use this card alongside Dragonic Vanquisher or Eradicator, Gauntlet Buster Dragon to buff up your vanguard during your opponent’s turn.
  • Use this card alongside Eradicator, Sweep Command Dragon to retire your opponent’s rear-guards (plus draw and gain power) when they declare an attack.
  • Machinegun Eradicator, Kantou can also give power to your Eradicator vanguard.
  • Use this card alongside Eradicator, First Thunder Dracokid in order to Break Ride during your opponent’s turn, retiring their rear-guards, and giving your vanguard a Power+10k to boot.
    • Do note that if you manage to superior ride successfully when your opponent’s vanguard is attacking your vanguard, the attack target will cease to exist, thus the attack will not hit, making the effect a pseudo-Perfect Guard.

Slowly but steadily, Vanq’s GB2 is turning defensive, and defensive GB2s are life. I PERFECTLY AM LIKING THIS CHANGE.

The interaction with FC heal: This is also pretty huge if you spam CB effects (Voltage Horn, Vanquisher G3, Rockclimb, Voltechzapper), as the CC is very welcome if you have between 0-1 CB left face up. You can also technically just g guard to cc1 without flipping over another g guard. That’s flexibility.

This card f**ks combat math over (for opponent). A few instances this happens:

Case I:

Opponent attacks RG/VG first with only 2 front row and few boosters. Effectively this nullifies a single RG attack (attacker or other front row). Even better if the attacking rg is resist and the other isn’t, which results in shutting down 2 columns.

Case II:

Opponent has full field and RG attacked first. This results in them having to kill vg booster (unless its important) > guarded rg booster > rg booster that hasn’t boosted yet. Same as 1, if their entire back row has resist, good fuckin luck to them as it will kill the front row(s).

Case III:

It punishes resist. I never believe I’ll get to say this. As highlighted in previous 2, this becomes really dangerous when opponent field flood and have a sizeable amount of resist. You can just VMAX/Turbo(if you go Brawler style) their resist next turn.

Case IV:

Opponent has 2 full RG column(4 RG) and no VG booster, and VG attacks first. All you gotta do is intercept your front row (enough to bring your RG count to 2 or less), and G Guard with this. Watch them pop their RG boosters and water down their offense (especially if they have amber clones that needs boosting), or even force them to kill a column if they need to use that amber this turn. This does not include any resist units to screw up the math further.

This card greatly improves the Nightrose matchup by A LOT. Revenge on their Canoneer/Dragut shit, eats with Negrobone plays, hell it even craps on their first rg attack if they have 4+ rg and you are smart with intercepts. Factor in vanquisher GB2 or gauntlet buster LB4 and it effectively shuts down or neuters most of the attacks. Oh and the million dollar question: Would you like to retire your hollow Grenache/Negrolazy that hasn’t attack yet and lose their CC?

Mirage decks get boned really bad. In addition to Granblue, Pale Moon of magia variants get shut off badly. Often they will have to lose precious boosters or risk losing front row attacks. Paratrooper, Swordmasters, Purple Trapeze, and amber boosters: They all hurt. Harmony kinda gets hurt as well as it effectively breaks harmony in a column, and if they only have 4 rg, goodbye Olyvia turn.

It counter punishes field wipes from opponents. Harri G4, Drag it, Taiten, Chronoscommand Revolution, LJ, basically anything that haves you lose your rearguard. If you have none left, impede will kill 2 even if opponent only has 3 rg, and that’s potent shit. If they call 2 or less…this effectively blocks out 1 column.

In vanquisher, Impede is worth at least 20k shield, if no way more. You also need to factor in vanquisher gets +3k per retire, which effectively puts vg at 14k (17k with 2 retire), making a lot of 21k columns more manageable, and shits on 16k beaters without booster (like negrorook). In fact 21k is not gonna happen without some major rg power gains or triggers, as they pretty much lose the boosters. That’s without factoring the chain bol

For Kaiser, it puts opponents in a bad spot and helps you with booster which they often cannot touch efficiently. Again +1 Thunderstrike is also lovely.

This card is the best shit that happen to Naru in quite a while. The world shall weep! It is bloody brilliant.


Now, another important topic: Space. With each new card reveal, space is becoming an issue. I’m currently running this as my G Zone:

4x Voltage (AWESOME CARD)

2x VMAX (Great card, btw)

2x Conquest

2x Voltechzapper (Good first stride if you are going second, or your opponent rushes.)

X3 Bulwark

X1 Vritra

X2 Zorras (Filler)

However, due to this card (which I’m definitely running at two)I gotta make some changes in the G Zone.

Post FC, my G Zone will look like:

x4 Voltage

x2 VMAX

x2 Voltechzapper

X2 Bulwark

X1 Vritra (Just sitting here, for flip fodder)

X2 Impede

X1 FC17 Stride

X2 Conquest

Yeah, the G Zone is kinda getting tight, so hope’s up for Bushi to increase the G Zone size.

So that’ll be it for my first Single Card Analysis. Please feel free to comment, or click dat follow button to instantly get updated on my ramblings.

Thanks for reading!

Stand UP, Vanguard!

P.S. Thanks a lot /u/cinderate for the other stuff.

[Product Announcement] G TD13 and G BT11

So, in today’s stream, we got info ‘bout the new trial deck, and the new booster. I’ll get to it, but first off:

WHERE’S MAH FENRIR/WOLF BOI !?

Bushi, I swear, give Fenrir support, or else…………………………………………………………………………………………………

Okay, that aside, we got great info today!

VG-G-TD13.png

G TD 13: Ruler of the Evil Eye (Reference to Shiranui, duh.)

Release Date- June 9, 2017

Main noice thingies:

Starting with Ruler of the Evil Eye, the following changes:

  • There will be 2 copies of a G Guardian
  • Trump Cards are included along with important reprints
  • Randomly inserted FOIL cards
  • Price increases from 1100 Yen to 1300 Yen
  • Starter Sets are being discontinued apparently, and instead Card Sleeves and Deck Holders will be released the same day as the Trial Deck.

Yep, those are the new changes starting from this trial deck. The 2 G Guards are great, also trump cards reprints. See, clearly it says reprints. So, we can expect main cards like Noroi, OG Shiranui, hell, even Atagolord could be reprinted. Goddamn it Bushi! You had one job. Yep, there’s only one reprint, which is the stride fodder. But still, I want a Shiranui reprint! The stride fodder is reprinted at four, WITH ALT ART. Goody-goody. But, the price increased by 200 yen. Also, now the TD comes with random foils, so collect four copies of each foil TD card, and you get a full foil deck. No starter sets now, so no JPN-only Starter set reprints. Or sleeves, or deckboxes. Instead, there wil be a simultaneous release.

G-TD13-012_(Sample)
The Stride Fodder with new art

So, new TD is great. It has the new Shiranui. What in the actual hell Bushi ?! I mean, it’s okay, you need to sell your stuff, but the old Shiranui needed to be reprinted. He went over 40 bucks now. How the heck do you want people to buy the old guy ? You could have done this with the previous TDs, put Heavens Decree and Searing Boobs in the TD, but NOPE. You just put em in the Chara booster, and right now they are 40 bucks and 50 bucks respectively.

Now, I can’t talk about the new TD without talking ‘bout it’s star card, new Shiranui:

G-TD13-005_(Sample)

Demonic Stealth Dragon, Shiranui “Oboro”

Grade 3 / Dragon Empire – Nubatama – Abyss Dragon/Power 11000

AUTO (VC): When your Ride Phase begins, you can choose 1 card from your opponent’s Drop Zone. If you choose it, your opponent Calls that card to (RC), and when that turn ends, that Unit is Retired.
[Top Secret Ability]

So,wow ! Shiranui’s looking goooooood. But what’s this? Shiranui doesn’t have Afterimage?! OH.MY.GURGUIT. That’s bad. You just got a very, very bad treatme-

WTF ?! A new keyword ?!

