Mirage Decks are a subcategory of Combo decks that focus on Card Liquidity. They focus on manipulating one's ability to call on a higher scale than other types of decks out there by sending the called cards back to another Area (Hand, Drop, Soul, Bind Zone, etc) for safekeeping, giving the player freedom in using them again later on.
While there are many decks out there that follow the concept in some way, they don't follow all of it. For instance is Angel Feather. While they change out cards during attack or before attack, they always fill the board. This also goes for clans like Shadow Paladin and Tachikaze. They do follow the end concept where they do open up the board but they rarely incorporate repeated uses of specific cards. Their playstyle incorporates Card Conversion but majority of the time, they do NOT follow Card Liquidity.
Mirage decks follow these 3 step process: Place on Board, Utilize for Skill & Battle, Leave the Board and enter Safe Area (Generally at the end of the turn). The result? Board is empty and opened up and used cards can be accessed again later on for repeated usage.
Before the Break Ride Era, this concept was just a simple element Bermuda Triangle used. The concept started to become widespread when other clans were able to do the same on a consistent level. Granblue and Pale Moon are prime examples of this (Nightmist and Eva respectively).
In order to understand Mirage Decks to the fullest, you have to understand "Card Liquidity". As mentioned on the 2nd Paragraph, Card Liquidity and Card Conversion are totally different aspects of the game. Card Conversion often involves exchanging a card for another. For instance Aurageyser Damned exchanges cards by sacking 3 and netting 2. You've opened up the field yes but you've gave up the usage of those 3 cards and acquired 2 new cards.
Card Liquidity on the other hand is a concept that describes a card's "Journey". They've hit the board, fulfilled their purpose and escaped the field of battle. They return to an area where they aren't exposed to the elements of danger and can return once again when called upon. Of course, some of these so called Safe Zones have become a bit vulnerable due to the evolution of the game as a whole as of late.
Under normal circumstances, Mirage Decks are extremely powerful against Control based decks due to their slippery nature. However, courtesy of their Combo based elements, they are weak against decks that focus on brute force. Mirage decks need key cards or ways to use cards again in order to stay alive.
Clans that have access to dedicated Mirage plays up to now are: Bermuda Triangle, Granblue, Pale Moon, Spike Brothers, Gear Chronicle & Murakumo.
They count as Mirage decks not cos they can send stuff to an area where it's simply safe. They are called Mirage decks cos they can send stuff to certain areas for storage and then use them again later.
As I said, Mirage decks epitomize a card's journey, it's about using a card to the fullest for as long as possible for your benefit.
Knies is pretty bad relatively speaking as Eagle just does more for you. CB1 for a wash in that deck isn't great considering all your on-retire effects need to be retired by Luard and that CB could be put to better use by just saving them for your Strides especially since Luard is a grind deck that is in no hurry to win the game. Morfessa will likely never hit and rarely be used even when it does so no biggie. Rute is a pain, but necessary. Other than that CB is easy to control with Abyssal if you really need it. Deck has a lot of no CB Stride options just to make it easier.
I run 2 Luards in my Claret deck with 1 Deathspray. When mixing the 2, it's betr to prioritise Claret with Luard as the alternate ride if you couldn't get Claret himself. Part of the reason to why I run Claret as the main VG is cos he has excellent resource recovery be it Damage or Soul. If you want to run cards that support Luard primarily, it's betr not to add Claret at all generally.
Luard's major problem is how resource intensive he is. His costs are cheap, but he needs to constantly access his skills in order to yield any benefits. Abyssal Owl can only cover for you so far and you literally have no way of massing the Soul without running Howl Owl, which will cause further problems if you add it to your deck cos of various factors that discourage using Howl Owl now.
Until Luard gets further support and provided, those supports are adequate enough, I wouldn't use him as the main Vanguard. He is a very good card to fall back to if you've rushed early on or you're in the later stage of a game but that's it. Claret has too much goin for him at this point tbh. Not to mention all of the new G-Units work wonders with Claret as well.
Liafail is a major buff for Claret decks, especially if you modify his performance with Esras. Knies is useful not for the draw, but rather that he lets you liquidate ur field against control matchups. Just don't run too many of him, he's an option. I run like 2 of him. Anymore and he just takes up space.
Morfessa is a good addition to any deck if you can gain access to her. You never run her for the onhit but rather the free power bonus she gets via Ritual. 21k every turn is nothing to scoff at and Shadow Paladin needed the free power bonus for the RG. Morfessa answers that. Grosne can actually take a break now.
