Sunday, 7 December 2014

Seeking the mate Great Nature Edition!

In this edition of Seeking the mate I am going to talk about a surprisingly powerful new legion deck that has quickly become the most fun decks I have ever played.

Magic Science

Grade 0
Blackboard Parrot x1 Starter
Dictionary Goat x4 Heal
Castanet Donkey x4 Draw
Holder Hedgehog x4 Crit
Ruler Chameleon x4 Crit

Grade 1
Cable Sheep x4
Coiling Duckbill x4
Pencil Squire, Hammsuke x4
Soft Tank Sloth x2

Grade 2
Binoculus Tiger x4
Illusion Scientist, Researcher Fox x4
Lamp Camel x2
Compass Lion x2

Grade 3
Honorary Professor, Chatnoir x3
Magic Scientist, Tester Fox x4(Illusion Scientist, Researcher Fox legion mate)

Blackboard Parrot is a forerunner with an action ability place this unit into your soul and chose a Great Nature rear-guard until end of turn that rear-guard gains an auto skill during your end phase when this unit is placed into the drop zone from rear-guard draw a card.

I chose Blackboard Parrot as my starter because it has great synergy with all the combos in this deck.

Castanet Donkey is a draw trigger with the action ability place this unit into soul give a Great Nature unit +3k power until end of turn.

This was an easy choice since Castanet Donkey is the only draw trigger with an ability in Great Nature and obsessively you can use the +3k power to fix columns like changing a 18k column to a 21k column.

Ruler Chameleon is a critical trigger with the auto skill during the end phase when this unit is placed from rear-guard to the drop zone you may counter blast 1 and search your deck for up to one card named Ruler Chameleon and put into your hand.

Ruler Chameleon acts as almost free fodder for your retiring effects while also filling up your drop zone with cards to legion back into your deck.

Cable Sheep is a perfect guard that when placed on the guard circle you can discard one card and stop a Great Nature unit from being attacked.

Sadly Great Nature has no quintet walls so this deck has to play 4 perfect guards.

Coiling Duckbill is a 7k grade 1 with the action ability place this unit into your soul and chose a Great Nature rear-guard until end of turn that rear-guard gains an auto skill during your end phase when this unit is placed into the drop zone from rear-guard draw a card. 

I play Coiling Duckbill because it lets you play rear-guards that you plan to retire letting you give replace the cards you lost by drawing cards.

Pencil Squire, Hammsuke is a 6k grade 1 with the auto skill during the end phase when this unit is placed from rear-guard to the drop zone you may counter blast 1 and search your deck for up to one card named Pencil Squire, Hammsuke and put into your hand.

I play Hammsuke for the same reason I play Ruler Chameleon it gives you fodder for your retire effects and an awesome target for Coiling Duckbill.

Soft Tank Sloth is a 6k grade 1 with the auto skill during your end phase when this unit is placed from rear-guard to the drop zone you may soul blast 1 card then unflip two damage in your damage zone.

The reason I play Soft Tank Sloth because Taping Cat isn't out in English yet and some times you need to soul blast the grade 2 legion mate from soul so you can legion next turn.

Binoculus Tiger is a 9k Grade 2 with an auto skill when this unit attacks a vanguard you may choose another and give it +4k power until end of turn and during the end phase retire that rear-guard.

Binoculus Tiger gives you a awesome retire outlet for all your combos and makes your 6k boosters into 10k boosters.

Illusion Scientist, Researcher Fox is a 9k grade 2 with the auto skill during your end phase when this unit is placed from rear-guard to the drop zone and your vanguard is in Legion you may counter blast 1 and search your deck for up to one card with the same card name as a your vanguard and put it into your hand.

You can use Illusion Scientist, Researcher Fox as another retire outlet and its also the Legion mate for the decks main grade 3 vanguard.

Lamp Camel is a 9k grade 2 with the auto skill when this unit's attack hits you may counter blast 2 and draw a card.

Lamp Camel is a really solid card most players would rather guard its on hit effect the let you get advantage and if it hits you get a draw its always a win win.

Compass Lion is a 11k grade 2 with an auto skill at the beginning of your end phase you must retire another rear-guard.

Why do I play Compass Lion well its an 11k base grade 2 so its insane but sadly it has a drawback but since Great Nature combos off cards being retired it really isn't a draw back at all.