Bushi, stop making these idiotic new things. All the previous support goes in the drain due to this. But please, change Oracle. No questions asked.

So, Nubatama gets a second keyword called Dominate. Nothing has been spoiled as of yet, but as time passes, the keyword will debut in the anime.

(Secretly opens the wiki but sees no future Kazumi fights)

Ah well, we’ll get new episode info from  MonBushi. That’s all for the new Shira-

F**k that. I didn’t even talk about his revealed skill. During ride phase, he gives you the ability to revive one of your opponents unit from the drop. One word that describes this: Weird. So, is Nubatama trying to Granblue the opponent ? I am thinking that it assists Dominate in some sort of way. Only time will tell. Anything is possible with Bushi.

My try on Dominate: I think it will be a sort of skill like Reverse. How cool would it be to control your opponents’s units?!

The deck ratios :

  • It’s a 54 card Trial deck, having 4 G Units.
  • 17 new cards and 1 reprint (The stride fodder)
  • The price is 1300 yen

Bushi made a very good decision this time. The TDs from now on will be half Legend Decks, and more people can be introduced to the game. Except people who wanna play clans which are not MC.

VG-G-BT11

G BT11- Descent of the Rogue Deity

Release date- June 9, 2017

Shoutout to the people who know me on Reddit,

I’M ON A FREAKING POSTER!!!!!!!!!!!!!!!!

Let me just say, THAT NUBATAMA GUY IS FREAKING AWESOME. He looks badass and very, very cool. But this means that we probably won’t get a Shiranui Stride Fusion. Unless Shiranui became human. Which is possible, Bushi reigns king.

The set supports : Gear Cancer, Royal Paladin, Nubatama, Dark Irregulars, Kagero, Genesis and Cray Elementals.

Royals again? Four sets in a row?! Counting the TD, Character Booster, Set 10, Legend deck, and now the booster. I can’t take this much support for abs! Even though much of the support here will be Blasters & sons. Bushi, you could postponed the set 10 support and just merge it with this set, couldn’t you? But who’ll pass up the chance for Shion “Pretty Boy” Kiba to advertise that meh card Luminous Hope, eh? Kick that Hope out out, and go jazz hands with the one and only, Brave Lancer!

Although, this is not the point of this set. This set is Aichi’s set, no questions asked. Gancelot’s getting supported, boiz!(Even though I totally hate Aichi, Gancelot git gud.)Yep, the Solitary Knight is back in action!

Ah, that reminded me. WHERE THE F**K ARE YAH, SHOUMA!? How dare you abandon my Fenrir and go MIA?! Seriously, mates, I want Fenrir support. You can’t just hand over the reins to a waifu archer L. (even though she’s totally HOT). I think the waifu is a Stride, due to the following image.

Note how the new poster boi and a Kagerian dragon is shown with her, and not Shieldmaster and new Shiranui. This reconfirms that she is a Stride. I’LL TRANSCEND THE HEAVENS FOR FENRIR SUPPORT.(Please don’t kill me, J’aime Fenrir as a GODDAMN card.)PLS SUPPORT WOLF BOI!

On that topic, Blademaster’s getting a new form (which looks like a G3, cause it has only one blade), so it’s not impossible for Wolf Boi to get support.  On Kagero’s topic, Shieldmaster exists now, so, Bladeboi won’t get much from it. Although the new Kagero Stride looks ABSOLUTELY EXQUISTE.  I’m hoping that he’s not restricted.

Nubatama’s first main set support in the whole of G. Wow, I mean, Bushi always gives them some near broken stuff, and as a result, they get Denialed from support. I’m hoping for some good support, Bushi don’t disappoint me.

Dark Irregulars support is well timed. Finally Enishi gets his alternate Strider. Also, yay for Scharhrot support! I really want some good support, something that will make Scharhrot stand out from the rest of the builds (considering that most Scharhrot support is generic, and can be used in any build.), and ScharhrotDarkness will become a good build. It has to, it has my name after all!

MYSTERY FLARE SUPPORT?! Bushi’s definitely trolling now. Mystery Flare is the most luck dependent card in entire G. On hit, CB4 to reveal 4. If you reveal a G1, G2, G3 and G0, then you get an extra turn. Became more consistent due to Demiurge’s stacking. But a card from the same set, Heteroround killed it. Let’s see what happens now.

Ratios:

  • Total card types: 104 (98 New+ 6 reprints)
    (GR: 2/ RRR: 9/ RR: 13/ R: 24/ C: 56)
    +12 SP + 2 SGR + 35 SP (SP clan card)
    + 3 special reprinted
  • The new booster will have 7 per pack
    instead of 5.
    Each pack will have 2 R and above,
    with a chance of 2RRs per pack!
  • 7 cards per pack/ 16packs per box/
    20 box per carton

There are Sp clan packs for :

  1. Kazumi Onimaru’s Nubatama deck
  2. Saori’s Kagero deck
  3. Verno Fahrenheart’s Genesis deck
  4. Satoru Enishi’s Dark Irregulars deck
  5. Aichi Sendou’s Royal Paladin deck

So, Genesis, DI, Royals and Kagero are getting SP packs again. I’ll update this post with more info later on in the future.

That’s all for  the new products.

[Decklist] Fenrir Revelation

Hey-yo people !

And yeah, the featured image has nothing to do with the decklist itself. That’s just clickbait.

I’m back with a decklist, this time for the great Fenrir !

Now, I really wanna share why I looked into Genesis, and specifically, Fenrir. Some months ago, I read the Magnus Chase books, and really decided to make Fenrir. This deck is personally my second best deck, as it requires both sense of timing and proper execution.

What is Genesis ?

Genesis is a clan which can be described as a blend of Dark Irregulars and Pale Moon, often with a mix of Oracle Think Tank. It was a sister clan to OTT, until Wiseman loop and Fenrir happened. Its main focus is mass soulcharging cards, and then mass soulblasting them for various benefits such as superior calling, drawing, power boosts, and much more.

Now, going to its keyword, Revelation. Revelation was brought out in G BT08. Revelation is an on call ability, which triggers on specific circles only, by which you can check the top card, and put it in your soul or keep it on the top of the deck. If you do the former, rest a unit. This helps to check whether the top card is a trigger or not, and if not, you can put it in your soul to increase chances of getting a trigger in your drive checks. One downside of the keyword is that you lose a booster or attacker via resting a unit, thus decreasing pressure. This cost is mitigated  by the Fenrir G4, Tahro and Gelgja.

The decklist is :

Fetter Creator, Van (SV)

G zone:

4 Mythical Destroyer Beast, Vanargandr

3 Mythical Hellsky Beast, Fenrir

2 Great Angel, Doom Brace

3 Beast-Slayer Military Deity, Tyr

2 Goddess of Seven Colors, Iris

2 Sky-dome Battle Maiden, Hanasatsuki

Grade 3:

4 Mythic Beast, Fenrir

4 Goddess of Sunlight, Yatagarasu

Grade 2:

4 Boulder Fetter, Gjoll

4 Battle Maiden, Kotonoha

3 Unappeasable Biter, Gleipnir

Grade 1:

4 Goddess of Decline, Hel

4 Shackle Fetter, Gelgja

4 Mythic Beast, Skoll

2 Claimer Harry

Grade 0:

4 Goddess of Youth, Hebe

4 Goddess of Sound Sleep, Tahro

2 Dreaming Dragon

4 Stake Fetter, Thviti

2 Battle Maiden, Kukurihime

One downside of Genesis is that it has a very small number of G Units, thus limiting options, and meaning that you have to play multiples of each card, despite it’s rarity.

The deck playstyle is actually straightforward, but only if you know your cards well. Our beater is Kotonoha, which becomes a powerhouses by soulcharging and more boosts if soulcharged with Revelation. We get draws from Gjoll, Hellsky Fenrir and Gleipnir, and can maintain a decent sized hand. For pressure, we have Vanargandr, which becomes even more formidable when combined with Revelation. For resource management, we have Dreaming Dragon, Harry and Hel (the CC PG).

