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Battle area => Community => Card Strategy => Topic started by: FTLol on May 05, 2014, 09:25:41 AM

Title: Tips for Granblue?
Post by: FTLol on May 05, 2014, 09:25:41 AM
Okay, so I've been using GB for quite some time (in CFA, that is) and I still don't know what I'm supposed to do when using it. Each time I use them, I feel like I'm always in a bad situation. And I rarely win when I use them, and even when I won, It feels simply because I sacked. So basically, can someone enlighten me on this clan?

(Should I even post this here? It says card strategy, not clan strategy XD)
Title: Re: Tips for Granblue?
Post by: ヤタ on May 05, 2014, 10:51:21 AM
Sack harder than them-*shot*
Whenever I play Granblue, I tend to abuse Banshee of Sea Walk as much as possible. I try to get 2 in drop so that when I breakride I can bring the both back, Soul Blast 2, and Draw 2. In Nightsnow, as long as you can fuel soul, you can keep on plussing every turn.
Title: Re: Tips for Granblue?
Post by: Devour on May 05, 2014, 02:37:51 PM
I'll post a deck about this too, don't worry.~
Title: Re: Tips for Granblue?
Post by: FTLol on May 05, 2014, 06:08:19 PM
Sack harder than them-*shot*
Whenever I play Granblue, I tend to abuse Banshee of Sea Walk as much as possible. I try to get 2 in drop so that when I breakride I can bring the both back, Soul Blast 2, and Draw 2. In Nightsnow, as long as you can fuel soul, you can keep on plussing every turn.

Maybe this is just me, but I found it hard to get soul in granblue, especially when I have to superior ride Nightsnow.
Thanks, though.

I'll post a deck about this too, don't worry.~

Thanks
Title: Re: Tips for Granblue?
Post by: TimPowerGamer on May 05, 2014, 06:17:51 PM
Granblue has Rough Seas Banshee and Peter the Ghostie for soul right now, assuming you aren't running Basskirk.  Soul can be a bit of an issue.  You have to draw a happy medium between how you use your soul.  I have stopped using Deadly Nightmares altogether because of this.

However, I do have a tendency to bring back Rough Seas Banshee on break ride turns in conjunction with Sea Strolling Banshee to get 2 hard plusses and that soft plus.  By reviving those crit triggers to put in soul to soul blast to draw to revive them again... well, it works out pretty great.
Title: Re: Tips for Granblue?
Post by: FTLol on May 05, 2014, 06:27:57 PM
Granblue has Rough Seas Banshee and Peter the Ghostie for soul right now, assuming you aren't running Basskirk.  Soul can be a bit of an issue.  You have to draw a happy medium between how you use your soul.  I have stopped using Deadly Nightmares altogether because of this.

However, I do have a tendency to bring back Rough Seas Banshee on break ride turns in conjunction with Sea Strolling Banshee to get 2 hard plusses and that soft plus.  By reviving those crit triggers to put in soul to soul blast to draw to revive them again... well, it works out pretty great.

That could work, and I've tried it sometimes. But most of the time my opp will just use high power to deplete my hand again after plussing.

I would suggest using the break ride and a new Legion that may come out soon enough.

I did use the BR. As for the Legion, I can actually see it being used together with Cocytus "R" if it doesn't mill.
Title: Re: Tips for Granblue?
Post by: TimPowerGamer on May 05, 2014, 06:31:00 PM
Yeah.  Granblue has to bend over backwards to get plusses and strong rows.  Against decks with enormous RG and VG attacks, heavy retirement, or real card advantage, Granblue just doesn't stand up to the competition that well.  I think they need a 9k booster if a RG was played from the drop that turn to help them out in making 21k rows, which would salvage the clan.
Title: Re: Tips for Granblue?
Post by: FTLol on May 05, 2014, 06:35:44 PM
I don't quite remember the name of the vanguard I used but it gains 3000 power and had a powerful drive check skill ^_^

Barbaros?
Title: Re: Tips for Granblue?
Post by: TimPowerGamer on May 05, 2014, 06:37:46 PM
He's my current Vanguard for Granblue.  Cocytus "R" would be the best Reverse in the game if decking out wasn't a lose condition (and if you could shuffle cards back somehow without legioning).

It's sad.  Barbaros is a boss, though.  And Undead Dragon, Skull Dragon and Romario are the only natural 21k row on RG that Granblue has, even after all this time.
Title: Re: Tips for Granblue?
Post by: DasherKaito on May 05, 2014, 07:20:14 PM
Barbaros is a good card. It opens new possibilities for Gran-blue. I was a Gran-blue player since the first season, and I got to say Barbaros is a good addition to gain power in a clan that lacks it.
Title: Re: Tips for Granblue?
Post by: FTLol on May 05, 2014, 11:36:18 PM
He's my current Vanguard for Granblue.  Cocytus "R" would be the best Reverse in the game if decking out wasn't a lose condition (and if you could shuffle cards back somehow without legioning).