Honorary Professor, Chatnoir is a 11k grade 3 with the Break Ride skill when another grade 3 or higher rides on top of Chatnoir that gains 10k power and the auto skill when a Great Nature rear-guard attacks a vanguard give another rear guard +4k power and during the end phase retire that rear-guard and draw a card. Also when Honorary Professor, Charnoir attacks a vanguard he gains +2k power.

Since Great Nature only has 1 grade 3 legion the decks needs to play break rides but Chatnoir works well to give you one explosive where you can draw a ton of cards and get really far ahead of your opponent.  

Magic Scientist, Tester Fox is 11k grade 3 that Legions with Illusion Scientist, Researcher Fox and while in Legion it again an auto skill whenever a rear-guard is placed into the drop zone during your end phase you may unflip a damage and if that unit shares a name with one of your vanguards you can draw a card. He also has the auto skill when this unit attacks a vanguard you may chose another rear-guard and that unit gets +4k power and retires at the end of your turn.

Tester Fox is the decks main grade 3 he lets you keep up with faster decks by combing draw effects with unfliping and his 20k attacking power makes it hard for decks to guard your onslaught of powerful attacks.


Combos

So the simplest combo is put a draw effect (Coiling Duckbill) on a rear-guard like (Pencil Squire, Hammsuke) then use any retire effect (Binoculus Tiger) to give you a strong attack and then get back the card you lost while still drawing you a card.

The main combo you are looking to get off is your break ride (Honorary Professor, Chatnoir) combined with Magic Scientist, Tester Fox too retire your Illusion Scientist, Researcher Fox so you can draw a ton of cards while either getting another Magic Scientist, Tester Fox too legion next turn and get more triggers back into deck or more Illusion Scientist, Researcher Fox's so that you can keep drawing and unfliping next turn.

    


Saturday, 22 November 2014

Seeking the mate Regalia Edtion!

Legion is coming out and it sure is powerful so her is my first legion deck tech on my latest deck Regalia's mixing the old Minerva with the new CEO Yggdrasil!


Cosmic Wisdom

Grade 0
Battle Maiden, Amenohoakari x1 Starter
Regalia of Far-sight, Clear Angel x4 Crit
Battle Maiden, Kukurihime x4 Crit
Regalia of Foredoom, Lot Angel x4 Draw
Regalia of Compassion, Eir x4 Heal

Grade 1
Ordain Owl x2
Goddess of Self-sacrifice, Kushinada x1
Cold Blast Regalia, Svalinn x3
Exorcism Regalia, Shiny Angel x4
Purification Regalia, Pure Angel x4


Grade 2
Twilight Regalia, Hesperis x3
Regalia of Fate, Norn x4
Midday Regalia, Hemera x4

Grade 3
Regalia of Wisdom, Angelica x2
Omniscience Regalia, Minerva x3
Cosmic Regalia, CEO Yggdrasil x3


With no real good Regalia Starter just yet Amenohoakari's ability to give you some extra soul charges during a game is good enough.

Battle Maiden, Kukurihime is a Critical trigger with a act skill place Kukurihime into soul chose a Genesis unit and give it +3k until end of turn.

Lot Angel is a Draw trigger with the auto skill when placed on the guard circle you may soul charge 1 card from the top of your deck.

Ordain Owl is a 6k grade 1 with the act skill place a grade 3 Regalia from your drop zone too the bottom of the deck and then chose a grade 3 Regalia vanguard and give it +5k power. The best part of Ordain's skill is that it stacks so as long as you have grade 3's in the drop zone you can keep using it!

Kushinada is a sentinel guard when placed on the guard circle you may discard a card and stop a card from being attack. This deck relays on having cards in the drop zone so I chose too run less Null guards.

Syalinn is a sentinel guard commonly referred too a quintet wall when she is placed on the guard circle you can counter blast 1 then place the top 5 cards from the top of your deck too the guard circle. Quintet walls work really well in decks that don't use many counter blasts like this one and its great for getting cards into the drop zone for legion.

Shiny Angel is a 7k grade 1 with the ability when placed on rearguard you may add up too 3 Regalia cards from your drop zone to your soul this very good for setting all your combo plays or refilling your soul with the cards you soul blasted last turn.

Pure Angel is a grade 1 7k with the auto skill when placed on rear guard you may counter blast 1 give your Regalia vanguard +5k power and the auto skill when you hit an opponents vanguard you may soul blast 3 if you pay the cost draw a card.  