-I was thinking about going 4 Claret 3-4 Luard. Deathspray hates control G-Guardians.
-I've found Luard's constant deck refilling somewhat similar to Tester Fox which I have LOTS of experience with so I quickly grew to like it. I found a loop with Abyssal Owl and Luard so there's that. Soul IS still a problem to the point that I often have to reride another Luard.
-Agreed on that.
-Liafail is a lot better than most give him credit for. easily activating "when retired" effects with a hand refund is nothing to scoff about. In fact I found a fun little combo: Call a Ersas with either G3, kill her with Liafail, then use Ersas' own effect.
-Have you seen Morfessa's price? No thanks I'll stick with Grosne. Actually Luard calls so many G1s that Gronse often gets a huge power. I'm strongly considering Macha as a substite for Morfessa.
Use Morfessa if ya manage to pull her from boosters. I rarely single things out unless I'm playing a specific clan and I didn't get the cards I wanted. Also, Morfessa's saving grace is that she lets you hit major numbers without committing much to the board. She makes Palamedes look bad and we all know how good Palamedes was before Stride Era painfully killed him off.
The problem with Grosne is that he lacks synergy with a lot of the G-Units and the whole Stride process. If you wanna use Grosne optimally, you have to make sure that he lives out the opponent's attacks. When does Shadow Paladin mass call to the board nowadays? During the Stride Phase. That's already a huge problem and considering how Shadow Paladin's playstyle encourages a player to liquidate their field in order to mitigate losses against Control decks nowadays, Grosne isn't as relevant. Grosne is a good card, I'm not arguing about that, but he is not the most ideal candidate for use in the current format.
Right now, the decks that are in the lead overall are Control and Mirage decks and for good reason. Both are capable of manipulating a game's tempo and flow. Grosne is a complete antithesis to this and can potentially cost you matches if you just slap him down on the board.
Yeah I'm aware of how fragile Grosne is but still it's about the closest beater substitute for Morfessa that doesn't make your wallet bleed. And actually it's not that hard to call 2 G1s besides the Stride phase. Besides Morfessa is clearly part of the "Kill that g2!!!" club next to Crayon Tiger, Broken Heart, etc anyways so odds are she'll die quickly too.
If I did get Morfessa (which is unlikely because I rarely buy packs) I would use her, but until her price drops (which is unlikely because Shadow Paladin is Shadow Paladin), yeah.
Well, it's your choice dood. In my case, I already have other methods of playing the deck if I can't get Morfessa. I said this before, Claret decks are easy to tune and adjust. Power isn't the only way to play it.
Guess how many clans are based on Control like Kagero, Narukami, LJ, GC and Megacolony with 2 of em being played on a regular to frequent basis, another already buffed as of late due to GBT-09. Then there are also a lot of other clans with access to Retire elements in their plays. Nova Grapplers, Tachikaze, Royal Paladin, Granblue, Aqua Force, Dark Irregulars, all of which have made a good enough amount of impact.
All the clans I listed, save Megacolony are always present in the competitive scene believe it or not and they have ample amount of tools to take out key units if it is required. Saying Control isn't on the meta is like saying the word itself doesn't exist cos whether they are dominating the scene or not, Control is the one factor that will never completely die out, it's been there since the game's inception.
If you go against control alter your playstyle, not your deck.
That's a given obvious. Also, control isn't a deck, it's a deck type. I also said whether control is leading the meta or not, it will always be present one way or another. If I'm gunna lose a unit, I'd rather lose a unit that can still contribute to the game even after it's been killed off. Morfessa does that. Does Grosne do that? No.
Also, Grosne requires you to call at least 2 G1 or lower units in order to matchup to Morfessa's Ritual power bonus. He only hits massive spikes after 4 G1 or lower calls, 3 if a booster is present. Not to mention due to the way he functions, you'd want him on the board most of the time if ya place him down. Meaning, there are times that you'll be forced to make compromisations on what you sack off. Let's also not forget the fact that if you wanna have him make an impact, you have to constantly liquidate and call units to the board almost every time if ya wanna hit numbers. Morfessa on the other hand gives you some leniency in how you play due to the static nature of her bonus, allowing you to hang back more frequently.
