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Battle area => Community => Deck Discussion => Topic started by: Cherry on June 20, 2015, 03:44:56 PM

Title: [VG] [Gold Paladin] Sun/Moon Combination [G Gold/Pellinore]
Post by: Cherry on June 20, 2015, 03:44:56 PM
Grade 0: 17

1 Spring Breeze Messenger
4 Catchgal Liberator
4 Flame of Victory
4 Liberator of Hope, Epona
4 Napgal Liberator

Grade 1: 14

4 Holy Mage, Pryderi
4 Knight of Daybreak's Light, Golbodok
3 Pleasing Liberator, Lud (lewd)
2 Listener of Truth, Dindrane
1 Slaymy

Grade 2: 11

4 Holy Mage, Pwyll
4 Lop Ear Shooter
3 Farmgal

Grade 3: 8

4 Knight of Rising Sunshine, Gurguit
4 White Hare in Moon's Shadow, Pellinore

Generation Zone: 8

3 Golden Dragon, Scourge Point Dragon
2 Golden Dragon, Spear Cross Dragon
2 Galloping Golden Knight, Campbell
1 Rain Element, Madu

HAVE YOU EVER WANTED TO BE A COMPLETE DOUCHEBAG AND PUT YOUR WHOLE DECK ON YOUR FIELD EVERY TURN FOR DOING ABSOLUTELY NOTHING WHILE HAVING THE PRESSURE OF GETTING 5 DRIVE PER TURN FOR NO REASON?

WELL HAVE I GOT A GREAT DEAL FOR YOU

PELLINORE IS YOUR REIGNING GOD BOW BEFORE RABBIT OVERLORD YOU PEONS

YOU'RE PROBABLY NOT EVEN GOOD ENOUGH TO SACK HIM FIRST STRIDE

PRINGE EATING FEDORA WEARING NUBLORD

no im kidding this deck is really really fun because of pellinore's existence

The main thing about G Golds that gives them Multiple Attack Chains is the fact that the wordings don't say "Open Rearguard Circle" anymore. They simply say "call it to R" or something of the like, meaning you can replace rested units like you would with G Royals' consecutive assaults from Twin Sword. Without a Legion, even with Pellinore's Limit Break, you're going to go through your entire deck very very quickly so you better aim to finish or push hardcore when you start your waves.

Draw Triggers are useless to this deck and most Golds in general. Your aim is to win quickly, not sustain. Catchgal isn't Liberator specific, so it's broke and your best friend for Scourge and more Pellinore shots. Spring Breeze quickly nets you an early Pellinore to get ahead or give you a key unit you want at the time. No GB1 wait, no probrem.jpeg.

Lud is absurdly stupid by doing what the deck wants as pressure, opening its circle for you to have space, and giving you soul for Gurguit's GB2 in desperate times when you want it. Dindrane is faster than Coolgal and the Soul Blast cost isn't really all that much an issue since you won't actually resort to Gurguit's GB2 all the time, and you can refill soul easily anyway. Stride fuel and G Perfect are self explanatory. Slaymy is a cute tech and nothing more.

Pwyll is GB1 on attack Aglovale. Though slower, it's active multiple times, and his Superior Call is on a better phase (battle phase). Think of him as your Jesus and worship his ability to sack every unit you want if Campbell and Gurguit didn't do it themselves. Lop Ear and Farmgal allow you new full columns of attacks and more chances to sack Pellinore.

The reason why sacking Pellinore is prioritized so much is the fact that: in tandem with Strides, you can get at most four turns of five drive checks. And since these Golds look at more than just the top card of your deck (3-5 instead!!), it's more likely to happen than ever. You're going to get ahead, even if Pellinore doesn't hit.

Gurguit's Heart Beat is amazing for Scourge Point and just about every rearguard in your deck. He's basically what Percival wanted to be, with an extra skill! Don't overlook Gurguit's GB2, as it's live upon your second Stride, and ignores the skills of Glory and Tom clones (hwahwahwa).

Campbell is incredibly stupid. On-hit, search a good portion of your deck for a Superior Call and +2 on it to make sure it hits. This douchebag is part of why Pellinore is stupid. He's going to be on 26-33k and if the opponent lets him hit, they give you the chance to soar ahead of the game. Another really stupid thing is that even if they guard him, you have Scourge Point waiting to hurt them for using up their hand to stop Campbell. Scourge gets a flat +5 per Superior Call, and Gurguit already gives him one. Pwyll gives him another, Lop Ear, then Farmgal... yeah. Did I mention what happens when you sack Pellinore after they exhaust everything to survive Scourge? No? Well, I think you know.

Spear Cross is a utility defense or an early field fill. While he can't unlock everything like Monarch Alfred, he can spit out a full field out of nothing like him. Counterblast 2 kind of hurts but you won't be worried about that when you have no choice, seeing as that Kagero and Narukami matchup demolished your field.

Madu is best girl and works on Pellinore, netting you back a Gurguit you dropped earlier or Soul Blasted to ride again next turn.

tl;dr - pellinore is your lord and savior + your deck has 5 full power column swings per turn and its funny
Title: Re: [VG] [Gold Paladin] Sun/Moon Combination [G Gold/Pellinore]
Post by: Lucius on June 21, 2015, 04:37:21 AM
that deck seems alright since it is pretty much a Standard set-up. The only Thing i would like to suggest you is to Switch your PGG with a normal PG since they can still be used even if superior called from deck unlike the PGG, even if it means it is going to be more cb heavy
Title: Re: [VG] [Gold Paladin] Sun/Moon Combination [G Gold/Pellinore]
Post by: Cherry on June 21, 2015, 12:38:40 PM
tfw legit didnt even know that

May look into adding Maleagant then. Mark will replace Pryderi after some testing.
Title: Re: [VG] [Gold Paladin] Sun/Moon Combination [G Gold/Pellinore]
Post by: Crystalia on June 22, 2015, 09:05:56 AM
Cherry, read the cards better pls.
Being serious though, i'd say -1 slaymy for another lewd, and malaegant is bae. Also could consider taking out farmgal or lop ear for either Belli, Merron or Sapphire (sue me it's saphhire pls).

And if you want to troll people with gurguit, swap PGs :v