Area Forum
Battle area => Community => Deck Discussion => Topic started by: colonel830303 on September 17, 2014, 10:46:51 PM
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out of boredom on legion decks so I decide to make this
G0(17):
1x Dimensional Robo, Goyusha (FV)
4x Dimensional Robo, Daibattle (C)
4x Justice Cobalt (C)
4x Dimensional Robo, Daicrane (D)
4x Dimensional Robo, Gorescue (H)
G1(13):
4x Dimensional Robo, Daishield (PG)
2x Dimensional Robo, Daimariner
3x Dimensional Robo, Kaiser Greater
4x Dimensional Robo, Daitiger
G2(10):
4x Dimensional Robo, Daidragon
4x Dimensional Robo, Kaizard
2x Dimensional Robo, Daibarrett
G3(10):
4x Super Dimensional Robo, Daikaiser
1x Super Dimensional Robo, Daiyard
2x Super Dimensional Robo, Shadow Kaiser
3x Ultimate Dimensional Robo, Great Daikaiser
Strategies:
Nothing special just beat down
When they are at 3-5 damage finish them with the cross breakride(Daikaiser>>Great Daikaiser, semi-unPGable attack with crit)
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Why so many Criticals for deck that stacks dangerous Criticals on every Grade 3 when put in tandem with Laurel?
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I actually recommend the criticals. But i think you should add +1 Daikaiser.
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I actually recommend the criticals. But i think you should add +1 Daikaiser.
Same those crits early game makes late game advantage more plus worthy.
Forces opp to actually guard well or die pretty much
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Isn't it sort of unnecessary to worry about them guarding all too much with Daikaiser's guard crushing? I mean, it can end the game while they're on 3 damage already.
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Isn't it sort of unnecessary to worry about them guarding all too much with Daikaiser's guard crushing? I mean, it can end the game while they're on 3 damage already.
For that he would need to draw a critical lol
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True, but they would also be scared of the possibility of a Critical, so they'll throw their whole hand out if they could help it. Though, with more draw triggers, he could keep himself better managed and draw the setups he wants/needs. He can especially make up for Goyusha's hogging of his resources. 6/6 sounds safer imo.
... That, or max out Daiyard and laugh when you Break Ride it over Daikaiser at automatic Critical 3.
Laurel's good for overloading on Drive Checks like a madman too.
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I actually recommend the criticals. But i think you should add +1 Daikaiser.
My Daikaiser is at 4 lol but if your are talking about G.Daikaiser 3 is fine since there are other ways to get around with it (Shadow Kaiser, or Goyusha if I feel really YOLO)
True, but they would also be scared of the possibility of a Critical, so they'll throw their whole hand out if they could help it. Though, with more draw triggers, he could keep himself better managed and draw the setups he wants/needs. He can especially make up for Goyusha's hogging of his resources. 6/6 sounds safer imo.
... That, or max out Daiyard and laugh when you Break Ride it over Daikaiser at automatic Critical 3.
Laurel's good for overloading on Drive Checks like a madman too.
I actually want to put more daiyards but there is no space since the other G3s are staple(or I have to sac some of my G1s but that would destroy the grade balance).
For the case of laurel idk if its just me but i find it unnecessary because it would be either end of game if my G.Daikaiser hits their VG or they block the attack, in which case laurel's skill won't trigger.(Plus I need the especial CB for G.Daikaiser as well)
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Could just drop the Shadow Kaisers for Daiyards actually. That's a suggestion from a personal viewpoint since I really don't like how Shadowkaiser eats Counterblasts or is an awful ride.
Laurel's a bit of a winmoar card for Great Kaiser. You have a good chance of finishing the game without it and if you didn't you get 5 or 6 drive checks for nothing basically.
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Though, with more draw triggers, he could keep himself better managed and draw the setups he wants/needs.
Wouldn't too much draws also result in him drawing every G3 rather than having it in his deck for Daikaiser?
Better than drawing them normally or Drive Checking them on non-Break Ride turns. Even with every G3 in hand in the worst situation, it's still stacking +10/Crit +1 with every Break Ride.