Showing posts with label Dragon World. Show all posts
Showing posts with label Dragon World. Show all posts

Friday, August 15, 2014

Deck Profile - Supercell (Outdated)

Thunder Knights, Halberd Dragon
This used to be a pure Thunder Knights deck. Not anymore. Viable a year ago, I've felt that Bushiroad was moving too far away from the old Thunder Knights support that it was no longer feasible to simply depend on stuff like Thunder Formation and archetype-based love. But I also didn't want this deck to turn into some weird Armordragons toolbox. It was tough trying to figure out what to do with this, really.

Enter Japanese Regionals results. The person who topped played a Thunder-Crimson mix, weaving in the newer Hundred archetype with the old Thunder archetype. And guess what? It's not a bad idea on paper. Of course, being a Japanese player (great idea, really awkward ratios and choices) his deck was...kinda funky. So I'm more or less rebuilding it to be mathematically sound and efficient.

From Thunder Knights, we grab the plussing engine, damage pumps, and Penetrate effects. From Crimsons, the new weapons, control-based abilities, and the ridiculously good Impact. Play to the strengths of both worlds, and you find yourself able to do pretty much anything.

Now that we've overviewed the deck idea in general, let's go straight to the list.

Monday, June 30, 2014

Dragon Knight

Dragon Knights are a pretty interesting archetype to play. They get the benefit of getting the support of generic Dragon World cards while having a totally different playstyle and feel as compared to the overused and overplayed Armordragons. Thus, they straddle a fine line between competitive and rogue, often being able to counter the meta and be the meta simultaneously. Which is weird, and a paradox.

Stats-wise, they share the same base value as Armordragons but often have reversed values (4000/1/5000 instead of 5000/1/4000). They are more gauge heavy than the average Armordragon deck but ultimately cost less gauge than Jackknives. They specialize in having a variety of on-call effects coupled with various pressure columns that also create good removal effects when used in conjunction with one another. Their big bosses have abilities that allow fallen comrades from the drop zone give support in the form of buffs to remaining monsters. Ultimately, Dragon Knights play a very controlled and delicate game that wins games by technique and not raw power.

The coolest thing about Dragon Knights, though, is that cards are named after famous historical warriors and generals from all around the world.

Sunday, June 29, 2014

Armordragon

If Dragon World is Bushiroad's most beloved World, then Armordragon is Bushi's most beloved archetype. They have, once again, so much support and so many options that it's honestly boring to write about what they can do. It's more appropriate to write about what they can't do. I'll devote the following paragraph to list out the strategies that are not viable with Armordragon decks before going into the specific analysis of cards.



I'm done.


The Tyranny of Orochi (Overview)

You guys are all losers.

No, I'm just kidding. There's no issue with playing the default World that Bushiroad loves to hell. In fact, it's probably really smart to be playing the World that gets all the support.

Dragon World is basically everything that you could possibly want in a World. They have solid stats on their monsters, they have a lot of them, they have a variety of spells, they have solid weapon selection and the support to use them with, they have stellar impacts. I swear you can't go wrong with this World. There's so many damn options to choose from it's ridiculous. And they have a spring of support that will never, ever run dry. Bask in the love of Bushiroad.

Dragon World is divided into to main archetypes, Armordragons and Dragon Knights. You can read about each in their corresponding article.