Now, I don’t actually play the loop, but still, here is the Wiseman Loop

The Wiseman loop makes use of Angelic Wiseman, Hellsky Fenrir and the Revelation Stand, Tahro. This works best if you have low cards in the deck, like ten to twelve. So, assuming you have four Tahro in soul, at least five open CB and a lot of soul, more than twenty four, including the Tahros, you can use Fenrir’s skills to put five cards in the soul, and give a + 15k bonus to wiseman, and you have a 25k Wiseman. Then attack with him and use his skill to SB a Tahro, standing him. (Note : Standing again while attacking does not cancel the attack). Repeat until you have no Tahro in soul. This is a very fearsome loop, as you can attack more than four times for a 4ok+. Your opponent needs a lot of hand to guard against the loop. If you have Hati behind him, BOOM. Big numbers incoming. Then, after bottomdecking all your Tahros, attack with Vanguard for triple stands. I’m not going to calculate the total power on Wiseman though, better get a calculator.

However, Gears, Granblue, Kagero really mess up the loop, so be cautious.


The Cards:


Grade 3 :

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Mythic Beast, Fenrir

[AUTO](VC) Generation Break 2:[Soul Blast (3)] When this unit attacks a vanguard, you may pay the cost. If you do, until end of that battle, this unit gets [Critical]+1, and your opponent cannot call grade 1 or greater units from hand to (GC).
[AUTO](VC):During your turn, when your G unit Stride, Soul Charge (3), choose one of your vanguards, and until end of turn, it gets “[AUTO](VC)[1/Turn]:[Counter Blast (1)] When your card is put into the drop zone from your soul, you may pay the cost. If you do, call that card to (RC).”.

Fenrir is one of the best Striders in game, in my opinion anyways, at least by the Stride skill. Also, he has great art, and I definitely like The Wolf. #MagnusChase !

His Stride skill is free, and you soulcharge three cards, and give a red text to the G Unit you Stride. The red text allows the Vanguard to superior call a unit from the drop, but it has to be a unit you soulblasted. Pretty wicked, considering you get all sorts of units in the soul which you require a lot. Also, the soulcharge powers up Kotonaha by 3k instantly, making her a 12k attacker.

Good calls from his skill are Gjoll, Kotonaha and Dreaming Dragon (only get him out if your deck is low.)

His passive GB2 costs three soulblasts, and by paying the cost, he gets a critical and a glory skill too. Was pretty good back when G-Zone was 8, but now, G Guardians have powercreeped him.

Still, Fenrir is a good G3 and you will want to ride him, as you are boosted by tons by just having him on VC.

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Sunlight Goddess, Yatagarasu

[AUTO](VC) Limit Break 4 (This ability is active if you have four or more damage):[Soul Blast (9)] When this unit attacks a vanguard, you may pay the cost. If you do, draw two cards, and choose up to two of your «Genesis» rear-guards, and [Stand] them.
[AUTO](VC):During the battle that this unit was attacked, when your «Genesis» guardian is put into the drop zone, put that card into your soul. This ability cannot be used for the rest of that battle. (If two cards or more are put into the drop zone at the same time, put one card into the soul)
[CONT](VC/RC):Lord (If you have a unit without a same clan as this unit, this unit cannot attack)

The other grade three of the deck. Yeah, I know most players run Wiseman for the loop, but I don’t like the loop much and Yatagarasu is pretty much a okay-ish backup. Of course, the new Fenrir from the upcoming set eleven will replace her, but uptil now, I’ve never encountered any problems with her. Misriding a 10k base unit is much bad than this. Yeah, she does not have a RG skill, but that is an argument for another day.

Her Limit Break skill costs soulblast nine, when she attacks, she can stand two of your rearguards, and draw two cards. This is even more effective: Soulblast two Tahro for her skill, and you instantly get two columns, fully charged, and the draws are also great.

Her second skill is also cool. If you use guardians for guarding her, she can put one of the guardinans in the soul. Only one, mind you though.This is great if you wanna get Tahros (which are kinda dead in the hand) to your soul, and ready for column stands next turn. A good point of this card is that it does not carry any GB restriction, meaning you can keep her as VG and your deck won’t be vanilla against rush decks. Then again, most cards do not have GB restricted effects. Hell, you can even rush with Revelation early game.


Grade 2 :

The actual cards that are great both early game and late game.

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Battle Maiden, Kotonoha

[AUTO]:Revelation-(RC) (When this unit is placed on the specified circle, look at the top card of your deck, and you may put that card into your soul. If you do, [Rest] one of your rear-guards)
[AUTO](RC):When your card is put into your soul during your turn, this unit gets [Power]+1000 until end of turn. Then, if it was put into your soul due to the effect of your revelation ability, this unit gets [Power]+1000 until end of turn.

Arguably one of the two best grade twos of the deck. She has Revealation, and a really good skil too.

The skill boosts her power by 1k for each soulcharged unit, and another 1k if soulcharged with Revelation. You already soulcharge three for Fenrir’s Stride Skill, making her a 12k attacker instantly. On Tyr turns, she hits 15k, 18k or 21k, depending on your drive checks. Combine her with Tahro and/or Stands, and you at least force your opponent to guard with two-three 10k shields.

Like I said, best card of the deck. Also, as her skill is not GB restricted, you can potentially go early game like me and get cards in to the soul. The target for resting should be Van, which is a good card too.

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Boulder Fetter, Gjoll

[AUTO]:Revelation-(RC) (When this unit is placed on the specified circle, look at the top card of your deck, and you may put that card into your soul. If you do, [Rest] one of your rear-guards)
[AUTO] Generation Break 1:[Counter Blast (1)] When this unit is placed on (RC), if you have a vanguard with “Fenrir” in its card name, you may pay the cost. If you do, until end of turn, this unit gets [Power]+4000, and “[AUTO](RC)[1/Turn]:[Soul Blast (3)] When this unit attacks, you may pay the cost. If you do, draw a card.”.

A glimmer clone, who is far to good not to use.Has Revealation? Check. Power boosts? Check. Draw power? Check. The second greatest card after Kotonaha, he is probably the only card which I don’t feel bad about riding. Probably because I can superior call him after soulblasting him.

His skill is on-call, by paying one counterblast, he gets 4k and a 1/Turn red text, but is restricted by GB1 and needs a Fenrir vanguard. His red text is on-attack, by paying three soulblasts, you draw a card. A combo I like to pull off is soulblast a Tahro to restand him midattack for another attack, or two Tahros to restand the whole column. You can get this off only once, cause it would be a dangerous loop if the red text was not 1/Turn.

You also can combine him with Gelgja’s soul skill, to get a 10k boost on him, but for that to happen, you’ll need to rest Gjoll via Revelation first.

His art’s cool too. And he’s only a R

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Unappeasable Biter, Gleipnir

[AUTO](RC) Generation Break 1 (Active if you have one or more face up G units in total on your (VC) or G zone):[Counter Blast (1)] When this unit attacks a vanguard, if this unit is boosted, you may pay the cost. If you do, Soul Charge (3). Then, if your card was put into the drop zone from your soul during this turn, draw a card.

Gleipnir is a very old time card, from set 4. The conditions for his skill to activate are the same as other Amber Clones: On-attack, if boosted, pay a CB and all that. He is the same.

His skill lets you soulcharge three, and then if you soulblasted before using his skills, you draw a card. Pretty good, considering that he soulcharges, but I will replace him with the RR G2 (it is coming, don’t ask me who) from set 11.


Grade 1 :

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Shackle Fetter, Gelgja

[AUTO]:Revelation-(RC) (When this unit is placed on the specified circle, look at the top card of your deck, and you may put that card into your soul. If you do, [Rest] one of your rear-guards)
[ACT](Soul):[Put this card on the bottom of your deck] Choose one of your rear-guards, [Stand] it, and it gets [Power]+3000 until end of turn. If you have a vanguard with “Fenrir” in its card name, Soul Charge (2), choose one of your units, and it gets [Power]+3000 until end of turn

Best grade one imo. He has great art and great synergy with Revelation too.

