by Touya Wed Dec 26, 2012 3:03 am
In general you're looking at 21-23k here, but you only get to do it two or three times in a game. The fact that he can't break 26k without Margal or Unicorn is telling. This isn't just an apology to Majesty cardfighters; Burst is a double replacement for Majesty and Alfred, doing Alfred's consistent 20k+ without his CB3 and managing to surpass the potential output. On one hand, this new Alfred deck has added consistency since Brave can search for Burst, but it's still severely crippling compared to the original since he can't call one half of the components of an 18k line and that same consistency causes the Palamedes anticrossride column trouble starting in the midgame through the late game. Basically, if you're going to run the Alfred version of Burst's deck, then you may as well be running its MLB counterpart instead. Based on how Japan has been handling MLB up until the restricted list, I'm guessing the basic deck would be;
- Spoiler:
Grade 0
x1 Wingal Brave (FV)
x4 Yggdrasil Maiden, Elaine HT
x3 Margal DT
x4 Bringer of Good Luck, Epona CT
x4 Alabaster Owl CT
x1 Future Knight, Llew CT
Grade 1
x4 Flash Shield, Iseult
x4 Little Sage, Marron
x4 Knight of Friendship, Kay
x3 Lake Maiden, Lien
Grade 2
x4 Blaster Blade
x4 Blaster Dark
x1 Knight of Loyalty, Bedivere
x2 Starcall Trumpeter
Grade 3
x3 Blaster Blade Burst
x1 Majesty Lord Blaster
x1 Exculpate the Blaster
x2 Swordsman of the Explosive Flames, Palamedes
And from there you start customizing it. It's very tech-reliant, but that's how MLB was doing. Not
all of the skills are intended to come out in a given game, but instead you work out what to do based on your existing hand. It's a little more open than traditional Majesty Lord, I think, since you can develop your strategy into multiple paths and the opponent can't clearly work out what you're doing until Brave goes off.