There's no trouble making Grosne hit high numbers if you're playing the deck correctly. The deck should call far more than 2 cards per turn on average. Morfessa is a fine card, but it doesn't propel the deck to new heights.
You're missing the boat, completely. Hitting high numbers with Grosne is elementary. The problem lies in the management of cards. It's not about propelling a deck's performance to new heights, it's about what's able to do something on a more consistent basis and how safer it can do it.
It's still surprising its THAT expensive tho. I was expecting it to be $15 at best if it was expensive. 2ndary market really needs to feed their brains some common sense sometimes, these sales of theirs is beyond toxic.
It's like playing Pre-Set 6 Altmile in a sense. Difference being the obvious clan mechanic being added to the mix and the Grade targets differing. But this is my personal comparison.
If I was to give it an objective analysis, I'd say Claret Sword decks have a myriad of ways to pull off major plays without much resource expenditure. All of their plays have ways to replenish used resources in one way or another. It's a type of deck that just won't lose momentum in most cases thanks to that.
Forgot to add, Claret Sword is easy to tune and customize accordingly. He's support pool alone helps him focus on an aggressive or defensive playstyle according to what units u add to the deck and what G-Units you decide to play.
Currently I'm basically just using Claret Sword's support (because that's how it came and I don't have ANY Shadow Paladin stuff to customize it with) but it's been working well and the deck countercharges so much that I won't need the countercharger PG. Last weekend there was a Diablo guy insisting that i HAD to play Claret Sword as basically Diablo with Claret instead of Blaster Dark. Yeah, not happening.
Just in case, how did you build yours? Might get some ideas for what to look.
I use Claret Sword with mostly his support as well. Since I don't have access to my old Legacy card pool anymore, I just make do with most of the new stuff. In my case tho, I use 5 10k Vanilla Grade 2 units to step up my early game, it helps me out a lot in damage control while also maintaining my own play rhythm. Grosne and Graymyu are at 3 copies each.
Grade 1 lineup is abit more diverse considering Claret Sword being all about Toolboxing low grade units. Karma Collector and Branwen aside, the rest are at 2-3 copies. Abyss Summoner is at 3 currently in order to get that Dual Charge system goin off for resource maintenance while Decipher and Night Sky Eagle are kept at 2 copies for overall utility. I used to run 1 Swordbreaker in the deck cos it could hit numbers due to the high count of 10k Vanillas, but I removed it completely after I decided to run Decipher.
But this is JUST my base or more specifically, my adaptive build. I have 3 other Claret Sword recipes available where 2 of em are already complete and a 3rd is in testing phase. The first of the build focuses on rush to blitzkrieg plays while the 2nd variant focuses more on tanking. The upcoming 3rd build is gunna be focusing on heavy utility and combo plays, but I still have to test it out abit more since it might need to deviate outside of the 33 Standard Setup.
My base build doesn't use those anymore cos they only focus on Countercharging. The deck gained more focus on the centre column ever since GBT-06 and Abyss Summoner just gave way more consistency in terms of resource management. I already have multiple ideas for Pride n Quartz, but I seldom use em. My 2 completed variants in which one is all about hyper aggression from the get go (Rapid Fire) and the other all about tanking (Panzer), have quite the different Grade lineups.
Rapid Fire, as mentioned in my previous reply, is an evolving aggro deck, rushing right off the bat and building up momentum towards a blitzkrieg. It uses G1s like Swordbreaker and Gururubau heavily along with units that help fetch it like Darkness Maiden, Macha. The deck lacks a lot of GBreak units from G2 and below and the only unit to use CB in this case is Macha, at least before Striding begins. It's a complete deck, but I'm contemplating on changing it cos it's so bland despite its potency. It's like playing Sanc Guard with more bulkier units before Stride begins. Now that I think about it, this deck actually counters Sanc Guard's famous Grade 2 plays a lot thanks to it running multiple 10k Vanillas. LOL
Panzer focuses heavily on tanking and getting a lot of specific cards into hand. But unlike Rapid Fire, Panzer has more GBreak units in its arsenal. Giva is probably, hands down the MVP of the deck with Decipher a close second. Normally when we discuss tanking, we would be discussing Stamina decks that like to have ALOT of cards in their hands right? In the case of this deck, we fetch out specific cards DIRECTLY from the deck thanks to Giva. How do I do this? I combine Giva with key units like Decipher and Oscar to fetch what I want, and add it to hand via Giva after it has been placed at top. Of course normally, there would be a limit to this type of play due to the fact that it will be extremely CB intensive, but since the deck has a lot of resource replenishing units like Oscar, as well as units like Abyss Summoner, it isn't that much of a problem if you manage key resources. It's definitely for more advanced SP players that wanna try the clan out in the most convoluted way possible. Also, the deck runs a lot of G-Units that sack during the main phase. In short, 4 Aurageyser, 4 Damned and 3 Spectral. Last G-Unit being Sebreeze.