His skill activates in the soul. It is an ACT, so use your Revelations beforehand. By bottom decking him from soul, you can stand one of your rearguards, and give it +3k. Then, if you have Fenrir as VG, you soulcharge two and give another unit 3k. Not decking out is always helpful, and the additional SC helps boost up Kotonaha too. He should be your G1 ride target, ’cause it is always good to use Revelation on G2.

Good card overall, dead if you get him in the hand. But that is the reason I use Yatagarasu.

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Claimer Harry

[AUTO](RC)[1/Turn] Generation Break 1 (Active if you have one or more face up G units in total on your (VC) or G zone):When a card is put into the drop zone from your soul, put that card on the bottom of your deck, and Counter Charge (1).

Harry is the only card that countercharges in the deck, and also helps in not decking out.

His skill is 1/Turn, when you soulblast, you can bottom deck that card and countercharge one. Useful when running low on CBs, but the deck does not use much CBs to make it worthwhile.


Grade 0 :

In this segment, I will talk about two triggers and the starting vanguard

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Fetter Creator, Van

[AUTO]:Forerunner
[AUTO](RC):When this unit [Rest] due to the effect of your card, choose one of your units, and it gets [Power]+2000 until end of turn.
[AUTO](RC) Generation Break 1:[Put this unit into your soul] When your drive check reveals a normal unit, you may pay the cost. If you do, draw a card.

Van is the new starter of the deck. He is purely here for becoming a scapegoat to Revelation and the draw.

His skill, when rested due to your card effects (Revelation, duh), he gives one of your units +2k. Early game power-ups are nice.

When your drive check reveals a normal unit, by putting him in the soul, you draw a card. Pretty useful skill, and the draw helps too.

You can replace him with Leyding, but I feel that Van is much more versatile and synergizes with Revelation. Too good not to use.

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Goddess of Deep Sleep, Tahro

[AUTO]:Revelation-(RC) (When this unit is placed on the specified circle, look at the top card of your deck, and you may put that card into your soul. If you do, [Rest] one of your rear-guards)
[AUTO] Generation Break 1:[Put this card on the bottom of your deck] When this card is put into the drop zone from your soul, you may pay the cost. If you do, choose one of your rear-guards, and [Stand] it.

Another Broken Stand trigger. His skill is when soulblasted, by bottom decking her, you stand one of your rearguards. Infinitely better with Revelation and some good cards. Who doesn’t like multiattacks ?

But she is a dead card in hand, so get her to soul no matter what

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Dreaming Dragon

[AUTO](RC) Generation Break 1 (Active if you have one or more face up G units in total on your (VC) or G zone):[Put this unit on the top of your deck] At the end of your turn, you may pay the cost. If you do, return all cards from your drop zone to your deck, and shuffle your deck. Then, if ten or more cards were returned, draw a card.

A card you definitely want to use if you don’t wanna deckout. His skill triggers at the end of the turn. By top decking him, return all your drop zone to deck, and shuffle. If you return more than ten, draw a card. Good things come in C rarity, don’t they?

The best time you want to use this card is if you have less than ten cards in the deck.


The G Zone :

One of the cons of Genesis is that it has a very small card pool, at least for grade fours. But, we still have some good units.

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Beast-Slayer Military Deity, Tyr

[Stride]-Stride Step-[Choose one or more cards with the sum of their grades being 3 or greater from your hand, and discard them] Stride this card on your (VC) from face down.
[ACT](VC)[1/Turn]:[Soul Blast (3)] Look at the top card of your deck, put it on the top or bottom of your deck, and until end of turn, this unit gets “[AUTO](VC):When your drive check reveals a grade 1 or greater card, you may Soul Charge (3).”.

Yep, I love Tyr. He sets up the soul so hard that it’s not funny

His skill is once per turn, by soulblasting three, he gets red text that allows him to soulcharge three when you drive check don’t drive check a grade zero.

Now, what makes this card so good ? The fact that it sets up your soul is nice, but you can also get in key units like Gelgja, Tahro and even dreaming Dragon, so that you have chances of surviving without decking out. Even more, you pump up Kotonoha with +12k (assuming you drive checked three non-grade zeroes, and 3k with Fenrir). Anyways, you will probably use him only once per game, mainly because he has fulfilled his purpose of filling the soul.

He can really set you up for a finisher turn, on either Hellsky or Vanargardr, as now, you will have a big soul and low amount of cards in deck.

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Mythical Hellsky Beast, Fenrir

[Stride]-Stride Step-[Choose one or more cards with the sum of their grades being 3 or greater from your hand, and discard them] Stride this card on your (VC) from face down.
[CONT](VC) Generation Break 2:Your rear-guards’ revelation ability changes to “[AUTO]:When this unit is placed on (RC), look at two cards from the top of your deck, search for up to one card from among them, put it into your soul, and put the rest on the top of your deck in any order.”.
[ACT](VC):[Counter Blast (1) & Soul Blast (3)] You may draw a card. If you do not, put up to one card from the top of your deck into your soul, choose one of your rear-guards, and that unit and this unit get [Power]+3000 until end of turn.

The grade four form of Fenrir.

His first skill changes Revelation to : When placed on RC, you check the top two, put one in the soul and other on the top. The ability gets rid of the downside of Revelation, which is the resting, and allows you to check the top two.

His second skill, by paying a counterblast and three soulblasts, you can either draw a card or soulcharge the top card. If you do the latter, choose a rearguard, and they both get +3k. Another vital piece in the Wiseman loop.

Now, how do we use these ability to the fullest ?

First, you need to have the G3 Fenrir as vanguard (and GB2). Then stride into this guy. Call a unit with Revelation (preferably Kotonoha); use her skill to check the top two, and put one normal unit in the soul. If the other unit you top decked is a normal unit, use Fenrir’s second skill to either draw it or soulcharge it (Soulcharge is better; more power to Kotonoha) thus increasing trigger chances. Then use the red text given by G3 Fenrir to call another unit with Revelation, and repeat the above. If you get a trigger unit, keep it there and keep using more Revelation units to to soulcharge all your normal units, thus having only triggers in the deck. Instant wincon, while also pumping up Kotonoha.

So, this is another thing I do post first-Strides. While Fenrir is not a finisher, he helps plenty by removing normal units from the deck. But, he is ferocious if you have pushed your opponent to five damage, as mostly, all your drive checks will be triggers. The best I got was when I faced some one on four damage, used Revelation twice to get out two normal units, and was a three to pass. First Drive check? Critical. Second Drive check? Critical. Third Drive check? Critical. THE REAL FORM OF HELL.

For all those who don’t believe :

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Ignore the deck being 0. I took the screenshot in the Replay, so no deck is shown.

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Mythical Destroyer Beast, Vanargandr

[Stride] (Released when both players’ vanguards are grade 3 or greater!)-Stride Step-[Choose one or more cards with the sum of their grades being 3 or greater from your hand, and discard them] Stride this card on your (VC) from face down.
[AUTO](VC) Generation Break 2 (Active if you have two or more face up G units in total on your (VC) or G zone):[Soul Blast (6) & Choose a face down card named “Mythical Destroyer Beast, Vanargandr” from your G zone, and turn it face up] When this unit attacks a vanguard, you may pay the cost. If you do, until end of turn, this unit gets “[AUTO](VC):At the beginning of your drive step, look at four cards from the top of your deck, search for up to four cards from among them, put them on the top of your deck in any order, and put the rest on the bottom of your deck in any order.”.

Another finisher of the deck. Vanargandr is really good, provided you have not ended the game before using him.

