I play the melody of horror into my opponent's ears |
Anne isn't all plusses though, in fact she has one big flaw. It's that she's way too defensive for her own good, which helps her not die, but due to that utter lack of offense, she won't be able to kill her opponent easily either. This makes Anne restricted to being a stallout deck, which is not a particularly good thing for any deck. Being defensive is one thing, being only defensive is another. Now, this became a lot better for Anne when she got her WX14 support and got Mouth, Laborious Work and Thinker to adress the problem, which is a good thing, but Mouth, while good, isn't getting that returning off too easily, and using Laborious Work, with that 3 ener cost, isn't going to be spammable, despite the fact that Anne can gain quite a lot of ener. Thinker is fantastic, but you can only use so many of her and get only so much into the trash. Destruction Spirit is a good card in this regard, but it's extremely conditional.
Overall, Anne is a very defensive deck which makes her hard to kill, but isn't offensive enough to do much damage, putting her in the same standing as her opponent. She does just... automatically win against certain decks without giving them a chance at victory all all though, namely Hanare and Umr.
On a side note, I hate Anne, although not as much as I hate Eldora.
Anne=Wincon is opponent ragequiting
OH GOD NO THE TERROR |
You came from Madoka, didn't you? |
The most noteworthy filler is Cubi, which is a fantastic resource gainer. Extravaganza is a great ener gainer who when combined with Cellon, triggers off Mouth preety easily. Speaking of Cellon, Cellon's a great card. I'd run her at 1-2, with one or two of the Level 1 and Level 2 Cross pairs to mess up early game shenanigance. An even better way to block off early game shenanigance exists though, in the form of Meril. On the topic of Cross, To'on is an interesting tech-in, with a good lifeburst and a conditional, but fantastic Banishing blocking skill. Going back to Thinker (who you should run at 2-3), Thinker synergizes well with Storm Warning and Anne 5, letting you possibly block 2 attacks while getting a boost in offense. Marche is a good card that can help trigger off Mouth, while helping you filter through your deck and tutoring out Contemporas and the likes. Also, that Constant is amazing. Recorders is a good card, but you'll hardly ever need to use more than 1 if any. Cola lite is amazing, but not usable at mass numbers. Grid can be used for Cubi support and possible lifeburst, but i wouldn't. At most, I'd run 1. Contra can be used for the Constant, which helps in certain scenerios. Surrelis helps Merlin tank, while being tutorable with Puri. Finally, Rebirth is an option if you have a really hard time getting Contempora out because of horrible luck, while gaining one ener (while Extravaganza is a better spell for that). Aside from these, a few Vanila level 1s for level 1/2 with the almighty Merlin can work.
Also, as a side note, if it wasn't obvious enough, do not run any non-Beautiful Technique SIGNI aside from Servants. While Kayappa is extremely good, Anne was not built to work with non-Beautiful Techniques.
Seven different strokes. Stroking something |
Aside from Storm, another staple is Laborious Work. I think I've established why preety clearly. Then there's Anne 5, which is overall amazing. Common Destiny can synergize well with Anne's need of white ener at times, as well as helping getting The Thinker and Recorders into the trash easily, by tutoring them out and paying for them afterwards. Pluralism Depiction is a good card to prevent certain LRIG devestations, namely Samsara, Enigma, Arc Destruct and etc. Spirit Salvage is always nice to have. Divine Grace can clutch save you in multiple occsions, although I wouldn't run any. Vanish like Mist helps Anne in being offensive... but with the card being banished, which is not as good as returning, but good enough. Moisturer/Different Strokes could be used as Anti-Spell, but eh, both are preety shitty cards in general to be honest.
Two popular choices worth noting down are Phosphorescent Samsara and Retribution, both of which gives Anne a finisher. I heavily dislike the both of them, but considering how Anne hardly ever needs to use any of her ARTS, you could. Hellspin also fit into that category at one point of time, before it got banned.
Since Anne runs a lot of Servants (12-14 generally), there are a few builds every now and then that runs Gathering Protection. Note though that this is a shitty choice in cards due to the fact that you'll probably never put those Servants down in the field, by the time you reach level 4 at least.
Anne=Two, the bad shenanigance
Where there are decks, there will be 2-stops, putting aside whether those 2-stops are good or not. Anne has a cheezy 2-stop build that does a bunch of stuff, mainly tanking with Merlin. For the offense, there are two variants. The main one, and the better one if you ask me, involves in using Destruction Spirit as many times as possible by running a lot of stuff that can charge the ener early on, such as Pay Charging and Common Destiny, letting you secure an easy Destruction Spirit each turn. The other build consists of Thinker shenanigance, which, in summary, uses Storm Warming/Recorder to actively trigger off Thinker against your opponent. Destruction Spirit Spam variant works preety well if done right, despite being conditional and a subjectively worse FREEZE THROUGH spam, but it'd still be better than Thinker Spam, which is extremely unreliable and not worth the waste of space. You could do a mix of both, but that wouldn't make it much better.
Verdict: Anne 2-stop is bad, don't.
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