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Battle area => Community => Deck Discussion => Topic started by: Azuki Frappé on November 28, 2015, 09:54:28 AM

Title: [VG] [Pale Moon] [Nightmare Dolls] Grim Continuum - Guide
Post by: Azuki Frappé on November 28, 2015, 09:54:28 AM
(http://orig08.deviantart.net/c8a6/f/2015/332/a/1/alice_by_titannialblade-d9iazga.png) (http://orig01.deviantart.net/620d/f/2015/332/0/7/grim_continuum_by_titannialblade-d9ict0p.png)
Click on banner to see decklist in display format.

Grade 0: 17
1x Innocent Magician
4x Tender Breeder (Heal)
4x Silver Thorn Marionette, Natasha (Draw)
4x Nightmare Doll, Mirabelle (Critical)
4x Poison Juggler (Critical)

Grade 1: 14
4x Darkside Mirror Master
4x Nightmare Doll, Leslie
4x Purple Trapezist
2x Masquerade Bunny

Grade 2: 11
4x Nightmare Doll, Ginny
3x Nitro Juggler
2x Peek-a-boo
2x Spicy Clown

Grade 3: 8
4x Nightmare Doll, Catherine
4x The Avatar: Nightmare Doll, Alice

G-Unit: 8
2x Nightmare Doll of the Abyss, Beatrix
2x Jester Demonic Dragon, Lunatec Dragon
1x Dragon Masquerade, Harri
1x Ardor Dragon Master, Amanda
1x Miracle of Luna Square, Clifford
1x Rain Element, Madew

Note: Credits to Raphelancia (http://cardfight.wikia.com/wiki/User:Raphelancia) for the deck display and banner inspiration and to Cherry (http://cardfight-wiki.ru/areafor/index.php?action=profile;u=1237) for the Guide format.

Guide
(http://vignette3.wikia.nocookie.net/cardfight/images/7/77/Pale_Moon_Icon.png/revision/latest/scale-to-width-down/100?cb=20150426131219)
~Table of Contents~
Act I: Clan Overview
Act II: Build Explanation
Act III: Choices
Act IV: How to Juggle
Act V: Conclusion

~Act I: Clan Overview~
(http://3.bp.blogspot.com/-myGwA6Gdb5k/VkE3SOOUu-I/AAAAAAAABqQ/kcU6sATwRBY/s1600/Turquoise_Beast_Tamer_%2526_Crimson_Beast_Tamer_%2528Full_Art%2529.png)
Crimson Beast Tamer and Turquoise Beast Tamer

"Pale Moon" is a circus-themed clan from the nation of Dark Zone, and introduced in Booster Set 3: Demonic Lord Invasion. Like the Dark Irregulars and Genesis clan, Pale Moon contains many soulcharging effects; however, unlike either of those clans, Pale Moon focuses on superior calling units from the soul.

In Cardfight!! Vanguard G Pale Moon now focuses on the Magia keyword, which calls units from the soul with added bonuses and/or lower costs in exchange of returning them to the soul at the end of turn.

This clan's first impression upon release is the use of multiple attacking through technical plays, exchanging units with the soul though it has not been very popular probably due to the nature of confusing multi-attacks due to lack of deep understanding, the fragility of multiple attacks itself with multi-triggers (later on, crossrides) and the unappealing aesthetics of clowns overall. However despite this Asaka Narumi, the main face of the clan is in constant spotlight due to her nature of being the female antagonist in seasons 1 and 2. Another wielder of this clan is Kiriya Bidou whom is skilled enough to be the leader of Team Asteroid Brilliant Stars. However Pale Moon's main breakthrough is in Season 3 where Asaka was reversed, which lead her to play Silver Thorn Dragon Queen, Luquier "Яeverse" alongside one of Pale Moon's most competitive build, sub-clan Silver Thorn. The build was particularly strong due to the heavy pressure of multi-attacking and access to the cheap 10k and 12k attackers leading to a solid early game in tandem with Luquier's achievable crossride defense and constant stream of advantage and thus the deck competed in the meta alongside legacy monsters such as Raging Form Dragon or Chaos Breaker Dragon. Soon comes the anticipated season 4 where Pale Moon lacked support besides the Fighter's Collection, giving them a mediocre Beast Tamer Legion causing Silver Thorns to fall off the ladder. However luckily since the introduction of Vanguard G - GIRS Crisis, Pale Moon has once again risen into a main clan piloted by Luna Yumizuki and her Avatar, Harri. Quite a shaky history for Pale Moon isn't it.