I wont call Cocytus "R" the best reverse in the game. He is one of the best boss card for GB though.
Title: Re: Tips for Granblue?
Post by: TimPowerGamer on May 06, 2014, 12:48:21 AM
There were a lot of ifs behind that statement.
Title: Re: Tips for Granblue?
Post by: FTLol on May 06, 2014, 01:10:54 AM
There were a lot of ifs behind that statement.

Well, even if decking out wasn't a lose condition, I still wont call it the best Reverse in the game.
Title: Re: Tips for Granblue?
Post by: Neopaladin28 on May 06, 2014, 02:44:12 AM
Actually using

cardfight.wikia.com/wiki/Drift_Ice_Swordsman,_Nightsnow (http://cardfight.wikia.com/wiki/Drift_Ice_Swordsman,_Nightsnow)

with

cardfight.wikia.com/wiki/Lord_of_the_Seven_Seas,_Nightmist (http://cardfight.wikia.com/wiki/Lord_of_the_Seven_Seas,_Nightmist)

is a very good deck, a friend of mine uses it really well and cornered a Metalborg Sin buster deck quite easily but, legion is op with it's recyle heal triggers and he lost to a 6th damage heal.

If you use the two properly together then you can potentially overtake these legions. And imo, Nightsnow is far better than Cocytus Reverse
Title: Re: Tips for Granblue?
Post by: TimPowerGamer on May 06, 2014, 10:22:59 AM
There were a lot of ifs behind that statement.

Well, even if decking out wasn't a lose condition, I still wont call it the best Reverse in the game.

13k defense in conjunction with drawing 7 cards every turn and filling up your (RC) from calling a single RG.  I think that qualifies as "Best" (again, IF you didn't lose from decking out and your deck replenished itself).

You just get 7 cards a turn while attacking with just Vanguard and booster for 3 turns, then you win the game of card advantage.
Title: Re: Tips for Granblue?
Post by: FTLol on May 06, 2014, 10:38:04 AM
Am I missing something here? How do you draw 7 cards with Cocytus "R"?
Title: Re: Tips for Granblue?
Post by: TimPowerGamer on May 06, 2014, 11:11:33 AM
Superior call any combination of Rough Seas Banshee and Sea Strolling Banshee.  Rough Seas can be put into the soul from RC to draw.  Sea Strolling can be called from drop zone to soul blast that Rough Seas back out and draw again.  You can call the card you drew with Rough Seas (or a suitable replacement from your massive hand) to the spot you plan to lock next.  Rinse, recycle, repeat until you've called 4 Sea Strolling Banshees, soul blasted 4 times, and drawn 4 cards.  This gives you 7 cards per turn.  Crossrides are already infamous for being super tanky.  This card advantage makes it crazy.

Again, the problem with this is that this will remove over 20 cards from your deck each turn without replacing them.  And that makes you lose.
Title: Re: Tips for Granblue?
Post by: HunterSerge on May 06, 2014, 01:07:08 PM
Doesn't exactly surprise me that you'd have difficulty with Granblue. They're easily one of the most technical clans in the game, I'd go as far as to call them the most technical clan in the game, and they've been this way since the start. The deck will punish you for your misplays, and the only real way to improve at it is to just keep practicing. Of course, without any sort of decklist, its impossible for me to tell if your issues could be starting from there.
Title: Re: Tips for Granblue?
Post by: Devour on May 06, 2014, 01:54:19 PM
Doesn't exactly surprise me that you'd have difficulty with Granblue. They're easily one of the most technical clans in the game, I'd go as far as to call them the most technical clan in the game, and they've been this way since the start. The deck will punish you for your misplays, and the only real way to improve at it is to just keep practicing. Of course, without any sort of decklist, its impossible for me to tell if your issues could be starting from there.

It's pretty easy to use if you know how they should work and you have a general idea on their attributes. o.o
Now, it's about hitting hard on field with Banshee drawing and preserving an enormous hand. Well, depends on the builds. I've tested ut mine ages ago, but i don't have the time to post it until friday, so be patient until then. ^^'
Title: Re: Tips for Granblue?
Post by: Kaze Natsume on May 06, 2014, 03:22:57 PM
Am I missing something here? How do you draw 7 cards with Cocytus "R"?
Actually can you really do that ? o.o
Title: Re: Tips for Granblue?
Post by: crossflames on May 06, 2014, 03:33:07 PM
There were a lot of ifs behind that statement.

