Gigarex is good as a setup card, stacking gauges for free while getting a huge power boost is good to keep the deck's engine going, but the burn effect pretty much never goes off and it can't eat rgs. Gigarex could still work as first G3 turn to produce resources early but Tachi really needs a second G3 to follow up as a boss monster.
Maybe the burn effect could be better if there were more reliable ways to stack gauges in the main phase but I doubt they'll do that.
Usually the first wave of VRs aren't completely phased out on a second wave of support so the old bosses might (MIGHT) still see some use maybe as midgame G3s before riding the new boss G3 late game assuming they have a G3 soulblast cost or something.
I also noticed that with more ways to charge gauges during the main phase now paying the cost to revive Dark Rex is pretty much guaranteed. Ironically I've been using Dark Rex as a recyclable fodder that's easy to revive each turn.
I've also been using Gigarex's effect damage a lot more often, mainly because of Thundilopho. That card really feels like it was made specifically for Gigarex, calling it behind the vg is ideal because Gigarex already hits big numbers without a boost so resting it doesn't matter.
Yeah thundilpho and smildon make gigarex live a lot more consistently. For testing I have been trying Deathrex as v and he not a bad ride target anymore, not optimal but u can keep momentum. Smildon, Noah, and thundilpho generate enough gauge to give him a good swing along with the retire.
It also makes giving Blightops 2 gauges early a lot more consistent. I've mentioned before that one of the biggest issues was lacking ways to generate gauges during the main phase and, yeah this few reveals alone kinda already solved it.
Soulcharging is unlikely considering equip gauges already go through the deck fast enough so I'd prefer a way to deal with deckout issues, other than that the only other major issue I think needs to be adressed is a VG that can eat fodders and Anger Blader probably will be that. A countercharger would be nice but not the biggest priority.
Yeah gauge production is pretty much addressed. While thunder blader will probably be a main eater im kinda hoping for a g2 that eats for just power and no cb. Something along the lines of V or R eats gets 5k, if unit had a gauge get 10k instead.
While the vr will be good, I kinda like the giga, death, and dark lineup. The only real big issue that is have consistent units that eat to trigger combos. CC would be nice but since mostly everything is 1 cb I can just manage it.
Yeah, I'm also hoping Giga will stay too, if Anger Blader eats Deathrex would be the more likely to go considering he's the one that causes the soul issues and Dark Rex is also a good rg G3.
I've also been messing with Front Triggers, with Accel II encouraging more rerides and only giving +5k Fronts have been putting more work, Gigarex's damage effect being much better also helps with Fronts. I'll probably stick to 4 Front 4 crit for now.
I did 4 front and 4 crits for the longest time but will probably do 8 crit since guage charge is more more frequent. Going for ending the game as soon as I can after turn 3. With Giga burn more active i want to push them to 5 damage as soon as possible and push for finish. You can only reap the benefits from the combos so many times before you burn out.
I do like fronts but that might be a seperate build but honestly with the draw power you can go either way with triggers.
Admittedly part of the reason I opted to run Fronts again is because of Great Nature, when I play GN my main wincon is checking a Front while having 2 or 3 Accel rgs, 6 attacks with +10k can often apply more pressure than a crit and Tachi with Accel 2 can replicate that surprisingly well, with Accel 1 I often didn't bother to reride but Accel 2 encourages reriding so I get more accel rgs. Gigarex dealing that extra damage can also compensate for not checking a crit. Still keep 4 crit 4 front because as you mentioned Tachi can't afford to let the game drag for long.
But as always trigger lineups are always preference.
Any other original units you guys want to see comeback this set? Personally I want Cannongear to comeback. Im hoping he is gets a similar treatment that Jack and Ghost ship got since he was also an original 11k g2.
Honestly I thought they would be in Destructive Roar but we got the stegos instead. The Saurus concept was good but unfortunetly they came out when bushi were still experimenting with power levels and Blast got the 9k. Spark was a solid 5k booster which was good at the time but I feel Blast could have gotten away with being a 10k and not be broken.
It would be cool to see them come back as gauge stack targets but should they have revive skill or something else that u pay with the guage on them?
Yeah unfortunetly due to kagero's reign with their power stacking, anything in set 3 that was getting power stack got nerfed. Further salt in the wound is Bushi either wasn't paying attention or it was last minute when they were putting a skill on Gigarex. The savages skill wouldn't have been nearly as bad if gigarex had at least eat 2 units get 10k. That would at least let them become an ok column and initiate combos. We had Deathrex but he could only carry so much.
Gigarex was a meme for the longest time for being both the only Tachikaze RRR and one of the worst RRRs in the game. Back when RRRs were supposed to be the biggest and strongest cards, nowadays RRRs tend to be glorified RRs.
Meanwhile we all still forget Raptor was supposed to be a thing.
On paper raptors and brachios was a cool concept but the combination of that ride chain incosistency and brachio's low power killed it. If the Brachio's had at least 1k more each, and raptor's had a ride chain fixer that build could done some damage. Then back tracking to Giga having a good sack and power skill, it would have at least been a solid deck.
