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    March 2013 Kero Kero Ace

    Ruby
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    March 2013 Kero Kero Ace Empty March 2013 Kero Kero Ace

    Post by Ruby Sat Mar 23, 2013 6:10 pm

    March 2013 Kero Kero Ace FvGodOp
    Aqua Force Emerald Shield Reprint

    March 2013 Kero Kero Ace LRsEL0w
    Burning Hell Seal Dragon, Blackade Inferno
    Grade 3/Kagero - Flame Dragon/11000 Power/No Shield
    Act (V) LB4: [CB2 "Seal Dragons] Retire all Grade 2 Units your opponent controls and this unit gains 10000 Power during this turn.
    Con (V): This Unit gains 2000 Power if "Seal Dragon, Blockade" is in your Soul
    Con (V/R): Lord

    March 2013 Kero Kero Ace 3C56T5u
    Seal Dragon, Chambray
    Grade 1/Kagero - Flame Dragon/4000 Power/5000 Shield
    Auto (R) [SB1] When this Unit boosts a Unit with "Blockade" in its name, you can pay the cost. If you do, that Unit is boosted by an additional 6000 Power.

    March 2013 Kero Kero Ace WZSelsU
    Seal Dragon, Corduroy
    Grade 2/Kagero - Flame Dragon/9000 Power/5000 Shield
    Auto: [CB1 "Seal Dragon"] When this unit appears in the Vanguard or Rearguard Circles, if you have a <<Kagero>> Vanguard, you can pay the cost. If you do, you can retire 1 of your opponent's Reaguards, then your opponent can choose to look at the top 4 cards of their Deck, select 1 Grade 2 from among them, call it to a Rearguard Circle, then shuffle the remainder into their Deck.

    March 2013 Kero Kero Ace UcRN1Vw
    Seal Dragon, Spikehell Dragon
    Grade 3/Kagero - Flame Dragon/10000 Power/No Shield
    Auto (V/R): When this Unit is boosted by a <<Kagero>> Unit, it gains 2000 power during that battle.

    March 2013 Kero Kero Ace 3maUZcU
    Seal Dragon, Flannel
    Grade 1/Kagero - Flame Dragon/7000 Power/5000 Shield
    Auto (R): When this Unit attacks, if you have a Unit with "Seal Dragon" in its name as your Vanguard, during that battle, this Unit gains 3000 Power.

    March 2013 Kero Kero Ace 2DxmVUF
    Seal Dragon, Jacquard
    Grade 2/Kagero - Flame Dragon/9000 Power/5000 Shield
    Auto (R): When this Unit attacks, if you have a Unit with "Seal Dragon" in its name as your Vanguard, during that battle, this Unit gains 3000 Power.

    March 2013 Kero Kero Ace SGThoXI
    Seal Dragon, Linocloth
    Grade 1/Kagero - Flame Dragon/6000 Power/0 Shield
    Cont: Sentinel
    Auto: Bluh bluh bluhn Perfect Guard Costs for a Kagero go here.

    March 2013 Kero Kero Ace 8tC3Cpf
    Double-Attack Brave Shooter
    Grade 2/Aqua Force/9000 Pow/5000 Shd
    {{{Auto (R): When this Unit attacks, if you have an <<Aqua Force>> Vanguard and you have 2 or less Units at Rest, this Unit gains 3000 Power during this Battle.}}}

    March 2013 Kero Kero Ace JPjFG5N
    Masspro Sailor (Mass Produced Sailor)
    Grade 0/Aqua Force - Stand Trigger/4000 P/10000 Shield
    Continuous: You can have 16 copies of this card in your Deck.
    Continuous (R): For every "Masspro Sailor" in your Vanguard or Rearguard Circles, this unit gains 1000 Power during your turn only.

