But expect some solid support in the future for one of the most intricate archetypes yet. Asgard involves playing the time game, using different abilities and spells to prolong the match and stall out a game. With their advantage-over-time engines and elaborate setup, Asgard moves slow but steady, buffeting the opponent like a long-winded blizzard. And when the clock hits zero, Asgard erupts with an explosive one-turn burst that all but wins the game.
It's only fair to start off with the most convoluted spell combo in the game, the apocalypse of the Norse mythos.
The alt art is so much better |
When Fimbulwinter finally storms to an end, you then have the option to cast Great Spell, Ragnarok. By paying the quite costly 3 gauge and 2 life, you can destroy everything. Like everything. EVERYTHING. All hand, all field, all set spells, even all soul of Soulguard. Only life and gauge remain intact after Ragnarok. It's the greatest reset button ever created in Buddyfight.
At least its legit based on Norse mythology |
Like many others, I was also caught up in the Ragnarok hype train. I mean, 10 unblockable damage sounded too good to be true. But the problem with Ragnarok is the ridiculous setup. You need at least 3-4 cards to be in the exactly right places over the course of two turns that you're playing from behind with. Additionally, Gleipnir is a completely wasted spell if Ragnarok never goes off. To make matters worse, Ragnarok itself can be spell negated, which means that 3 gauge and 2 life went down the drain for nothing. While its a nice trick to have in the back pocket, but putting all your eggs in Ragnarok is probably not the wisest choice.
Besides, both Jackknife "Goldritter" and Immortal Sword, Durandal won't be destroyed by Ragnarok either.
My Norse sensor is tingling |
So the best way to guarantee that Fenrir hits is through Ragnarok combo. Yeah, that's not easy to pull of by any means. And if they spell negate Ragnarok, then GG scoop. I personally think Fenrir is an okay call even without using Gleipnir, as long as you have a Breathen Gard to troll your opponent. That's a lot of gauge though, so Fenrir ends up being a little too expensive overall, and not very flexible.
Why so serious? |
But Joker has another way of being called, and that's through discarding him from the hand. He's cheaper this way by a whole 2 gauge. And Asgard has a lot of ways to discard cards from the hand. You can do it with Ragnarok, of course, but also Breathen Gard, Berserk Gard, Thunder of Zeus, and best of all, Corpse Swallower, Hraesvelgr. Hraesvelgr allows you to discard a card to draw a card, greatly improving hand quality, and Ice Blade, Joker makes that wash an easy +2. This combo gives Asgard a great midgame and honestly makes me want to disregard Ragnarok altogether.
In fact, with the way upcoming support is looking, Ragnarok won't be the focus of Asgard for long. A well-played Asgard deck can easily outpace and outmaneuver other decks as long as you maximize Hraesvelgr and Ice Blade, Joker.
Serving the Vanadis of the winds |
If you have her on the field, your Ragnarok is guaranteed. If you have her in hand, you can +1.5 from any -1 ditching. She's the All-knowing Alwidol! Actually, the deal about +1.5 from any -1 is really a huge misconception, since anytime you -1 from hand in Legend World you're likely getting at least a +0.5 from it, often a +1. So using Hraesvelgr and dropping Alwidol actually gets you +1 gauge and +2 cards for that same -1. Alwidol is just a plussing machine. And against worlds with Spell Negate, dropping her to guarantee Ragnarok is not a bad play in the slightest.
I've grown bigger! |
In any case, I definitely prefer using Astralkus instead of Fenrir for the Ragnarok combo. It's a lot less retarded and actually consistently achievable, especially if you're a good player and actually run a Zlatarog engine for max gauge.
Oh God why is this card a thing. Counter calling should not have been a thing but Sleipnir is like all my nightmares come true. At worst, it acts as a body shield. At best, it completely messes up well-calculated and efficient strategies that many decks rely on to get an edge. Like, you can Counter call this to mess up so many restriction requirements its not funny. Final Phase! Oh hang on, let me Counter call this douche into the center slot. Hey look, I just nullified all Gargantua-based abilities and that stupidly cheap Ancient World Impact. Declare an attack on Navalbonds (card not released yet)! Oh, just joking, Counter call Sleipnir, now it doesn't die. Gah, with so much midgame control, Asgard has become a real pain to deal with.
What's the matter with Heim? |
Catching up to Japan's already released cards, we finally get Loki. Loki's fantastic. As a Size 0, his stats are off the wall (cuz he does no damage) so that's a pretty decent choice to call to center. To top it off, his free on-play effect screws over the soul of anything on the field. See that Fimbulwinter? It's primed already. See that Sieger? Boom, two lives down. See that Defeat Monsters? Quest restarted. See that Lethal Formation? More like Lethal Nothing. See that, wait for it, Death Tallica you have?