I see people compainling that tachi's are still getting shafted in V, but honsetly the support has been solid and there at least is solid thought put into them. While it lacked like 1 more gauge generator and 1 eater, it still got solid units and combo pieces. Honestly if the stegos where auto on eat the deck could have had a little more momentum but what done is done. I still see Destructive Roar as a solid starting point with a good foundation moving forward as apposed to throughing stuff at it until something works.
@Otakon7 I liked his art but his skill, while you could get it to go off, just didn't push the deck for me. I did use him as a 1 of in darkrex since he could get 3k, it was fun. Its not that I dont like him, and more he got shafted from getting a good ability to really make the clan pop off.
It made me really happy when he got is do over and came back with not 1 but 2 really good skills and be the boss he could have been.
This is true tho it just felt kinda boring to me doing the call over strat. I liked the combination of attacking then getting cards back allowing me to be offensive and defensive at the same time. Really got into it during LB and Break ride era. Death/Dark along with Spinodriver was such a tanky build.
While the rush tactics from Break ride to G-era was ok, I really like that its come back to its roots with attacking eating something then getting stuff in hand at by end of turn.
I mean, as far as my experience goes (I might just be playing Tachikaze wrong, who knows?) gauges aren't easy to come by. And you need to spend 2 of them for the superior call (what I would use it for) on top of the 5 that you need for Gigarex.
I'm not saying it's a bad card, I just haven't figured out the best way to make it work?
So did some testing and he had a weird synergy with deathrex yet again. If you had to ride deathrex and u used the last soul last turn, u can superior ride Dark and call another deathrex to field and your back to swinging this turn. Its a little niche but a cool trick to have in mind.
@terry have you tried it smildon and the new g1? Getting 2 gauge on main phase isn't as hard with those 2 plus what we already had. Tho managing gauge was difficult for me at first I found a rythme to it.
We aren't saying its the best card there ever was but its not nearly as bad people are saying. At most we mostly agree its going to be a 2 of, maybe 3 for a cheasy build depending on the rest of the support. Main use is u can call it swing for good numbers then either eat it or leave it. If your opponent retires it u can bring him back or leave him if you have better options in hand but is an option u can use if need be.
It is easier with Smilodon and the new g1. I also tested without them in the event I can't fit them into the deck. Since this isn't a clan I play often, there isn't as clear of a winning image as with clans I'm more familiar with.
That is understandable, Tachis especially V Tachis isnt a clan that somebody just pickups and go with. Big thing is know what eats and what you want them to eat and the other is gauge managment. Both take a good couple of practice rounds before you find a groove to it. Right now your main win con is winning with momentum, it doesn't really have a burst finish.
With how they are now I don't a winning image per say but kinda roll with what I get dealt then come turn 3 work toward Giga burn into scaling power swing between 3 or for units.
lol, well, as long as D.rex doesn't become busted at the end of this set (and that he gets an OR art if they're still doing that), he should be cheap enough. Still, a jump from aprox 3$ to 8$ is noticable.
Wait what, really? Him and Beam were integral to my Death/Dark combo. I didn't run Spark because i didn't like the discard so I would usually make a column of beam and slash then sack for Dark and make Dark 16k for a solid mid swing.
That was the usual combo but what I normally did was attacking with Deathrex unboosted so Dark Rex could attack boosted, I did run Beamptero so what I normally did was eat Beamptero and 2 fodders to get more plussing (or negate minuses?) instead of more power.
Probably not the most optimal way to do that play but around that time the VG community in my area was mostly Trial Decks with Rs and maybe one or two RRs so yeah.
Okay as long as you weren't doing 1 thing I saw on youtube. Someone posted a vid on how to use dark rex which involved sacking to whole back row and before you swung with any rg. I just looked at it thought it was highly ineffecient.
My main idea as before was Slash and beam on right, a skyptero or another beam behind death, and a Cannongear or Mega on left with some kind of booster. Swing with slash at v or take out an interceptor, swing vg and all trigs go to left and then reset with Darkrex at 16. Thinking back though I really should have tried Spark since 15 could be just as acceptable.
And while his V card doesn't have a breakride skill,Dantarian was also a no subclan breakride.
This makes me even more confused as to why we didn't get trans-core,since AqF was one of the few clans with a breakride that's not part of a subclan.At least I'm hoping for a Chatnoir retrain for the next wave of V GN,especially since Chatnoir was apparently female and the new character who plays GN in the anime is a woman.
In Mordred's case it was probably just to make it run parallel to Gancelot. That and both their break rides were pretty basic so I don't thing they would've been missed that much. In the end it may just come down to what is the design of the set focused on. Personally while accel have gotten br cards it makes more sense for protect and force to get br cards since they get more benefit from reriding. Yeah accel has gift2 for draw but that versus 10k or crt and pg or 5k 10kshld that stacks.
Oh ok i see where your going. Tho I think someone asked bushi about that and it might not work because its face down so not a active card while cards in soul are face up. Not a 100% sure if thats the case, I might have to look it up later.
Yeah its a optional tech 2 mainly because of the sb. I do like that it can make blightops a beatstick before its eaten. Its better for players that didn't buy stuff from Destructive Roar so they will have gauge options right off the bat.