-I actually don't have any Darkprides, I've been proxying them. It's been working nicely with Damned and Spectral, and I imagine will be a good fodder for the new PGG. Right now I have the G2 vanilla so what would you recommend?
-Which one's Giva? (Yeah, I'm that clueless)
-So far I'm not impressed with PBDiablo at all, it seems like everyone already knows how to prepare against it, either calling fodders, low damage so they can let it hit, or keeping 2 heals for G-guarding. Most of the time he ends up being just snipe 2 rgs, there's Damned and Carnivore Dragon if I want that. Actually I've been liking Damned a lot, even if you don't get to kill you still get a refund so I keep a large hand.
-Why 4 Damned? Don't you need to use Aurageyser first?
Giva is the GBreak version of Skull Witch, Nemain. Basically the same skill but on GBreak. In return for that slower access, she has 7k base power. So you can hit columns with her for a turn and then intercept her away.
In the case of the Panzer build, I don't use PBDiablo at all cos it needs to retire units during the main phase in order to pull of its signature gimmick. At best, I'd only run 2 copies. If I have nothing else I can think of benefitting the deck overall and I still have space for it, THEN I would run a max playset. But that's such a rare case. PBDiablo was technically more impressive before the inception of G-Guardians since in a Revenger deck, which has multiple retiring units thanks to Blaster Dark's Revenger variants.
Carnivore Dragon is a good card in Doom Star Disaster - Panzer cos of the fact it retires during the main phase.
Finally, Damned is a special case of a unit. Unlike say Excellics, which needs at least 1 faceup Amnesty beforehand, Damned just needs to flip its OG form and 1 damage to proc its skill. It doesn't need a copy to be face up before going for it. The only bonus it will miss out on is its bonus critical which will need at least 3 face up OG in total. But in all honesty, Damned is there to act as a combo opener for the 1st 2 turns.
-I'm stuck with 4 PBDiablos because that's what the deck came with when I got it and like I mentioned before have nothing else. I guess I could keep 2 as a tech-in against decks like Magia or Murakumo just in case. Against others they could be Spectral persona-blasting fodders.
-You can use Damned as first Stride? That's good to know. They're surprisingly cheap for a GR so I'll likely pick up a few more copies.
-So far I've been playing Claret a lot like Tachikaze and Great Nature, always making sure to not get any minuses from self-retiring and building a large hand while at it, which is why I'm strongly considering darkpride and spamming the Stand that counts as 2 kills. Though I've found that Claret burns through the deck quicker than those two so that's why I'll be needing Spectral to push for the win
Spectral and the Stands are there for that reason. For G-Units, use what you have access to and find ways to use em to the fullest. There is no correct build when it comes to Claret. In terms of build versatility, out of all G-Era decks, it's probably the leading deck.
It does burn through the deck a lot cos of the mass draws. That's part of the reason to why I build the Panzer variant cos it's all about hand quality rather than quantity. But it's a deck that requires a lot of forethought and prediction, as well as a high level of technical play mastery.
Lol. I like legit, use only 1 Spectral in my finalized deck and that's cos I pulled it from a box. I'm not really inclined to seek it out individually cos I only need to use it once to end games. Carnivore I will have to consider. It's definitely a good card. That much I will say.
I'm like barely gone for an hour and your argument on my retort was that its a discussion of an idea? That wasn't an idea you were bringing up on the Gears page, it was just a random complaint that was borderline originating from salt. You wanna discuss an idea? Here is an idea template: How to counter certain builds; How a 'x' deck works, etc.
Quit wasting my time and other peeps time with some crap and bring up something worth discussing if you're gunna put up a post. Hell, even a question is fine.
Who the hell said I was complaining about anything? I firmly believe that Chronojet lives on copying other clans, but that's not really a bad thing. You know what they say: if it ain't broke, don't fix it.