His skill is generation break two, when he attacks, for a persona flip and six soulblasts, he gets the red text. The red text is, before he drive checks, he checks the top four, and then you arrange them accordingly. He is especially useful when the opponent is at five damage and you are sure that you have triggers in the deck. If you do not get any triggers, you can bottom deck the cards, hoping to get triggers.

Now, I do not use him for trigger stacking, although that is a very powerful thing, I use him to soulblast my four Tahros which are in the soul to stand two columns, thus making more attacks and bottom decking all the Tahros. Thus you can have up to six attacks with him, not including trigger effects from drive checks.

I will not talk about Doombrace, because he is mostly a filler G Unit.

G Guardians :

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Sky-dome Battle Maiden, Hanasatsuki

[G guardian] (Usable when both fighters’ vanguards are grade 3 or greater, and the number of face up G guardians in your G zone is three or less)-Opponent Turn’s Guard Step-[Choose a card with “Heal” from your hand, and discard it] Call this card to your (GC) from face down.
[AUTO]:When this unit is placed on (GC), choose one of your rear-guards, and if you have a card with the same card name as that unit in your soul, this unit gets [Shield]+10000 until end of that battle.

Hanatsuki is the G Guard from set 8. When placed on GC, if you have a card in the soul with the same name as a rearguard, she gets +10k shield. Easy-peasy.

The shield gets better as the game progresses, and thus your defense increases.

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Goddess of Seven Colors, Iris

[G guardian] (Usable when both fighters’ vanguards are grade 3 or greater, and the number of face up G guardians in your G zone is three or less)-Opponent Turn’s Guard Step-[Choose a card with “Heal” from your hand, and discard it] Call this card to your (GC) from face down.
[AUTO]:When this unit is placed on (GC), choose up to three cards from your drop zone, and put them into your soul. If three cards were put, this unit gets [Shield]+5000 until end of that battle.

Iris is another great G Guard. When placed on GC, she puts three cards from drop into the soul. Great skill. All your soulblasted units or heal triggers go to your soul for soulblasting next turn. Great card. And if the new Fenrir has a GB2 similar to Gavrail’s, it’d be even powerful.


So, this is my Fenrir deck.

Early game: You want to get Gelgja, Gjoll to the soul as fast as possible. Plop Kotonaha down for early game beatdown. Get normal units in the soul as much as possible before first Stride. Main ride mostly should be Fenrir.

First Stride, Tyr only. Soulcharge half the deck to the soul. Do not go for triggers first Stride. Genesis works best late game.

On second Stride turn is where you get serious. Go into Fenrir or Vanargandr. This depends on you, and how fast you wanna end games. Mostly get a Dreaming Dragon to RC now, and start soulblasting triggers from the soul. Only triggers, mind you. Normal units stay in the soul. Get out your Tahros for multiattacks, and use Dreaming Dragon at turn end to replenish the deck with triggers. End games with Fenrir or Vanargandr.

And above all, have fun !

#StandUpVanguard

Which Witch ?

Todays card of the day features a Genesis Heal retrain (and Witch support too?)

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Grade locked deck recycling waifu

Witch Queen of Big Achievement, Laurier

Fighters Collection 2017 – G-FC04/030 (RRR)

[G guardian] (Usable when both fighters’ vanguards are grade 3 or greater, and the number of face up G guardians in your G zone is three or less)-Opponent Turn’s Guard Step-[Choose a card with “Heal” from your hand, and discard it] Call this card to your (GC) from face down.
[AUTO] Generation Break 1:[Choose a face down G guardian from your G zone, and turn it face up] When this unit is placed on (GC), you may pay the cost. If you do, choose two or more normal units with the same grade each from your drop zone and soul, up to a total of three cards, return them to your deck, this unit gets [Shield]+5000 for each returned card until end of that battle, and shuffle your deck.

The G Guard is okay. Its skill is GB1, by flipping a G Guard, choose two or more units from the drop and soul with the total being three of the same grade, and return them to the deck. She gets +5k shield for each unit returned this way.

Now, you can’t return triggers with her, restricting her to only normal units. But we still can send back perfect guards, stride fodders and other cards required in the deck. So, it is a 50-50 split for using her. Iris is still better than her, and Hanatsuki is kinda good too.  You will have a maximum 30k shield with her though, making her more powerful than the other G Guards Genesis has. Anyways, guess I’ll replace a Hanatsuki with her.

Ah, almost forgot about the shuffle. The shuffle resets all your deck stacking, so be careful.

Good unit, all in all.

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Witch of Big Bowls, Laurier

Fighters Collection 2017 – G-FC04/054 (RR)

(You may only have up to four cards with “HEAL” in a deck.)
[AUTO]:When this card is discarded as a cost to call a “Witch Queen of Big Achievement, Laurier” from your G zone, you may put this card into your soul.

 Good art.

….

….

You thought I was going to talk about the card ? Ah well, when discarded to call Laurier G Guard, put her in the soul. Pretty good, though Murakumo needed this type of heal.

Nothing much to say.

Guardian Bugs with bad skills

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Seven Stars Mutant Deity, Relish Lady

Fighters Collection 2017 – G-FC04/046 (RRR)

[G guardian] (Usable when both fighters’ vanguards are grade 3 or greater, and the number of face up G guardians in your G zone is three or less)-Opponent Turn’s Guard Step-[Choose a card with “Heal” from your hand, and discard it] Call this card to your (GC) from face down.
[AUTO] Generation Break 1:[Choose a face down G guardian from your G zone, and turn it face up] When this unit is placed on (GC) during the battle that your opponent’s vanguard attacked, you may pay the cost. If you do, your opponent chooses two of his or her rear-guards, and may [Rest] them. If two units were not [Rest], you draw a card, and Counter Charge (1)/Soul Charge (1).

Ah, a sexy waifu. Art is great, effect, not so much. Why, you ask ?

Her skill is GB1, when the opponents VG attacks, by flipping a G Guard, your opponent chooses two rearguards, rests them, and if two were not rested, you draw and CC1/SC1.

What’s so bad about the skill, you ask. Well, the V2V attack only restriction alone kills it, a reason why I don’t like Shishiyuzuki that much. And it doesn’t even get any shield boost, another bad thing. Is it really difficult for you to give us good cards, Bushi ?

Don’t get me started on that rest thing. You hand over control on what to rest to your oppponent, in a control clan. And what’s more, the opponent can choose not to rest any unit, and you only get a CC1/SC1 and a draw ? Granted, draw on opponent’s turn is good, and the SC fuels Darkface’s GB2, but still. If it got just 10k shield, it would be great, but no. Bushi doesn’t want bugs to get good things.

The heal, while the art is great, is just an Ioannes clone. No point talking ’bout it. Bushi, I know it’s hard to design cards, but try at least ?

 

 

Shadows of Murakumo

Today’s COTD is new Murakumo support!

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Bottom deck trigger stacking !

Ambush Demon Stealth Rogue, Shirahagino

Fighters Collection 2017 – G-FC04/034 (RRR)

[G guardian] (Usable when both fighters’ vanguards are grade 3 or greater, and the number of face up G guardians in your G zone is three or less)-Opponent Turn’s Guard Step-[Choose a card with “Heal” from your hand, and discard it] Call this card to your (GC) from face down.
[AUTO] Generation Break 1:[Counter Blast (1) & Choose a face-down G guardian from your G zone, and turn it face up] When this unit is placed on (GC), you may pay the cost. If you do, choose one of your vanguards, until end of turn, it gets “[AUTO](VC):When your grade 3 or lower guardian is retired from (GC), you may put that unit on the bottom of your deck.”, and this unit gets [Shield]+10000 until end of that battle.

Murakumo’s best G-Guard till date IMO. She’s also GB1 restricted (what’s with GB1 anyway, Bushi ?). Her cost is a CB, flip a G Guard, and gives the vanguard the ability to recycle G-Guardians, and she becomes a 25k guard. Pretty good card.