I see it as a tech if you really want to push Gigarex but its a preference choice. It is nice thats its another V/R skill so you can still do stuff when you ride it. Good option for players trying tachi straight from this set.
This week SHOULD reveal Anger Blader, once we know what that does it'll determine if Gigarex will be a separate build or work alongside it. So far a lot of the new stuff work surprisingly well with Giga though.
Iv notice with this set that they are both upgrading the previous builds and creating a second for each. Seifried got 2 cards that really mesh well but at the same time the new stuff still has synergy so its like Seifried build, Bullspike build, and everything in between. Same for MC with Machining and the Rogues.
With all the gauge support its looking to be the same for Tachi, Giga and Blader then everything in between. This set is really looking good all around.
The main value with Polacaspine is moving the gauges to a different rg after eating it, that reduces the need to spam charge gauges, the CC/SC is more of a bonus. Although the deck always had issue with Soul between Dethrex and Laceraterex so the SC is welcome, Counterblast isn´t that much of an issue.
Cb was only an issue if they tried to damage starve you out of Megarex/blightops or Megarex/skyptero. Honestly its just good to have that option going forward and takes more pressure of resource management.
I don't see much of a need for Polacaspine honestly. CB was never an issue and soul was only an issue because of how the deck was structured to make re-riding very bad since you only had Gigarex to ride who didn't get better by riding a second time. With a new VR we're likely to have a second good ride target and with at least 3 new non-VR G3s I can't see Deathrex sticking around. While moving gauge is cool, it moves all of the gauge from Polacaspine onto another card but that begs the question of why I didn't just put the gauge on that card in the first place. If it's to move a single gauge from the Gigarex load I find that a bit niche and usually unneeded, and any other gaugers could've just put directly onto the card I wanted it on. The only card I can even think of that interacts with this is Deathrex as a way to bounce gauge between either fodder or Megarex, but again I don't see Deathrex making the cut.
The purpose of moving gauges is to reduce the need to stack too many gauges, decking out is a big issue with Tachi because you have to charge so many Gauges but reusing gauges between different rgs reduces that problem significantly, not to mention you get a free CC and SC. Retiring Polascapine to get the free resources then moving those gauges to either Megarex for power or Blightops to the add those gauges to hand with the CC you just got is hardly a small niche move.
If Anger Blader doesn't retire rgs then Deathrex would absolutely need to stay, and if Anger Blader does retire rgs then it would be the one to retire Polascapine and trigger it to then move the gauges.
If I put 2 Gauge onto Polacaspine and then move those 2 gauge to a Megarex after retiring it, why didn't I just put those 2 gauge onto Megarex in the first place? Deathrex is the only card that counts gauge on the retired unit; everything else wants it on themselves. So in order for Polacaspine to even be considered either Deathrex would need to stay, which isn't likely, or Anger Blader would need to count the gauge on what it retires. While possible, I don't see it happening, and even then, that only makes it a consideration when factoring how many good G1s the deck has. As for deckout, Polacaspine being a mandatory SC isn't exactly working in your favor their, especially since more gauge means you win faster.
Because then you´d have to retire Megarex with Deathrex which means you´d lose that Megarex when you could instead have Deathrex retire Polascapine then have Megarex retire something else so you can keep both.
There are also plenty of times when you'd need to stack 2-3 gauges on different rearguards in the same turn often when you have both Deathrex and Megarex on the field, Polascapine makes it so you only need to stack gauges into one rearguard, 3 gauges and one soul is definitely less deck burning than charging 5-6 gauges on that one turn and you at least get the extra soul to reuse Deathrex.
The G1 lineup isn´t exactly tight right now, Sonic Noa will likely be the only G1 from the previous wave to stay (and maybe Laceraterex) and if you run Roarbaryo (Who in itself is somewhat redundant with the deck already charging enough gauges and there already being enough rgs that get power from gauges on their own) you´d need the extra soul from Polascapine. The other g1s are either not that good or the pack filler clones.
It seems like Bushi did go for the approach of making the new stuff a separate build, with Gigarex being the "retire and draw" build while Anger Blader is the "stack three guages to each rg", which explains all the faster gauge effects. That being said, shouldn't be particularly hard to use the two combined, but they should also work independently from each other, maybe, playtesting will tell.
Yeah I kinda like what they did with the new build being the more aggro rush with gauge. Im just waiting for the final RR reveal, and hoping its a eater for the previous build. Then im good, if its not ill make do with what we got but wont know till it shown.
I haven't had time for playstesting but from first impressions:
Anger Blader might not be that good of a first G3 ride so Gigarex most likely will still have a place but pure Anger Blader should be viable too. One potential issue I see with going pure Anger Blader though is that outside of Accel II there doesn't seem to be any plusing (unless I'm missing something), considering you'll need to normal draw your pieces and important pieces will often go to the gauge there could be some consistency issues.
I still want to run the "eat and draw" engine, Blightops + Megarex are still an easy +2 and Blightops can recover pieces sent to its gauge. Even though killing the rg with gauges sounds counterintuitive to Anger Blade I could see it working.