    March 2013 Kero Kero Ace TkQdwau
    Raiding Brave Shooter
    Grade 1/Aqua Force/7000 Power/5000 Sheild
    {{{Auto (R): When this Unit attacks, if you have an <<Aqua Force>> Vanguard and you have 2 or less Units at Rest, this Unit gains 3000 Power during this Battle.}}}

    March 2013 Kero Kero Ace XwnPbOD
    Roaring Ripple, Genobios
    Grade 3/Aqua Force/10000 Power/No Shield
    Auto (V) LB4: [CB2 Cards, Persona Blast] During the End Step of a Battle in which this Unit atack the Vanguard, if you have 3 or more Aquaforce Rearguards at Rest, you can pay the cost. If you do, all Rearguards in your Rearguard Circles Stand.
    Continuous (V): If "Name Goes Here Baulos" is in your Soul this Unit gains 1000 power.

    March 2013 Kero Kero Ace SFp4dfR
    Adamantium Celestial, Aniel
    Grade 1/Angel Feather/6000P/0S
    Standard Sentinel Milarky. Celestial is a new Archetype.

    March 2013 Kero Kero Ace SwALSJH
    Marking Celestial, Arabaki
    Grade 1/Angel Feather/7000P/5000S
    Auto (R): When this Unit attacks, if you have a card with "Celestial" in its name as your Vanguard, during this Battle, this Unit gains 3000 Power.

    March 2013 Kero Kero Ace B5jveyR
    Reverse/Rebirth Aura Phoenix
    Grade 3/Angel Feather - High Beast/10000 Power/No Shield
    Auto (V): [Select 1 Card in your Damage Zone, place it at the Bottom of your Deck] During the Starter of your Main Phase, you can pay the cost. If you do, take the top card of your Deck and place i in your Damage Zone, and if that Unit was an <<Angel Feather>> This Unit gains 3000 Power during this turn. Otherwise, rest this Unit.

    March 2013 Kero Kero Ace 3lJHqgx
    Incense Celestial, Becca
    Grade 2/Angel Feather/10000P/5000S
    Vanilla Beater

    March 2013 Kero Kero Ace QbRSOic
    Wildshot Celestial, Raquel
    Grade 2/Angel Feather/9000P/5000S
    Auto (R): When this Unit attacks, if you have a card with "Celestial" in its name as your Vanguard, during this Battle, this Unit gains 3000 Power.

    March 2013 Kero Kero Ace 85Wjn8H
    Booting Celestial, Sandalphon
    Grade 3/Angel Feather/10000 Power/No Shield
    Auto (V/R): [CB1] When this Uni attacks, you can pay the cost. If you do, this Unit gains 3000P during this Battle.

    March 2013 Kero Kero Ace YFLyq1E
    Launcher Mammoth
    Grade 2/Tachikaze/9000P/5000S
    Auto (V/R): When this Unit's Attack hits the Vanguard, {if you have a <<Tachikaze>> Vanguard, choose a card from your damage zone, and turn it face up.}

    March 2013 Kero Kero Ace XSQgDlA
    Celestial Themed Triggers

    March 2013 Kero Kero Ace QIbZ1jB
    Ravenous Dragon, Battlerex
    Grade 3/Tachikaze/10000P/NoS
    Auto (V) LB4: When this Unit Drive Checks a Grade 3 <<Tachikaze>>, choose one of your Rearguards, retire it, and this Unit gains 10000 Power during this Battle.
    Auto (V): When this Unit is boosted by a Tachikaze, it gains 3000 Power.

    March 2013 Kero Kero Ace WyjozzH
    Doctoroid Argos
    Grade 2/Angel Feather/8000P/5000S
    Auto (R): [CB1 <<Angel Feather>>] When this Unit attacks, if you have an <<Angel Feather>> Vanguard, you can pay the cost. If you do, this unit gains 4000 Power during this Battle.