Pale Moon is a magical circus of which headquarter is located in "Dark Zone", the nation of mysteries and magic. They give touring shows all over the world, and win popularity with extraordinarily high level of performing skills and performances of magic. Nevertheless, behind the scene, they are merciless assassins. The magic and psychic powers, and the dangerous weapons and beasts, are not only decorations on the stage, but tools to wipe out intruders who dare to grope for the secrets of Dark Zone like magic tricks.

~Act II: Build Explanation~

Despite a bit of wafting about Silver Thorns, the build I'm going to talk about is "Nightmare Dolls".

Quote
What are "Nightmare Dolls"?
The Nightmare Dolls are automated mechanical dolls. They are artificial girls with cold and hard body, given a transient false mind. Today, they perform their programmed actions indifferently as usual, in the daredevil circus. - Nightmare Doll, Chelsea's Lore (http://cardfight.wikia.com/wiki/Card_Lores:Nightmare_Doll,_Chelsea)

She is one of the "Nightmare Dolls", beings animated by the possession of the grudge of the dead or evil spirits.  - Nightmare Doll of the Abyss, Beatrix's Lore (http://cardfight.wikia.com/wiki/Card_Lores:Nightmare_Doll_of_the_Abyss,_Beatrix)

A gigantic automated mechanical doll that possesses a will of its own. - Nightmare Doll, Alice's Lore (http://cardfight.wikia.com/wiki/Card_Lores:Nightmare_Doll,_Alice)

Quote
Playstyle
The "Nightmare Dolls (http://cardfight.wikia.com/wiki/Nightmare_Dolls)" prior to G Booster Set 5: Moonlit Dragonfang (http://cardfight.wikia.com/wiki/G_Booster_Set_5:_Moonlit_Dragonfang) had no significant strategy beyond the calling from soul that is typical to Pale Moon; however, after this set, the build changed focus towards repeatedly calling "Alice (http://cardfight.wikia.com/wiki/Nightmare_Doll,_Alice)" and increasing her Power using cards such as "Catherine (http://cardfight.wikia.com/wiki/Nightmare_Doll,_Catherine)" and "Ginny (http://cardfight.wikia.com/wiki/Nightmare_Doll,_Ginny)" so as to easily pressure the opponent. The G unit "Beatrix (http://cardfight.wikia.com/wiki/Nightmare_Doll_of_the_Abyss,_Beatrix)" calls <Workeroids (http://cardfight.wikia.com/wiki/Workeroid)> from the soul and also places <Workeroids (http://cardfight.wikia.com/wiki/Workeroid)> into the soul, allowing crucial pieces to be easily placed into the soul for later combination plays.

The deck overall is a quite technical, yet easy to grasp the concept. The main aim is to kill the opponent in one turn with several multi-attacks regardless of whether you stride or not, which is one of the reasons why the deck is so flexible. With a non-restricted finisher and main boss as Nightmare Doll, Catherine, it is easy for you to finish them off even if they're playing the ever-so-famous "Grade 2 Game". Beatrix is just the icing on top and ensures the kill if you can stride.
Title: Re: [VG] [Pale Moon] [Nightmare Dolls] Grim Continuum - Guide
Post by: Azuki Frappé on November 28, 2015, 09:54:46 AM
Guide Continued
Act II Scene I - Grade 0

(http://vignette3.wikia.nocookie.net/cardfight/images/d/de/Vgbt07075.jpg/revision/latest?cb=20120706190450) (http://cardfight.wikia.com/wiki/Innocent_Magician)
W, wait a moment! R. right, it should be fine, I think!

  • Innocent Magician - This starter is pretty vital to the deck's success as everything depends on riding your correct Grade 3, Catherine and not Alice. Sometimes I would even call Innocent Magician back out again with Purple Trapezist if I fail to find it. With half of the Grade 3 being an extremely undesirable ride, Innocent Magician's top 5 search for a Grade 3 is pretty much needed here. On top of that the deck's main combo heavily relies on a Grade 3 too, Alice. So even if you have Catherine, it is always nice to be able to dig for an Alice to start the finisher combo. Overall despite eating up precious counterblasts, it does search out the puzzle pieces for the deck along with fueling soul to blast with Peek-a-Boo though the 4000 base does hinder early game quite a bit.

(http://vignette2.wikia.nocookie.net/cardfight/images/9/9c/G-TD07-017.png/revision/latest?cb=20151112123359) (http://cardfight.wikia.com/wiki/Tender_Breeder)
Everyone, good work for the wonderful stage! Come, eat a lot!

  • Tender Breeder - Standard four heal triggers to help unflip. Any other heal could work as well.
(http://vignette2.wikia.nocookie.net/cardfight/images/0/0f/BT12-100.jpg/revision/latest?cb=20130705112856) (http://cardfight.wikia.com/wiki/Silver_Thorn_Marionette,_Natasha)
The knife is right on target. Yes, when it hits, and even when it doesn't.