Roarbaryo makes A LOT more sense now with Anger Blader's effect revealed. Polascapine has been working well for me when sitting on Gigarex but I'll probably run it at 2 becuase you shouldn't sit on Gigarex for long. Anger Blader costing a CB also means the CC from Polascapine might be needed after all. CB wasn't an issue when the VG didn't consume any.
Yeah i noticed that too, Anger blade being locked into Accel 2 if your not running blightops or Megarex. I think you could run Megarex and Polascapine in Anger but i feel Blightops wont fit since you want to run Smildon, Clearout, and Bombraptor which all make Anger's restand swing a finish.
Im probably going to go with Giga/Death/Dark along with the draw combo so i can have to option of using Accel 1 or 2. If the last RR isnt a G2 eater ill probably use Clearout since he is a Beastick and a gauge bank/tank.
Yeah, the G2 lineup suddenly became a lot tighter, though only if going pure Anger. If going Gigarex there should be room for Megarex and Blightops. Off the top of my head I'm thinking about something like:
G3: Gigarex, Anger Blader, Deathrex (Dark Rex seems more tailored to pure Anger Blader)
G2: Megarex, Blightops, Smilodon or Clearout (favoring Clearout so far)
G1: Sonic Noa, Thundilopho, Roarbaryo or Laceraterex (probably Roarbaryo), Polascapine
Obviously a rought draft that haven't been able to test yet with no ratios set and there might be a few important stuff left to be revealed.
Another factor will be Anger Blader's price, hopefully it won't go over $12, I had to give up on Aqua Force because Glory was $25.
I'm actually thinking more about focusing on Gigarex as the main and maybe have Anger as a 2 of to be the finisher (Again, price will determine that). I'd prefer to update the deck rather than make a whole new one.
Yeah, right now only to units proc Bombraptor, Deathrex and Anger. He could become more flexible in 3rd wave but for now he most likely will only see play in Anger Blader focus build.
Smildon has been working pretty well since i either ride him on turn 2 as vg so i can setup combos whether its gauging blightops or pola, or juicing Clearout. Clearout also helps setup Giga burn really nicely and if I dont pull Deathrex or Megarex, Dark and Clearout provide good beatdown with Giga.
Finally got the chance to do some proxy testing, early results:
-Clearout was easily the best new card, dude´s basically a better Promise Daughter and getting him to 3 gauges is ridiculously easy. Getting the power gain during the opponent´s turn is also excellent because they likely won´t be able to attack it and if they do it´s easy to protect it.
-Thundilopho is my favorite new G1 and once I remembered he can also move gauges he became a lot better with this neat little combo: If you have a Clearout with 3 gauges already, use Thundilopho to move those gauges to another rg, then if Clearout is boosted Sonic Noa alongside the VG giving it a gauge it´ll go back to 3 immediately.
-Anger Blader is an excellent finisher, the interaciton between Thundilopho and Clearout makes getting 2 rgs with 3 gauges very easy. BUT at only 2 copies didn´t see him enough times, might be bad luck or might have to run 3 copies.
-Roarbaryo kinda underperformed, it being on place and me only riding Anger Blader when going for the win was the main issue. Polacaspine was decent though not always required.
-Deckout hasn´t been too much of an issue but indeed the deck does have occasional problems with consistency with Blightops being the only fodder that gives a plus.
Yeah its another tech choice but i can see it being run more than Attempt Mammoth was. I see Anger making use of it and possibly Giga when you have burned them to 5. Its not bad for a common tho it could gain wild card status later.
Speaking of Nubatama, VBT05 is out today and I managed to order all the stuff I need for it and a Soul Saver deck because why the Gyze not, both for $80 total. Meanwhile if I had updated Aqua Force it would've been $140.
I might test nubatama when the new tokens get implemented, it looks interesting.
Been testing both gifts and Accel 1 is good if you got your draw combo turn 2 or 3 so you can go for push and they dont just intercept the Accel swing. Accel 2 is good when your board just needs 1 more or so and the draw could get it. Usually dont have to ride more than twice and the can keep momentum. Just gotta catch myself and not go to crazy with gauge charging especially with Giga, Clearout, and Noa on board.
I find Noa to be the ideal G1 to boost Clearout, the two + any gauge effect already activates Clearout's resist. The next turn you can then use Thundilopho to move those gauges elsewhere and Clearout will get those 3 gauges again.
That and you can get mileage out of Noa's retire and draw since its such a massive beater, the opponent may let it hit and guard other swings. They might have to decide either to take the Giga swing or take the clearout swing and block the other.
I tried a lineup focusing more on Dark Rex and Angerblader, Dark Rex did A LOT better that time. I only did the loop twice but it's main use was being a huge beater that can be revived so easily, 2 gauge is hardly a cost with Angerblader fueling gauges while sniping rgs and when you have 9 gauges he get's +18k pretty much for free.
BUT one big problem I had was hand size, even with Accel 2.
That does seem to be the trade off. Running more gauge generation and beaters can shape up a Angerblader turn really well but u sacrifice hand size they you would get with Mega/Blightops/Lacerex. If the last RR or one of the commons gives draw to the gauge generation play then it shouldn't be an issue. Otherwise your gonna have to take a choice with either having a risk.