    March 2013 Kero Kero Ace HpgyKch
    Professor Celestial, Remiel
    Grade 3/Angel Feather/11000P/NoS
    Auto LB4: When this Unit is ridden by an <<Angel Feather>> Vanguard, select 1 card in your Damage Zone, add it to your hand, place the top card of your Deck in the Damage Zone, then select one of your Vanguards, it gains 10000 Power during this turn.
    Auto (V): When this Unit attacks the Vanguard, this Unit gains 2000 Power during that Battle.
    Cont (V/R): Lord

    Note: The Ancient Dragons could be alternatively read as "Paleozoic Dragon" or "Prehistoric Dragon"

    March 2013 Kero Kero Ace Daignw7
    Ancient Dragon, Babyrex
    Grade 0/Tachikaze/5000P/10000S
    Auto: Pioneer
    Activate: [CB1] When this Unit is sent from the Rearguard Circle to the Drop Zone, if you have a <<Tachikaze>> Vanguard, you can pay the cost. If ou do, search your Deck for 1 "Ancient Dragon, Tyrannoregent", call it to a {Rearguard} Circle, then shuffle your Deck.

    March 2013 Kero Kero Ace FNQpAuJ
    Ancient Dragon, Paraswall
    Grade 1/Tachikaze/6000P/0S
    Standard Sentinel Humdrum

    March 2013 Kero Kero Ace LP1Voye
    Ancient Dragon, {Kuriorofooru}
    Generic Grade 2 Beater for Tachikaze

    March 2013 Kero Kero Ace CZ90H08
    Ancient Dragon, Tyrannoregent
    Grade 3/Tachikaze - Dinodragon/11000P/No S
    Auto (V) LB4: [Choose 3 of your "Ancient Dragon" Rearguards, retire them] When this Unit attacks the Vanguard, you can pay the cost. If you do, during this Battle, this Unit gains 10000 Power and 1 Critical.
    Acti (V): [CB2 "Ancient Dragon"] This Unit gains 5000P during this turn.
    Cont: Lord

    March 2013 Kero Kero Ace 5SljjbK
    Armor Break Dragon
    Grade 3/Narukami/11000P/0S
    Activate (V): LB4 [CB3, select 3 cards in your hand, discard it], retire all Rearguards in the Front Rows of both players, have this Unit gain 10000P and 2 Criticals.
    Cont (V/R): Lord

    March 2013 Kero Kero Ace QtYnmyA
    Eradicator, Sweep Command Dragon
    Grade 3/Narukami/11000P/0S
    Auto (V) LB4: [CB2/SB2] When a card is sent from the Rearguard to Drop Zone, can pay the cost. If you do, select 1 of your opponent's front row Rearguards, retire it, and during this turn, this Unit gains 5000 Power.
    Auto [Target 1 Eradicator Rearguard of yours, place it in your soul] When this Unit appears in the Vanguard Circle, you can pay the cost. If you do, select 1 of your opponent's Rearguards in the front row and retire it.

    March 2013 Kero Kero Ace TrK5aYb
    Iron-Blooded Eradicator, Shuki
    Grade 1/Narukami/7000P/3000S
    {{{Auto (R): When an opponent's Rearguard is retired by a Unit's effect, and you have an "Eradicator" Vanguard, this Unit gains 3000 Power during this turn.}}}

    March 2013 Kero Kero Ace Ew8wR9v
    Eradicator, First Thunder Dragokid
    Grade 0/Narukami/5000P
    Auto: Pioneer
    Auto: {Basically if you have a Grade 3 Vanguard Narukami, and an opponent's Unit is retired by an effect, you can place this Unit in the Soul to look at the top 10 cards of your Deck for Sweep Command Dragon and ride it to your Vanguard Circle}

    March 2013 Kero Kero Ace L87W8vi
    First-Aid Celestial, Penuel
    Grade 0/Angel Feather/5000P/10000S
    Auto: Pioneer
    Activate: [Place This Unit in your Soul] If you have an <<Angel Feather>> Vanguard, select 1 "Celestial" Unit in your Damage Zone, call it to a Rearguard Circle, then place the top card of your Deck in the Damage Zone.

