Battle area > Card Strategy
Tips for Granblue?
FTLol:
Thanks.
WaiterFang:
--- Quote from: TimPowerGamer on May 06, 2014, 04:56:23 PM ---
--- Quote from: crossflames on May 06, 2014, 03:33:07 PM ---
--- Quote from: FTLol on May 06, 2014, 01:10:54 AM ---
--- Quote from: TimPowerGamer on May 06, 2014, 12:48:21 AM ---There were a lot of ifs behind that statement.
--- End quote ---
Well, even if decking out wasn't a lose condition, I still wont call it the best Reverse in the game.
--- End quote ---
Well if I had a word, I'd say Dragonic Overlord the Reverse was the best Reverse and Chaos Breaker Dragon just toys with the meaning of 'good game'.
--- End quote ---
DOtR is actually a really fair, balanced card. Plenty of things can restand and hit that amount. Locking all of your rear guards essentially makes him function like a Laurel clone. It's extremely weak to Glendios (if its attack gets redirected, it can't stand by its own effect, so you locked all of your RG's for a 10k power boost, which is barely stronger than what your boost would have been anyway.), but I think that was by design. It's a lot like Raging Form Dragon. People associate the power of the clan's support to the boss. But Raging Form is actually a below average power boss card (which is justified by it not needing counterblasts).
All that aside, Cocytus "R" has way too many weaknesses simply due to how it gains its card advantage and how that forces all of the cards out of your deck.
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I agree that Cocytus "R" has some weaknesses and in comparison with other "R" cards, he falls abit offensively, but I find the fact that Cocytus "R" can continually recycle 10k intercepts and change them into 11k attackers to be very useful.
HunterSerge:
While crossflames gave a decent overview, there are some extra points I should give. First, do not use Skull Dragon. The deck is easily capable of making 21k columns by Nightmist/Nightsnow, Skull Dragon ends up being a wash at best, and running any copies of it cuts into the consistency of the rest of the deck.
For Starter, you really don't want Nightkid. It was nice to develop the toolbox back when we had no good starter that didn't minus us, but now that Peter exists, there's no real reason to use Nightkid. Chappie's can handle fetching cards for the drop zone just fine.
Beyond the Sea Strolling Banshees and the obvious Gust Jinns, your other Grade 1s should be Samurai Spirits. These are immensely important for ensuring that the advantage you gain from the Breakride is kept, as Nightsnow cannot do this all on his own. Also very useful against disruption decks, as it makes replacing your killed/stunned units far easier, as you can either swap the stunned unit or call any random unit from your hand and swap it out.
Grade 2s is the most open for sure. You definitely need Ruin Shades for a good 11k attacker and early mills, and you want Blueblood to cover the 6k power of the Banshees. Corrosion Dragon is a must as well, for easy 3-stage columns. For the rest, tech away. Deadly Spirit makes for a good 1-of tech, since our Counterblast-based G2 swapper kinda sucks, and Skeleton Swordsman gives you a fantastic revival target.
Grade 3s, just stick to Nightmist and Nightsnow. Don't use Nightsnow's Superior Ride unless you ABSOLUTELY need to, its bad to be cutting into the soul, which should be used exclusively by the Banshees, and the Counterblasts are needed for Nightsnow's Limit Break and for Samurai Spirit's swaps. BR Nightmist over Nightmist as many times as possible, as this is easily the best way to gain advantage.
Oh, and trigger line-up. Granblue works best with Crits, since in addition to the plethora of other issues Draw triggers hold Granblue is already at risk of decking out...anyways, I wouldn't actually go 12 Crit. Cut 1-2 for Hades Steersman. His low power doesn't really matter, as when Nightmist's own on-attack power gain isn't covering him, you can just swap him out for Samurai Spirit. The +1 you get from him is honestly Granblue's only method of generating advantage during the midgame currently, so its important to use.
Neopaladin28:
however what nightkid does is actually put what you need into the soul, both are good in my opinion, it's more of a preference thing. I personally prefer nightkid since he puts what I need into the drop, nothing more nothing less, at the cost of a -1, I know that peter gives you a 0 for it's skill but you'd have to be running chappie.
So like I said before it's more of a preference thing
crossflames:
--- Quote from: Neopaladin28 on May 09, 2014, 01:18:47 AM ---however what nightkid does is actually put what you need into the soul, both are good in my opinion, it's more of a preference thing. I personally prefer nightkid since he puts what I need into the drop, nothing more nothing less, at the cost of a -1, I know that peter gives you a 0 for it's skill but you'd have to be running chappie.
So like I said before it's more of a preference thing
--- End quote ---
Yes, I agree on this because my formation has never been broken JUST by not using another grade 0 preference. ^_^
--- Quote from: HunterSerge on May 09, 2014, 12:27:45 AM ---While crossflames gave a decent overview, there are some extra points I should give. First, do not use Skull Dragon. The deck is easily capable of making 21k columns by Nightmist/Nightsnow, Skull Dragon ends up being a wash at best, and running any copies of it cuts into the consistency of the rest of the deck.
For Starter, you really don't want Nightkid. It was nice to develop the toolbox back when we had no good starter that didn't minus us, but now that Peter exists, there's no real reason to use Nightkid. Chappie's can handle fetching cards for the drop zone just fine.
Beyond the Sea Strolling Banshees and the obvious Gust Jinns, your other Grade 1s should be Samurai Spirits. These are immensely important for ensuring that the advantage you gain from the Breakride is kept, as Nightsnow cannot do this all on his own. Also very useful against disruption decks, as it makes replacing your killed/stunned units far easier, as you can either swap the stunned unit or call any random unit from your hand and swap it out.
Grade 2s is the most open for sure. You definitely need Ruin Shades for a good 11k attacker and early mills, and you want Blueblood to cover the 6k power of the Banshees. Corrosion Dragon is a must as well, for easy 3-stage columns. For the rest, tech away. Deadly Spirit makes for a good 1-of tech, since our Counterblast-based G2 swapper kinda sucks, and Skeleton Swordsman gives you a fantastic revival target.
Grade 3s, just stick to Nightmist and Nightsnow. Don't use Nightsnow's Superior Ride unless you ABSOLUTELY need to, its bad to be cutting into the soul, which should be used exclusively by the Banshees, and the Counterblasts are needed for Nightsnow's Limit Break and for Samurai Spirit's swaps. BR Nightmist over Nightmist as many times as possible, as this is easily the best way to gain advantage.
Oh, and trigger line-up. Granblue works best with Crits, since in addition to the plethora of other issues Draw triggers hold Granblue is already at risk of decking out...anyways, I wouldn't actually go 12 Crit. Cut 1-2 for Hades Steersman. His low power doesn't really matter, as when Nightmist's own on-attack power gain isn't covering him, you can just swap him out for Samurai Spirit. The +1 you get from him is honestly Granblue's only method of generating advantage during the midgame currently, so its important to use.
--- End quote ---
Thank you very much for giving me a compliment, maybe some criticism too. I think instead of saying what 'he really doesn't want to use' I think you should say 'what I think you should use' or it sounds like you're forcing your opinion on someone. Sorry about that.
I considered not using Banshee because it's only 6k, having a 9k rearguard in front will only get the row to 15k. Against an 11k vanguard that's not strong enough (which is why I rarely use 6k grade 1's) Sure, the drawing is good but I focus on keeping field formation rather than focusing on hand conservancy which may easily break because of Link Joker's Binds.
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