Hesperis is a 9k grade 2 with the ability when soul blasted give your vanguard an auto skill when you an opponents vanguard you may retire a rearguard they control.

Norn is a 9k grade 2 with the ability when soul blasted she can give your Regalia vanguard + 5k power and this effect can stack she is also CEO Yggdrasil's legion mate!

Hermera is a 9k grade 2 with the ability when placed on rearguard you may add up too 3 Regalia cards from your drop zone to your soul this very good for setting all your combo plays or refilling your soul with the cards you soul blasted last turn.

Angelica is an 11k grade 3 with a Limit break 4 effect when you ride another grade 3or higher unit on top of her you can soul blast 3 and give that card plus 10k power and draw 2 cards. She also has the auto effect when attacking a vanguard you soul charge one card and she gains +1k power. Angelica is awesome for her break ride effect and you can stay on her early game and amass a huge soul.

Minerva is an 11k grade 3 with a re-standing Limit break 4 effect with the cost of 1 counter blast soul blast 3 and discard 3 cards which is costly but when she re-stands she gets +5k power and she also also becomes a 13k base when you have Angelica in soul. The reason I play Minerva in this deck is because you can soul blast Norn's with her re-stand cost which combined with Ordain owl she can reach some crazy numbers.

The great CEO Yggdrasil wow she is such an amazing card starting off she has legion with Regalia of Fate, Norn this is awesome to put your critical and heal triggers back into your deck. Yggdrasil's main ability is an auto ability when she attacks a vanguard while in legion you can soul blast 6 and if pay the cost she gets +1 Critical and your opponent can't guard with grade 1's or higher!! She also gets +3000 power when attacking a vanguard while boosted making it very easy combined with Norn and Ordain owl too make her a 50000 power attacker and since your opponent won't be able to null your attack she is amazing at ending the game.

    

How to use this Deck

Starting off the game your looking to ride to grade 1 with any Regalia unit even your quintet wall. when being attacked if you have any triggers in hand your going to want to use them to guard early too keep yourself low on damage. Once at grade 2 your going to want to start getting more aggressive so playing Norns and Hesperis so you can attack while letting you still guard with them to get them into the drop zone for your combo plays. Grade 3 is where your looking too either get defensive by riding Angelica then into Minerva or just riding Minerva and using either Hermera or Shiny angel to soul charge Angelica for the cross ride. If your ready too end the game riding Yggdrasil and using her legion skill is usually the best way to end the game since she can't be guarded with 1's or higher.

Combos and Tricks

Most of the decks combos come from soul blasting Hesperis too get free pluses then using either Hermera or Shiny angel to soul charge the cards you soul blasted back into soul.

Pure Angel is a great card early game that not only gives your vanguard a power boost making it hard to guard but also lets you soul blast Hesperis when you hit which can really turn a game you might be losing into a game you are suddenly winning.

One of the simplest combos in the deck is when you use a quintet wall and you hit a draw trigger you get a free soul charge it can it gives you so much free advantage.

Wrap up

I really like playing this deck it has a lot of synergy and the ability to put out some crazy powerful attacks. Right now this deck is one of the strongest till set 16 comes out then it will probably be too slow to keep with some of the other stronger legion decks.        




   

Monday, 17 November 2014

Fighter's Collection 2014 Deck lists Final!

Down to the last 3 decks firstly Seekers and Brawlers cannot be built until set 16 comes out so I will be building list using the booster cards.

 
Seek Beats
Grade 0
Seeker, Hartmy x1 Starter
Certain Kill Seeker, Modron x4 Crit
Seeker, Harold Breath Dragon x2 Crit
Warning Seeker, Maris x2 Stand
Seeker, Bucephalus x4 Stand
Seeker, Loving Healer x4 Heal

Grade 1
Guardian Law Seeker, Shiron x4
Flail Seeker, Hasbasado x4
Glynngal Seeker x4
Seeker, Rune Eagle x2

Grade 2
Full Bloom Seeker, Cerdic x3
Combined Strength Seeker, Locrinus x4
Seeker, Light Blaze Dragon x4

Grade 3

Splitting Seeker, Brutus x4 Mate:Combined Strength Seeker, Locrinus
Seeker, Light Saver Dragon x4 Mate:Seeker, Light Blaze Dragon

Combing Brutus and Light Saver this deck focuses on power up the front row units and multiple legions so that you can always place the triggers back into the deck. Running 6 Crits and 6 Stands lets you really go all out on attacking so try and save your counter blasts for when you know your deck is mostly triggers so that you can win the game!