    March 2013 Kero Kero Ace QtYnmyA
    Magical Sword Eradicator, Raiou
    Grade 3/Narukami/10000P/No Shield
    Something along the lines that when a Grade 3 something appears, you can place 1 "Eradicator" on the field into your Soul to choose one of your opponent's Front Row Rearguards and retire it.

    March 2013 Kero Kero Ace U8UgzmO
    Eradicator of the Fiend Sword, Chouou
    Same effect as Raiou, just use Grade 2s.

    March 2013 Kero Kero Ace OUlOQlZ
    Ancient Dragon, Dinoclawed
    Auto (V/R): [Select 1 "Ancient Dragon" Vanguard, Retire it.] When this Unit attacks the Vanguard, if you have a <<Tachikaze>> Vanguard, you can pay the cost. If you do, this Unit gains 5000 Power during this Battle.

    March 2013 Kero Kero Ace RXJKPvN
    Ancient Dragon, Gatlingallo
    Grade 1 Clone of Dinoclawed. 7000 Power.

    March 2013 Kero Kero Ace VX4yFI3
    Ancient Dragon, Spinodriver
    Grade 3/Tachikaze/11000P/NoS
    Auto (LB4): [Choose 2 of your <<Tachikaze>> Rearguards, retire them. When a Unit rides this Unit, you can pay the cost. If you do, draw 2 cards, select 1 of your Vanguards and during this turn, it gains 10000 Power and 1 Critical.
    Auto (V): When this Unit attacks, if you have more Rearguards then your opponent, this Unit gains 2000P during this battle.
    Cont (V/R): Lord

    March 2013 Kero Kero Ace 5cKPdwx
    Ancient Dragon, Beamankylo
    Grade 2/Tachikaze/9000P/5000S
    Auto (R): When this Unit attacks, if you have an "Ancient Dragon" Vanguard, this Unit gains 3000 P during this battle.

    March 2013 Kero Kero Ace 6c1pUaB
    Ancient Dragon Stegobuster
    Grade 3/Tachikaze/10000 Power/No Shield
    Auto (V/R): [CB1] When this Unit attacks, you can pay the cost. If you do, this Unit gains 3000 Power during this battle.

    March 2013 Kero Kero Ace EXeYsii
    Ancient Dragon, Triplasma
    Grade 1/Tachikaze/7000P/5000S
    Auto (R): When this Unit attacks, if you have an "Ancient Dragon" Vanguard, this Unit gains 3000 P during this battle.

    March 2013 Kero Kero Ace OGQS2cz
    Ancient Dragon, Iguano{gogg}
    Grade 1/Tachikaze/7000P/5000S
    {{{Auto: [CB1] When this Unit is sent from a Rearguard Circle to the Drop Zone, and you have an "Ancient Dragon" Vanguard, you can pay the cost. If you do, call this Unit to a {{Rearguard Circle}}.}}}

    March 2013 Kero Kero Ace MiyQawS
    First Ripple, Alex
    Grade 0/Aqua Force/4000P/10000S
    If Ridden by Grade 1 "Ripple", check the top 7 cards of your Deck for the Grade 2 or 3 Ripples and add them to your hand.
    Pioneer for other effect I'm pretty sure.

    Too f****** small to read the rest, but this is probably like Artemis or something.

    March 2013 Kero Kero Ace Q9BNduQ
    Quiet Ripple, Sotirio
    G1/AqFo/7000P/5000S
    Cont: Gains 1000P if you have Grade 0 Ripple in Soul.
    When Ridden by a Grade 2 that isn't Grade 2 Ripple, search top 7 cards of your Deck for the Grade 2 Ripple.

    Ripple can probably be read as wave in this instance.

