Have you seen this?I'm not really sure what to think of this mirage playstyle.Sure,against control clans it's great,no one's debating that,but when you're not matched up against control I don't really see it being super useful.I guess it does still give you a big hand,which is useful for survining until next turn,but I'm not that keen on skills that help you survive instead of helping you win.
Right now I feel like the deck is lacking on the offensive front,and in particular it looks like the VG g3s aren't really helping a whole lot,it was the rears who hard-carried that deck the entire match,hopefully Glory will have a more impactful skill.The deck does look to be performing better than before(Accel II by itself is already a big help),but it still feels like some pieces are missing.
Yeah,right now what I want in terms of support is a better g3 boss(hopefully Glory will be good),another good g2 unit to replace tidal(since you can search Algos you're gonna have him on rear more often,and if you already have a first battle restander tidal is not that great anymore,especially since it lost the 10k powerboost from Accel I) and another good g1(it looks like the second RRR is gonna be that).
I am curious about Blue Wings as well,I really want to see how Bushi is gonna make this whole archetype work,right now it still feels gimmicky.
I'd be fine with a pressure based skill if they actually make that pressure really significant,like Mael R or the Breakride(which I know was not on-hit pressure,but it still forced your opponent into making a choice with its skill).My main problem with the pressure playstyle of the first round was that the 2 choices the oppoent had was to guard the attack or let it hit and give you the onhit skill,but guarding the attack was not that hard since most of the units hit for small numbers,so the pressure wasn't that threatening.
I don't understand Harpalus. It's a straight -1 to potentially go +1. For it to be useful you need to be in very specific situations where your opponent simply doesn't know how to make good decisions. If they have so little hand that guarding a Harpalus buffed Mael would let it restand from one of the other attacks hitting then they shouldn't have been trying to guard Mael to begin with, if they have so much hand that they can easily guard Harpalus and your other attacks then you just made yourself go -1 for no real reason. Putting that on top of it making Coral Assault harder to trigger (As in you literally have to call an extra card to negate Harpalus retiring itself, meaning you're just hurting your own mirage style) I just don't see where the useful of it comes in.
The deck works better when you cut the idea of buffing Mael with cards like Firogatos or Harpalus from your gameplan entirely and use Mael's pressure as a way to force them to take your first and second attacks (threatening free crit damage) backed up by restanders to aggro them hard and fast. Grindy or tricky AqF just isn't a reality atm.
I'd have to test heavily with the new cards to really say anything definite, but I just don't see what Firogatos does for you before you get them to 5 damage--- and afterwards its just a slight buff. It's essentially just a less flexible Gondikas. I'm a big fan of Diamantes myself, as extended use of Riptide has caused me to brick too much to enjoy using it.
Well yeah,I did think that some of the card choices looked suboptimal even for a mirage playstyle.Harpalus seems too gimmicky,and the g1 that bounces doesn't look super helpful either.Cards like Coral,or maybe even Viviana(even though the fact that she's on-hit still bothers me) work cause they let you dig through the deck for more combo pieces,but that g1 just goes back to hand.Sure,it gives you an extra card to guard with,but if you reach that point where you have to use up units that you'd normally call to the field for guarding,you're most likely gonna lose soon anyways.
You can try it out and come up with your own builds and plays from it. ^^
As for how I play it...! In a perfect world, where I always get and ride into Lordly, you always wanna stride into Disaster Mael first. You're no dummy to know why, right? It's because thanks to our Seahorse boy, Lordly, he makes instant synergy with Disaster and makes him hella better! >:D
Another reason is FILTERING! Searching out more Maels using Disaster and Marios is more helpful then we give credit for because it filters and that brings you closer to triggers!
I don't really NEED 4 Engulfs but I keep it because whatever. You can play around with that and add whoever in your own build, I'm sure I might learn from your choices as well. ^^
As for pulling Engulf's ability off...it's not easy and it ends up eating cb since the way to add Maels to soul is via Lordly and Eldermoss---BUT THAT'S WHY WE HAVE OUR BEST GRILL, GALFILIA! >:D
Of course guarding takes good decision making on who exactly do you wanna drop a heal for, so keep that in mind. But what I do is at least TRY to use Gal as fast as early as possible so I don't end up using up all my cb. There's also Engulf's second skill that flips a g-unit. You can use that too! ^^
Your build isn't that different from what I had in mind. I might try to fit in Tidal Assault because he still can help a lot to ensure the number of battles.
Honestly, when I played the deck in TCO, the biggest problems I had was getting bad hands. Like, half of my hand was triggers, thus I couldn't get my Maelstroms as I would have liked. And that is already hard, if the objective is Engulf that is.
I still want to give the deck a chance tho, I honestly found it fun so I want to make the best out of it. Thank for leaving a message ^^
My current favorite parts is in this order: Part 7 (cause Johnny and Gyro relation is the best), part 4, part 2, part 8, part 6, part 3, part 5 and part 1 (not to say it's bad. It's great, just nit as good as the others)
Jojolion has the potential to become my favorite part though.