Shotgun Rush 
Grade 0
Brawler, Fighting Dracokid x1 Starter
Brawler, Plasma Kick Dragon x4 Crit
Brawler of Heavens, Youzen x4 Crit
Brawler, Dokouson x4 Draw
Brawler, Green Gem Carbuncle x4 Heal

Grade 1
Wyvern Guard, Guld x4
Tonfa Wielding Brawler, Aak x4
Threatening Brawler, Koumei x4
Rising Phoenix x2

Grade 2
Brawler, Wildfist Dragon x4
Brawler, Skyhowl Dragon x4
Military Brawler, Lisei x3 

Grade 3
Brawler, Wild Rush Dragon x3 Mate:Brawler, Wildfist Dragon
Brawler, Skybeat Dragon x3 Mate:Brawler, Skyhowl Dragon
Brawler, Shotgun Blow Dragon x2 Mate:Military Brawler, Lisei

This deck is very simple use Skybeat and Shotgun to clear your opponents field and then play Wild Rush when your ready to go for game. Make sure that you have at least 2-3 Wild Rush Dragons left in deck before going into legion. 
 


Cross-ride And Roll-out
Grade 0
Dimensional Robo, Daimagnum x1 Starter 
Dimensional Robo, Daibattles x4 Crit 
Demon-eye Monster, Gorgon x4 Crit
Dimensional Robo, Daicrane x4 Draw
Dimensional Robo, Gorescue x4 Heal

Grade 1
Dimensional Robo, Daishield x4
Dimensional Robo, Daimariner x4
Dimensional Robo, Dailander x3
Dimensional Robo, Daibrave x2

Grade 2
Dimensional Robo, Daiheart x4
Dimensional Robo, Daidragon x4
Dimensional Robo, Daidriller x2

Grade 3
Super Dimensional Robo, Daikaiser x4
Super Dimensional Robo, Daiyard x4
Ultimate Dimensional Robo, Great Daikaiser x2

:Step 1 Ride Daiheart 
:Step 2 Use Daimagnum's skill to give Daiheart + 4k power
:Step 3 Hit your opponents vanguard to active Daihearts Skill and Superior Ride Diakaiser as rest
:Step 4 Ride Daiyard
:Step 5 Shout FINAL TURN!
:Step 6 If your opponent cheated and lived last turn ride Great Daikaiser
:Step 7 Drive check 3 Critical triggers    

Saturday, 1 November 2014

Fighter's Collection 2014 Deck lists part 4!

Here is part 4 of my Fighter's Collection 2014 Deck lists and just a reminder these are just quick builds you can try before you decide on your final builds!


Disco Dinodragons
Grade 0
Ancient Dragon, Babyrex x1 Starter
Black Cannon Tiger x4 Crit
Ancient Dragon, Dinodile x4 Crit
Ancient Dragon, Titanocargo x4 Draw
Ancient Dragon, Ornithhealer x4 Heal

Grade 1
Ancient Dragon, Paraswall x4
Ancient Dragon, Iguanogorg x4
Ancient Dragon, Gattlingaro x4
Ancient Dragon, Triplasma x1

Grade 2
Ancient Dragon, Beamankylo x4
Ancient Dragon, Criollofall x4
Ancient Dragon, Dinocrowd x3

Grade 3
Ancient Dragon, Spinodriver x4
Ancient Dragon, Tyrannolegend x2
Ancient Dragon, Volcatops x3

Ancient Dragons are really good at making retiring your own rear guards a good thing and Volcatops is no exception his ability to retire 1 card to give 2 of your rear guards +5k power which leads to some real devastating attacks and when Volactops attacks he can also retire 1 rear guard to give himself +5k power. Using your Iquanogorgs as fodder is the key to winning with this aggressive deck while making sure you save 1-2 counter blasts for the final push.


