Welcome to Area Forum
Please
login
or
register
.
1 Hour
1 Day
1 Week
1 Month
Forever
Home
Help
Search
Calendar
Login
Register
November 15, 2024, 02:08:53 AM
Area Forum
-->
Battle area
-->
Community
-->
Card Questions
How does it feel to play GP?
« previous
next »
Print
Pages: [
1
]
Author
Topic: How does it feel to play GP? (Read 9307 times)
0 Members and 1 Guest are viewing this topic.
Hope
Guest
How does it feel to play GP?
«
on:
April 06, 2015, 03:04:16 PM »
Yo, this Hope, Former Gold Paladin Leader from GSE here.
I haven't been feeling very confident in playing with Gold Paladins, though, I am returning to Oracle Think Tank by the end of the month,
I want to hear what others feel when playing with the clan.
A good feeling or bad feeling?
What does the clan lack in your opinion?
Compared to other clans, what do you feel when using it?
What are it's strengths and weaknesses?
What should a basic Gold Paladin deck achieve?
Those are just a few ideas, you don't have to talk about them, I am open to any response with this and I'm hoping this kind of discussion will help with everyone improving and cleaning up their playstyle with one of my favorite clans.
This kinda of info will help me decided as well as others if this is the clan for them or not.
Thanks guys!
---- Also, other clan leaders I am encouraging you to post in this section as well.
Even if you don't main GP or even have only used them like once your opinion is legit in my eyes so don't afraid to voice it.
«
Last Edit: April 07, 2015, 08:27:32 PM by Hope
»
Logged
Agame
Already Interested User
Posts: 127
Karma: -1
Gender:
I will save this world
Re: How does it feel to play GP?
«
Reply #1 on:
April 06, 2015, 03:48:37 PM »
Well I'm a noob
but what I understand is that has quick field setup.
One of the weaknesses I found was it can have a bad field because it's unexpected superior calls
Logged
[ER] Patrickzzz
Lung of the Community
Posts: 1033
Karma: 41
Gender:
:)
Re: How does it feel to play GP?
«
Reply #2 on:
April 06, 2015, 03:53:02 PM »
It lacks a new Garmore...
Logged
Moe Shinkō
Active User
Posts: 382
Karma: 28
【Army of One】
Re: How does it feel to play GP?
«
Reply #3 on:
April 06, 2015, 04:13:55 PM »
I rarely play them but when I have, I always had fun and they always seemed powerful. I started this clan with Gancelot Zenith build.
What I like about GP is their quick field setup and synergy. Each card keeps chaining to the other which I like, I like doing combo's and everything linking, having that makes me feel confident my deck is complete.
GP is a very fun clan imo but the only reason I don't like to play it is because you rely too much on the top 3 card checks and praying to get what you want. Sure Zorron and catchgal fix that but... you know, that bothers me.
Logged
Kisaragi Zane
The Post-Flooder
Posts: 867
Karma: 14
Gender:
【Remix Heart: Hero】
Re: How does it feel to play GP?
«
Reply #4 on:
April 06, 2015, 04:14:10 PM »
-DISCLAIMER- First: I'm currently sick so my mind is a bit juggled at the moment and uh not a GP-expert q.q. -DISCLAIMER OVER-
Out of all of the Paladins, I like Golds the most. I feel that Royals are a bit straight forward and Shadows are too much of a "win.dek" (No offense to shadows or royals users. I also like both Royals and Shadows). But I feel like Golds are more versatile which is why I like them from Ezel, to Pellinore, to Spectral Duke and Chromejailer, Liberators and even Bluish Flames.
When I use them it keeps me entertained, similar to how I play Aqua Force, always adapting to what I have in both hand, deck, and field. I'm not sure what Golds really would need in all honesty. Compared to the other paladins, they have a lot of versatility so you can do some crazy shenanigans with them while also maintaining an early field. To me, that versatility is a major strength: I've seen people tech Pellinore in rather 'new' stuff. They do chain calling which can also increase the field and they also have the ability to gain power for each chain call. I don't think they have any obvious weaknesses outside of huge CB usage but that can be said for all clans although the problem with this is that no CB means no calling and no calling means your field is rather vulnerable for retire, however -shrugs-.
I think a basic Gold Paladin deck should aim to overwhelm their opponent while maintaining their resources, having a very strong and powerful field by their endgame. Which, all of the Gold Paladins are able to achieve. Spectral Duke, Chromejailer, Pellinore's superior ride and limit break, Any of the Ezel's, Liberator Alfred, Gancealot Zenith, and Monarch Alfred, even the new Bluish Flames: they all have the ability to overwhelm the opponent and push the match to end game. But I personally think GP is a very powerful clan that have very small weaknesses but can overpower almost any clan even rival paladins.
Logged
Legendary Cardfighter: The Ultimate Hero
"Free like the wind, cold as ice, majestic like snow, strong like the storm."
Golden Sage NovaRaizer
Active User
Posts: 369
Karma: 4
Re: How does it feel to play GP?
«
Reply #5 on:
April 09, 2015, 05:17:32 AM »
Hello everyone. This is NovaRaizer. Normally I don't post a darn thing on this forum outside of my team DS but Gold Paladins are a clan I hold close to my heart. Ever since they first came out I have looked into the clan and even though I can't say I have been with them since set 6 as my main clan, I have looked at each and every unit, strategy, and era that the clan has went through.