The world can be so cruel.
Secondary Gleipnir target that also doesn't screw you over when you call it normally.
What is this monstrosity? |
We Druid now? Vodan Shadow gives us the ability to use 2 gauge for either one of two effects: equipping an item or setting a Set spell. Both are viable options, and Vodan Shadow gives Asgard the ability to set up Rune Staff, Fimbulwinter, Gleipnir, and more with ease. Even better, it allows you to reuse destroyed copies of the cards that you played from your hand. Teching Vodan's Shadow into other archetypes also allows grabbing stuff like Durandal, Hrunting, and Frozen Stars. Vodan has no restriction besides his personal Asgard trait.
NO. I WON'T ACCEPT THIS.
And the story continues... |
We finally get our hands on Deity of Sun and Death, Bloody King. As both an Asgard and Star and the premier Size 3 boss of either archetype, Bloody King has a place as a solid investment for both card quality and field presence. Good stats and a good ability, Bloody King is one of those Size 3's that actually can be called to any position on the field and still thrive.
The other card we get is from the Double Buddy deck, Flame Giant, Sutr. Sutr allows you to discard a card (read: Alwidol) to deal 1 damage, effectively transforming any card in your hand into Trans-flame (hey, that sounds familiar). In other words, it's pretty good. Not as much of a plus as Hraesvelgr, but definitely more aggressive (especially when counting Sutr's 2-crit). Choose what fits your deck and style best.
Final Battle Ground, Vigrior is like a cute Great Spell synergy card. You basically are allowed to get advantage from repeatedly jamming the Great Spell Impacts and/or Fimbulwinter, so it also helps Ragnarok decks maintain consistency.
- updated to H-BT03, CP01, H-EB04, H-TD02, PP01 -
All images used obtained from the official Bushiroad website and used here solely for reference purposes. Future Card Buddyfight!, logos, and respective content belong to Bushiroad. Large images belong to the Buddyfight! Wikia.
Isn't Joker a wash when you normal call him? Legend World has base stats that are equal to Dungeon World. Dungeon has Mameshiba Cobalt, a 1k attack, 2crit, 2k defense size 0. Joker has 9k attack/defense, and if you convert Joker's 3 gauge call cost to attack/defense, it becomes 6k attack/defense. Add 6k to 3k and you get 9k, which is what Joker has.
ReplyDeleteMy math has been sucking lately. Yeah, he's a wash.
DeleteDoesn't Goldritter's ability also get cancelled by Ragnarok? Meaning he'll also be destroyed?
ReplyDeleteI can answer that. He is unaffected by rag because he isn't a monster. He is only treated as if there was a size 3 armorknight monster on the field, but isn't considered a monster for the most part. We have yet to confirm this but that's what we assume at the moment and is most likely the case.
DeleteQ333 (2014-10-10)
Delete[BT04/0002EN:Jackknife "Gold Ritter"]
Q. When I have this card equipped, can I equip a different item card?
A. Put the equipped "Jackknife "Gold Ritter" to your drop zone.
Even though this card cannot be destroyed by an ability, when a new weapon is played, it is still replaced and placed to the drop zone.
This Q&A from the English website cleared that up for me. Obviously it cannot be destroyed so the only way it leaves the field is if the player using him equips over him.
I've been messing around with Asgard quite a bit, and I'll have to agree basically all of your points... Until the double trial deck hits, which starts up stalls for days (fog wall op, as well as Astralux) there's not much worth in running Asgard (I say this, but I took them to nats cuz I luv dat Norse mythology). Also, Zlatarog is basically a must in all asgard decks...
ReplyDeleteI might convert to Asgard if/when the double trial deck hits, Hraesvelgr's ability is really nice for this game and ice blade joker is a great piece of work, haha. But for now, I'll stick with Heroes. Also, the joke is that Cara is Asgard/Hero attribute, so I can take advantage of her right now. Hahaha!
ReplyDeleteHello Blaise, I was really wondering about Asgard synergy with the BattleRobo generic set spell that lets you discard any card to negate 2 damage.... does this mean I can call Iceblades on the opponent's turn? because if so, that would be awesome!
ReplyDeleteDamage Control? Yep. Once per turn though. That's nothing. Astraklus on opponent's battle phase to absolutely mess up everything.
DeleteThat sounds kinda funky, but there should be a better synergy...I think. Maybe.