Early Retirement
Grade 0
Seal Dragon, Terrycloth x1 Starter
Seal Dragon, Biella x4 Crit
Blue Ray Dracokid x4 Crit
Seal Dragon, Artpique x4 Draw
Seal Dragon, Shirting x4 Heal

Grade 1
Seal Dragon, Rinocross x4
Seal Dragon, Kersey x4
Seal Dragon, Flannel x3
Seal Dragon, Chambray x2

Grade 2
Seal Dragon, Corduroy x4
Seal Dragon, Jacquard x4
Seal Dragon, Hunger Hell Dragon x3

Grade 3
Hellfire Seal Dragon, Weathercloth x4
Hellfire Seal Dragon, Blockade Inferno x4

Grade 4
Transcendence Dragon, Dragonic Nouvelle Vague x1

So whats better then retiring two grade 2 rear guards how about 4-5 grade 2 rear guards with the right set up you can get rid of your opponents whole and clearing out their deck of good attacking rear guards. Weatherscloth's breakride effect can be used to clear your opponents boosters with the chance to call 2 more from the top 4 cards of your opponents deck combined with Inferno's skill this can be deadly and since this deck is Kagero you can still play Nouvelle which is one of the best cards in the whole game.  


Stacking the Deck
Grade 0
Battle Maiden, Amenohoakari x1 Starter
Lemon Witch, Limonccino x4 Crit
Battle Maiden, Kukurihime x4 Crit
Cyber Tiger x4 Crit
Witch of Big Pots, Laurier x4 Heal

Grade 1
Witch of Oranges, Valencia x4
Witch of Frogs, Melissa x4
Goddess of Self-sacrifice, Kushinada x4
Existence Angel x2

Grade 2
Battle Maiden, Sahohime x3
Witch of Grapes, Grappa x4
Witch of Ravens, Chamomile x4

Grade 3
Goddess of Four Seasons, Persephone x4
Wisdom Keeper, Metis x4 

Deck stacking is basically cheating so even though Persephone's skill seem expensive it really is worth the cost for example you look at the top 3 cards 1st cards is a critical trigger 2nd is null guard and 3rd is Witch of Grapes, Grappa now you an rearrange the cards so you draw a null, soul charge Grappa and you leave a critical for your drive check.   


Celestial Sisters 
Grade 0
First Aid Celestial, Peniel x1 Starter
Hot Shot Celestial, Samyaza x4 Crit
Celestial, Landing Pegasus x4 Draw
Encourage Celestial, Tamiel x4 Stand
Recovery Celestial, Ramuel x4 Heal

Grade 1
Adamantine Celestial, Aniel x4
Nursing Celestial, Narelle x4
Underlay Celestial, Hesediel x4
Doctroid Micros x2

Grade 2
Wild Shot Celestial, Raguel x4
Emergency Celestial, Danielle x4
Candle Celestial, Sariel x3

Grade 3
Solidify Celestial, Zerachiel x4
Spiral Celestial, Hellm x4

Mixing Hellm into a Zerachiel deck lets you take advantage of Zerachiel's presser attacks before switching into Hellm to finish the game with her skill which lets you move a card into your damage zone and if you have a face up copy of Hellm in your damage zone she gets +1 Critical and +5k Power.   


Liberator Top Deck Party
Grade 0
Yearning Liberator, Arum x1 Starter
Liberator of Hope, Epona x4 Crit
Strike Liberator x4 Crit
Armed Liberator, Gwydion x4 Draw
Elixir Liberator x4 Heal

Grade 1
Halo Liberator, Mark x4
Fast Chase Liberator, Josephus x3
White Rainbow Liberator, Balan x4
May Rain Liberator, Bruno x3

Grade 2
Blaster Blade Liberator x4
Liberator, Star Rain Trumpeter x2
Liberator of the Flute, Escrad x2
Liberator of Royalty, Phallon x3

Grade 3
Twin Blade Liberator, Margaux x3
Solitary Liberator, Gancelot x3
Liberator of Bonds, Gancelot Zenith x2

Margaux is the new Zenith and he might be better since he can call up to 2 units from the top of the deck instead of 1 and this deck list is running both Margaux for pressuring your opponent with strong attacks and Zenith to make a final push or switch to a defensive 13k base vanguard.