    March 2013 Kero Kero Ace ILWPAlI
    Rising Ripple, Baulos
    Grade 2/AqFo/9000P/5000S
    Cont: Gains 1000P if you have the Grade 1 Ripple in your Soul
    Auto (?): When this Unit's attack hits the Vanguard, you can choose 1 of your ??? Rearguards, Stand it and have it gains 3000P.

    March 2013 Kero Kero Ace LNktbQF
    Seal Dragon, Terrycloth
    Grade 0/Kagero/5000P/10000S
    Auto: Pioneer
    Activate (R): [CB1 "Seal Dragon" and place this Unit in the Soul.] If you have a <<Kagero>> Vanguard, select 1 of your opponet's Rearguards, retire it, then your opponent can check the top 4 cards of their Deck, look for a Grade 2 Unit, Call it to a Rearguard, and shuffle the remainder into their Deck.

    March 2013 Kero Kero Ace CgcnIVw
    Seal Dragon, Kersey
    Grade 1/Kagero/7000P/5000S
    Auto: [Select 1 card in your hand and discard it] When this Unit appears in a Rearguard Circle, if you have a <<Kagero>> Vanguard and your opponent has a Grade 2 Vanguard or Rearguard, you can pay the cost. If you do, draw 1 card.

    March 2013 Kero Kero Ace Nt8ibkY
    Seal Dragon, Hungryhell Dragon
    Grade 2/Kagero - Flame Dragon/10000P/5000S
    Kyousuke Kousaka
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    Post by Kyousuke Kousaka Tue Apr 02, 2013 3:44 pm

    I know this thread's been sitting here for a while, but I wanted to revive it because...well...

    Call me crazy for not saying this when the BT10 stuff was previewed, but I think this is the set that defines power creep.
    HiveNet
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    Post by HiveNet Tue Apr 02, 2013 6:23 pm

    Kyousuke Kousaka wrote:I know this thread's been sitting here for a while, but I wanted to revive it because...well...

    Call me crazy for not saying this when the BT10 stuff was previewed, but I think this is the set that defines power creep.

    Do elaborate? Since it really doesn't seem that bad. There's nothing that outright strikes me as OMG, that is just completely unfair.
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    Post by Ashiok Tue Apr 02, 2013 7:04 pm

    It's power creep in the sense that Bushiroad's finally giving every clan synergy, and are trying to make the game bigger and more exciting. Power creep isn't necessarily a bad thing.
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    Post by HiveNet Tue Apr 02, 2013 7:07 pm

    Oh ok. I thought it was being used in a negative sense here.

    I'm fine with every clan being roughly equal to the others, which is what is seeming to happen here.
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    Post by Ashiok Tue Apr 02, 2013 7:10 pm

    Just makes me sad, as a rogue player, that there's no longer a real great rush-style deck without being glass cannon combo in Spike Bros which need 2 specific G3s to go off, or Raizers which scoop to one null guard half the time.

    Gonna be testing Tachis to see if they fit it, but they seem more like a "go big" deck rather than hyper aggro.
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    Post by HiveNet Tue Apr 02, 2013 7:32 pm

    I thought Raisers would be somewhat good nowadays with a few more members, because they pin down Limit break and Break Rides, hence a lot of the big power lines this format.

    I don't actually know Tachi are an aggro deck around that, they've struck me more as build for one huge attack and hope it works. Except for Dark Rex builds, of which I need to test out break ride applications.
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    Post by Ashiok Tue Apr 02, 2013 7:36 pm

    Yeah, Raizers are a really powerful and pretty consistent deck for what they are, but they run 4 grade 3s and die to a null guard since it has no RG power whatsoever. Just makes it too inconsistent some of the time.

    Exactly, Tachi just seem like a "go big" deck. I just find it a shame that Bushi are almost entirely removing heavy aggro as an option to pressure these limit break decks.
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    Post by Kyousuke Kousaka Tue Apr 02, 2013 8:45 pm

    Tachis are kind of "go big," but with stuff like Dark Rex and now Spino Dragon, it's more of in the "generate resources that you're totally going to need if your going big ends up flopping" sense.