The best part about the card is that deck recycle. It lasts till the end of the turn, and and is not restricted till grade one too. This means you can recycle your triggers you got in the hand (I get a lot, really) to the deck, and potentially increase your trigger chances. Well, it does stack at the bottom, but the deck shuffles a lot for that stacking to be worthwhile. Also, it helps late game by sending cards to deck for cloning next turn, and thus you won’t die if you don’t have clone copies in the deck.

Anyways, Murakumo now has a good G-Guard finally, and I am LOVING it. The skill’s great, art’s great. What else do we need ?

G-FC04-058-RR_(Sample)
Normal bottom deck stacking !

Secretary Stealth Rogue, Hagino

Fighters Collection 2017 – G-FC04/058 (RR)

(You may only have up to four cards with “HEAL” in a deck.)
[AUTO]:When this card is discarded as a cost to call an “Ambush Demon Stealth Rogue, Shirahagino” from your G zone, choose a normal unit from your drop zone, and you may put it on the bottom of your deck.

The ‘past’ form of the G-Guard, the heal’s good too. When discarded to call Shirahagino, she stacks a normal unit from drop to the bottom. This another great skill. Discarded a grade 3 for Stride last turn ? Return it to deck with this skill. And if you send back Trial Yasuie, more chances of using his skill. Best heal revealed so far, second only to Spike’s.

Yep, I’m replacing my heal.


Oh yeah, talking about Spikes. I’ve (almost) finished the Monthly Bushiroad leaks, will update. Nothing new, same old boring exams.

 

The Future and Past of G Guards

FC17 spoilers start with Aqua Force!

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Brawlers, VMAX and Kaisers. May you rest in pepperoni

Guard Leader of Sky and Water, Ioannis

G-FC04/045 RRR

(The young man confronts the raging waves with the sacred gem.)

Grade 4 / Magallanica /Shield 15000 – Aqua Force – Aquaroid

[G Guardian]
Auto GB1: [Counter Blast 1, choose 1 face-down G Guardian from your G Zone, flip it face-up] When this Unit is placed on (GC), you can pay the cost. If you do, you can choose up to 5 of your Rear-guards, during that turn, they gain “CONT (RC): Resist” and “CONT (RC): This Unit cannot be Hit.”, and for each chosen Unit, this Unit gains Shield+5000.

Yeah, sorry, what’s VMAX again ? An anti-control G Guard appears. First of all, I’ll declare: Why the heck is he a boy ?! I mean, his appearance sure looks like girl, doesn’t it. Well, a-anyways, skills > waifus, aren’t they ?

Hi skill is one that will bring up a protest rally by Narukami players. The first and only GB1 restricted G Guard yet, by paying one counterblast, he gives Resist to 5 of your rearguards. If that wasn’t enough to anger Narukami players to quit the game, he gets a whooping 5k shield for each rearguard chosen. That’s a incredible total of 40k shield. Quite the skill, eh?

Now the pros of the skill are that it is not restricted by that silly Wave restriction, and protects the rearguards. Really, this is the best gift for a rearguard reliant deck such as this. Thank you, Bushi. (Bushi, I swear, give us good Thunderstrike support, or be ready for retaliation.)

And yeah, he is also not a broken G Guard, as he also has his cons. He is GB1 restricted, meaning no 40k shield first G Guard, and also requires two spots in the G Zone, cramping G Zone space even more. This is actually for all clans. If the FC GR is good, even less space. Also, doesn’t help against cards which retire in the main phase.

vgd_today-9
It’s a boy ?!

Officer Cadet, Ioannis

G-FC04/069 RR

(The boy’s life was saved by a mysterious gem.)”

Grade 0 / Magallanica – Aqua Force – Aquaroid/Power 4000/Shield 10000

(You can only have up to 4 [Heal Trigger] in your Deck)
AUTO: [Choose 1 Grade 1 or lower card from your hand, discard it] When you discard this card from your hand for the cost of Calling “Guard Leader of Sky and Water, Ioannis” from your hand. If you do, draw 1 card.

The first effect heal is unveiled ! And its……………..kinda okay, I guess. I mean the fact that a heal actually does something is way better than vanilla heals. Yeah, and he is a boy, sadly.

His skill is : When discarded for G Guarding with “Guard Leader of Sky and Water, Ioannis” (The above card), you discard another grade 1 or lower card to draw one. Kinda plain and boring, would have preferred to have a bottom decking thing like Yasuie instead of discarding it. But still, hand filtering is hand filtering. No issues there. Now wait and see a broken Uluru heal.

Still, it is a good thing that we are not getting clones of this guy as our effect heals. Who wants a CCing Narukami heal, say aye !

 


On a sidenote, I guess I’ll do COTD article now. I’m in the middle of doing a revamped Granblue decklist, will post soon.

Personally, I’m good. The exams have started, will end on 16th, and I will be on Area more then. My IGN is ScharhrotD, so feel free to challenge me. Also, can’t see Logan:( [read: underage].

[P.S. : I bet you didn’t figure out the X-Men hint I dropped of in the heading]

[Decklist] Gurguit Unite

So, after a long time, I am here with a new decklist

What is Gold Paladin ?

Gold Paladin is one of the three Paladin clans, the other two being Shadow Paladin and Royal Paladin. All three of them focus on superior calling cards from the deck, however, their mechanics are very different in the G era.

Shadows call mainly Grade 1 units, who they sacrifice for power boosts, superior calls and other benfits. Their keyword is Ritual, activates when there are a certain number of grade 1 units in the drop zone

Royals are more focused on calling G2s. Their keyword is Brave, which activates when you have three or less cards in hand. You can find my decklist here .

Now, the main feature of this blog, the Golds. Gold Paladin was first introduced in TD05. Their keyword is Unite, which activates when you have called two or more cards to RC or GC. It is believed to be one of the easiest keywords to trigger.

Now, there are lot of builds in Gold Paladin, but the most stand out builds are: Gurguit and Ezel.

Ezel focuses on the G3 Ezels and the Stride. They have unlocking skills, making them last long against Link Joker. Definitely got stronger with the Raven-Haired Ezel print in the Revival Collection.

Gurguit is a main, solid deck of Gold Paladin. It is slow due to it being a Stride focused deck, does not have a good early like Altmile. But it is a very fun and exceedingly powerful deck when used correctly. And don’t remember :

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Staples :

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Sunrise Ray Knight, Gurguit

[AUTO](VC) Generation Break 2 (Active if you have two or more face up G units in total on your (VC) or G zone):[Counter Blast (1) & Soul Blast (1)] At the beginning of the guard step of the battle that this unit is attacked, you may pay the cost. If you do, look at four cards from the top of your deck, search for up to one card from among them, call it to (GC) at [Rest], and shuffle your deck.
[AUTO](VC):[Counter Blast (1)] During your turn, when your G unit Stride, you may pay the cost. If you do, look at four cards from the top of your deck, search for up to one card from among them, call it to (RC), shuffle your deck, and that unit gets [Power]+2000 until end of turn.

Gurguit is the MVP card of this deck. Unlike most cards, he has a defensive GB2 skill. His Stride skill lets you search the top four cards of the deck to call a call a card to RC, and give it +2k. Now, as most cards of this deck can begin good combos and fill out the field instantly, it is not a bad skill. It gives a good boost to activate Unite, and the you units called may start a chain call as well.

His second skill is the defensive GB2. When he is attacked, for a CB and a SB, he calls forth a guardian from the top four cards of your deck. This helps in conserving hand size, which already is big due to calling from top deck. Also, it counters PBDiablo. However, that SB cost may hinder the chances of activating Rayguit’s skill.

It is also good with old PGs (not G-PGs from older sets, but PGs before G support) because they can use their skill when placed on GC from deck. Only some PGs (Candace and the new PG from set 10) can be used for his second skill.

His reprint in the Start Deck definitely made him cheaper, if he wasn’t already.