Sudden Strike 
Grade 0
Judgebau Revenger x1 Starter 
Grim Revenger x4 Crit
Revenger, Air Raid Dragon x4 Crit
Freezing Revenger x4 Draw
Healing Revenger x4 Heal


Grade 1
Dark Revenger, Mac Lir x4
Barrier Troop Revenger, Dorint x4
Self-control Revenger, Rakia x3
Revenger, Dark Bond Trumpeter x3

Grade 2
Blaster Dark Revenger x4
Overcoming Revenger, Rukea x4
Wily Revenger, Mana x3

Grade 3
Illusionary Revenger, Mordred Phantom x4
Halberd Revenger, Peredur x4 

Revengers are back again with another amazing grade 3 Peredur is great because every time you ride him you can call a grade 1 from the deck letting you save the cards in your hand to guard with or you can call out a Trumpeter to set up for his other skill retire 2 of your own rear guards and give Peredur +10k power and +1 Critical amazing for ending the game.


Draw Power 
Grade 0
Lozenge Magus x4 Heal/Starter
Psychic Bird x4 Crit
Oracle Guardian, Nike x4 Crit
Battle Sister, Ginger x4 Crit

Grade 1
Tetra Magus x4
Circle Magus x3
Crescent Magus x4
Battle Sister, Cocoa x4

Grade 2
Cuore Magus x4
Briolette Magus x4
Stellar Magus x3

Grade 3
Hexagonal Magus x4
Floral Magus x4 

Thats right Fighter's Collection 2014 has support for ott and Floral Magus is awesome she has the ability to let you guess the top card of your deck and if you get it right you get to draw that card combined with the other Magus cards you can stack the top of your deck so you always know whats on top.


Cami and Ash Party Starters
Grade 0
Desire Jewel Knight, Heloise x1 Starter
Blazing Jewel Knight, Rachelle x4 Crit
Jewel Knight, Noble Stinger x4 Crit
Devoting Jewel Knight, Tabitha x4 Draw
Ardent Jewel Knight, Polli x4 Heal

Grade 1
Flashing Jewel Knight, Iseult x4
Jewel Knight, Prizmy x4
Security Jewel Knight, Alwain x3
Sword of Hope, Richard x2

Grade 2
Banding Jewel Knight, Miranda x3
Fellowship Jewel Knight, Tracie x4
Linking Jewel Knight, Tilda x4

Grade 3
Pure Heart Jewel Knight, Ashlei x4
Sprout Jewel Knight, Camille x3
Broken Heart Jewel Knight, Ashlei "Яeverse" x2

Jewel Knights are starting to get a lot better support and Camile another grade 3 you can now play in your deck her skill lets you get pull rear guards from your deck to save your hand for guarding. The best part is that she is really good against decks that punish you for over committing to the field she also works really well with Ashlei because you get to play the better rear guards and switch vanguards depending on what your facing.


Sunday, 26 October 2014

Fighter's Collection 2014 Deck lists part 3!

Here is part 3 of my Fighter's Collection 2014 Deck lists and just a reminder these are just quick builds you can try before you decide on your final builds!


Discarding 4 Dayz
Grade 0
Stealth Beast, Kuroko x2 Starter
Stealth Dragon, Kurogane x4 Crit
Stealth Beast, Tobihiko x4 Crit
Stealth Fiend, Ohtsuzura x4 Draw
Stealth Fiend, Zashikihime x4 Heal

Grade 1
Stealth Beast, Mijingakure x4
Stealth Dragon, Dreadmaster x4
Tempest Stealth Rogue, Fuuki x3
Stealth Rogue of the Night, Sakurafubuki x2

Grade 2
Stealth Beast, Tamahagane x4
Stealth Rogue of a Thousand Blades, Oborozakura x4
Stealth Dragon, Kokujyo x3

Grade 3
Shura Stealth Dragon, Kujikiricongo x4
Shura Stealth Dragon, Yozakuracongo x4

Yozakuracongo adds more power to Nubatama letting you bind more cards from your opponents hand is really strong and combined with your starter and a bit of  luck you can make your opponent discard 5-6 cards in one turn losing that many cards before guarding is going to be hard to come back from.


Sneaky Ninjas
Grade 0
Stealth Rogue of Body Replacement, Kokuenmaru x1 Starter
Stealth Beast, Cat Devil x4 Crit
Dirk Stealth Rogue, Yaiba x4 Crit
Fox Tamer, Izuna x4 Crit
Stealth Fiend, Yukihime x4 Heal

Grade 1
Stealth Beast, Leaves Mirage x4
Stealth Rogue of Silence, Shijimamaru x4
Stealth Fiend, Oboro Cart x4
Stealth Beast, Deathly Dagger x2

Grade 2
Stealth Beast, Bloody Mist x4
Stealth Beast, White Mane x4
Stealth Beast, Chain Geek x3

Grade 3
Covert Demonic Dragon, Kagura Bloome x4
Covert Demonic Dragon, Kasumi Rouge x4

Murakumo has always had some really cool defensive vanguards and Kasumi might just be the best one they had made so far being able to call extra cards to the guard circle from the deck is an amazing ability giving you extra guard when you need it and also thinning the deck. He also has the ability to call out more attackers from the deck witch will also help with deck thinning.


