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Battle area => Community => Deck Discussion => Topic started by: Cherry on November 06, 2014, 07:46:30 PM

Title: [Gear Chronicle] Chrono Jet/Ruin Disposal- Time Judged All
Post by: Cherry on November 06, 2014, 07:46:30 PM
Grade 0: 17

1 Gunner Gear Dracokid
4 Lucky Pot Dracokid
4 Steam Battler, Dadashig
4 Steam Battler, Mashuda
4 Steam Maiden, Ululu

Grade 1: 14

4 Shy Gear Raven
4 Steam Breath Dragon
3 Apex Standing Gearwolf
3 Steam Scalar, Gigi

Grade 2: 11

4 Steam Knight Puzzle Iri
4 Steam Fighter, Amber
3 Twin Maser Dragon

Grade 3: 8

4 Chrono Jet Dragon
4 Ruin Disposal Dragon

Generation Zone: 8

4 Interdimensional Dragon, Ragnaclock Dragon
2 Interdimensional Dragon, Chronos Command Dragon
1 Interdimensional Dragon, Lost Edge Dragon
1 Interdimensional Dragon, Mystery Flare Dragon

Deck is mostly theory at the moment.

The main strategy is to push your opponent with a Silent Tom clone and punish them the instant they run out of Perfect Guards. Mystery Flare is to make them panic constantly so they either Perfect Guard him or drop a bunch of Grade 0s... or risk letting him actually work. It's a long shot but it's still definitely there.

Early game, the deck pushes with one Chronos Command against early rushing. Then, afterward, you switch to Ragnaclock. Damage control is top priority as the longer you hold out, the better game you'll play in the long run. Gunner Gear was originally at 2 but he's been reduced to keep stable Grade ratios. Apex Standing Gearwolf becomes the MVP of every turn you Stride Chronos Command or use Chrono Jet's Heart Beat skill. Chrono Jet's skill shouldn't be used in tandem with Chronos Command but should be for Ragnaclock. Legioning to recycle heal triggers becomes a priority as well, because you'll want as many counterblasts as possible to completely destroy all of your opponent's setups. When all else fails, Chrono Jet's swinging for a sizable 22 and the Legion itself is completely nuts as a free Rearguard return.

Burnham allows destructive 36 Stride swings so if they don't have a Perfect Guard, they're going to really work to stop you. Smoke Gear's turn 2 defense is there of course but Amber allows you to play a strong control game. Puzzle Knight you may find borderline useless because you'd rather the soul for Chronos Command, or you soulblast to filter other mates, or you ripped a Stand Trigger and Gearwolf behind it has a colossal power up. The main issue is its Soul Blast 2 cost but you can work around it to make it useful for final turn pushes.

All in all, Gear Chronicle got a ridiculously solid startup. Likely to change with anything else revealed or if I want to keep messing around with numbers in this deck.

Update Log
UPDATES:

-3 Fatewheel
+1 Ruin Disposal
+2 Chrono Jet

-2 Unnamed Critical Trigger
+2 Thrilled Worker

UPDATE 2:

-1 Gunner Gear Dracokid
+1 Apex Standing Gearwolf

-2 Steam Scalar, Gigi
+2 Burnham

-2 Gear Tiger
-1 Smoke Gear
+1 Steam Knight Puzzle Iri
+2 Steam Fighter Amber

-2 Mystery Flare Dragon
-2 Lost Edge Dragon
+4 Chronos Command Dragon

UPDATE 3:

Triggers rearranged.

-2 Mystery Flare
+2 Ragnaclock

-2 Gear Tiger
+1 Amber
+1 Smoke Gear

UPDATE 4:

Triggers rearranged, Stand triggers removed.