  • Silver Thorn Marionette, Natasha - Right, this card looks like its just a plain vanilla draw trigger that has a Silver Thorn name, am I right? So why should I run this over Rainbow Magician who has a skill and could recycle himself back in a non-Silver Thorn related deck? The answer basically lies in her Race, Workeroid. Nightmare Doll of the Abyss, Beatrix's skill requires three Workeroids to put into the soul as a cost. Despite having a few Workeroids in the deck already, three is quite a lot considering most are attackers and so having a nifty Workeroid Draw trigger helps out as a safety booster in Beatrix turns. With Peek-a-Boo to avoid Beatrix's minus, it is also very possible to exchange Natasha into a Leslie or Alice simply without losing any shield value. Also this is a combo deck after all so draw triggers help fetch for the puzzle pieces.
(http://vignette3.wikia.nocookie.net/cardfight/images/a/a3/G-BT05-089.png/revision/latest?cb=20151112173821) (http://cardfight.wikia.com/wiki/Nightmare_Doll,_Mirabelle)
Snip.

  • Nightmare Doll, Mirabelle -Eight Critical is typical as you need to accelerate the opponent to kill-range. The other reason for Mirabelle specifically is the same as Natasha's, its a Workeroid.
(http://vignette3.wikia.nocookie.net/cardfight/images/4/49/G-TD07-018.png/revision/latest?cb=20151114141100) (http://cardfight.wikia.com/wiki/Poison_Juggler)
Oops! Now I've done it!

  • Poison Juggler - Because there is no other Workeroid Criticals, I opted for a Critical Trigger with a skill since Stands do not work particularly well in decks which already stand their rearguards. Poison Juggler is the best option here as it doesn't have a Vanguard restriction like Darkside Sword Master and because the skill, 3000 does make a difference sometimes. You can either make Alice hit 13000 for crossrides and for 11000 vanguards pre-Beatrix or you can even give the power to Leslie making Alice in front of it hit 21000 every time with Catherine active. Its a pretty nifty tool for finishing turns.
Act II Scene II - Grade 1

(http://vignette3.wikia.nocookie.net/cardfight/images/f/f0/G-BT05-020.png/revision/latest?cb=20151112120734) (http://cardfight.wikia.com/wiki/Darkside_Mirror_Master)
It will not hit at 50%...... The magician's choice is absolute.

  • Darkside Mirror Master - This G-Perfect Guard is used over normal Perfect Guards as Alice attacks as many times as the number of open Counterblasts you have regardless of hitting or not (with Catherine) so the Countercharge is basically one more attack with Alice which translates to your nearer death for your opponent.
(http://vignette1.wikia.nocookie.net/cardfight/images/4/42/G-BT05-086.png/revision/latest?cb=20151112172333) (http://cardfight.wikia.com/wiki/Nightmare_Doll,_Leslie)
When you wake up from a nightmare, it is still a nightmare.

  • Nightmare Doll, Leslie - This card is one of the deck's lynchpin and combo pieces. Being virtually costless, this card is probably the greatest Alice support as it stands itself as a booster boosting every of Alice's attack regardless of hitting or not hitting since it goes into the soul either ways. This simply allows the multiple combo attack to be active even after the opponent damages a trigger. The true potential however, lies in its strong synergy with Beatrix as it allows Alice to attack fully boosted both before and after the skill since Beatrix itself shoves Alice into the soul too, fufilling Leslie's condition. Furthermore the scariest thing about Leslie is that if you give trigger powers to her, it will stand with than amount of power allowing a maximum of multiple 36000 attacks counting in triple triggers, Poison Juggler and Catherine's boost. Overall this is single-handedly one of the best cards in the deck and should be behind Alice most of the time, even if you have to call it with Beatrix to avoid risky damage triggers ruining your combo.
(http://vignette4.wikia.nocookie.net/cardfight/images/3/3e/PR-0036_%28Sample%29.jpg/revision/latest?cb=20131106022331) (http://cardfight.wikia.com/wiki/Purple_Trapezist)
Now, don't take your eyes off me!