Bringing Out The Big Guns
Grade 0
Spark Kid Dragoon x1 Starter
Eradicator, Blue Gem Carbuncle x4 Draw
Eradicator, Dragon Mage x4 Draw
Eradicator, Yellow Gem Carbuncle x4 Crit
Worm Toxin Eradicator, Seiobo x4 Heal

Grade 1
Eradicator Wyvern Guard, Guld x4
Deadly Eradicator, Ouei x4
Eradicator, Demolition Dragon x3
Ceremonial Bonfire Eradicator, Castor x3

Grade 2
Supreme Army Eradicator, Zuitan x4
Eradicator, Spark Rain Dragon x4
Fiendish Sword Eradicator, Cho-Ou x3

Grade 3
Eradicator, Ignition Dragon x4
Eradicator, Twin Thunder Dragon x4

Your opponent better have a null when you use Twin Thunder Dragons ability or your going to win the game in one devastating +2 Critical attack. Playing a lot of draws and unflippers should let you use Twin Thunder ability more then once and saving your rear guards to guard from hand should help you too survive longer while not losing too much when you blow up the entire field.


Blue Galaxy
Grade 0
Blaujunger x1 Starter
Red Lightning x4 Crit
Schones Wetter x4 Crit
Schnee Regen x4 Draw
Regenbogen x4 Heal

Grade 1
Blau Dunkelheit x4
Blaupanzer x4
Blade Arm Leprechaun x2
Clay-doll Mechanic x4

Grade 2
Blaukluger x4
Mars Blaukluger x4
Jupiter Blaukluger x4

Grade 3
Stern Blaukluger x3
Galaxy Blaukluger x2
Merkur Blaukluger x2

Merkur Blaukuger is best used to for a finale push in the late game sadly Galaxy Blaukuger dose a much better job at winning you the game. The main problem with Merkur is that the grade 2 12k attacker isn't a Blaukluger maybe when they make more Blaukluger support Merkur might get better.


MORIKAWA!
Grade 0
Star-vader, Worldline Dragon x1 Starter
Star-vader, Meteor Liger x4 Crit
Star-vader, Sparkdoll x4 Crit
Star-vader, Nebula Captor x4 Draw
Star-vader, Stellar Garage x4 Heal

Grade 1
Barrier Star-vader, Promethium x4
Engraving Star-vader, Praseodymium x4
Star-vader, Ruin Magician x4
Opener of Dark Gates x1

Grade 2
Unrivaled Star-vader, Radon x4
Star-vader, Mobius Breath Dragon x4
Star-vader, Colony Maker x1

Grade 3
Star-vader, "Яeverse" Cradle x1
Edict Star-vader, Halcion x4
Broken Heart Jewel Knight, Ashlei "Яeverse"  x1
Silver Thorn Dragon Queen, Luquier "Яeverse" x1
Deadliest Beast Deity, Ethics Buster "Яeverse"  x1
Eradicator, Vowing Saber Dragon "Яeverse" x1
Maiden of Venus Trap "Яeverse" x1
School Punisher, Leo-pald "Яeverse" x1

One of the best decks to come out of Fighter's Collection 2014 Halcion is insane not only is it a brand new way to play link joker the ability to use your grade 3's as 5k guards would be broken enough but the fact you can use them as interceptors and boosters is amazing.   

Friday, 24 October 2014

Fighter's Collection 2014 Deck lists part 2!

So part 2 of my Fighter's Collection 2014 Deck lists just a reminder these are just quick builds you can try before you decide on your final build!