    I dunno, rearguard-centric clans have Jewel Knights as their brutal rush play, but they're just not doing well because Eradicators and Liberators just hold up better. The tankiness of Alfred Liberator and the rapid fire on rears by Eradicators like Gauntlet and Descendant (and soon Sweep Commando, that superior ride is just...).

    I'm still impressed Dictator made that one showing.
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    Post by Ruby Tue Apr 02, 2013 9:15 pm

    Kyousuke Kousaka wrote:I dunno, rearguard-centric clans have Jewel Knights as their brutal rush play, but they're just not doing well because Eradicators and Liberators just hold up better.

    From experience, Jewel Knights are a hell of a lot better than Liberators due to absurd consistency. I'll give you Eradicators since they're as big as Kagero, and that's not even including everything before Eradicators. Where are you getting Liberators being better though?

    Also @ HiveNet, half of these cards strike as omg. Example: Dauntless and Spino Break Ride thing.
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    Post by HiveNet Wed Apr 03, 2013 1:05 am

    Thing about Dauntless is though, well short of hitting the trigger, you are going -1, so it just becomes a +10k. In a clan that for the most part doesn't care about limit break. Which in the game as it as it is now, isn't a thing you want to happen. I mean, with DOTE, who is likely to be the target, odds are you'll miss out on the static 13k, which given the obvious booster sniping, made it such a pain to deal with.

    Spino, I love as a break ride, is probably one of the 3 best. The issue remains that, Ancient Dragons lack substance atm, or a way to abuse the retires, and the none Ancients kinda lack great stuff to abuse it with. But again, I need to test Dark Rex with this. Since I lost at locals (we proxy stuff since there isn't a shop within like an hours train journey) to a guy who got 2 Break Rides in one turn. He killed his entire field to do so, but it was still scary.

    I don't think of Liberators as that much, because they just strike me as bland. Alfred is pretty damn good, hitting a near constant 28k past limit break, but otherwise, it lacks board presence. But then, I haven't had a whole lot of testing time against them.

    Tbh, so far it looks like Eradicators are the best of the new stuff, simply because of how they can blow away every resource you have in one turn. Which is crazy.

    I really need to start doing tests for all this new stuff. Since my in game theory is kinda lacking lately.
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    Post by Yuzuru Otonashi Wed Apr 03, 2013 2:13 am

    HiveNet wrote:Thing about Dauntless is though, well short of hitting the trigger, you are going -1, so it just becomes a +10k. In a clan that for the most part doesn't care about limit break. Which in the game as it as it is now, isn't a thing you want to happen. I mean, with DOTE, who is likely to be the target, odds are you'll miss out on the static 13k, which given the obvious booster sniping, made it such a pain to deal with.
    Swing once, draw 2. Any damage dealt is also a +1 per damage.
    Discard 3. Draw 2, any damage dealt is a +1 per.

    How on earth is that a -1, even if you don't count the damage? That's a +1 total. Not to mention the hand advantage your opp has that you waste.

    After actually playing against Dauntless, you are seriously scoffing at the most ridiculous Break Ride to date. Moreso than Bad End because Bad End is Rekindling for an otherwise mediocre deck type. Dauntless is a Rekindling for a deck type that's ALREADY good.

