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[VG] [Granblue] Johnny Depp's Pirate Crew
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Topic: [VG] [Granblue] Johnny Depp's Pirate Crew (Read 7824 times)
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Ashbringer
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[VG] [Granblue] Johnny Depp's Pirate Crew
«
on:
November 26, 2015, 11:18:42 AM »
Unit List:
Grade 0:
1x Captain Nightkid (SV)
4x Rough Seas Banshee (Crit)
4x Doctor Rouge (Heal)
3x Jimmie the Ghostie (Crit)
2x Sorrowful Gunshot, Nightflare (Draw)
3x Performing Zombie (Stand)
Grade 1:
3x Boatswain, Armain
2x Brutal Shade
3x Gust Jinn
3x Sea Strolling Banshee
3x Tommy Brothers the Ghostie
Grade 2:
3x King Serpent
3x Ruin Shade
2x Three-Star Chef, Pietro
3x Undead Dragon, Ghoul Dragon
Grade 3:
4x Johnny Depp (Lord of the Seven Seas, Nightmist)
4x Drift Ice Swordsman, Nightsnow
Grade 4:
4x One Who is Loved by the Seven Seas, Nightmist
4x Pirate King of the Abyss, Blue Heart (Can be Substituted to your tastes)
Game Plan:
First thing's first. You need Johnny Depp as THE starting Grade 3. Don't be afraid of being aggressive before getting to Grade 3. Don't even be afraid of getting to Grade 3 before your opponent does. You actually have an advantage if you get to Grade 3 first. Take note that Johnny Depp is a Break Ride unit. And from my experience, some people tend to attack a rear guard with a vanguard. It's actually a good tactic IF you're using other clans like Narukami or Royal Paladin. It makes you guard because you don't want to lose that unit. BUT! From our point of view, It's actually a good thing. Because almost ALL of our units' skills activate IF they were called from the drop zone. Lastly, Do NOT be afraid of guarding with your Grade 1's. When you guard with them, they get sent to the drop zone, and most of our grade 1 units' skills can be activated if they are called from the drop zone.
To do the combo, the things you need are:
a G3 Nightmist as your vanguard
a G3 Nightmist in your hand
3-4 unflipped cards in the damage zone
at least 2 cards in your soul
Nightsnow in your drop zone
Combo:
1. First Break Ride into G3 Nightmist. With it's skill, call two units from your drop zone. DON'T call Nightsnow as you will need him later. If you have an extra Nightsnow in your drop zone, you can call him.
2. From the drop zone, Superior Brake Ride into Nightsnow, you will again activate the Break Ride skill which will call two units from the drop zone and give them an extra 5k. At this point in time you will have 5-6 units (VG included) in your field.
3. At this point, you will have 5 powered up units (VG included) in your field. Use Nightsnow's limit break to retire a non-powered up unit and call a unit from the drop zone. That unit also gets an extra 5k.
When you execute the combo correctly, you should at least have two 21k attackers in the front row and 21k+ attacker as your vanguard. This is also a
one-time thing
in the game. So when you want to execute it, you need to make sure it will finish off your opponent. If it doesn't, well at least you still have your grade 4's. If you want to do the combo early, you will need Brutal Shade on the field.
Advantages:
Now, some of you are thinking, "Nightsnow is definitely better" or "Cocytus can beat this guy's ass". But when you think about it, most people are using Narukami, Kagero, Link Joker, or Shadow Paladin clans. And here is the advantage. Your field is
COMPLETELY
empty. Narukami gets their power from retiring units and binding them, Kagero gets their power from retiring units, and Link Joker units get their power by locking units. My question to you is, "How are they going to do those things when the only thing you have in your field is your vanguard?" Those clans are almost powerless against Nightmist.
No rearguards, no dice.
.
Another good thing is that, since our units' skills come from getting out of the drop zone, we can use it again and again and again using the same unit again, and again, and again with a little help from G4 Nightmist.
Disadvantages:
A disadvantage here is that you don't have rear guards. Some people actually get demoralized seeing the enemy field so full of life while your field is so empty. But don't get discouraged. The power of your units come from the drop zone. So make sure your drop zone is filled with good units.
Also you are at a
direct disadvantage
when fighting against Nubatama, Narukami, and Shadow Paladin. Nubatama can decrease the cards in your hand, which by the way is an advantage. Remember the only times that your hand will decrease is when you're guarding. Also, you have to watch out for Narukami's
"Thunder Dragon Knight, Zoras"
, and
"Supreme Conquering Dragon, Conquest Dragon"
for obvious reasons. Once Zoras gets a hit, then the other Narukami units can activate their "Thunder Strike" ability and Conquest Dragon's skill only needs you to have open RG circles at the front row. For Shadow Paladin, you have to watch out for
"Dark Dragon, Phantom Blaster 'Diablo'."
His skill to make you retire 2 rear guards so that you can guard poses a
HUGE
threat. If you want to counter these guys, you have to get creative. Because not all situations are the same.
EDIT:
Also watch out for
Vanish Delete
decks. Those decks will delete your vanguard and slaughter everything you love... on your drop zone. (Credits to SpiderHunterMD for this tip)
To sum it all up, all your rearguards will be like:
"Gentlemen, m'lady; you will always remember this as the day that you almost caught Captain Jack Sparrow!"
―Jack Sparrow to Royal Navy soldiers and Elizabeth Swann (Source:
http://pirates.wikia.com/wiki/Quote:Jack_Sparrow
)
«
Last Edit: December 18, 2015, 11:05:44 AM by Ashbringer
»
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[R.T] SpiderHunterMD
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Posts: 650
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The Specter Shadow
Re: [VG] [Granblue] Johnny Depp's Pirate Crew
«
Reply #1 on:
November 27, 2015, 12:20:48 PM »
First off, Gunshot of Sorrow, Nightflare is a Draw Trigger not a stand, probably an error. Also I'd like to note that Nubatama cannot bind from the dropzone and focus's more on Binding the Hand and Rear-guard, which when sent to the dropzone which doesn't really affect the deck as much (Because those Banshee's be filling that hand for you). Another weakness you have forgot to mention is deletor's and their very new Banish Delete skill.
I personally find this build very usable and versatile, with the only issue being that it is more of a late game combo if you don't have the LB enabler and its a one shot only strategy Although most people usually go with 4 perfect guards instead of three for mainly Stride counters. But this deck can get around that due to its drawing engine. I can't really see any upgrades to this deck, unless like Maybe adding Dragon Corrode, Corrupt Dragon because its call skill. Other than that, A very decent deck.
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