Well, even if decking out wasn't a lose condition, I still wont call it the best Reverse in the game.

Well if I had a word, I'd say Dragonic Overlord the Reverse was the best Reverse and Chaos Breaker Dragon just toys with the meaning of 'good game'.
Title: Re: Tips for Granblue?
Post by: TimPowerGamer on May 06, 2014, 04:50:46 PM
Am I missing something here? How do you draw 7 cards with Cocytus "R"?
Actually can you really do that ? o.o

I already explained how.  But you mill off half your deck in a single turn doing it.
Title: Re: Tips for Granblue?
Post by: TimPowerGamer on May 06, 2014, 04:56:23 PM
There were a lot of ifs behind that statement.

Well, even if decking out wasn't a lose condition, I still wont call it the best Reverse in the game.

Well if I had a word, I'd say Dragonic Overlord the Reverse was the best Reverse and Chaos Breaker Dragon just toys with the meaning of 'good game'.

DOtR is actually a really fair, balanced card.  Plenty of things can restand and hit that amount.  Locking all of your rear guards essentially makes him function like a Laurel clone.  It's extremely weak to Glendios (if its attack gets redirected, it can't stand by its own effect, so you locked all of your RG's for a 10k power boost, which is barely stronger than what your boost would have been anyway.), but I think that was by design.  It's a lot like Raging Form Dragon.  People associate the power of the clan's support to the boss.  But Raging Form is actually a below average power boss card (which is justified by it not needing counterblasts).

All that aside, Cocytus "R" has way too many weaknesses simply due to how it gains its card advantage and how that forces all of the cards out of your deck.
Title: Re: Tips for Granblue?
Post by: crossflames on May 06, 2014, 05:02:35 PM
There were a lot of ifs behind that statement.

Well, even if decking out wasn't a lose condition, I still wont call it the best Reverse in the game.

Well if I had a word, I'd say Dragonic Overlord the Reverse was the best Reverse and Chaos Breaker Dragon just toys with the meaning of 'good game'.

DOtR is actually a really fair, balanced card.  Plenty of things can restand and hit that amount.  Locking all of your rear guards essentially makes him function like a Laurel clone.  It's extremely weak to Glendios (if its attack gets redirected, it can't stand by its own effect, so you locked all of your RG's for a 10k power boost, which is barely stronger than what your boost would have been anyway.), but I think that was by design.  It's a lot like Raging Form Dragon.  People associate the power of the clan's support to the boss.  But Raging Form is actually a below average power boss card (which is justified by it not needing counterblasts).

All that aside, Cocytus "R" has way too many weaknesses simply due to how it gains its card advantage and how that forces all of the cards out of your deck.

That is correct, most reverse cards are useless unless you can find the 'flaw' to their abilities. I have fought against Cocytus "R" with break ride and cards such as Samurai spirit and Spirit Exceed (Weird Combination)
Title: Re: Tips for Granblue?
Post by: crossflames on May 08, 2014, 07:36:41 PM
Okay, so I've been using GB for quite some time (in CFA, that is) and I still don't know what I'm supposed to do when using it. Each time I use them, I feel like I'm always in a bad situation. And I rarely win when I use them, and even when I won, It feels simply because I sacked. So basically, can someone enlighten me on this clan?

(Should I even post this here? It says card strategy, not clan strategy XD)

There have been new cards that will easily 'enlighten' you. First, I suggest you Lord of the seven Seas Nightmist with Drift Ice Swordsman Nightsnow. It's skill is similar to Liquier Reverse in which it has the ability to call a unit of out of the field and give the unit +5000 power as would most new units do.

Now, rearguard support would be cards Skull Dragon (A frontrow that can reach 13k, possibly higher) then the best backrow would be Banshee of Sea Walk (soulblast 1 to draw a card), Samurai Spirit (can revive from drop zone or 8k Dandy Guy Romario which will make your skull dragon reach 21k attack against the vanguard.