    I mean, hell, against Seal Dragons, DAUNTLESS won all the games. Not Blockade Hell, Dauntless. The ability to swing again at full power is potentially very stupid in every sense, especially when it has no restrictions, unlike Laurel and even Descendant who does it well enough anyways.
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    Post by Kyousuke Kousaka Wed Apr 03, 2013 4:17 am

    Yuzuru Otonashi wrote:
    HiveNet wrote:Thing about Dauntless is though, well short of hitting the trigger, you are going -1, so it just becomes a +10k. In a clan that for the most part doesn't care about limit break. Which in the game as it as it is now, isn't a thing you want to happen. I mean, with DOTE, who is likely to be the target, odds are you'll miss out on the static 13k, which given the obvious booster sniping, made it such a pain to deal with.
    Swing once, draw 2. Any damage dealt is also a +1 per damage.
    Discard 3. Draw 2, any damage dealt is a +1 per.

    How on earth is that a -1, even if you don't count the damage? That's a +1 total. Not to mention the hand advantage your opp has that you waste.

    After actually playing against Dauntless, you are seriously scoffing at the most ridiculous Break Ride to date. Moreso than Bad End because Bad End is Rekindling for an otherwise mediocre deck type. Dauntless is a Rekindling for a deck type that's ALREADY good.

    I mean, hell, against Seal Dragons, DAUNTLESS won all the games. Not Blockade Hell, Dauntless. The ability to swing again at full power is potentially very stupid in every sense, especially when it has no restrictions, unlike Laurel and even Descendant who does it well enough anyways.

    This, although it's important to know that it's still not a mindless play. People seem to make it out to be that way, but you still have to choose the timing wisely.

    That said, Dauntless not being in Kags now is like saying nulls are now worth ten cents. It should never happen.

    Also, in accordance with the posts waaaaaay up there:

    Jewel Knights > Liberators analysis: I still don't necessarily agree because I feel Jewels still encounter the same problem as Ancient Dragons at the moment, whereas Liberators have their support worked out and then some.

    Ancient Dragons analysis: After playing Lily today with them, I have to agree that the actual archetype is pretty iffy, but the interactions between cards are fairly interesting, and I still have yet to test my theory with Battle Rex and friends incorporated.
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    Post by HiveNet Wed Apr 03, 2013 12:58 pm

    Yuzuru Otonashi wrote:
    HiveNet wrote:Thing about Dauntless is though, well short of hitting the trigger, you are going -1, so it just becomes a +10k. In a clan that for the most part doesn't care about limit break. Which in the game as it as it is now, isn't a thing you want to happen. I mean, with DOTE, who is likely to be the target, odds are you'll miss out on the static 13k, which given the obvious booster sniping, made it such a pain to deal with.
    Swing once, draw 2. Any damage dealt is also a +1 per damage.
    Discard 3. Draw 2, any damage dealt is a +1 per.

    How on earth is that a -1, even if you don't count the damage? That's a +1 total. Not to mention the hand advantage your opp has that you waste.

    After actually playing against Dauntless, you are seriously scoffing at the most ridiculous Break Ride to date. Moreso than Bad End because Bad End is Rekindling for an otherwise mediocre deck type. Dauntless is a Rekindling for a deck type that's ALREADY good.

    I mean, hell, against Seal Dragons, DAUNTLESS won all the games. Not Blockade Hell, Dauntless. The ability to swing again at full power is potentially very stupid in every sense, especially when it has no restrictions, unlike Laurel and even Descendant who does it well enough anyways.

    The -1 is from what your hand would have been if you don't use it.

    Start of the turn you draw 1, and then drive check twice, your hand has increased by 3. That is of course discounting damage, because I've never seen that factored into any of these before.

    Using Dauntless, you drop three, and get back two, meaning you do overall go -1 on what you would have had.

    But again, I haven't had the chance to play test the new stuff save for the Spino break ride, so I'm doing it from paper alone. If you say it's that good, then I concede it's better than it appears.