The number of mechanics in this game is limited, so there's going to be a natural overlap whenever you talk about a clan's domain. People are calling the current Genesis the second coming of PM for example, while also complaining that it steals trigger manip from OTT. Early G-NN was called both a worse RP and a better Murakumo. I've seen people call G-PM a pre-TCB Murakumo, and I still remember when Alice said GN was overshadowed by Bermuda because both clans focus on drawing, unflipping, power gaining and returning to hand. What you're describing isn't really anything to do with GC in particular; it's just something that most clans have to put up with.
If were gunna go on talkin about ideas coming to life, then in a sense my own fan made clan (Fae Dream) technically became Chronofang's Bind Zone Toolbox. But like seriously, I couldn't care less about all this. It's pretty much a complaint that's been rinse n repeated so many times that it's literally the wikia's version of the Rickroll.
Like I said, if were gunna have a discussion, bring up something worthwhile. I'm sick n tired of all this nonsensical crap about how some clans are getting ripped off and what not. You don't like it? Quit the game.
Whatever. Let the record show that I was never really looking to discuss it anyway. I just wanted an excuse to have a Jojo discussion without comitting to the Jojo wiki. You guys are the ones who wanted to discuss the content of my message. Not me.
Wow you're still replying? Look I'm not even gunna bother replying to anything you type here. Hell, the fact you even brought this up on my own wall just shows you're arguing for the sake of starting one up for no reason. So why don't you just stop and retain what lil excuse of a dignity you might have and move on? Cos I certainly couldn't care less about what trivial complaints ya post, and I'm pretty sure the rest of the peeps reading this here don't either.
Since you have given me criticism on an old Granblue deck I made before. (I believe it was a year or two ago.) I'd like your help in this Nightrose build I made if you don't mind. I appreciate any criticisms and/or flames.
G0 is fine, that's whatever ya prefer. In the case of your deck, PG-G is quite necessary if you're gunna add the units you're using. Like Negrobone, Colombard, Cannonee, Negrolazy, all of these units spend CB. Not to mention Nightrose and Blackgick, as well as G-Nightrise use up CB as well. Grenache alone won't suffice. If you want a smooth execution of your tactics every turn, you basically want at least 4 open damage minimum.
PG-G and units like King Serpent are excellent candidates to help you out in replenishing your resources. The latter in particular, is excellent with Nightrose cos not only does it make his Drop call free of charge with an extra power boost to scale for the turn, it also Soul Charges so that you can extend your combos.
Resource replenishment at the end of turn gives you setup for the next turn, but resource replenishment during your overall turn can give you benefits for extended plays. Not to mention adding King Serpent minimises the use of Nightrose's GBreak. You're gunna mill yourself to death just to repeat certain combos. This shouldn't be capitalized on, it should be used sparingly.
Hello good sir, I've seen your name a few times and I read through your profile and was fascinated by the unique deck variants you have, and your will to keep playing despite losing all of those decks. So as a fellow paladin fan (albeit, I must admit, I follow aichi hype, but I do love playing unconventional decks every now and then), what are your opinions on Thing Blasters, once they come to America? As much as the deck looks good on paper, I have a feeling japan's tendency of less grade 3's may hurt the deck in a meta dominated by 8 grade 3s. For a paladin player looking to touch upon Thing Blasters, or simply Alfred Blasters, what would you suggest? Also, if you would be willing to use some of your time, would you mind stopping by the Majesty Lord Blaster page and critiquing my deck list?
Thank you for reading this list, and besides that, thank you for the inspiration to keep using unique decks. While I wouldn't say these are original and unique ideas, I like tinkering around, like an Alfred Kok / Ezzell Legion with Garmore / snogal engine, and recently I've been messing around with a Shura Stealth Nubatama variant and I've been trying to make it competitive, but the grade 3 and 2 lineup is very tight.
Haven't really tried Thing Blasters yet with the new stuff so I have to test it out first. My past results with it were surmised like this. Consistency 3, Potential, 9. Pretty bad consistency considering the fact the deck itself belongs to a clan that pretty much embodies consistency, but this is how it was. With the current support, I could bump up the consistency level up to 6, but that's just being overly generous. I'll say 5 for now for my hypothesis and test it out to see how it is.
Also, for your Nubatama deck, check the results from last year's Spring Fest in Australia. Check the Runner-Up team's Nubatama deck. That's my friend's deck. You can use that as a reference cos he used that deck as well. Tinker around and see how you would play that.
