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Showing posts with label white. Show all posts
Showing posts with label white. Show all posts

Sunday, 25 September 2016

Guide to a Deck: Tawil

Tawil is one of the Cthulhu sisters, and the better sister compared to her counterpart Umr. In fact, Tawil is a fair Tier 1.5 deck, having a consistent source of damage input and extreme level defense that will give even the most offensive decks in the game, namely Yuzuki, trouble. This is made possible by how consistent she can bring out her defensive cards, such as Munkarun and Shub-Niggura, and Tawil 5 helping her out in case she gets hit by things such as Retribution. Plus, her offense isn't half-baked either. Her LRIG effect trashing things (and getting rid of Ballshock and the likes while you're at it) helps you get in damage, and this point only further escalates with Tawil now having Tobiel to even field wipe. Overall, Tawil is a very good deck that can go face-to-face with a lot of various decks and come out victorious, due to being able to stall most of them out and slowly accumuate damage until you go for game with Tobiel.

Friday, 26 August 2016

Guide to a Deck: Remember

Bitch I mean Remember is a decent deck. Remember, having Piruluk in her attribute, can run all the support cards that was meant for Piruluk, although it's more of picking up stuff that Piruluk will never use and picking it up for herself. Unlike her blue counterpart, Remember's playstyle is being offensive more than anything, while having access to Piruluk benefits such as making your opponent discard cards at times and drawing a lot of cards, in exchange of not being as offensive as other more offense oriented decks, such as Hanare and Yuzuki. Remember is the more "balanced" version of the countless offensive decks out there.

However, this leads her to becomes a tryhard of sorts, not being able to do any one of the many things she try to do well enough for her to become good overall. She does have some interesting and unique things to brag of, but that doesn't change the fact that Remember is a preety meh deck to use in the meta right now. Remember requires, at minimum, one ARTS slot to function even slightly well, in the form of Lock You. Using Remember 5 you're probably gonna end up taking over 2. Having only 3-4 defensive ARTS (conditional ones at that, since Remember options are preety wierd) in a deck that doesn't have enough offense to end the game extremely early can hurt a lot depending on what you do.

Disclaimer: I haven't tested that much of what Remember does since Horoscope was released. I've played maybe like, 2-3 games since Horoscope, so remember to take what I say with a grain of salt.

Thursday, 18 August 2016

Guide to a Deck: Iona

Iona is waifu for many people, making her preety popular. Aside from being waifu material, Iona is a decent deck to use. Her level 5, Ultima/Maiden, is the best lockdown button the game had ever offered us, limiting your field to only 1 SIGNI and letting you only draw once per turn, it's preety easy to out-resource your opponent as well as making them unable to do anything. It just completely and throughly kills off Resona decks, makes Hanare's purpose of living poof away, and helps in nerfing Ulith's Enigma Aura even harder than it already is. Plus, if you're fighting against Eldora or other decks that uses card comboes as their main playstyle, Ultima can make their lives miserable using that "Can only draw one card per turn" clause, making their comboes, while maybe not impossible if you trash over them, limited since you can run out of resources preety easily in this matchup. While all these problems apply to you too, you have Dark Matter and Quinn to work with, unlike your opponent, which can make a world's difference.

Wednesday, 10 August 2016

Guide to a Deck: Anne

I play the melody of horror
into my opponent's ears
Anne is probably one of the most defensive decks in the game. Actually, I'd even call her the most defensive deck in the game. It's to the point that it's almost impossible to win against Anne if you aren't running ARTS/Spells that can get rid of SIGNIs that have more than 12k power to get past Contempora and Suiboku combined, do enough offense to make sure that your opponent's Anne 5 runs out of Exceed fodder, and in general, crushing your opponent's Life Cloth enough to the point you can kill them... a.k.a. never. There are ways to play around these, but they sure aren't easy and are conditional, compared to just how easily Anne is able to set up her perfect field.

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.

Wednesday, 6 July 2016

Guide to a Deck: Tama

THIGHS
Tama is a great deck. Being the main character's deck, this might have been obvious though. At one point, Tama was the only deck that topped, and nothing else. This was thanks to Arcgain, who was, and still is, one of the best ARTS blocker to exist. Combining this with Tama's offensive potential, it doesn't take a lot of thinking to realize how Tama became the best deck. Over the years however, Arcgain got banned to two, and Piruluk Lambda came, providing Piruluk decks with an extremely reliable way to deal with Arcgain. That was followed by the likes of Storm Warming, Tawil-5, 4CM, APEX, and other sorts of cards that can bypass Arcgain's effect, hugely decreasing the effectiveness of Arcgain over the years. That being said, Tama is still a considerably potent deck even now, since Arcgain is still extremely effective, and a bunch of other cards restricted to Tama are decently good. Overall, Tama is, at minimum, above average compared to other decks, but below average when compared to the top of the meta, but still somewhat good. Tama also makes a mildly decent deck for giving to a beginner, since it holds all of the game's basic foundations while not being completely busted.