Showing posts with label Deck profile. Show all posts
Showing posts with label Deck profile. Show all posts

Monday, June 20, 2022

Cardcaptor Deck profile


I decided to make a deck profile video with the clow cards I created. It's a short video showcasing the various cards used in my deck and what some of the clow cards effects are. Please have a look and let me know what you think. 

You can view the cards HERE if you want to check them out and see what more of the clow cards are.

Enjoy~pyons

Saturday, October 9, 2021

HoloLive G/B budget


 Not gunna lie, don't really care about Japanese Hololive myself but I new the set was coming out this month. I headed over to my favorite place to buy JP Weiss NovaTCG. I was pleasantly surprised with the price of most of the cards. I decided if I could find 2 low priced Lvl.3s  I would try and put a deck together. We'll anyways here it is.


Not much to say about this deck. It does play this Lvl 1 Picora CX combo. At end of attack of this card if slot in front is empty or has a reverse character, look at top 4 choose 1 :Hololive: add to hand and ditch the rest. Choose 1 character to give +1000 cross turn. Not bad for getting hand and bosting characters. I like how it works with reverse character and open space to negate bounce back cards. Also the CX being a gate really helps to insure you get a copy in hand.


And thats basically it for cards that are important. it was a $30 combo and I didnt want to spend too much on this. There are however a few other cards I really like. First is Coco with her if 2 experience tap to git 1 character +2000, but I really like the first effect trigger a CX discard a CX look top 2 from LB put one in hand ditch the rest. With my climaxes being Bar and Gate it insures I have a CX in hand for the skill. Next is the Okayu Nekomata brainstorm, its the same top 3 pick one from the Bofuri deck I use. This is real helpful for getting more cards for the CX combo. Then there is the Luna Himemori CX swap, and thats all it needs to do swap CX.... just in case.


And thats it! The 2 Lvl.3s I chose are the Picora and Kanata. Picora is a heal that also stops backups during combat and gets +1500 if all characters are :Hololive:. The Kanata is a choose 1 of 3 :draw 1 choose character battle no backups or events. :discard to heal to stock. :+1000 power +1 soul all. Not bad but not great either no extra instances of damage but I hope to stall with heals. There is a early play event I could run but maybe another time, It does cost 3 stock. 

Anyways I hope you liked my Hololive G/B Budget Deck Enjoy pyons!

Sunday, August 8, 2021

Memory Snow Rem

 


Today we can go over my Rem:Memory Snow deck. I also have a Rem deck from the first 2 sets but I may go over them another time.


Now as for zeros there is not much to talk about. This is Anti standby and anti burn deck so those are the main functions of what im trying to do. This can be accomplished with just these 2 cards here. The brainstorm is a tap 2 search so it does take a good hand to get going, however the main function is its first ability, If a player returns a character from WR to field during climax or attack step. That player subtracts 2000 x cost or returned character from there front row. This helps keep opponent from playing high power characters early and will stop most lvl2s and 3s later. Also in junction with the 2000 backup To help kill anything they play to the field. I usually only play one with the 500 lvl assist lvl 1, however if my front row is powerful enough to stop most of their lvl1s an 2s without the assist I can play 2 copies wich stops their late game plays flat. The other lvl 0 is the anti burn. as long as all my characters are memory snow now player can take auto damage of 1 or less. There are a few lvl 3s that can still get around this however it does come in handy from time to time.



Now for my lvl1 climax combo. This is a nice combo to get cards in hand. Its a on attack check top 3 choose memory snow or event(shown) add to hand, ditch the rest. This is really good as it helps to mill your deck so your at a better state when its your opponents turn. Also the event checks the top 6 for iether the lvl1 card or the climax that is associated with it. This really makes the deck more consistent as you get a really good chance to get any of the cards you need for no cost. So i usually try and dig the 2000 backup or another event card during early play, then start getting the early play Emeilia heals and Rem lvl3s when im ready. You can also use the event to dig for a climax if you have the drop search and you need a card from WR.



Last is the lvl3 climax combo on play its a check top 3 add 1 to hand ditch the rest. The main ability however is quite nice. On attack pay cost then check up to bottom 5 of opponents deck if there is a climax put 1 in clock. While it will only do one damage resaurdless of the number of climaxes milled It does get around the Rem anti burn. You do however have to have 2 of them in mem for the effect to work.


Anyway thats all for the Rem deck. Most of the other cards are just misc. utility and not worth mentioning. I am however playing the Emilia heal because the deck really needs a heal and it was the best early play in the set that didnt need me to play other colors.