-2 Chronos Command
+1 Lost Age
+1 Mystery Flare

-2 Burnham
-1 Gearwolf
+2 Gigi

-4 Smoke Gear
+1 Amber
+3 Twin Maser
Title: Re: [Gear Chronicle] Fatewheel/Mystery Flare - Mysterious Destiny
Post by: [ER] Patrickzzz on November 06, 2014, 08:40:13 PM
Ragnaclock doesn't work really well with just 2 imo
Title: Re: [Gear Chronicle] Fatewheel/Mystery Flare - Mysterious Destiny
Post by: Cherry on November 06, 2014, 09:01:48 PM
You'd only need to use him once.
Title: Re: [Gear Chronicle] Fatewheel/Mystery Flare - Mysterious Destiny
Post by: AloisTrancy on November 06, 2014, 09:13:59 PM
Not sure about the extra gunner gear, but I suppose it cant hurt to run 2.
That aside, I'm wondering why you're choosing not to take advantage of Chrono Jet's cb 1 skill more. Or do you plan to try and legion spam in it's place?
Remember, in order to legion, you won't be able to preform stride during that same turn, since striding happens before the main phase. Though it does build soul for the soul blasting toms, I don't know how well it will work out other wise.
Title: Re: [Gear Chronicle] Fatewheel/Mystery Flare - Mysterious Destiny
Post by: Cherry on November 06, 2014, 09:21:38 PM
I don't plan to use Chrono Jet much at all over the other two unless I'm comboing with Lost Edge to grant Wolf +6. I'd ideally use him in tandem with Lost Edge first, then wait for the four Mystery Flares to miss or not. If they all missed, I can start using his Counterblast more often.

Though, Fatewheel feels more important, I feel that I've misread him entirely. and I'll likely drop him to max the other two. Legion is for afterward when I need to recharge the deck and/or I've run out of Strides.

Also, I'm considering actually rainbowing the Trigger set because the Stand is really ridiculously good and opens up Ragnaclock to be used again if necessary. Going to change the build around now.
Title: Re: [Gear Chronicle] Chrono Jet/Mystery Flare - Mysterious Destiny
Post by: AloisTrancy on November 06, 2014, 09:43:08 PM
Hmmm, Chrono's benefit is more so that he has a cheap cost for the bounce 1 card to deck skill, rather than the more expensive costs of cards like Fatewheel, or the cb2 G2.

Hopefully, Gears get an unflipper in the set (Royals too), but if they don't then Mystery Flare will be a more early game stride, rather than late game. Unless you intend to CB never.
Title: Re: [Gear Chronicle] Chrono Jet/Mystery Flare - Mysterious Destiny
Post by: Cherry on November 06, 2014, 10:01:23 PM
I could just take 4 damage and wing the whole game like I'm playing Limit Breaks early.
Title: Re: [Gear Chronicle] Chrono Jet/Mystery Flare - Mysterious Destiny
Post by: AloisTrancy on November 06, 2014, 10:03:41 PM
That seems like a bad idea tbh. What if you check a heal trigger?
Shouldn't you just take 5 and wing it like you're playing Ult Breaks early?
Title: Re: [Gear Chronicle] Chrono Jet/Mystery Flare - Mysterious Destiny
Post by: Cherry on November 06, 2014, 10:12:05 PM
If I check a Heal Trigger, then well, better hope Mystery Flare doesn't decide to actually work.

Taking 5 as early as possible is going to hurt like hell in the long run. Taking 4 does too. That's why I'd rather just chill on a Lost Edge first, then Ragnaclock, then do whatever with Mystery Flare.
Title: Re: [Gear Chronicle] Chrono Jet/Mystery Flare - Mysterious Destiny
Post by: Cherry on November 16, 2014, 10:56:14 PM
Deck overhauled. Strategy changed.
Title: Re: [Gear Chronicle] Chrono Jet/Chronos Command Dragon - Time Judged All
Post by: Cherry on November 20, 2014, 06:21:00 AM
Mystery Flare removed. I'll just play him in casual builds. Triggers adjusted with the reveal of the rest of them (may change to more Stand triggers than Criticals) and Grade 2 lineup changed.

Freedom with Time Control counterblasting is much better now.
Title: Re: [Gear Chronicle] Chrono Jet/Ruin Disposal- Time Judged All
Post by: Cherry on December 13, 2014, 06:40:18 AM
Deck mostly rearranged in a more coherent, standardized setup after some testing and tips from Japanese's decklists. Title fixed to adjust to new rules too.

I'll rework the strategy in a bit.