Dark Rex kinda has to be run at 3 or 4 to work alongside Angerblader considering you need 2 copies for the loop meaning if you run both Giga and Anger there probably won´t be room for it, at 2 copies DRex didn´t do that much before and I feel 10 G3s is a tad too much since the deck doesn´t need a G3 in soul for anything.
Angerblader also doesn´t do that much during the first G3 turn either.
I have found if you ride Smildon and call Clearout turn 2 and go into Anger you can get an additional swing or 2 on turn 3. While he can give a max of 3 additional swings, cant overlook that 1 or 2 can be just as good plus the 5k.
Today at locals there was a guy who kept calling Clearout "Crocker".
When riding Anger Blader first I can generally stand 1 rg without problem but standing 2 often meant minusing myself quite a bit which then causes problems. Crocker is unkillable but the other rgs aren't and the opponent can take advantage of me making my own hand smaller to target other rgs.
Other than that the deck did quite well through most of the day, granted there weren't any majorly "meta" decks there (did not see a single Bermuda all day long) but still. I think I only bricked like twice.
One matchup I found tricky was GN, Leopald can refill the field pretty much for free and gets a lot of pluses.
Spamming gauges early is often what leaves me with a very small hand which is what I'm not a fan of. Also I don't run the deck purely on Angerblader, I prefer riding Gigarex first then Angerblader in the late game so I run more cards that can generate some advantage. It works well for how I play the deck but when having to ride Angerblader first it does cause some bricking because Gigarex is supposed to be the first ride.
I could just adjust the deck to spam more gauges faster so that 6 gauges early is a given but as I mentioned not a fan of having a small hand which often happens when going for full Angerblader right away.
Purely a personal thing, I always prefered being able to keep a hand size while mantaining pressure, which is why I gravitated towards Great Nature back in the day.
I'm mostly playing the deck the same way as before, using Gigarex and the "Eat n' draw" cards to make pressure and advantage only adding Angerblader as a late game finisher, Thundilopho for more gauges, and Sweepercrocanto because Sweepercrocanto.
It's more an updated Gigarex build with Angerblader as the finisher rather than focusing on Angerblader as the main. Pretty sure it's not "the most optimal" or "meta" but It's what I feel comfortable with.
Yeah at this point im going for "comfortable" instead of "meta". Haven't settled on a decklist yet, will get back later. With Academian I might try the Anger build a bit more and if not still have the Gigarex build ive been testing.
I mostly only play at locals and don't go beyond weekend tournaments so being "the most meta optimal" has never been much of a priority for myself, mostly because the meta is rarely popular in my area (there are only 2 Bermuda players for example).
I'm considering having BOTH an Updated Gigarex build and a full Angerblader build, it'd be simply a matter of swapping a few cards to change the build depending on the mood I'm on, almost like a sidedeck. Obviously not mid tournament but ya get the idea.
I picked it up purely because I used to play OG Magatsu loooooooong ago and I wanted a Protect deck that wasn't $100+. Nuba certainly has issues but lately it's been my main since Tachi is way overdue for support and Magatsu has cool if somewhat gimmicky tricks to pull off.
Watching my opponent's reaction to Jamyocongo dropping their hand to 4 is always fun, it's also funnier when they realize it applies every end phase.
I was looking at Ideal for early prices of VEB09 stuff, they don't have singles yet but the Tachi clan pack with VRs is at $113. That's..... not too bad but still more than what I was hoping for since Nubatama is only a month later.
Here's a fun little anecdote: When V era started I decided to skip on Granblue and try Aqua Force instead because Granblue was too expensive and you could build a full AqF deck for $60. One year later I had to quit AqF because it got too expensive and now with Cocytus being $4 I got a Granblue deck for $40 (It doesn't have Romario, it's $10 and out of stock).
True, most of the time whatever Romario mills isn't very helpful, if anything I was looking at Romario more for shoving a G3 to soul early but that requires having 2 G3s in the opening hand and Greed Shade deals with picking stuff from the drop already. On that topic I remember ages ago saying that picking PGs from the drop zone would be OP now there's Greed Shade. Then again Protect decks now get free PGs every turn anyways
That's why I decided to go back to focusing more on Gigarex even though pure Anger Blader is the better build.
Beyond that I generally prefer more back & forth grindier games which Hanzo is good at creating, just last weekend I had a really good match with Hyuga were both me and my opponent could nuke the other's field at any point so the whole match as a big mind game constantly trying to get around the other's nukes.
The Hanzo build also feels more open for experimentation, I've been messing around with several different options for it. Also I've had a better track record against Godhand with Hanzo so there's that too.
Been fiddling around with Hanzo + Kokushigarasu, if you pull off the full combo you often win right there buuuuut it needs a lot of setup and when stuff like God Hand and Anger Blader are a thing getting those 2 PGs and keeping them isn't exactly easy.
Running 8 Draws does make it more reliable but then it creates a new problem, the deck isn't exactly aggro to say the least and cutting Crits to 4 makes it harder to push damage even when you go full combo.