And with the break ride skill, your rearguards will gain an extra 5000 power giving your rearguards around 26k and maybe another one 23k when attacking. To start off the fight I suggest using a Grade 0 starter such as Captain Nightkid. With it's skill you can check the top ten cards of you deck and easily place Drift Ice Swordsman Nightsnow into drop zone (With Nightsnow skill, if you already have a break ride in hand and you ride it. You can then break ride Nightsnow from drop zone by a counterblast 2 and soulblast 2. Since you have 4 damage, you still have one open at least. You can use that to call Sea walk of Banshee from drop zone (counterblast 1 and use one card left in soul to draw a card ^_^) You should have at least one soul left, in which you can use in case you call another Banshee and took a 5th damage or you can leave the damage open to use Nightsnow's skill. (A damage unflipper would totally help, maybe use Three Star Chef Pietro)

Personally I wouldn't use Banshee. While my field is completely open or simiilar and I break ride my Nightsnow I am able to call two units from drop zone. (2 rearguards) then I can call a useless rearguard and use Nightsnow's skill to retire it then call a new unit with power +5000 (This can be used only once per turn but now I have three rearguards with +5000 power. Simple Soul Saver Dragon technique. Next, with the hand I saved up because I only 'superior rided' I can build up my field.

Note, this deck may have its weakness against Aqua Force, Link Joker, and certain other clans. If used correctly, this deck can swarm the opponents damage ^_^
Title: Re: Tips for Granblue?
Post by: FTLol on May 08, 2014, 10:32:33 PM
Thanks.
Title: Re: Tips for Granblue?
Post by: WaiterFang on May 09, 2014, 12:17:20 AM
There were a lot of ifs behind that statement.

Well, even if decking out wasn't a lose condition, I still wont call it the best Reverse in the game.

Well if I had a word, I'd say Dragonic Overlord the Reverse was the best Reverse and Chaos Breaker Dragon just toys with the meaning of 'good game'.

DOtR is actually a really fair, balanced card.  Plenty of things can restand and hit that amount.  Locking all of your rear guards essentially makes him function like a Laurel clone.  It's extremely weak to Glendios (if its attack gets redirected, it can't stand by its own effect, so you locked all of your RG's for a 10k power boost, which is barely stronger than what your boost would have been anyway.), but I think that was by design.  It's a lot like Raging Form Dragon.  People associate the power of the clan's support to the boss.  But Raging Form is actually a below average power boss card (which is justified by it not needing counterblasts).

All that aside, Cocytus "R" has way too many weaknesses simply due to how it gains its card advantage and how that forces all of the cards out of your deck.
I agree that Cocytus "R" has some weaknesses and in comparison with other "R" cards, he falls abit offensively, but I find the fact that Cocytus "R" can continually recycle 10k intercepts and change them into 11k attackers to be very useful.
Title: Re: Tips for Granblue?
Post by: HunterSerge on May 09, 2014, 12:27:45 AM
While crossflames gave a decent overview, there are some extra points I should give. First, do not use Skull Dragon. The deck is easily capable of making 21k columns by Nightmist/Nightsnow, Skull Dragon ends up being a wash at best, and running any copies of it cuts into the consistency of the rest of the deck.

For Starter, you really don't want Nightkid. It was nice to develop the toolbox back when we had no good starter that didn't minus us, but now that Peter exists, there's no real reason to use Nightkid. Chappie's can handle fetching cards for the drop zone just fine.

Beyond the Sea Strolling Banshees and the obvious Gust Jinns, your other Grade 1s should be Samurai Spirits. These are immensely important for ensuring that the advantage you gain from the Breakride is kept, as Nightsnow cannot do this all on his own. Also very useful against disruption decks, as it makes replacing your killed/stunned units far easier, as you can either swap the stunned unit or call any random unit from your hand and swap it out.

Grade 2s is the most open for sure. You definitely need Ruin Shades for a good 11k attacker and early mills, and you want Blueblood to cover the 6k power of the Banshees. Corrosion Dragon is a must as well, for easy 3-stage columns. For the rest, tech away. Deadly Spirit makes for a good 1-of tech, since our Counterblast-based G2 swapper kinda sucks, and Skeleton Swordsman gives you a fantastic revival target.

Grade 3s, just stick to Nightmist and Nightsnow. Don't use Nightsnow's Superior Ride unless you ABSOLUTELY need to, its bad to be cutting into the soul, which should be used exclusively by the Banshees, and the Counterblasts are needed for Nightsnow's Limit Break and for Samurai Spirit's swaps. BR Nightmist over Nightmist as many times as possible, as this is easily the best way to gain advantage.

Oh, and trigger line-up. Granblue works best with Crits, since in addition to the plethora of other issues Draw triggers hold Granblue is already at risk of decking out...anyways, I wouldn't actually go 12 Crit. Cut 1-2 for Hades Steersman. His low power doesn't really matter, as when Nightmist's own on-attack power gain isn't covering him, you can just swap him out for Samurai Spirit. The +1 you get from him is honestly Granblue's only method of generating advantage during the midgame currently, so its important to use.
Title: Re: Tips for Granblue?
Post by: Neopaladin28 on May 09, 2014, 01:18:47 AM
however what nightkid does is actually put what you need into the soul, both are good in my opinion, it's more of a preference thing. I personally prefer nightkid since he puts what I need into the drop, nothing more nothing less, at the cost of a -1, I know that peter gives you a 0 for it's skill but you'd have to be running chappie.