  • Purple Trapezist - One of the original and well-known Pale Moon cards. Despite being a 6000 power base, it is still widely used in every Pale Moon build bar Silver Thorns who have their own clone. Trapezist's beauty is in the potential to make a whole new column by calling Trapezist mid-battle phase and using its skill to restand the attacker in front of it. This could be done in this deck through things such as Alice's on-hit, Amanda's on-hit or Clifford's on-hit however you don't really use it all that often since Beatrix is the main stride and if Alice hits, you'll usually call Ginny anyways. So this leads to the question of why I'm maxing the copies of this card. With things like Peek-a-Boo and Ginny who's main strength relies in being in the soul, it is crucial that you get the them into the soul and Nitro Juggler's random soulcharging isn't enough, nor does Catherine have time to charge anything but Alice so Trapezist's main use in the deck is to be the "selective soulcharger" though it is occasionally a backup multi-attacker supporter and early game unit renewer.
(http://vignette1.wikia.nocookie.net/cardfight/images/4/41/G-BT05-038.png/revision/latest?cb=20151112124712) (http://cardfight.wikia.com/wiki/Masquerade_Bunny)
Bunnies die if they feel lonely.

  • Masquerade Bunny - This unit here is solely for the fact that striding is so important once you reach Grade 3. With Alice being a puzzle piece, you're less likely to discard her for stride thus you're going to have to rely on another Catherine or Stride Fodder to stride properly. However the reason I'm only using two copies of it is because the deck's finisher doesn't rely on striding so it is more than possible to solo with Catherine and win since after all, the charm of Alice deck lies in Catherine.
Act II Scene III - Grade 2

(http://vignette2.wikia.nocookie.net/cardfight/images/7/73/G-BT05-081.png/revision/latest?cb=20151116161806) (http://cardfight.wikia.com/wiki/Nightmare_Doll,_Ginny)
Alice is my important friend.

  • Nightmare Doll, Ginny - The second lynchpin of the deck. This card overall turns an Alice on-hit into Alice with steroids, Alice everywhere! Ginny's main use here is to fuel the Alice train and allow it to hit non-stop regardless of hitting or not. With Alice's skill stating Nightmare Doll, Alice can't be called with its skill, the loop will simply die down after a hit so this is where Ginny comes into play. Once Alice hits, you put it into the soul and call out Ginny. Ginny's skill then procs, allowing you to call back the very same Alice and also give it a 5000 stage boost. Overall Ginny's use is far from limited as you can even call it with Beatrix, giving the newly called Alice more power. However despite the skill sending it into the soul, it is actually rare to use Ginny from the hand as calling Alice from the soul during your main phase is usually a bad idea since you'd need at least one in your soul for Catherine so Trapezist kicks in here, allowing Ginny to be sent straight to the soul in exchange for a unit other than Alice.
(http://vignette2.wikia.nocookie.net/cardfight/images/d/d2/EB01-022.jpeg/revision/latest?cb=20121122214535) (http://cardfight.wikia.com/wiki/Nitro_Juggler)
Drop it and it’ll probably explode.
Heh heh, would you like to give it a try?

  • Nitro Juggler - This card is simply used for many reasons, contrary to the simple skill. Nitro Juggler's particularly useful in rushing as it pretty much serves it's job once its called so you don't have to save it nor will opponents try to attack it as often. Secondly, Nitro Juggler's skill is active in both rearguard and vanguard circles so it opens up riding options to more important things like Ginny and Peek-a-Boo who needs to be in the soul. Last but not least, it is a Workeroid, so it is one of Beatrix's fuel though rarely will you ever call it back out once its sucked in.
(http://vignette1.wikia.nocookie.net/cardfight/images/5/5e/Vgbt07015.jpg/revision/latest?cb=20120706182834) (http://cardfight.wikia.com/wiki/Peek-a-boo)
Peek-a…… BOO!

  • Peek-a-Boo - This unit's 8000 is quite a hindrance and so I'm only running two copies of it. Furthermore it sends itself back into the soul and the end of the turn regardless of anything so a straight out minus if you call it. However the main niche of this card is the Workeroid status and the unique condition of activating from the soul. Peek-a-boo simply calls itself from the soul at the simply cost of a soulblast, usually fueled by Nitro Juggler anyways. The usage of this free temporary unit is in changing a soft plus into a hard plus through things like Harri and Purple Trapezist, or simply mitigating Beatrix's minus allowing it to be much more spammable.
(http://vignette3.wikia.nocookie.net/cardfight/images/f/f3/G-BT05-079.png/revision/latest?cb=20151112161026) (http://cardfight.wikia.com/wiki/Spicy_Clown)
You'll burn when you come near good men.

  • Spicy Clown - This hideous clown is simply a filler option though in my opinion a pretty good one. The poor Generation Break makes this a late game card however its supposedly used near late game anyways. The fact that it doesn't clash counterblasts with Alice is a huge bonus though it's Nurse of Broken Heart-esque skill is the main reason why it synergizes with the deck. With Alice attacking plenty of times, the number of calls from the soul is huge and so this little clown becomes large allowing the deck to have Aqua Force level Multi-attacks in one column and Angel Feather level power columns in the other.
Act II Scene IV - Grade 3

(http://vignette1.wikia.nocookie.net/cardfight/images/a/a8/G-BT05-009.png/revision/latest?cb=20151112112153) (http://cardfight.wikia.com/wiki/Nightmare_Doll,_Catherine)
What a cute nightmare. Except for sizes.