In a recent 50 man tourney (Japan, post G BT06), both the first and second place decks were Thing-MLB (exact same build). Yes, only the grade 2 game is consistent (thanks to Llew), while the rest isn't. That said, the way the deck is built, it doesn't really matter. You just use what you have access to and play according to what you draw. Everything meshes well together.
In case you're wondering, it had 3 MLB, 3 Thing, 1 Altmile, 4 Llew, 4 BB, 3 BBS, and 1 BD. The combo of Llew calling BB in front of Barcgal is pretty good, as it adds soul for Thing while granting an extra attack, while refunding your costs.
W8 don't bother if you were thinking of accepting my request. I just saw CardProtagonist's video based on the deck itself. It's not exactly what I had in mind but the general idea is there yeah. If I still had my old stash from The Purge, I would've made that deck immediately. I generally think quicker according to what cards I personally garner and touch. Since I don't have my old stuff anymore, I can't think as quickly -_-.
To be honest, I really feel that is the optimal way to play MLB right now. The only thing up for debate is numbers of each card (like, I'd play more than 1 Laura, as g1 Blasters are too helpful in the deck, but maybe 1 is good enough).
It's a deck with a heavily concentrated Winning Image, you need to max out all the key cards as much as possible, nothing should be questioned in this respect. He should've gotten rid off the Kay. as for the G2 Lineup, I'm surprised he didn't add anymore than 1 BD tbh. Running 3-4 BD and BB is necessary given its an MLB deck.
I actually mentioned running Starlight for a higher efficiency ratio, so running it or not is never an issue for the deck. But running Starlight requires one to lower the amount of BB and BD copies to even running half a playset. Fortunately, Blaster decks have the privilege of running lower than average amount of G3s. The lineup I would've taken would've been something like this (G2: 13): Llew - 4, BB - 3, BD - 3, Starlight - 3.
But the issue here is that you don't really build up the Soul, you just null out the Soulblast cost. So if I was to make full use of the deck without Violinist, I'd go as far as running 5-6 Draw Triggers in total.
Where's the room for Starlight? You need BBS, BB, and BD for the deck to even function and Llew can call them all while actually building soul instead of losing it, for what amounts to be a similar cost (yes, Starlight is a +1, but an extra attack is one as well, at least in this game it is). If anything, I'd add more BD if the deck had room. Heck, the deck runs 1 less G3 just so they can play that 1 BD.
And yeah, I'd have to ask why the Kay. I'd rather play more Laura for the consistent g1 Blaster ride.
There is plenty of room for Starlight and there is no rule stating you have to run a Spirit unit in the deck. Hell, place a unit behind Violinist if u have to if ya want him to attack. Like I said, it's an option. That and Violinist, if used in tandem with Llew, does not lose the Soul, it retains it since Llew goes into the Soul. Right now, Blaster decks luv having effects like that of Violinist which, if not for the Soul cost, would probably be a staple.
There is plenty of room to shove in a lot of lower Grade units thanks to the abundance of Blaster units and Wingal Brave. I can see myself with a Thing Blaster deck with a Grade Lineup of 17/14/13/6 (From G0-G3). So there is plenty of space for shoving in a lot of utility units.
When one reads other folks complaining about lack of hard plusses, when one sees a deck that forgoes the usage of hard plussing, one thinks to never take anyone seriously at criticizing other clans getting lack of hard plusses.
If the deck doesnt need starlight, then other clans dont need hard plussing.
That's just from the perspective of one point of view. Player preference and their goal within the game heavily influence what they add to their decks. The deck itself right now doesn't need Violinist cos of the way it functions and the fact that its way of play places emphasis on Frontrow liquidity. If anything, I'd just look into the clan itself and look for ways to use Violinist in the clan for a way to make use of it without hampering the main goal.
Um...you guys know that I'm talking about using Thing Saver, right? The unit that legions with Blaster Blade Seeker (and nothing else) and has a SB cost? It is also kinda what Shadexero is looking for, as well. Of course if you forgo Thing (and BBS), you have room for Starlight, but the deck in question uses both Thing and MLB.
That's why I said I'm trying to find a way to make Starlight work. It's quite obvious. But regardless of the main finisher, the main workforce of the deck that sets up the finisher is the Blaster system. That's why the discussion is more about them then Thing cos Thing does nothing but end games, he doesn't setup anything. Essentially, Thing Saver is just another lazy bum only doing one thing. It's only compensated cos he can actually do that one thing VERY good.