It's easily my to-go Accel deck right now. The deck more or less plays the same as before only more efficient with Isabelle not just removing all RNG from Lottery skills but also making it that you always get both skills. There aren't that many lottery skills to be fair but the ones we have really do put in more work, Binoculus is outright bonkers giving you that much advantage for a mere CB1.
I decided to run 4 Front 4 Crit since I don't use the hamsters anymore and that surprisingly made Monoculus better, if you call an Isabelle and pull a crit you boost her with Monoculus and get a 45k crit attack with a double guard restrict, it's a niche scenario for sure but it's more than Monoculus has ever done before.
I'd say the two main issues the deck has now are that none of your G3s get their full effects if you go first, GN definitely could use a Break Ride for a first ride (obviously pointing at Chatnoir if Esuka got over her cat phobia). Also we really need a Soulcharger now.
I needed a Force deck and Genesis is dirt cheap if you ignore the VR.. It's decently good for a budget deck and running 4 G3s isn't much of an issue with the early game filtering and Phosphorus of Fair Light.
Great Nature and Nubatama are the tournament decks. Tachi still has Anger Blader but it's really a Gigarex deck.
I was looking at my binder and turns out I have enough Great Nature leftovers to make a Hammsuke deck. The deck is... functional? Surprisingly it does have a win condition with Culture Gorilla and the Hammsuke chain does make for a nice early tempo, but just sitting on Pencil Hero doesn't do that much and the new G3 Hammsuke isn't exactly a boss monster either.
Is the Wombat promo commonly used? Because after milling Isabelle with Binoculus for the 5th time I want to throw in maybe 2 copies just in case. Tank Mouse is harder to run with the deck being much more CB heavy now too. and the Wombat is free .
I have ONE copy of it from the Sneak Peek because I was planning to stick with Tank Mouse but I quickly realized that the new build can't afford to spend that CB alongside Binoculus, the older version didn't spam Binoculus as much so it could spend some CB on the mouse. My issue with the Wombat was that it's a one time use but so is Tank Mouse now.
Probably because of the RNG nature of Lottery, when it's working right it can get an absurd amount of advantage for barely any cost, but when you get the wrong effects the whole deck falls apart. I lost many games because Leopald milled 2 Triggers while my opponent had a PG.
Isabelle completely fixes that issue so now the deck can realiably make big fields and huge hands like before without the RNG screwing you over, but there are also other Accel decks doing dumb things and decks like Hyuga or Gauntlet Buster nuking fields every turn is tough for GN.
I'm fine with that though, I've never really cared if the deck I play is meta or not and GN while still playing like an Accel deck would is definitely not "highroll kill or die" nor feels particularly unfair or so it's the Accel deck I like playing the most.
The Hammsukes helped the old deck spam Accel rgs for Leopald to fill and increased ride consistency but there kinda isn't room for them in the new version with Isabelle so they're better left in their own deck.
Isabelle does need you to have Lottery cards to take advantage of her skill, after all her skill only as good as the OTHER skills she's buffing. When you're low on Lottery cards it's better to go into Leopald to fill out the board. The other issue with the new Lottery cards is that they're all only worth using when Isabelle is buffing them.
Isabelle's own Lottery is basically SB1 for a Draw and a +15k which is already good and it also working on RG is a big bonus but you also need other Lotteries namely Binoculus for stupid amounts of advantage and Mathilda for more easy crit pressure, it's easy to get her to run over defensive triggers and Binoculus can snipe interceptors. Cecille has also proven to be valuable to dig for more Lottery cards for free because she refunds her own cost.
Barcode Zebra is miles better than Geograph Giant in this version of the deck, it's not uncommon to mill 2 or 3 times per turn so Zebra reliably hits much bigger numbers than Panda. I've seen some people run the new Hammsuke G2 but I found it lackuster, it's just another +1 which the deck already has plenty of with Binoculus and it costs a soul, I prefer Mathilda because the deck needs that extra crit more than another +1. For that matter I now run Rainbow Triggers, without Hammsukes to spam Accels running 8 Fronts is less effective and the deck now does have rgs that can hit big numbers alone so Crits help there.
I only decked out once yesterday against a Messiah deck that healed three times.
I tried that deck a few times, it was the most unfun "open godly and win immediately or brick and die" Tachikaze deck I've ever seen that doesn't even play like a Tachikaze deck. Even though I won most games with it I simply didn't like it at all so I switched back to Gigarex, I don't even care if the Gigarex build is weaker I at least can play that deck without feeling wrong. I still keep 2 Anger Bladers but just as a backup finisher when needed, it's by no means the focus of the deck.
Great Nature on the other hand I'm really digging how they handled the new support. The Lottery mechanic is completely different from the old school "+4k then die and draw" but it still manages to feel like a Great Nature deck in the sense that the deck still makes big fields and huge hands just like the old days albeit in a new way with it's own flavor.
Fun anecdote, today we had a locals tournament, 4 rounds which is bigger than usual and I used Isabelle.
Rounds 1, 3, and 4 were really good back & forth matches, I won all those rounds and the best match was against a Messiah that basically was a contest for who had the biggest hand and we both almost deckout in game 3 but we didn't.