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Golden Holy Sword, Gurguit

[CONT](VC) Generation Break 2 Unite (Active if you have called two or more units to (RC) or (GC) during this turn):All of your rear-guards get “Intercept” and “[CONT](RC):This unit can intercept from the back row during the battle that your vanguard was attacked.”.
[AUTO](VC):[Counter Blast (1) & Soul Blast (1)] During your turn, when your G unit Stride, you may pay the cost. If you do, look at four cards from the top of your deck, call a card to (RC) from among them, shuffle your deck, if you called a unit with the unite ability, look at the top card of your deck, and call it to (RC) as [Rest].

This is the other new Gurguit we’ve received in this set. He has the Unite keyword, as expected.

His Stride Skill now is that he searches the top four for a card, calls it to RC, and if it has Unite, call the top card of the deck to RC. The beauty of this Stride Skill is that it automatically activates Unite, meaning you do not have to call another unit from hand to activate Unite anymore. However, you may not always get a card with the Unite ability, so it is really inconsistent.

His second skill is a Unite which activates on your opponents turn. All your units get a red text that allows them to intercept; and if the vanguard is attacked, intercept from the back row. Now, the opinions are really divided on this skill. Personally, I feel that the skill is good, because I can clear out my field for the next turn. However, as most people are complaining, it has zero synergy with the new PG.

Also, I hate that JPN RRR foil.

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Holy Sword of Heavenly Law, Gurguit

[Stride]-Stride Step-[Choose one or more cards with the sum of their grades being 3 or greater from your hand, and discard them] Stride this card on your (VC) from face down.
[ACT](VC)[1/Turn]:[Counter Blast (1) & Choose a face down card named “Holy Sword of Heavenly Law, Gurguit” from your G zone, and turn it face up & Choose a card from your hand, and discard it] Until end of turn, this unit gets “[AUTO](VC) Unite:When this unit attacks, look at seven cards from the top of your deck, call a card to (RC) from among them, and shuffle your deck.” and “[CONT](VC):All of your units get [Power]+2000 for each face up card with “Gurguit” in its card name in your G zone.”.

Gurguit’s newest Stride form. Seems that this set gave us a lot of new first Stride options. He also enables GB2 on first Stride.

So, his skill is once per turn. For a CB, discard and persona flip, he gets two red text skills. The first is,if Unite is achieved, on-attack, he searches the top seven, and calls a card to RC.This is especially useful when you want to multiattack and and have power boosts.

His second skill continuously gives +2k for each face up copy of him and Rayguit in the G Zone to all your units. This can result in huge power gains and big columns if used properly.

He’s really good, both as a first stride and later on, imo. But a bad thing is that he has a discard as a cost. Normally, the deck has a good hand size, but due to this and Kinarius both costing a discard, it may stack and become a problem. However, Jeffrey can combat that easily. Then, the next problem is definitely deckout. Yeah, we have some cards that send units back to deck, but that’s not nearly useful for the sheer amount of superior calling the deck does. So, use this card wisely.

Like Gurguit G, ditto for it’s foil too.

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Sunrise Ray Radiant Sword, Gurguit

[Stride]-Stride Step-[Choose one or more cards with the sum of their grades being 3 or greater from your hand, and discard them] Stride this card on your (VC) from face down.
[ACT](VC) Generation Break 2 Unite (Active if you have called two or more units to (RC) or (GC) during this turn):[Counter Blast (1) & Soul Blast (2)] This unit gets [Power]+5000 for each of your rear-guards until end of turn. Choose up to five of your rear-guards, and they get [Power]+5000 until end of turn.

Rayguit now. Damn, once I faced a guy on CFA who used his skill five times in a row. Needless to say, I did not survive.

Getting on to the card. His skill is very simple, yet very powerful. For a CB and 2 SB, if you are United and have enabled GB2, he gets +5k for each of your rearguards, and all your rearguards get +5k. Mind well, this is an ACT skill, and moreover is not restricted by 1/Turn. This must be enough to tell you that this is a very fearsome card, and fighting against it is definitely one sided. Get two uses of it, and your opponent will be on “PG or death” status.

One downside is of the SB cost. This not being restricted forces it to be used multiple times, and thus implying that you may not have soul for Gurguit G, Henrinus and any other guy who uses soul.

If you want to fill your soul, we have Jeffrey, Gerrie and Marcia.

Only 1 is enough,as you mostly will end games on him.

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Golden Dragon, Glorious Reigning Dragon

[Stride]-Stride Step-[Choose one or more cards with the sum of their grades being 3 or greater from your hand, and discard them] Stride this card on your (VC) from face down.
[AUTO](VC) Unite (Active if you have called two or more units to (RC) or (GC) during this turn):[Counter Blast (1) & Choose a face down card named “Golden Dragon, Glorious Reigning Dragon” from your G zone, and turn it face up & Choose two of your rear-guards, and put them on the bottom of your deck in any order] When this unit attacks, you may pay the cost. If you do, look at seven cards from the top of your deck, search for up to the same number of cards from among them as the number of face up cards in your G zone, call them to separate (RC), shuffle your deck, and if you called three or more cards, Counter Charge (1)/Soul Charge (1).

So, Glorious Reigning. It is the second best stride that G GP has to offer. His skills is that when he attacks, for a CB, persona flip, and returning two rearguards to deck, he can check the top seven and call the same number of cards to RC as the number of face up cards in G Zone. The best part of the skill, is that you if you call three or more cards, he can CC1 & SC1. More soul is always great. Also, if you play this guy second (first Heavenly Law ), you instantly have 3 face up cards in the G Zone. At late game, he can call full fields with his skills.

Very useful card. Can end games, great to have when the opponent is at three or less damage, restores resources……….. the list goes on. Is there anything he can’t do ? Well, there is power gain, but that’s why he’s RRR, and not GR. Anyways, we do have Rayguit for power gains. Definitely replaces Spearcross.

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Knight of Daylight, Kinarius

[CONT](RC) Unite (Active if you have called two or more units to (RC) or (GC) during this turn):If you have a vanguard with “Gurguit” in its card name, this unit gets [Power]+4000.
[AUTO] Generation Break 1:[Choose a card from your hand, and discard it] When this unit is placed on (RC), you may pay the cost. If you do, look at three cards from the top of your deck, search for up to one card from among them, call it to (RC), and put the rest on the bottom of your deck in any order.

Finally, a non-CB reliant chain caller, Kinarius is the RR from the new set.

When placed on RC, for the simple cost of discarding a card, he allows you to look at the top three, select one and call it to RC. This is great, because the simple thing thing of not having a CB cost makes him a staple in my deck. Also, the discard really does not hurt if you play the deck well.

His second skill gives himself +4k if you have a Gurguit vanguard and Unite is enabled. Thus, becomes a 13k attacker on most of your turns. Also, makes great columns on your Heavenly Law and Rayguit turns.

In my testing, I felt that this is more better than any other G2 in any field, like power gain, chain calling, and resource management. The discard can be returned by the Triple Drive, or by Jeffrey.

Also, waiting for a Tanba clone for Gurguit, Bushi.

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Knight of Remaining Sun, Henrinus

[AUTO] Generation Break 1:[Counter Blast (1) & Soul Blast (1)] When this unit is placed on (RC), you may pay the cost. If you do, look at three cards from the top of your deck, search for up to one card from among them, call it to (RC), and put the rest on the bottom of your deck in any order. If you have a vanguard with “Gurguit” in its card name, the unit called with this effect and this unit get [Power]+3000 until end of turn.

The Glimmer clone for Gurguit. Very versatile and useful in all GP builds, not just in Gurguit.

On-call, by paying one CB & SB, he searches the top three and calls a card from among them to RC. Then, if you are on any Gurguit, they both get +3k. As I said, very versatile. He can be teched in any deck, because half of his skill is generic. Also; he becomes a 12k attacker and the called card become a 7k, 10k, 12k, or 14k attacker, based on the grade and base power of the unit called.