Solstius wrote: Haven't really tried Thing Blasters yet with the new stuff so I have to test it out first. My past results with it were surmised like this. Consistency 3, Potential, 9. Pretty bad consistency considering the fact the deck itself belongs to a clan that pretty much embodies consistency, but this is how it was. With the current support, I could bump up the consistency level up to 6, but that's just being overly generous. I'll say 5 for now for my hypothesis and test it out to see how it is.
Also, for your Nubatama deck, check the results from last year's Spring Fest in Australia. Check the Runner-Up team's Nubatama deck. That's my friend's deck. You can use that as a reference cos he used that deck as well. Tinker around and see how you would play that.
From what everyone has to say and what I've seen of thing blasters, it kinda does seem like the g2 lineup is too tight for starlight, at most I can see a bbs or 2 cut for starlight.
Anyways, so for nubatama, I've seen your friend's decklist, so do you think that limit break / break ride is better and more consistent than legion / break ride?
Boss selection is all determined by what u want ur deck to do and what your preferred way of fighting is. Try em out and find the unit that is most comfortable for u. You can of course just blatantly copy a solid deck list and practice it nonstop to master it, but if u wield a deck that is properly adjusted to ur way of playing the game, then u can produce far betr results. In my friend's case, he utilized Stride more often when they came out and just hung back abit to wear the opponent down before using the Break Ride. If he was on another unit other than the Break Ride, he'd just Stride to the end. But honestly speaking, he'd make the most trollerific plays that catch ppl off guard completely and generate results that are heavily unfavourable for them.
Well, the main two bosses i'm debating between are Kabuki and Mandora. I'm not a fan of the new legion, but I do like its mate. And that's where I get stuck - the grade 2s I can select from are both legion mates, Kokujyo, Agitomaru, and the bear. I like high-pressure but I am strictly staying with the Shura Stealth archetype and not the strider variant, but with playtests I can't seem to figure out which mix of bosses and grade 2s yield the best results in terms of pressure consistently.
I prefer to stride and then breakride or legion to finish. The old legion is better imo, but the old legion mate becomes a vanilla for stride turns. Not sure if I should just swap back to limit break so I don't have to run the legion mate. The only thing I know for sure is that I want to run 3-4 breakride and 3-4 bear (Tamahagane)
Hmm haven't done many practical applications yet cos I've been busy as of late. I did quite a lot of mental simulations in my head whenever possible. I do find em to be very powerful if played right tho. How are they on ur end?
Been messing around, but kind of stuck since I've never used the clan before and only have 1 Purple Trapezist IRL. This is what I got so far,main idea is to spam a Magiaed Peryton + Sweet Clown column nearly every turn and pump rgs.
That's the kind of stuff I'm stuck with, no idea how to use the clan. About Blizza, I don't have any IRL, just using Lunatec as second Stride and paying the cost triggers the GB3 and I'd rather spend the CB on something else. But yeah, 3 Amanda is simply because I doubt I'll get 2 Harris, so might consider it just in case.
Btw, try playing Nightmare Dolls afterwatching this. Literally a nightmare doll with a creepy background theme.
Lol speaking of Nightmare Dolls, I tried out the deck, and man. They are freaking scary once u get some basic setup It's like not even funny. As for ur deck Tyrant, it's fine. Only part I consider to be clunky is ur G1 lineup cos of the fact they lack concentration.
I know, that's my main issue right now, especially since I only have 1 Trapezist. I'm definitively using Sweet Clown though, it + Peryton + Lunatec + Bicorn = HUGE rg column for CB1 that needs little to no set up.
The problem with PM is that out of all the clans I've played to date, it is actually the most difficult clan to make a proper deck out of. In terms of learning curve, it's pretty standard to moderate, but the deck construction is actually way harder than some of the more advanced clans, even Granblue.
The fortunate thing for u my friend, is that in PM, when u have a set purpose for ur deck, ur choices become a lot clearer than most other clans. Finally, the greatest thing about the unit selection process: Purple Trapezist, despite being perhaps their greatest asset, is not an obligatory unit. Majority of the decks need her true, but there are decks that don't even run a single copy of her.
What's more, with the new stuff that just pulls out so many units out of the Soul and shoves them back in, u may not even need her at all. Try to disregard the Trapezist for now and find ways to play the deck without her.