Round 2 against Anger Blader both times he had 2 Crocantos with 5+ gauges and checked a crit. That match was less than 20 minutes.
The "finals" match in round 4 was an Anger Blader mirror match that lasted 10 minutes total and both games were literally "Anger Blader + Sweeperacrocanto with a ton of gauges I win before you even ride to G3".
Yeah.... this weekend did not help my opinion on Anger Blader at all.
I think Bushi underestimated how much gauge you can have as soon as Anger Blader hits the board, add Crocanto being a huge unkillable beatstick and Roarbaryo turning another rg into a huge beatstick while your opponent is still G2 it becomes nasty quick.
Anger Blader really needed a "When your opponent's Vanguard is G3" clause.
With all the G reboot news and Great Nature not being in the latest schedule I got thinking, the next GN support most likely will be Big Belly rather than Esuka. Bit mixed if that's the case because I was never that big fan of the fat panda and I do quite like the Fox theme Esuka has since I played Tester Fox through most of G up until Honorary Professor, but on the other hand if they bring back the panda then Crayon Tiger most likely would be the RRR G2 of that set so it'd be a fair trade.
well ye probably.Then again it's just for the artworks,at this point we've seen that the skills and playstyle of V retrains can be completely different from their original,so bushi can do whatever they want with them.
With that said,I still want my boi Thavas back,and all the knights of the sun gold paladin units(I dont care about artworks usually ,but G golds was the only deck that attracted me purely on the art at first.Of course,after I played it I also ended up really liking the playstyle,so that was a good thing)
I guess as long as Big Belly keeps the Lottery mechanic instead of going in a completely different mechanic it should be fine, or if Big Belly is its own new deck but they still release a few Lottery cards separately for the current deck.
thats fair but then again genesis switch mechanics in v series soo idk. it would also be really good to see gurguit come back and i mean be good this time around. plus i want extreme battlers to come back cause i really liked that deck. but for rn the decks im probably gonna pick up/ main this year is:
Narukami(Vanquisher)- did testing with that deck and it is insane if mura and pal gets hit thats probably gonna be the best accel deck
Royals(Altmile/MLB) was a big fan of MLB bak in the day and glad hes returning plus altmile coming back is goo too since i like the playstyle of og i was finnicky with brave because of how vannilla they were
Gears(Chronojet/nextage)- If we also end up getting gearnext down the line im totally sold on them n theyll move up higher on the list.
G1 rush Seven Seas kinda killed my interest in Granblue in general. That deck was horrible, got several important cards for the real Seven Seas hit, and I'm pretty sure it's the reason Granblue stopped getting support for a long time.
The other week I was debating on if I should pick Astraios for my Astral Poet deck, then I noticed that getting everything to convert the deck into Himiko including a full playset of her is cheaper than 2 Astraios so I did just that, and seeing that the new Uranus will most likely be freaking expensive too I think I did the right call there.
Either way my Himiko stuff arrived today and this is what I ended up with
4 Himiko 4 Croute (this is the card that makes the deck work)
4 Mutsuki 3 Prometheus 3 Shitateruhime 2 Sahohime
4 Mihikaruhime 3 Astraia 3 Cumin 2 Suadela
6 Front 6 Draw 4 Heal 1 TD Starter because I completely forgot about the Artemis starter.
I don't know if it's "good" because meta decks aren't that popular in my area, but this is what I've been running these past few weeks and been doing fairly well with:
G3: 4 Gigarex, 2 Dark Rex (it revives itself so only 2 copies needed)
G2: 4 Sweeper, 4 Megarex, 3 Blightops, 3 Turbo
G1: 4 Laceraterex, 4 Thundilopho, 3 Roarbaryo, 2 Sonic Noa
G0: Dragon Egg, 4 Heal, 4 Draw PG, 8 Fronts
Main win condition is using Gigarex to burn the opponent and fuel the rgs that need gauges for their effects so you can keep big numbers and resources, the deck produces so much gauge en masse that doing both is plausible and Gigarex refunds the gauges it spent just by attacking. The reason I run Fronts is because Fronts put the most work when the opponent is at 5 damage which the burn effect ensures and Gigarex's burn damage also compensates for not having crits.
So I just did a couple games with it(against chronotiger,which doesn't look to be nowhere near meta,but eh,good enough for me,since I only play online anyways)
Deck's actually pretty fun.And I didn't get to use blightops in either game,but I did highroll into turn 1 thundilopho twice,which basically guarranted the turn 3 damage burn,and you just keep up the tempo from there.
Blightops gives you hand advantage, can rescue important cards lost to gauges via Thundilopho, and early game if you don't have a G3 Blightops has the chance of fixing your ride if you happen to get a G3 into its gauge. Keeping it with 2 gauges after using the effect damage is also fairly easy since Giga can give everyone a gauge on-attack.
Using the burn effect as soon as you ride Gigarex is reliable enough with the ability to produce gauges early and during the main phase. Sweeper is also very useful for that because early game you can spam gauges into it knowing it most likely won't be killed so you can then use those gauges for the burn effect. As long as Sweeper stays at 3+ gauges at the end of thet urn it doesn't hurt much discaring its gauges for that damage.