Monday, April 25, 2016

B/R Sayaka, Kyoko Deck Profile

Well its about time for another deck profile. This time its my Kyoko, Sayaka R/B Madoka Deck! So like usual i'll just go over a few of the decks combos, or you can just watch the video.
The deck has a lot of lvl.0s but nothing really important so I'll start with the main lvl.1 combo. The "Kyoko shares an apple" and "Second year of Mitakihara Middle School, Sayaka" cards work really well at lvl.1 the Kyoko has an on play bond for the Sayaka that gives the Sayaka +1000. This card becomes really powerful if you have two of the Kyokos, making all of your "Second year of Mitakihara Middle School, Sayaka" 7500. This becomes a really powerful combo at lvl.1 if you can pull it off. Having zero cost 7500s is great field presence.
The next lvl.1 combo is the "Kyoko Wishes for a Miricale" and "It sure is lonely, being the only one left" climax combo. This is an interesting combo that doesn't really plus on your end but it can help you get some of those pesky Lvl.2 cards off the field. It's especially useful against the new Titans that do crazy stuff at Lvl.2. So when "It sure is lonely, being the only one left" is played into your climax zone you may discard a card from hand to send one of your opponents lvl.2 or lower characters to the waiting room, then during your encore step you send "Kyoko Wishes for a Miricale" to your waiting room. So while you are able to knock down one of your opponents pretentiously hazardous characters off the field you still have to sacrifice your own card in the process.
Now I can go over the lvl.2 combos, starting with the "Howling Kyoko" and "Sayaka fights for Others" combo. Kyoko has a great ability that gives her +1500 if you have a Sayaka card on the field, making her a cool 9500 if you played any Sayaka on the field. However if you play "Sayaka fights for Others" which gives all "Howling Kyokos" +500 and character from hand encore. This makes Kyoko a 10000 which is really helpful at lvl.2 specially if your opponent has been doing early changes into lvl.3. I also use "Magic Girl Appears" which lets me salvage two characters and discard one to make sure I get all the cards I need to complete my late combos.
 Last is my "Kyoko Sakura" change combo with "Kyoko in the Ally" which is your standard draw phase change combo. "Kyoko in the Ally" has an average assist ability that gives +1000 to all characters in front, but when you start your draw phase you can change into "Kyoko Sakura". "Kyoko Sakura" has a great first ability to salvage one character from your waiting room to hand. This starts off a nice combo where you can return your "Kyoko in the Ally" back to your hand. If your lvl.3 you can use it to cycle through "Kyoko Sakura" getting all of them out of your waiting room. When played "Kyoko Sakura" also has a great ability pay two, tap two and give her +2000 with the ability when opponent is reversed send it top of deck. This is great for getting rid of those pesky cards that you don't want your opponent to save.

Well thats about it for my Kyoko, Sakura deck profile. Enjoy the video and i'll see you all later!

Wednesday, April 13, 2016

G/B IdolM@ster deck profile

Greetings Weiss players, I have another deck profile for you all. This time its for my G/B IdolM@ster deck. As you can see its similar to the Deck a posted 2 years ago but with a few changes. Again like my Kantai deck this is a non-competitive deck I do however have lots of fun playing it, but that could be said for a lot of Weiss decks. So same format as last time, I will go over a few of the decks combos but have a full deck recipe and profile video posted after.
So the deck runs a lot of basic lvl.0s yet it does have at least one nice combo with the "Eri, Quite Incredulous" and "Producer Ozaki" combo. Eri is your typical 3500 lvl.0 with a penalty hers being to check the top card before your attack phase, if you check a climax you must send another character from the field to WR. This cards effect while seeming really high it really pays off when you group it with "Producer Ozaki".  She is your basic lvl.0 assist with a +500 to all characters in front, but her second is what your really after. When the battle opponent of your "Eri, Quite Incredulous" becomes reversed you may draw a card if you do discard. As you can see this can really help with getting your hand ready for lvl.1 which is really important in this deck, especially since I don't run brainstorms.  Also if your getting extra cards from "Takane in casual clothing" this becomes really helpful.
Now lvl.1 is really where you start doing fun things in this deck. First is the "Ritsuko, Panicking" and "Lots and Lots" climax combo. Ritsuko' effect reads, when you attack if "Lots and Lots" in in your climax area you may pay 2 if so draw up two 2 cards and your opponent draws 1. This combo is surprisingly great it helps with your hand size, and forces your opponent to draw a card. I've had a lot of luck with my opponent drawing a climax when using this effect and because of how its worded they must draw regardless of weather or not you do. So while this cards power is relatively low If you can manage to get it off at least once its a great card. Also the climax is a one stock one soul which gives you an extra stock you might need to pull off the attack while giving you enough damage to side attack with Ritsuko if needed.
The other lvl.1 card that means business is the "Eri Mizutani" and "Eri Inherited Dream" climax change. Eri Mizutani is a rather low power high cost lvl.1 card that really shouldn't be played unless you have the change qu'ed up. She is a 1 cost 5500 base which is almost unplayable however when you play the climax "Precog" you can put her in your clock and search your library for "Eri Inherited Dream". This is an awesome card with a 8000 base but a +500 boost on you opponents turn for every other :music: character on your field. It is however a 1 cost lvl.2 which leaves it with only 1 soul but if played with "Precog" which is a +2 soul climax you should do fine in Damage and if you have your "Kotori Otonashi" on the field boosting +1000 up front you should have no problem keeping her out for the long haul.
The last important card in the deck is actually a lvl.1 event that works well with a lvl.1 character "Takane Shijou" as well as the decks lvl.3 "Azuka Run! Bride". The event "Sidetracked" is actually a couple cards with the same name, some of the cards are from different sets with different effects. The one I chose has the effect [counter] cannot be played if you have no :music: characters, chose one card from your clock and put it in your hand then chose one card from had and put it in clock than choose one character and give it +1500. This card works really well as a way to get any needed card out of your clock as well as either boost a character on your turn for more power of help save a character that might be getting overwhelmed on your opponents turn. Now when you use this card like all sidetracked cards it goes to memory. This is where it helps "Takane Shijou" which is a 0 cost lvl.1 with 4000 power however if you have "Sidetracked" in memory she gets a boost of +2000 which makes her a nice 1 cost 6000 or 0 cost 6000 depending on when you played the event card. Also the boost goes off as soon as the card "sidetracked" hits memory so if your opponent just ses the 5000 and you counter with "sidetracked" she will become an 7500 for the turn, which is really unexpected and could really surprise your opponent. Then when you finally get to Lvl.3 and play "Azuka Run! Bride" "sidetracked" can be used to activate her second effect to send a lvl.2 or lower from your clock to the field, but then you need to replace that card with a card from the top of your library. You then send "sidetracked" from your memory to WR. It's not a great effect but if you happen to have a "Eri Inherited Dream" in your clock this could really help your field.