DeleteYou've got the right idea, but Damage Control is meh.
Blaise, I personally tried out Asgard when I first started, and with the new support, I can say that Damage Control is OP as hell in Asgard and can be considered as the Black Agenda or Green Dragon Songs of Asgard. It's just ridiculous. Turning everything in your hand into White Dragon Shield is already great, and if you can activate tons of effect that plus along with it, then it's just...
DeleteBlis pls. Damage Control triggering our discarders is OP. Especially when its Astralkus. Oh man Damage Control Astralkus.
Deleteyeah that's what I meant, using damage Control to put in Astralkus as a wall... IceBlade Astralkus... really really good way to first turn. or first turn:place Damage Control, Zraltog/Neh-Lion in center, let them kill it or oswira guard, then next attack discard to prevent 2 dmg, then call Astralkus to center. its weird but this is why im putting 4 of the 4k atk size 0 stars in my Asgard build
Deleteanother bonus is that extra Damage Controls in hand become 4dmg reducers, i personally thing Damage Control is a good card, mainly becuz it can tech in many other worlds aside from asgard... sets up saturday night/devil's advantage, skull warriors, demon lord's dungeon (dragon tooth)... etc. Damage Control... it has uses... >_< especially when the size 0 OmniLord that can call itself from drop zone arrives.
DeleteYou know what would really sell me on Damage Control?
DeleteIf Legend World had a Dragonic Grimoire clone. God that would be the end.
So far though, you guys are all raising pretty solid points, I think it's a good call (and you can always side it out if it doesn't work). Damage Control > Astralux sounds heinous, and the other targets are just as ridiculous.
I'm just worried about Legend hand size, they don't really have all that great options of getting it back. But if you made it Damage Control oriented with 4 Astralux and stuff it'd work, definitely.
Tell me that a Perfect Pack ago and I might have agreed.
DeletePerfect pack gave us an all-knowing something something, that lets you draw and charge a gauge whenever you discard him. Thanks to this, I've never run out of cards in Asgard. In fact, I feel like Symbel Gard is sorta unneccesary. And you know Rune Staff, right? You know how ridiculous your gauge can get with that beast right? (I deckouted with that staff once) Did you even imagine a certain -0.5 drawing spell that has no life restriction or once per turn restriction? Yes, I'm talking about Buddy Help. In Asgard, that 0.5 isn't a 0.5. You can literally drop 12 gauge and 4 cards to draw 8 from the deck, and your gauge will top back to 6 in the next few turns.
Obviously this is only for Asgard (Since Heroes have a certain shield as in where that gauge from Zlatorg goes to) but still, Asgards will never ever run out of card in hand. You can just play the drawing game with your opponent there. How is a Dragonic Grimore clone useful? You willing to drop 12 cards for 3? :P
Drawpower used to be an issue but no more. Hraesvelgr-Alwidol is insane, and Heim allows you to easily sustain fields. Symbel Gard ends up just being a bonus most of the time.
DeleteI did a lot of gauntlet testing with Damage Control Legend Mix, and it works beautifully well. Hand Size was rarely an issue, and most games that it lost was due to Damage Control coming too late, or being destroyed.
DeleteForgot that Buddy Help is a thing, also forgot that I JUST DID AN ANALYSIS ON THE ASGARD DRAW IMPACT.
DeleteForget everything I'm saying. Damage Control Midrange Asgard (Midgard? PERFECT) sounds amazing.
Midgard... Disgard... Whatever gard... Perfect Gard... XD
DeleteI wouldn't even consider it Asgard. As always Zlatorog is a must. Orthrus is also a must, the deck runs best with Hero Weapons (Balmung and Hrunting) in my experience, and of course Balmung to round things out.
DeleteIm just happy I dont have to run ragnarok , never fit my style anyway :)
ReplyDeleteCan anyone help me with a deck list for asgard? I've always wanted to build them but never knew where to start with the deck.
ReplyDeleteThis article gives you everything you need to know.
DeleteI'm just not sure if i should still go with the ragnarok combo or has the deck turned into more of a beatdown kind of deck?
DeleteRagnarork is sorta meh nowadays, and there are just soo many more comboes in this archtype. You can try Ragna + Fenrir, Astralux beatdown, Damage control control deck, or Bloody Moon once it comes out in english.
DeleteYou have to be a Grade A combo player to be able to pull off Ragnarok consistently. I have the deck for fun and it's a solid deck but has some holes if your opponent is playing all penetrate all the time. Past that though, the deck can turtle pretty well.
Delete