  • Nightmare Doll, Catherine - The main Vanguard of the deck and you're "only" Grade 3 ride if possible. Catherine's on-ride is nice fulfilling on the main skill's condition, having Alice in the soul. You would normally put Alice with the on-ride unless you somehow manage to draw or damage all four copies somehow. Catherine's main skill comes in the form of a costless CONT, yes no Limit Break, no Legion, no Generation Break. The skill straight out gives all your Nightmare Doll, Alice the ability to call another Alice from the soul at the cost of sending itself to the soul and one counterblast if it's attack does not hit. Do note that this also applies to rearguard attacking cases if they guard. This is extremely useful as it pretty much allows you to attack continuously as long as you still have the counterblast, since if you hit, Ginny calls out Alice, and if you don't, Alice calls out Alice. The skill also generously sends the Alice that has just attacked back into the soul and so this is the main reason the loop continues because otherwise they'd all be sent to the drop zone. (Catherine's skill must fully resolve before the game mechanic kicks in so the Alice would get sent into the soul before the drop zone. Similar to how Angel Feather survives damage swapping at 5 damage since the skill resolves before the game mechanics.) Finally the 1000 boost allows Alice to hit solely unboosted in situations where you lack Leslie so that is like icing to the cake.
(http://vignette1.wikia.nocookie.net/cardfight/images/2/28/Nightmare_Doll_Alice_%28Anime-CV-NC%29.jpg/revision/latest?cb=20140620152102) (http://cardfight.wikia.com/wiki/Nightmare_Doll,_Alice)
A bad dream you’ll never wake up from! That’s the Endless Nightmare!

  • The Avatar: Nightmare Doll, Alice - This gigantic massive doll is outright the key piece, on the rear guard that is. Being a G3 normally people would believe you to ride you're Avatar however Alice belongs in the rear guard circle and should stay there. No, you should avoid riding Alice like your life depends on it. back to topic, this unit was one of the first Pale Moons, appearing in the anime and Pale Moon's debut booster. However due to being a rear-guard functional Grade 3, it's usage declined after the next batch of support came and soon Alice was a joke. However after the release of G-BT05 many seasons later, the nightmarish terror has come back to haunt everyone again! This unit's skill is the simple bread and butter of Pale Moon, on-hit counterblast one, swap itself with another unit in the soul. This simple yet deadly skill is one of the reasons why the deck functions after all. With Catherine, Alice becomes a win-win situation similar to Maelstrom-R. If you hit, Ginny calls back Alice, if you don't Catherine makes Alice call back Alice and so Alice could literally attack forever if you have enough counterblasts, though the normal 4-5 is usually enough to be able to finish off someone at 3-4 damage. Truly an Endless Nightmare.
Act II Scene V - G-Units

(http://vignette4.wikia.nocookie.net/cardfight/images/f/f4/G-FC02-019-RRR_%28Sample%29.png/revision/latest?cb=20151112020601) (http://cardfight.wikia.com/wiki/Nightmare_Doll_of_the_Abyss,_Beatrix)
I'm Beatrix. I'm behind you.

  • Nightmare Doll of the Abyss, Beatrix - The main stride of the deck, freshly from the new Fighter's Collection! This stride's skill supports the Nightmare Dolls nicely since not only does it allow you to attack multiple times with Workeroids at the cost of a -1 mitigable by Peek-a-Boo, but it also allows Catherine to become active straight after the triple drive by sending itself back to the G-zone. This allows it to become the deck's supporting finisher as it multiplies the amount of rear guard attacks you get along with setting up Alice's Endless Nightmare straight after that. Furthermore the triple drive also potentially powers up Leslie to incredible level. Overall Beatrix is a very solid stride and running three is justifiable since it is semi-spammable with Peek-a-Boo and other Workeroids.
(http://vignette3.wikia.nocookie.net/cardfight/images/4/44/G-BT05-008.png/revision/latest?cb=20151112111511) (http://cardfight.wikia.com/wiki/Jester_Demonic_Dragon,_Lunatec_Dragon)
The thing it likes, are candy and children's smiles.