The clan itself is a roller coaster and that begins partly because of how it was introduced. It was brought in during set 6, Breaker of Limits, and thereby focused mainly on the new mechanic at the time, Limit Break. Everything the clan had was based around that and they really couldn't do anything as a clan until they reached 4 damage at the time. It was a frustrating feeling to see your damage at 3 and your opponent deciding to stop attacking your Vanguard just because they don't want to deal with your limit break, but that was their weakness at the time. When Break Rides came out, the Gold Paladins gained the Liberators and this subclan had a similar problem. From Set 10 to set 14, the main idea of Liberators was to Break Ride for a devastating set of columns so that you could hit as hard as possible and your opponent just had to deal with it. It was definitely the time when the clan had the hardest punch and in set 15, Holy Shine Dragon made Break Ride into a hand drain mechanic because it could be consistently done each and every turn until they couldn't block.
With the Legion Ark, we were introduced to the Bluish Flames and Liberators gained another weakness to those who used this variant of the clan, now the opponent has to be at Grade 3 and you need 4 units in your drop zone before you can really start your engine. It wasn't all bad though. The main mechanic, and I probably should have said this much sooner, is a high risk/high reward gambit of using the top of deck to not only build your field with minimal hand usage, but empower your field as well, boosting some units and even unlocking abilities based on doing calls and what you call, all because you have less control over what appears on the field than you do in other Paladin clans. Bluish Flames gave us the power to check 3 or more cards from the top of our decks for units instead of picking up the top one and praying its not a trigger you'd rather drive check and can't make good use of in any regard. This added much more versatility to the clan and gives them an extremely strong ability to set up their field and even their deck for success if the player knows how.
The strength, and beauty, of the Gold Paladin clan is that for each era I have mentioned, there is a completely unique way to play the clan and shoot for your own image of victory. Whether you build the field with Ezel, retire what you built up with Spectral Duke or Chrome Jailer, Superior Ride Pellinore, Strike with the unity brought by Liberator of the Round Table, Alfred, Swarm the field immediately with Wolf Fang Liberator Garmore, call your allies for multiple battles with Gancelot Zenith, Use an entirely upgraded form of unified power with Monarch Sanctuary Alfred, or burn your opponent in Bluish Flames, each style of the clan brings its own strengths, weaknesses, and fun factor to your place. Its all so different and as Vanguard is today, they are all technically viable.
So then, what is the biggest weakness of this clan now? Is it the randomness factor of getting units from the top of your deck? It actually isn't. The problem is that the Gold Paladins overall are meant to turn those calls into overwhelming power that the opponent can't stop, but with the era of Stride, every clan has the ability to get the hand they need to stop those kinds of power plays. Unfortunately, Gold Paladins aren't made to do them consistently each and every turn so they can't just wear the opponent down. If a finishing move is mistimed or can't be timed properly then the clan really can't do much of anything for themselves. That means units like Monarch Sanctuary Alfred with its power to hit for insane numbers with enough crits to end a game in one attack can be blocked with the Perfect Guard that not only has been fished for by multiple triple drive checks, but said Prefect Guard even unflips damage, giving the opponent more resources to use against you later. The only Gold Paladin that really gets around this is Prominence Glare, but even then, outside of the turn you Legion it or a strange deck layout, you usually have to use a Counterblast to Superior Call, and another to use its ability to gain a critical and control your opponent's guard. This means that there are only so many times that this can even be done in a match since it normally takes 2 Counterblast per turn to do effectively.
The new GB format provides almost every deck with answers to Gold Paladin's current style of play and those that it doesn't deal with can be scouted and planned for. The biggest things I would say they need is the same treatment, Generation Break units that allow them to do some of what everyone else is doing. I believe all clans deserve to have this at some point for the sake of balance and while Gold Paladin isn't starving for support, its definitely struggling to make a name for itself in the current game. Its very easy to play the clan and switch because you are frustrated that your cool power plays are easily blocked by your opponent, but I get the feeling that Set 3 is going to give Gold Paladins what they need to keep up no matter what I say as an overall suggestion, so that's something to think about. Overall, Gold Paladin is a fun clan and a very unique and versatile one for the game. While it isn't the best and might lose to a lot of things that shape the meta with how well they use Strides, almost every single deck that can be thought of in the clan is viable in the current game so if you feel it is lacking something, it doesn't hurt to take a hard look at all their options.
Logged
"My power isn't meant to destroy my enemies. It's to protect what I believe in, and its ever growing."
Ibuki Kouji
Guest
Re: How does it feel to play GP?
«
Reply #6 on:
April 09, 2015, 05:20:42 AM »
Plantina ezel is the only card i like from gold paladin..also the g unit ^,^
Logged
TFate505
Guest
Re: How does it feel to play GP?
«
Reply #7 on:
April 18, 2015, 11:23:45 AM »
Its cool , like to call and call again ^.^
Logged
Print
Pages: [
1
]
« previous
next »
Area Forum
-->
Battle area
-->
Community
-->
Card Questions
How does it feel to play GP?
Join!!