Well that about sums up this IdolM@ster deck, let me know what you think. How would you play a deck like this? or do you have any suggestions for other budget IdolM@ster decks? While I will be posting alot of decks that anyone could build for relatively low cost, I will get to my competitive decks soon.

Look forward to it! Enjoy!

Saturday, April 9, 2016

Budget Kantai Deck part 2

Hey guys before I review last seasons anime I thought I'd do my detailed review of the Kantai deck I uploaded earlier. I have however changed it a bit by getting rid of some of the grade 2s in favor of the 1st and 2nd Ise class climax combos. After my break-down of the deck I also made a video about the deck that goes over more of the combos as well as a complete deck list.
I will be starting with the grade 0s the main card being "9th Asashio-class Destroyer, Arare" an assist character that adds +500 up front with a second ability tap 2 pay 2 Draw. I find this to be one of the main starter cards in the deck. With the decks low reliance on cost early game you have the recourses to pay this every turn for an extra card. Using this with "3rd Shiratsuyu-class Destroyer, Murasame" and "4th Asashio-class Destroyer, Arashio" will help fix your hand and get you ready for the 1st and 2nd lvls.
 The "1st Akatsuki-class Destroyer, Akatsuki" combo is another of the great early game combos for the deck. Its +2000 power boost will help your lower powered characters in early game stay on the field. It's ability to work at lvls 0 and 1 are essential because of this decks low powered earl cards.
As you can see the deck has a great chain of lvl 0s that help not only build hand but prepare you for the next stages. Another great card is the "2nd Shiratsuyu-class Destroyer, Shigure" lvl change combo. It has a great starting ability that gives it +1500 and character from hand encore if on the field by itself, which makes it an Ideal starting card. It also has an awesome second ability that if you are lvl 1 or higher you can discard a card from hand and move this to waiting room and replace it with "Lucky Destroyer, Shigure-Kai-Ni" from your waiting room."Lucky Destroyer, Shigure-Kai-Ni" has a great ability where when played from hand of waiting room you look at the top card of your opponents deck and if its 1 or higher she gets +1000 power till the end of you opponents turn. 
Some other great grade 1s are "4th Myoko-class Heavy Cruiser, Haguro" which you can sac when one of your other characters are getting front attacked you can give that character +1500 power. Another is "2nd Myoko-class Heavy Cruiser, Nachi" another great assist that give +1000 up front to your characters on your opponents turn. But it really shies on its second ability that while they did give it to a lvl 0 in the 2nd set, when played pay one and discard to look at the top 4 cards in deck pick one [ship girl] from among them and put it in hand while discarding the rest. While this card does not give you an extra card it does help to fix your hand again getting ready for the next lvls.
Last we have the 1st and 2nd Ise-class climax combos. These are great uncommon + rare combo cards that have a great ability that works well together. Both the Ise and Hyuga grade 2s have an ability that gives +1000 to each as long as the other is also on the field. But the have another ability that works with the climax "Aviation battleship, heading out!" where when the climax is played pay one and put this card into stock then replace it with its counterpart grade 3 Ise turning into Ise-Kai and Hyuga turning into Hyuga-Kai. The grade 3s also have the ability to give +1000 power to each other if they are on the field as well as their own abilities. Ise-Kai can stand herself and another character and swap them with a boost to Ise-kai of +2000 if you discard a character at the start of your opponents attack step. While Hyuga-Kai has the ability when played discard a character from hand to give it the clock kick ability when your opponent is reversed. While the grade 3s lack heal they can get powerful and are great for clearing field.

Well that is my budget Kantai deck, The full card count and more of the stategies will be found in the video. I hope you enjoyed my first full deck profile, I hope to have alot more in the future.

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