The only sad thing is that he does not have Unite. Due to this, Gurguit G and others can’t take benefit of it.

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Knight of Spring’s Light, Perimore

[CONT](RC) Unite (Active if you have called two or more units to (RC) or (GC) during this turn):This unit gets [Power]+2000.
[AUTO] Generation Break 1:[Counter Blast (1)] When this unit is placed on (RC), you may pay the cost. If you do, look at three cards from the top of your deck, search for up to one card from among them, call it to a (RC) in the same column as this unit, and put the rest on the bottom of your deck in any order.

Perimore is the RRR from set 7. Dunno why it is a triple rare, because both Henrinus and Kinarius are way better than him.

For his cont skill, if you enable Unite, he gets +2k, Making him an 11k attacker.

His second skill, when placed on RC, by paying 1 CB, he calls a unit from the top three to the same column as him. This alone makes him less useful, tbh. Henrinus does the same thing, with an additional SB cost though, and even gives power. Why is he RRR, Bushi ?!

But, in all honesty, a booster is always nice on a Glorious turn. Also, we currently do not have any other good cards with Unite, so he is okay, I guess.

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Knight of Morning Light, Horsa

[AUTO](RC) Generation Break 1 Unite (Active if you have called two or more units to (RC) or (GC) during this turn):When your other units is placed on (RC), choose one of your other units in the same column as this unit, and that unit and this unit get [Power]+2000 until end of turn.

This guy’s one of the reason why we run 8 stand triggers. Stop asking for Pir clones people, this is the Pir clone. If we do get another Pir clone………… no, stop imaging things, Schar.

Going on to it’s skills, if you are United and have achieved GB1,when a unit is placed on RC, the unit’s in the column this guy is in get a 2k boost. By not being 1/Turn restricted, he combos very well with every Stride, G2, and also the new Gurguit.

He can crank up some very high columns on your Rayguit turns, and hit numbers on your Heavenly Law and Glorious Reigning turn.

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Holy Mage, Alessia

[CONT]:Sentinel
[AUTO]:[Choose a card from your hand, and discard it] When this unit is placed on (GC), you may pay the cost. If you do, choose one of your vanguards that is being attacked, and it cannot be hit until end of that battle.
[AUTO] Unite (Active if you have called two or more units to (RC) or (GC) during this turn):[Choose one of your rear-guards, and put it on the bottom of your deck] When this unit is placed on (GC), you may pay the cost. If you do, this unit gets [Shield]+15000 until end of that battle.

Alessia is the new perfect guard from set 10.

So, her first skill is standard PG skill, only that she does not need to be called from hand to trigger her effect. That means she can be used with the OG Gurguit’s GB2, and thus saces a card from your hand.

The other effect is, by returning a rearguard to deck, if you have achieved Unite, when placed on GC, she gets +15k shield. This can be used if you want to conserve hand size or and/or want to guard a reaguard.

The only thing when I see this is, why couldn’t Bushi have it synergize with Gurguit G.

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Sunshine Knight, Jeffrey

[AUTO](RC) Generation Break 1 Unite (Active if you have called two or more units to (RC) or (GC) during this turn):[Put this unit into your soul] At the end of the battle that this unit boosted, you may pay the cost. If you do, draw a card.

Jeffrey is a good resource management card, which happens to be an R.

At the end of the battle he boosts, by putting him in the soul, you draw a card. Simple as that. However, you increase your soul and get an empty circle, which both are great. That’s why I included him in my Staples list.

So, now the decklist :

Decklist :

Grade 0

x1 Knight of Early Dawn, Coel

x4 Scarface Lion

x4 Ketchgal Liberator

x4 Player of the Holy Pipe, Gerrie

x4 Curable Angel

Grade 1

x4 Dawning Knight, Gorboduc

x4 Holy Mage, Alessia

x3 Knight of Morning Light, Horsa

x2 Sunshine Knight, Jeffrey

Grade 2

x2 Knight of the Remaining Sun, Henrinus

x3 Knight of Daylight, Kinarius

x2 Knight of Spring’s Light, Perimore

x2 Blaster Blade Spirit

x3 Knight of the Faint Sun, Marcia

Grade 3

x4 Sunrise Ray Knight, Gurguit

x4 Golden Holy Sword, Gurguit

G Zone

x4 Golden Dragon, Glorious Reigning Dragon

x2 Sunrise Ray Radiant Sword, Gurguit

x4 Holy Sword of Heavenly Law, Gurguit.

x2 Golden Beast, Sleimy Flare

x1 Golden Dragon, Scourge Point Dragon

x1 Golden Dragon, Build Peak Dragon

x2 Sacred Heaven Prayer Master, Reia

Starter :

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 Knight of Early Dawn, Coel

[AUTO]:Forerunner (When a unit of the same clan rides this unit, you may call this unit to (RC))
[ACT](RC) Generation Break 1 (Active if you have one or more face up G units in total on your (VC) or G zone) Unite(Active if you have called two or more units to (RC) or (GC) during this turn):[Put this unit into your soul] Look at three cards from the top of your deck, search for up to one card from among them, call it to (RC), shuffle your deck, and that unit gets [Power]+2000 until end of turn.

Coel is the new starter of the deck. His skill is GB1, and if you achieve Unite, you can send him to soul to check the top three and call a unit to RC, and it gets a +2k boost. Helps in filling the soul and the field. Due to not costing a CB, he is a lot cost efficient than any other starter.

Triggers :

In this deck, I play eight stands and four crits. Stands work magic in the deck as you have a lot of powered up units on your Stride turns. It also doesn’t help that Gold Paladin has three of best stand triggers in the game. Not broken, but still powerful.

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Ketchgal  Liberator

[AUTO]:[Put this unit on the bottom of your deck] When this unit is placed on (RC) from your deck, you may pay the cost. If you do, look at three cards from the top of your deck, search for up to one card other than a card named “Ketchgal Liberator” from among them, call it to an open (RC), and shuffle your deck.

Ketchgal is one of the free chain call cards, not costing any CB or SB. When placed on RC from deck, he searches the top three for a card and calls it to RC. The only cost is returning it to the deck. This way, the deck thins out and you get more chances of triggers. And if you call it as rest via Gurguit G’s Stride skill, you can return it to deck for another card.

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Player of the Holy Pipe, Gerrie

[CONT](RC) Generation Break 1 Unite (Active if you have called two or more units to (RC) or (GC) during this turn):This unit gets [Power]+3000, and “[AUTO](RC):At the end of the battle that this unit attacked or boosted, put this unit into your soul, and Counter Charge (1).”.

He’s the keyword stand trigger from set 7. He is a resource management unit. He has a CONT skill that activates when you achieve Unite, which turns it into a 7k (or more, on Rayguit turns), and after boosting, goes into soul for a CC. He not not only frees up a circle, but he also increases soul. And in this deck, more soul is always good.

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Scarface Lion

[AUTO](RC):[Put this unit into your soul] When your vanguard attacks, if you have a grade 3 or greater vanguard with “Gurguit” in its card name, you may pay the cost. If you do, draw a card, choose one of your vanguards, and it gets [Power]+5000 until end of that battle.

Scarface Lion is the personal trigger for Gurguit, introduced in set 7. Nothing muck to say, pretty generic.

 So, that’s my deck. Your general to go Strides will be :

  • First Stride : Heavenly Law Gurguit.
  • Second Stride : i  : If three or less damage : Glorious Reigning                                                                               ii : If five damage : Radiant Sword Gurguit                                                                                     iii: Any other problem: Heavenly Law Gurguit

So, the deck is mostly autopilot. Now that both the G3s are Gurguit, consistency increases by a tenfold. Be aware that you need not follow this same decklist. As someone once told me :

“Keep trying to find new tricks from your cards. Keep testing. Never, ever, think that you have mastered the deck. If you stop testing, your performance will go down. Also, keep thinking of new combos. You need all your wits to play well.”

So, play well and have fun !

Stand Up, Vanguard