I noticed that building PM is hard REALLY quickly. Trapezist was for mid-batle phase calling, but considering I'll most likely won't get any others might try finding something else. I'd like something that doesn't spend CB, Egg Juggler is a candidate, but something else?
I can only recommend Peek-a-boo if u intend to incorporate Legion with Harri. But even then, the CB usage just spikes up. There is like so much CB expenditure in the G-Series it's like not even funny. It's barely fortunate that PM happens to be one of the few clans out there that can make full use of the new PG-Gs.
But honestly speaking, the costs aside, the most relevant factor in the game right now is decision making. Timing when to use certain skills is more crucial as of late.
That's fine too. I mean u are literally SCing for days. May as well get rid off some excess right? Just make sure not to go overboard. Rule of Thumb with clans that have alternate ways of losing (*cough* DeckOut), Never get greedy. Dead Serious about this too.
Toolbox clans in general are difficult but Granblue i'd say is harder lol I feel like but I am way more experienced with PM in general. You can't rely on random sc to get the 1 of card you run which is why PM you actually need to aim for some level of consistency. If not you need to max sure the cards all combo and run fluidly
That's quite the basic principle which applies to all Toolbox clans. I guess Pale Moon would be easier for u since it's probably one of the clans u picked up early. Truth be told, playing Granblue is second nature to me cos it was the first clan I picked up from scratch outside of TD supported clans. Like PM, Granblue needs some basic Consistency focus too cos they need key units to start combos fluidly. The problem we had in the past was that Chappie was the only unit that could specifically fetch stuff we wanted and adding him screwed up deck ratios if u didn't build right.
But I'd still say in terms of mechanical performance, Pale Moon is harder simply cos of the current list of cards out there and the mechanics we have access to. For instance, Granblue, out of all the clans out there, benefited the most from Legion. It solved every problem they had in the past. They didn't need to run Chappies like at all if they were running at least 1 playset of Legion in the deck, they could mass mill without worry of deck out cos Legion looped any cards from the Drop back AND this method allowed u to reverse engineer the Trigger Stack process which put even the Tsukuyomi series to shame.
But with all the new toys Control oriented clans have recently acquired, Granblue has it bad right now cos majority of these new toys heavily affect the Drop Zone. Which is unfortunate cos they were no doubt made to specifically counter Legion.
Pale Moon on the other hand, has way more adaptability when it comes to battles. Pale Moon may be easier to use cos they have the flexibility necessary to adjust themselves to given scenarios, but their deck construction processes are definitely on a higher scale than Granblue. At least from what I'm seeing right now.
Partly because GB hasn't gotten their G support yet. I've found it slightly easier to get what you want into the soul than into the drop, just normal riding usually gives 2 decent enough targets as long as I don't ride the Stride Fodder.
G-PM is fairly linear tbh imo. Which is probably due to me being me on a normal basis so ye... The biggest issue I guess would be g1 slots due to people wanting to use stuff like egg juggler, purple trapezist, and midnight bunny along with stride fodder and pgg.
I find that if you use the stand trigger with generation break 1, you can justify running less of each specific card despite the gb1 restrictions "slowness"
G-era build imo plays differently that ye olde pale moon of the past. Waiting on set 6 to finalize but some noticeable things I noticed:
1) Hell's Gate fits a niche that no other single g2 card in PM does. You can decide if that's terribad or tolerable.
2) Darkside Princess is mainly as great as she is due to her -1. Will expand on that later.
3) Peryton's existance means you can suffice without purple trapezist.
4) Having enough G2 or higher Magia units means betty becomes more reliable in the later stages of the game.
5) GR Harri sets a precedent I wanted to see from PM (Eva too I guess) which is sending units to soul as a cost which can expand on how powerful their VG skills get.
6) Lunatech is as powerful as the number of methods you have to superior call from soul during the turn you use it, which is probably why purple trapezist is even more valued now that ever due to her ability to refresh a rested unit and produce a column that hits for magic numbers during Lunatech turns.
7) Why am I writing this potentially obvious stuff?
@7) Why am I writing this potentially obvious stuff?
Don't worry, that's how convos work lol. Anyways, all I can say is the new PM is really REALLY powerful. From the G-Units to the GBreak 2 of Harri's, everything is solid. I've been wanting to have a playstyle that breathed some fresh air into me and I think the new PM will do just that.
This newfound passion just might help me fully master PM and make me ignore RP and GB completely...