Bounce House
Grade 0
Duo Lovers Singer, Darling x1 Starter
Duo Grampus Turn, Shannon x4 Crit
Duo Pride Crown, Madeira x4 Crit
PR♥ISM-Miracle, Canary x1 Crit
Duo Lamplight Melody, Tigris x3 Draw
Duo Tropical Healer, Medjerda x4 Heal

Grade 1
PR♥ISM-Duo, Aria x4
Duo Beast Ear, Lu Lu x4
Duo Pretty Horn, Ural x2
Library Madonna, Rion x2
PR♥ISM-Duo, Yarmouk x2

Grade 2
Duo Kelpie Jockey, Syr Darya x4
Duo Mini Heart, Rhone x3
Duo White Crystal, Ricca x4

Grade 3
Duo Delicious Girl, Chao x4
Duo Stage Storm, Iori x2
Duo Temptation, Reit x2

Chao adds another fun grade 3 to the Duo line up but sadly she has no synergy with the Duo breakride. Still she gives you some more options for late game and being able to spam powers ups or unflipping is always fun.


The Lord and his Swordsman
Grade 0
Skeleton Assault Troops Captain x1
Ghoul Cannonball x4 Crit
Rough Seas Banshee x4 Crit
Knight Spirit x3
Hades Steersman x1 Stand
Doctor Rouge x4 Heal
Chappie the Ghostie x1

Grade 1
Gust Jinn x4
Deadly Nightmare x2
Samurai Spirit x2
Dandy Guy, Romario x2
Sea Strolling Banshee x3

Grade 2
Three Star Chef, Pietro x3
Skeleton Swordsman x1
Ruin Shade x3
Dragon Corrode, Corrupt Dragon x2

Commodore Blueblood x2

Grade 3
Lord of the Seven Seas, Nightmist x4
Drift Ice Swordsman, Nightsnow x4

This is a really fun deck Nightsnow gives you the ability to ride multiple times in one turn which lets you ride a breakride and then ride again in the same turn making lots of broken combos.


Miracle Bunny
Grade 0
Silver Thorn Beast Tamer, Emile x1 Starter
Poison Juggler x4 Crit
Dynamite Juggler x2 Crit
Skyhigh Walker x4 Stand
Hoop Magician x2 Stand
Popcorn Boy x4 Heal
 
Grade 1
Silver Thorn Hypnos, Lydia x4
Silver Thorn Assistant, Zelma x4
Silver Thorn Beast Tamer, Ana x3
Silver Thorn Assistant, Irina x3

















Grade 2
Silver Thorn, Upright Lion x4Silver Thorn Beast Tamer, Maricica x3
Silver Thorn Marionette, Lillian x4

Grade 3
Miracle Pop, Eva x4
Bunny Queen Beast Tamer x4

The Bunny Queen really lets you power up Upright lion by calling out multiple units with her skill and with the right field setup you can very easy get Lion to 21k power. Also Bunny Queen is placed she also lets you add one card to soul which can help you find your combo cards.


Field Goal
Grade 0
Mecha Trainer x1 Starter
Silence Joker x4 Crit
Sonic Breaker x4 Crit
Cheerful Lynx x4 Draw
Cheer Girl, Tiara x4 Heal

Grade 1
Wonder Boy x4
Reckless Express x2
Dudley Phantom x1
Dudley Dan x1
Cheer Girl, Marilyn x4

Grade 2
Dudley Mason x4
Highspeed, Brakki x4
Devil Summoner x3

Grade 3
Bad End Dragger x4
Demonic Lord, Dudley Lucifer x4
Juggernaut Maximum x2

Lucifer gives you another way to play spike brothers that focuses more on setting up for a final push and the best part of his skill is if you get a Dudley unit from your trigger check you can then place in on the field and attack again making it a lot harder for your opponent to guard.


True Fear
Grade 0
Devil in Shadow x1 Starter
Amon's Follower, Cruel Hand x4 Crit
Dark Knight of Nightmareland x4 Crit
Blitzritter x1 Crit
Hysteric Shirley x3 Draw

Amon's Follower, Hell's Trick x4 Heal

Grade 1
Amon's Follower, Vlad Specula x4
Dimension Creeper x4
Doreen the Thruster x4
Yellow Bolt x2

Grade 2
Demon of Aspiration, Amon x4
Dark Soul Conductor x3
Emblem Master x4

Grade 3
King of Masks, Dantarian x4
Echo of Nemesis x4

One of the highlights from Fighter's Collection 2014 Echo of Nemesis is a ridiculously powerful card combined with Dantarian and Criticals triggers having to guard a vanguard without using nulls is hard enough but then you have to guard 2 powered up rear guards this combo is going to end a lot of games.