Main issue the deck has is decking out though, you burn through the deck really quick with how much gauge you produce.
I experimented with Deathrex for another giant beatstick when the opponent is at 5, if you're going for the win Deathrex can eat a Sweeper with 4-5 gauges to go +40-50k after the Sweeper AND Gigarex both already made huge attacks on their own, adding a potential front trigger makes those attacks all PG or die and that'd still leave one or two more big attacks depending on how many Accels you have.
Problem however is that you always end up using your soul for other things beforehand so Deathrex can be iffy in that regard.
I'm asking how do you restand multiple times with that card.Can you become engorged multiple times during one turn?I thought that once you enter one of these states,you remain in that state till end of turn.
I did think that the guage part of the cost was to save your field,but at the same time there's a bunch of G units that revive themselves when retired,so if you retire units instead of guages you should be able to restand your columns,which sounds much better than just saving up on some resources.Then again,I guess it just depends on how many resources you have available at the time(since I'm pretty sure every revive skill costs 1 CB and/or SB).Also,since you want to use this first stride,you probably won't have a full field at that point,so gauges can help a lot in that scenario(I'm not sure which V units that generate guages are worth running though,since you still want to run all the G units with revive skills)
Well yeah,it's not anything game changing for the clan,but you gotta agree that at the very least it's a better first stride than what we had (can't remember the name,but it's the card that needed to engorge 3 to draw 1).I guess the only problem with it first stride is having enough stuff to retire for its skill,but gauges should hopefully help with that.
Don't really know about any of that, I had basically quit Vanguard as a whole by GBT13 because the community in my area was literally dead up until Standard began (and even then the GBT13 stuff for Tachi had no synnergy whatsoever with Rex anyways) so I haven't touched any G stuff in over a year.
Oh my bad,did you only play Rex during G?Guess I should have clarified,I was saying all of that for the Gaia deck.Also the card I was thinking of is Gradogigant,which was released in 2016,so I think you should at least have seen it before.
Welp today would have been a perfect birthday except my ZANBAKU deck and Dark Dictator deck that I ordered from Japan didn’t arrive in time. Literally everything else went perfectly... including getting the last two cards needed to finish my deck.
That reminds me next weekend it's Buddyfight tournament week so I'll finally get the chance to actually use my Astrologia deck in a tournament, since last Buddyfight week was a holiday. I'll probably post a report blog similar to that Spike Brothers report.
So far I've only played Mega Man X on the SNES classic, which I could only beat the boss rush at the end with the Save states function. I put a save point right before each boss so I wouldn't Game Over despite dying about 12 times to each boss.
Mega Man is a game I feel really shouldn't have limited lives, it felt like the only way to kill the bosses was to die over and over until you memorized how to dodge every attack, but by the time you do you've had at least three game overs.
I like using Save States in case of RNG. A rare drop from a rare encounter? I could spend the whole day trying, or I could just SS before I kill it and keep retrying :P
Oh, just remembered, apparently, a game from my country named "SCUM", which is basically DayZ (open world survival) is popular. I can never tell if games from my country are really good, or really bad, because people seem to love it.
Most of it is low budget game from super small indies, from what I heard a lot of indie devs are migrating away from Steam because of the 50+ shovelware releasing daily. Apparently they migrated to Switch Eshop. Though there have been some mobile game ports and that's troublesome.
Gotta say, after Shantae Half-Genie Hero I'm not a big fan of modern games with 8-bit graphics, though it's more understandable for lower budget games.
Completely forgot about it because V Tachikaze and Aqua Force :P
I found this other game, Freedom Planet which from the screenshots is supposed to look like a Sega Genesis game. But it doesn't seem to be a low budget game so the retro graphics came off as rather unnecessary to me.
Try to upload these in .jpg format next time, no need to use png with such quality :P
Anyway, sweet, didn't expect you to get 4 of them so soon (well, I guess it's been a while since the set came out tho).
Anyway, how's the G1 vanilla working out?
P.S. Side topic, I just remembered a type of game I love to play. I use to play them in Flash format. It's games where you try to beat a map and when you fail, you get point depending on where you got, which you can then use to buy upgrades and be better every time.
Examples are a game where you use a submarine to dive into the abyss, upgrading how much pressure it can handle, how fast it is, how much air it holds; then a game where you drive through zombies, upgrading speed, impact, weapons.
The feeling when you see you're making progress each time you try is nice.
Yeah, I initially only ordered two Gigarexes for $30 which still hurts, then I pulled one from a pack, then Gigarex's price dropped enough that I could afford the final copy along with the Aqua Force stuff. The G1 vanilla is kinda filler, I'll swap it for Savage Trooper.
Another example that save states are nice to have.
One game, in order to unlock a secret scene needs to to collect certain glowing letter during the end credits (your character falls through the screen as a mini-game), there are about 12 of them, and if you miss one, you need to go back and fight the final boss again and watch the cutscenes before trying to get the letters again :P
I tried that challenge (and failed to get all 12 letters, of course lol), but it's even worse. You have to beat 5 bosses (took me 1 hour to get past them all) before you can atempt to collect the letters again.