When Evil Spirit Leader, Kimaris was printed as a PR with 72 Pillars/Art, everybody didn't give it a second glance. 6000/2/7000 for 2 gauge is too expensive, so Kimaris was never considered as even a remotely playable option. So nobody really gave that secondary Art attribute any notice, and the few that did probably dismissed it as some cute thing Bushiroad did.
Little did they know...
Art as it stands now is a high-crit high-play archetype. The playstyle centers around being able to negate spells with ease and constantly pushing damage into your opponent's face. Alongside some good gauge save/ramp mechanics, Art can afford to also play fast and risky with high-cost spells. But the most interesting thing about Art is the cooperation between 72 Pillars and Wizards in the same deck, something you wouldn't think could be possible.
Showing posts with label Magic World. Show all posts
Showing posts with label Magic World. Show all posts
Wednesday, August 19, 2015
Thursday, June 25, 2015
Deck Profile - Devil's Era (Outdated)
It's about time I created a new deck. I've been looking at Magic World a lot, since they're the wildcard world that really allows skilled players to perform well by interacting more with how a player plays and not as much deckbuilding (but that's important too!). So this article is going to try to focus on both how to build a deck to give you options and how to utilize those options during a match. Well, as best as I can present it, anyhow.
With that in mind, I decided to present a pretty extreme example of a deck because A. it's a good example of Magic World shenanigans and B. it actually works. You wouldn't think it but it does, because it's Magic World.
I love Magic World.
With that in mind, I decided to present a pretty extreme example of a deck because A. it's a good example of Magic World shenanigans and B. it actually works. You wouldn't think it but it does, because it's Magic World.
I love Magic World.
Tuesday, January 6, 2015
Wizard
If I had a good Harry Potter quote, I'd use it right now.
Wizards fit a very control-based playstyle. With regards to power and critical, their monsters are severely lacking. However, they make it up with superior spells and effects to gain tons of advantage and grind an opponent to death. They can lean on the very potent spell lineup of Magic World to gain control and punish burn. There's even Wizard-exclusive spells and effects that gain even more advantage to the point of buying extra turns. When their monsters are concerned, they pack enough punch to make it count and offer a wide range of great utility abilities. So great that you can effectively force your opponent to play your own game. It feels like you're playing for both players sometimes.
Expelliarmus!
Expelliarmus!
Thursday, August 21, 2014
72 Pillars
There's a bit of a devil in all of us.
There are times you play to win, there are times you play to have fun. And then there are times when you just want to completely mess with your opponent like nothing else. Out of all the Worlds and archetypes in the Buddyfight universe, nobody gives you the options to do this better than 72 Pillars. This is probably the number one deck at completely screwing with your opponents. From ridiculous destruction effects to incredible advantage engines, these demons will create utter hell for the other player. Their concept is simple and their execution is extremely streamlined and efficient, making them one of the easiest decks to build and one of the hardest to execute.
Your goal is not to simply win, but to win in such a way that makes your opponent want to flip tables. ┬─┬ ノ( ゜-゜ノ)
Tuesday, August 12, 2014
The Oath of Merlin (Overview)
Welcome to the land of the skill and the home of the skilled.
When it comes down to it, Magic World is set at the junction between math and strategy. You first have to build a deck that maximizes the potential of the variety of cards that Magic World offers. Magic World features the most impressive array of spells of any world currently and possibly to come. This means a ratio of monsters, items, and spells unlike any other. But once you have the deck down, there's still the actual part of playing the deck. This is where Magic World truly begins to shine.
Magic World can do anything. We're talking about everything between drawing tons of cards and gaining lots of resources to bouncing monsters back to hand and dealing direct damage. Most importantly, Magic World uses their effects not to win a confrontation but to bypass one entirely, resulting in an opponent who stares emptily as their winning image gets transformed into your winning image.
Whether you're backed by 72 Pillars of demons or Wizards of all kinds, Magic World is just a blast to play.

Magic World can do anything. We're talking about everything between drawing tons of cards and gaining lots of resources to bouncing monsters back to hand and dealing direct damage. Most importantly, Magic World uses their effects not to win a confrontation but to bypass one entirely, resulting in an opponent who stares emptily as their winning image gets transformed into your winning image.
Whether you're backed by 72 Pillars of demons or Wizards of all kinds, Magic World is just a blast to play.
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