  • Jester Demonic Dragon, Lunatec Dragon - The underwhelming persona stride of Pale Moon. The few situations where I would use this is either when they're damage is really low or when the combo doesn't work overall. With natural power boost to all units coming out of the soul, it does sometimes create a nice high powered columns though the deck doesn't really abuse it well unlike the G-support so Lunatec works better in Harri builds. I'd probably stride this when I need the critical pressure or just need a Harri next turn.
(http://vignette2.wikia.nocookie.net/cardfight/images/9/9a/G-BT05-002-GR_%28Sample%29.png/revision/latest?cb=20151111104709) (http://cardfight.wikia.com/wiki/Dragon_Masquerade,_Harri)
I'm invincible! So long as I have my silk hat.

  • Dragon Masquerade, Harri - Though the Generation Break 3 might be a bit hard to achieve, it is sometimes a really reliable backup plan when game drags on, especially against retires because you call a whole three units for the price of one even though its temporary. This allows you to preserve you're Alices though the counterblast cost clashes a bit. Also the semi-retire 2 is a big bonus as it allows you to catch up with retires by retiring them back. Overall this GR's use is in specific matchups.
(http://vignette3.wikia.nocookie.net/cardfight/images/9/93/G-TD07-001.png/revision/latest?cb=20151112121215) (http://cardfight.wikia.com/wiki/Ardor_Dragon_Master,_Amanda)(http://vignette1.wikia.nocookie.net/cardfight/images/4/4f/PR-0357.png/revision/latest?cb=20151112142921) (http://cardfight.wikia.com/wiki/Miracle_of_Luna_Square,_Clifford)
Our work is, to go a little bit beyond the expectation of the audiences.
The curtains of wonder open once again tonight, upon the moonlit stage.

  • Ardor Dragon Master, Amanda & Miracle of Luna Square, Clifford - I grouped these two units together simply because they're so similar to each other. Being an on-hit stride, I felt that running 2 of either would be redundant anyways so I decided to run 1 of each for options. The difference again depends on the matchups overall. Clifford is more useful against non-disruptive clans as it allows you to setup through permanent calls for example Leslie. Furthermore the Grade 2 or lower restriction is simply mitigated by Ginny being able to pull out Alice. Amanda here is for more disruptive clans where you need to protect all your key units by sending them to the soul and calling it later along with a temporary call which allows you to free up the circle preventing locks from ruining your setup. Furthermore the soulcharge helps support the theme of "key units in the soul" so both of these are quite different in a way.
(http://vignette2.wikia.nocookie.net/cardfight/images/2/23/G-FC01-049-RR_%28Sample%29.png/revision/latest?cb=20150409023521) (http://cardfight.wikia.com/wiki/Rain_Element%2C_Madew)
Water, is the source of all life.

  • Rain Element, Madew - This Cray Elemental here is only used in dire situations where you somehow need to recover Alices. Since Alice is so important, if you really lack Alice, riding one before Catherine and using Madew to fetch that Alice then riding Catherine the turn after could be a good option since this will guarantee you an Alice in hand and in soul though its quite a lot of minuses.
Title: Re: [VG] [Pale Moon] [Nightmare Dolls] Grim Continuum - Guide
Post by: Azuki Frappé on November 28, 2015, 09:55:06 AM
Guide Continued
~Act III: Choices~

These are some of the choices I made between units and I generally think that they don't work as well in the deck.

(http://vignette2.wikia.nocookie.net/cardfight/images/e/e5/G-TD07-003.png/revision/latest?cb=20151112121733) (http://cardfight.wikia.com/wiki/Masked_Magician,_Harri)
Now, the time of dreams begins!

  • Masked Magician, Harri - Some people think if Alice is such a terrible ride, why not run a tech copy of Harri to be able to search by Masquerade Bunny? My answer to this is because I need Catherine and Alice at 4 each so that would mean running a slightly above average 9 Grade 3s. The deck already floods itself with plenty of Grade 3 since the more Alice, the better and I'm only running 2 Masquerade Bunnies so chances of getting both it and no Catherine is pretty low. Finally my deck has absolutely no synergy with Harri at all, since I don't run any Magia or G-supports. Peek-a-Boo, Nitro Juggler, they all don't do so well with Harri.
(http://vignette4.wikia.nocookie.net/cardfight/images/1/1a/G-BT05-037.png/revision/latest?cb=20151112124538) (http://cardfight.wikia.com/wiki/Flying_Peryton)
Recent complaints. Pegasus treatment is different.