    My point wasn't that Dauntless is bad, it's just that the skill isn't always smart to use, unlike what some people are making it out to be.
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    Post by Kyousuke Kousaka Wed Apr 03, 2013 2:46 pm

    HiveNet wrote:
    Yuzuru Otonashi wrote:
    HiveNet wrote:Thing about Dauntless is though, well short of hitting the trigger, you are going -1, so it just becomes a +10k. In a clan that for the most part doesn't care about limit break. Which in the game as it as it is now, isn't a thing you want to happen. I mean, with DOTE, who is likely to be the target, odds are you'll miss out on the static 13k, which given the obvious booster sniping, made it such a pain to deal with.
    Swing once, draw 2. Any damage dealt is also a +1 per damage.
    Discard 3. Draw 2, any damage dealt is a +1 per.

    How on earth is that a -1, even if you don't count the damage? That's a +1 total. Not to mention the hand advantage your opp has that you waste.

    After actually playing against Dauntless, you are seriously scoffing at the most ridiculous Break Ride to date. Moreso than Bad End because Bad End is Rekindling for an otherwise mediocre deck type. Dauntless is a Rekindling for a deck type that's ALREADY good.

    I mean, hell, against Seal Dragons, DAUNTLESS won all the games. Not Blockade Hell, Dauntless. The ability to swing again at full power is potentially very stupid in every sense, especially when it has no restrictions, unlike Laurel and even Descendant who does it well enough anyways.

    The -1 is from what your hand would have been if you don't use it.

    Start of the turn you draw 1, and then drive check twice, your hand has increased by 3. That is of course discounting damage, because I've never seen that factored into any of these before.

    Using Dauntless, you drop three, and get back two, meaning you do overall go -1 on what you would have had.

    But again, I haven't had the chance to play test the new stuff save for the Spino break ride, so I'm doing it from paper alone. If you say it's that good, then I concede it's better than it appears.

    My point wasn't that Dauntless is bad, it's just that the skill isn't always smart to use, unlike what some people are making it out to be.

    ...No, it would be +1 for the entire interaction. You get four drive checks for a net gain of at least +4 to hand, disregarding draw triggers, and the drop 3 goes with a -3 to do an overall +1. In the case of the entire turn, you thin 5 cards out of the deck, get two full-potency swings, and still end up with +2 overall for the turn, even if you minus from hand to plus your board.

    In your case, you don't -1 at all if you don't use the skill. You +2 overall in hand for the turn if you're referring to break riding as a -1. In other words, nothing changes except your swing power.

    Now, to clarify, yes, it's -2 from the normal bonus from a turn without field interaction and only hand gain, since it's +1 rather than +3, and in your scenario where I'm assuming something is ridden, it's +1 rather than +2. But if you have the opportunity to press hard and filter through your hand deck for theoretically better advantage, there's literally no reason you wouldn't use the break ride skill.
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    Post by HiveNet Wed Apr 03, 2013 3:25 pm

    Well, I've proven myself an idiot here haven't I?

    Yeah.... It seems kinda clear now.
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    Post by Ruby Wed Apr 03, 2013 4:15 pm

    itt: dauntless math dragon

    Kyousuke Kousaka wrote:Jewel Knights > Liberators analysis: I still don't necessarily agree because I feel Jewels still encounter the same problem as Ancient Dragons at the moment, whereas Liberators have their support worked out and then some.

    I have literally no idea how they play or whatever playstyle exists for Ancient Dragons since I don't bother with Tachikaze. I'm not sure what the problem is? Jewel Knights can literally set up a basic field in cb4(from their Akane and Salome) in a matter of the first few turns then just sit on a regulated field and maintain hand advantage while pressuring with Salome's constant Critical +1. Liberators do have Alfred's nice numbers, but I'm not sure what luxury they have over Jewel Knights?
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    Post by Kyousuke Kousaka Wed Apr 03, 2013 6:32 pm

    It's mostly columns, but sniping Jewel Knights becomes incredibly efficient when you realize how unpressuring the Vanguard is when you do so.

    Meanwhile, Alfred can have fewer rears. He don't give no damns. And the same style of call ramp can be found in Liberators, so sniping them, if you make the argument for Jewel Knights, is just about as practical.

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