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Battle area => Community => Deck Discussion => Topic started by: Magus TSS on May 21, 2014, 07:42:35 PM

Title: [Nova Grappler] Mega Flare Asura + Immortal Butler
Post by: Magus TSS on May 21, 2014, 07:42:35 PM
I didn't like Raizers pure in all honesty so this is my take on a mix of fun classic variant and mixing it with Legion. To make it feel more season 1 Kamui like with some of the newer cards.
Regardless the main point of the deck is still to abuse Legion and Butler as much as possible but now you have a alternate vanguard that can not only counter legion counters but can further abuse your other cards at any point. Kate and Crew are noted as they are Raizer boosters to help the deck. This deck has misride issues as well. Please be aware of this because Butler. Kirara will shock most opponents when played if they rush you and your at 2 damage. Energy Charger will help the deck survive a little longer. Biggest weakness is retire, being out advantage (which is played right almost every deck) and finally itself.


Disclaimer: In no way does this deck break Cat Butler in anyway. Feel free to leave any ideas that you think can improve this variant of Mega Flare. Without removing it's focus intended focus.

Grade 0: 20
1x Evolving Reincarnation, Miraioh (The Only Worthwhile Starter For This Varient)
3x Cat Butler

4x Raizer Girl, Kate (Heal)
4x Raizer Crew (Draw)
2x (Any Other Draw You Want)
3x Red Lighting
3x (Any Raizer Crit)


Grade 1: 12
4x Any Perfect Guard
4x Energy Charger
4x Death Army Guy

Grade 2: 10
3x Death Army Lady
3x Ultimate Raizer, Dual Flare
4x Magician Girl, Kirara

Grade 3: 8
4x Ultimate Raizer, Mega Flare
2x Asura Kaiser
1x Asura Kaiser Immortal
1x Death Army Commander
Title: Re: [Nova Grappler] Mega Flare Asura + Immortal Butler
Post by: Mickey on May 22, 2014, 10:12:30 AM
On request of a good friend, Magus TSS, Mickey is here to -hopefully- provide some insights/ideas/recommendations to his deck.

Hmm, let me introduce myself. I am Mickey, a member of the team FT.
A link to our thread is given here > http://cardfight-wiki.ru/areafor/index.php/topic,155.0.html (http://cardfight-wiki.ru/areafor/index.php/topic,155.0.html)

lets start the ball rolling then^^.
Hmm, Mega Flare + Asura is a good idea. Perhaps not fresh but it is a hard deck to make.
The idea itself revolves around standing rgs to push for game.
The primary vanguard is of course Mega Flare. The sub, Asura/Immotal along with death armies can come in quite deadly as well.

However, the big problem lies in forming the deck.
To maximize the use of Mega Flare, Cat butler is often used. Tat said, it is a g0 and of course, u have to give up certain g1-3 slots for it.
So which grade to be sacrificed? No matter which is, it will always affect the riding consistency of the deck.
However, Cat butler is too good to not play it!
Well, the best answer came from a Japan tournament winner.
His list reduces the number of g3 to 5! while keeping g2 at 11 and g1 13.
Adding up the numbers make u realize, he actually run 4 cats :D

Well, there is a reason why o.o  in the legion era, the game is up a new speed. Games tend to be faster now.
Its often as seemed that the first person to legion will have the advantage.
However, legion held a big weakness.
The condition to activate legion skill is that your opp must be g3 or higher!
That's give the reason why reducing g3 isn't a bad option at all.
As long as u nvr hit g3, ur opp can nvr legion and hence, he will have a vanilla 11k vg! O.o

There comes the main contradiction in the deck Mega Flare + Asura.
Asuras involves around the driving of g3 which means the more g3 u play, the better the effect :D
Mega flare to combo with cat have to sacrifice a grade. As shown above, g3 is the best option but that would render Asuras powerless.
Hence, there leave with 2 choice g1 or g2.

Magus TSS did a great job balancing the deck. In playing 3 cats, he is still able to keep the g3 count high at 8 and the g1 count 12 while g2 10.
Tat gives a 6.7% misride chance of g1 and 11.2% chance of not having a g2 at starting hand (~10% chance of misriding g2)
The numbers are higher than normal but still it should run smoothly for most games.

On top of that, TSS added in more draws, running a 6/6 to help in misride conditions.
He uses kirara and energy charger too to improve the draws.