  • Flying Peryton - Well this unit does have quite a lot of potential in Magia decks, but in Nightmare Dolls, not so much. With the forcing of calling in the same column, most calls are bound to be Grade 1 or lower. Trapezist does combo with this unit as it can turn Peryton into anything but in the end, the unit goes back into the soul again. This is one reason why even Leslie doesn't even combo with it well. The only use of it I see is to call Workeroid fuel for Beatrix but then it being a Grade 2 non-workeroid means you lose the full potential of Beatrix since you either lose a booster or Peryton stays rested in the front row. Though despite all this negativity, I still think its the best replacement for Spicy Clown and I would need further testing to compare the two.
(http://vignette1.wikia.nocookie.net/cardfight/images/0/07/G-BT05-019.png/revision/latest?cb=20151112113156) (http://cardfight.wikia.com/wiki/Darkside_Princess)
Within the dream, the girl becomes a princess.

  • Darkside Princess - Along with Peryton, these two are the well known stars in Harri builds as Magia makes everything go back anyways making Darkside Princess costless. However in this deck you'll rarely need to call it since you're main attacker is Alice anyways and Ginny gives the same power boost to Alice so there is little to no reason for this card besides gimmicky things like early rushing in which you minus yourself with Princess.
(http://vignette2.wikia.nocookie.net/cardfight/images/7/7f/G-BT05-088.png/revision/latest?cb=20151116161918) (http://cardfight.wikia.com/wiki/Dreaming_Bicorn)
Because, reality is a nightmare you can not wake up from.

  • Dreaming Bicorn - This little Generation Break starter is very useful in Nightmare Dolls since it does wonders during Beatrix turns where power boosts help finish off. The 3000 on Leslie, pre-Catherine Alice, even Peek-a-Boo, it makes everything wonderful and the best thing is it doesn't even cost a counterblast! But thats only in a hypothetical sense, since the deck dies down pretty rapidly if you don't have rapidly, so does this little horse over here. Overall I think securing your Catherine is more important than supporting a full finishing turn since I think there's already enough though I would say Bicorn is totally viable as well.
~Act IV: How to Juggle~

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Ride!

Early riding is one of the crucial part of Pale Moon since it automatically becomes soul once you ride the next grade so you'd want to make the most out of it rather than fixing the soul later on with Trapezist.

The preferable ride is either Purple Trapezist or Nightmare Doll, Leslie since Trapezist allows some pretty cool combos later on meanwhile Leslie being in there means you have access to it at anything with Beatrix. Masquerade Bunny is the third best with Darkside Mirror Master being your worst ride. Since Masquerade Bunny doesn't really do much on-call and Leslie being so important, its better to not rush at Grade 1 since Bunny could be used later on for striding meanwhile guarding for Leslie wouldn't be worth it.

With Innocent Magician being a 4000 base, this makes your vanguard attack prone to early 10k no passes. However you could still potentially hit just the right number if they ride a 6000 Grade 1 and you ride a 7000 Grade 1 so take note of that and slide Magician behind your vanguard in that case. Other than that if you start first, Innocent Magician behind the vanguard is always a good option and finally if you start second and they ride a 7000 G1, you might as well just slide your starter anywhere since it doesn't matter. Sometimes I even send it to the front row incase I get a trigger power to give to it. Though if they ride a 8000, Magician should be boosting the vanguard since you should aim to hit when possible.

(http://megero.c.blog.so-net.ne.jp/_images/blog/_1e7/megero/1344760889990.gif?c=a3)
Rush rush rush!

Grade 2 is when things start to get better and you can start calling rear guards to support. However riding is still crucial and the main ride should be Nightmare Doll, Ginny or Peek-a-Boo. Peek's 8000 base is quite annoying so if you foresee you're going to ride it, might as well pull down Magician so you have a booster to at least hit. Nitro Juggler is the flexible unit that works on call or on ride so its pretty much your go-to unit if you want to rush since its job is done when its called. Finally Spicy Clown is your secondary rush option and if you call it, be prepared for people to target it. This is a double-edged sword since it could bluff your opponent and reduce your damage and guarding but it could also decrease your advantage so Spicy Clown is one unit you should plan out carefully. Also Peek-a-Boo returns back to the soul regardless of whether it was called via its skill or not so be prepared to take the minus if you happen to call it for rushing.

One thing to be concerned about is if you've hit a few critical triggers and pushed the opponent quite far ahead, it might be a good idea to halt rushing and allow yourself to sponge up as much damage as possible because the deck is geared to one turn kill but without counterblasts, you have less chances of killing them and so having less targets for them to attack could be a good idea and burst out next turn.

Grade 3 is when you start working, unlike many other decks that start once you stride. This means that if you know you can win, even if the opponent is at Grade 2, ride and let Alice do its work. If you know you're up against G-decks then you might skip riding Grade 3 a few turns to make sure you win from your first stride though if you're up against some heavy rushing like Ripples you should consider riding first to get the advantage from twin drive. The deck really doesn't like staying on Grade 2 vs rush since you have to keep both Alice and Catherine in your hand which makes guarding a bit tricky. General consensus is to ride when you think you can win because this deck doesn't stride as often so vs G-decks, if you don't stride often, you're gonna fall short on advantage.

