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Battle area => Community => Deck Discussion => Topic started by: ヤタ on April 07, 2014, 05:25:27 PM

Title: («Genesis»|Sunlight Goddess, Yatagarasu) Sunlight Harbinger, Bring Hope!
Post by: ヤタ on April 07, 2014, 05:25:27 PM
Welp, it's my baby, so I should be the first to post here, I guess. :P

Sunlight Harbinger, Bring Hope!
A «Genesis» Deck

Contents
Grade 0
  • 1 Battle Maiden, Amenohoakari
  • 4 Battle Maiden, Kukurihime CRITICAL
  • 4 Cyber Tiger CRITICAL
  • 4 Lemon Witch, Limonccino CRITICAL
  • 4 Large Pot Witch, Laurie HEAL
Grade 1
  • 2 Existence Angel
  • 2 Witch of Cats, Cumin
  • 2 Witch of Oranges, Valencia
  • 4 Goddess of Self-sacrifice, Kushinada
  • 4 Witch of Frogs, Melissa
Grade 2
  • 3 Witch of Grapes, Grappa
  • 4 Battle Maiden, Sahohime
  • 4 Witch of Ravens, Chamomile
Grade 3
  • 2 Regalia of Omniscience, Minerva
  • 3 Oracle Queen, Himiko
  • 3 Sunlight Goddess, Yatagarasu

Well then. The basic strategy of the deck can be layed down simply.

Soulcharge! Soulcharge! Attack! Soulcharge! Call! Boost! Soulcharge! Boost! Call! Soulcharge! Attack! Soulcharge! Soulcharge! Soulcharge more! Breakride! Yacchan, Attack! Stand! Draw! Superior Call! Win!

Anyways, early game you aim to ride Melissa/Chamomile or Valencia/Grappa, and call Sahohime and Existence Angel for soulcharge pressure. To use the deck to its fullest, you need around 12 soul on your Breakride into Yacchan, and you could benefit from that ballpark if you breakride onto Minerva. Minerva is there for the late-game after-Yacchan sweep, and I would advise breakriding Yacchan, using her Soulcharge on Guard skill, and then riding Minerva. On your breakride turn, you want this when you breakride:
Sahohime|      Himiko      |Whatever
7k Boost  |Amenohoakari|Whatever
With this, you give +5k to each unit in Sahohime's column, making it 26k. Your vanguard will also be 26k. The other column doesn't matter, but I would advise having at least a 16k column there, for more pressure. During your battle phase, you attack with the whatever column, then Sahohime's, and then your vanguard, Limit Breaking and soulblasting a Melissa and a Chamomile at least, counterblasting 2 to replace the whatever column while standing Sahohime's column, and drawing 2. Stack triggers on Chamomile's column. This way, you get 2 attacks that require at least 10k shield, 2 that require 20k, and one that would have to be PG'd, probably. It's only one turn, but it's quite an insane burst of power. You can then proceed to ride Minerva and wreak havoc. One important thing, however, is to keep an eye on your deck, as it's easy to deck out if you're not careful.

I hope you enjoy and discuss the deck!
Title: Re: («Genesis»|Sunlight Goddess, Yatagarasu) Sunlight Harbinger, Bring Hope!
Post by: FTLol on April 08, 2014, 06:13:31 AM
I don't know about you, but while testing the deck i realized i have a hard time making decent columns before breakride. When I breakride I can easily fill the rearguard circles with Chamomiles and Melissas, but before that it just feels a bit underwhelming.

Another thing i realized is that most of the time I am forced to call Grade 1s to attack. This makes the breakride turn not as powerful as its supposed to be, because when i power up one of those Grade 1s, and put another Grade 1 in front of it, their only as powerful as a normal line made out of Grade 2/3 and a grade 1.

But those are just my opinions, i might be doing something wrong, or it might be CFA's shuffle, so don't start shouting at me and calling me a noob :)
Title: Re: («Genesis»|Sunlight Goddess, Yatagarasu) Sunlight Harbinger, Bring Hope!
Post by: ヤタ on April 08, 2014, 06:32:22 AM
Don't worry, I tend to have those problems too. I swear Area's shuffler hates this deck Dx You only really need 1 Rear Guard column on the breakride turn, but 2 is best for pressure, even if it's just Grade 1 units, but keep them if you need the hand. You can also sit on Himiko for a few turns if need be, but she'll eventually end up eating your deck. It really needs some sort of support though, I agree that earlygame is underwhelming.
Title: Re: («Genesis»|Sunlight Goddess, Yatagarasu) Sunlight Harbinger, Bring Hope!
Post by: FTLol on April 08, 2014, 07:33:42 AM
Well i wasn't actually worrying about anything. By the way, when I ride Minerva its usually really strong and hard to guard, but when i breakride Yata (no, not you) its usually rather weak compared to Minerva. Just another problem i wanted to point out. Again, I might be doing it wrong.
Title: Re: («Genesis»|Sunlight Goddess, Yatagarasu) Sunlight Harbinger, Bring Hope!
Post by: ヤタ on April 08, 2014, 11:27:08 AM
Even though she's my favourite card, I have to agree she's a little weak, however, you can use her for that turn of power, and then Guard to have a stepping stone onto Minerva. It might be an idea to play around with Ratios a little in the deck.
Title: Re: («Genesis»|Sunlight Goddess, Yatagarasu) Sunlight Harbinger, Bring Hope!
Post by: katscaps kirisame on April 08, 2014, 09:24:38 PM
well yata alone is weak, with a break ride ,8k boost and 2 times soul charge plus 3k she can only hit for 35k, but if you combo her nicely with himiko and 11k front row rear guard and 8k or 7k backrow rear guard , well yeah tried it real and cfa , a good card , a true goddess of sunlight
Title: Re: («Genesis»|Sunlight Goddess, Yatagarasu) Sunlight Harbinger, Bring Hope!
Post by: M4tt on May 02, 2014, 09:48:18 PM
I appreciate Yata more for her defence more than anything  :P
Not to mention how much she feeds the soul from her own skill as well. I never understood why people were put off by her SB9. She's perfect.
Title: Re: («Genesis»|Sunlight Goddess, Yatagarasu) Sunlight Harbinger, Bring Hope!
Post by: Seiryuu on May 03, 2014, 03:09:02 AM
I never understood why people were put off by her SB9. She's perfect.

Different thing for different people my friend.. xD
Title: Re: («Genesis»|Sunlight Goddess, Yatagarasu) Sunlight Harbinger, Bring Hope!
Post by: crossflames on May 05, 2014, 09:09:14 PM
For me I use Grade 0 Tagitsuhime because it's easier to soul charge early game, because of Yatagarasu's skill I soul charge 1 each turn. Then I use Denebola and other 'Myth' cards to power up my rearguards for when I use Himiko's breakride skill for two +5000 ^_^ Then when I soulblast I bring out Chamomile and the grade 1, out one column while the other column has my two cards stood by limit break! I now have four stand rearguards and two new attacks!