However, power becomes an issue.
Notice that the list only contains 4 7k boosts.
Tat's very little and it might face even bigger threat against g1 retireable decks such as kagero/narukami and even the upcoming witches and shadow paladins.
With the small boost, the g2s all being 9k will find it hard to hit 16k columns.
On top of that, against 13k vgs, it will be hard to hit a 18k column.

There is a solution though, -Shout-
Shout is a 7k g1, that have the same eff as gojo of kagero and lien of rp.
Though it doesn't generate +1 like energy charger, it gives too a consistent draw power that may be needed in times of misride.
Moreover, being a 7k, it allows more 16k lines to be formed^^.
Hence, Mickey suggest the change of energy chargers to shouts

Moving on the g2 lineup seems rather good.
though it is possible to run lesser dual flares and go for more death army ladies. (4 death army lady, 2 dual flare)
Well, dual flare combo with legion is great. However, it is a one-turn wonder and most of the time is just a vanilla g2.
Dual flare in the deck serves more the purpose of simply legioning with mega flare.
Though keeping at 2 may seemed abit weird as there will be times when there wont be a mate in the deck!
However, with careful playing
1. nvr ride dual flare unless there isn't any other g2 (once ride, its gone)
2. always cb dual flare if there is in the dmg and then heal it when ever u have a heal trigger
These will allow there to have a dual flare in deck or drop most of the times.
With all these, Death Army Lady can now be max and produce more standing pressure to the opp^^.

Now the g3 lineup.
its an interesting lineup with the play of death army commander.
that gives more standing power to the deck but however, that also means there will only be 7 effective g3 vgs.
Depending on the player, it is possible to choose a lot of other lineups.
4 Mega Flares being a must.
Other 4 can include simply maxing Asura or Immortal or any mixes between the 2.
Otherwise the use of Death Army Commander is possible as well.
On top of that, BRs also can be used. The best one would be mont blaukruger.

Lastly, about perfect guards.
Well, perfect guards being good and all as it completely stops the attack.
However, in this case, qw may serve to be a better option.
that's is because there is essentially 16 atkers available in the deck.
Tat being quite little.
Moreover, despite the change of energy charger to shout, there are still 5k boosts around like cat butler.
Hence to get the most out of it, the keeping of g3 to hit 16k lines may be better instead of dropping them for perfect guards.
Keep in the head though, cb becomes rather tricky.
However with careful play, the cb can be very efficiently used.

Hmm, tats all^^ well, Mickey isn't a great player or anything of the lines. These are simply my opinions and views. It is up to ur and TSS take whether to accept it or not^^. I though, welcome any form of criticism or arguments to the comments I have made. We can discuss them together^^.

Any discriminary remarks are unintentional. I hope there isn't but if there is, I hereby apologize for the remark and it was completely unintentional and the only aim I have is to help better the deck.

Thank you for reading^^ and have a nice day :D

Yours only,
Mickey
Title: Re: [Nova Grappler] Mega Flare Asura + Immortal Butler
Post by: Magus TSS on May 22, 2014, 11:13:57 AM
Thank you Mickey. The long post is actually a great insight. Games are way faster now. Learning that one of the main Raizer decks that top played 5 grade 3 was actually interesting fact as.
Your right that I did have a lot of problems making the deck due to the fact I didn't want to sacrifice grade 3 space to Help support Asura and my Death Army's. In the end it turned out this way. This deck does indeed suffer a bit against crosses as well but allows me to rush a little better earlier on. The main reason I play 3 Dual Flare so I did not have to risk damage checking all of them and Dual Flare can also still come in handy on the Legion turn if I can call it especially if boosted by Death Army Guy and g3 check. I sacrificed a Lady for it because I want my ideal grade 2 ride to be Kirara even if I don't have 2 damage. To counteract this I run 1 commander. 7 g3 is enough for ace and backup space 6 might have even been enough but I wanted to make sure I wasn't forced to ride commander which has only happened once. I'm currently considering 1 Quintet Wall right now. However I do not want to ruin my odds of getting a trigger or a grade 3 that could end the game but it's still considered. As for Shout. I have not tested Shout. It is a great choice as it can fix my hand and allow for more drop zone fuel as well as if I have to call my grade 3 counter crosses for my rears. However dropping Energy Charger for it is a tough decision. I like generating as much hand advantage as possible in general but it could also improve rushing potential but I would also have to consider Extra Quintet wall to compensate. Also Energy Charger can help if I'm forced to ride Dual Flare in the off chance the rest get damaged or handed. I could return Dual Flare with Mega Flare Legion effect and go into Legion with it. Also I'm considering raising my Crit's to 7. Draws to 5 for this variant but I'm afraid how this will effect the consistency.