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Stride! Ardor Dragon Master, Amanda!

Overall you shouldn't stride often in this deck, its a one turn kill kind of deck and so once you run out of counterblasts, theres nothing much to do. Though if you lack a few combo pieces, striding can help you get them so it really depends on the situation. Mostly Amanda or Clifford is used if you're stalling and Beatrix is the main game ender. Theres slim chances of needing to use Lunatec and most of the time you use Harri, it'll be because you strode a few times already and ran out of Beatrix.

(https://theotakusblog.files.wordpress.com/2011/08/ep-33-5.jpg)
Sorry for the bad quality.

So the normal finisher field would be a 2 columns of Alice and Leslie, a Workeroid boosting or not boosting Beatrix, 1 Alice in soul and 2 Ginny in soul. Optional Bicorn or Poison Juggler can be used to give Leslie deadly powers. So you attack with both columns first aiming for the vanguard, at this point if it hits you should call a Ginny with Alice, calling back Alice and standing Leslie. This gives you another 22k attack. With Ginny's power boost, it is advisable to use Alice as much as possible when it hits since it hits harder than a plain Alice from Catherine.

So once thats all done, attack with Beatrix, giving all trigger powers to Leslie. After that absorb the two Alices and one Workeroid and call out two Ginny infront of both Leslies meanwhile sending Beatrix back leaving a Catherine at rest. This procs Leslie making both of them stand then Ginny comes into play sending both of them into the soul, calling out 2 buffed Alice. The rest should be fairly simple so attack until they die.

The risk here is trying to kill an opponent at 3 damage. This is very well possible but be extremely careful of damage triggers and be prepared for them. This means that try to use Alice's on hit more than Catherine's and have at least one Leslie to assure you don't mess up if their vanguard is at 21000. Also aim to attack with the lower-powered Alice before the higher one in case of triggers. Another problem is simply lacking Ginny in the soul which happens occasionally. In this case, if you have Trapezist in the soul, call Trapezist with Alice and use its on-call skill to send a unit back, calling back Alice. This should allow the loop to continue fairly well, especially if the unit sent back is a Ginny.

(https://i.ytimg.com/vi/-rLEyhgcEh8/maxresdefault.jpg)
Guard!

Guarding isn't quite important in the context that you don't really need the drop zone. However there are still some main ideas to grasp for example not guarding with Workeroids when you're about to stride into Beatrix and try to keep higher grades like grade 2 since you'll need to stride with two cards occasionally. Also with most Workeroids being Grade 2 or higher, you might sometimes need to drop guard with Grade 1s and call boosting triggers instead so do note that Grade 1s are not necessarily always better than Grade 0s as boosters.

Finally since the deck has no legion, you don't really need to worry about what goes into the drop zone so the normal rules apply here. If you have a PG-G or Alice in the damage zone, try to counterblast them first before any other cards since they're the two cards in the deck which vaguely connects to the drop zone, otherwise other than that you don't have to worry much.

~Act V: Conclusion~

Overall since G-BT05: Moonlit Dragonfang, Pale Moon has began to see much more play due to the simultaneous release of the TD and so now there are several available builds to consider including Harri, Nightmare Dolls, Beast Tamers and Silver Thorns. Though due to the nature of the game, I think that the best contender for this meta would be Nightmare Dolls since it simply does not care about Grade 2 Game which is a common issue holding many G-decks back and the fact that Alice is probably one of the best finisher in-game with access to more attacks than Aqua Force depending on the counterblasts you have.

Furthermore there will also be more Pale Moon support in G-BT06 so we can all look forward to Pale Moon's return to the meta even if it didn't last long during Silver Thorn's reign.
Title: Re: [VG] [Pale Moon] [Nightmare Dolls] Grim Continuum - Guide
Post by: Yukikyun on November 29, 2015, 08:43:03 AM
Nice guide :)
But I have a question, I don't know if it's just I missed a line about it. But why is the stride deck 9 cards?
Title: Re: [VG] [Pale Moon] [Nightmare Dolls] Grim Continuum - Guide
Post by: sie.akashi32 on November 29, 2015, 09:02:27 AM
Very helpful ^^
Title: Re: [VG] [Pale Moon] [Nightmare Dolls] Grim Continuum - Guide
Post by: Azuki Frappé on November 29, 2015, 09:59:49 AM
Nice guide :)
But I have a question, I don't know if it's just I missed a line about it. But why is the stride deck 9 cards?

whoops I only run 2 Beatrix :D