So like I said before it's more of a preference thing
Title: Re: Tips for Granblue?
Post by: crossflames on May 09, 2014, 05:35:19 AM
however what nightkid does is actually put what you need into the soul, both are good in my opinion, it's more of a preference thing. I personally prefer nightkid since he puts what I need into the drop, nothing more nothing less, at the cost of a -1, I know that peter gives you a 0 for it's skill but you'd have to be running chappie.

So like I said before it's more of a preference thing
Yes, I agree on this because my formation has never been broken JUST by not using another grade 0 preference. ^_^

While crossflames gave a decent overview, there are some extra points I should give. First, do not use Skull Dragon. The deck is easily capable of making 21k columns by Nightmist/Nightsnow, Skull Dragon ends up being a wash at best, and running any copies of it cuts into the consistency of the rest of the deck.

For Starter, you really don't want Nightkid. It was nice to develop the toolbox back when we had no good starter that didn't minus us, but now that Peter exists, there's no real reason to use Nightkid. Chappie's can handle fetching cards for the drop zone just fine.

Beyond the Sea Strolling Banshees and the obvious Gust Jinns, your other Grade 1s should be Samurai Spirits. These are immensely important for ensuring that the advantage you gain from the Breakride is kept, as Nightsnow cannot do this all on his own. Also very useful against disruption decks, as it makes replacing your killed/stunned units far easier, as you can either swap the stunned unit or call any random unit from your hand and swap it out.

Grade 2s is the most open for sure. You definitely need Ruin Shades for a good 11k attacker and early mills, and you want Blueblood to cover the 6k power of the Banshees. Corrosion Dragon is a must as well, for easy 3-stage columns. For the rest, tech away. Deadly Spirit makes for a good 1-of tech, since our Counterblast-based G2 swapper kinda sucks, and Skeleton Swordsman gives you a fantastic revival target.

Grade 3s, just stick to Nightmist and Nightsnow. Don't use Nightsnow's Superior Ride unless you ABSOLUTELY need to, its bad to be cutting into the soul, which should be used exclusively by the Banshees, and the Counterblasts are needed for Nightsnow's Limit Break and for Samurai Spirit's swaps. BR Nightmist over Nightmist as many times as possible, as this is easily the best way to gain advantage.

Oh, and trigger line-up. Granblue works best with Crits, since in addition to the plethora of other issues Draw triggers hold Granblue is already at risk of decking out...anyways, I wouldn't actually go 12 Crit. Cut 1-2 for Hades Steersman. His low power doesn't really matter, as when Nightmist's own on-attack power gain isn't covering him, you can just swap him out for Samurai Spirit. The +1 you get from him is honestly Granblue's only method of generating advantage during the midgame currently, so its important to use.
Thank you very much for giving me a compliment, maybe some criticism too. I think instead of saying what 'he really doesn't want to use' I think you should say 'what I think you should use' or it sounds like you're forcing your opinion on someone. Sorry about that.

I considered not using Banshee because it's only 6k, having a 9k rearguard in front will only get the row to 15k. Against an 11k vanguard that's not strong enough (which is why I rarely use 6k grade 1's) Sure, the drawing is good but I focus on keeping field formation rather than focusing on hand conservancy which may easily break because of Link Joker's Binds.
Title: Re: Tips for Granblue?
Post by: HunterSerge on May 09, 2014, 12:15:21 PM
The -1 isn't worth it, especially when its also hogging one of your Counterblast uses, when you have Chappies. You need Chappies anyways, because there will be multiple cards you need to get into your drop, and even if there's only 1 that you care about, Nightkid is not guaranteed to hit one.

And Crossflames, Banshee is an absolute must. Without Banshee, Granblue barely gets any plusses, even in lategame, and they don't have enough of an offensive push to get consistent wins that way. Banshee's 6k is a non-issue. You have 8 Grade 3s, then your Ruin Shades and Bluebloods, which should be another 5-7. When 13-15 of your 18 attackers cover Banshee's 6k, skipping out on it is silly. Also, binds? Link Joker? Having a large hand is MORE effective against Link Joker than a consistent field, far more effective. Especially since, with Granblue, there is no reason to cut Banshees for the sake of a consistent field. You have Samurai Spirit, Deadly Spirit, and Nightsnow to cover that.