Friday, November 16, 2018

Chara Expo USA Results

Hello Cardfighters!  Major Spades with a tournament report from Chara Expo USA.  It was good but not great.  Bushiroad could have done better.  What topped it off was the Roselia concert, but I was sad that they never sang Heroic Advent and Legendary.  Overall it was ok.  My tournament experience was ok.  I got top 60 out of around 600 people for Vanguard standard.  I entered with OTT and my build has changed from the last deck profile I posted a while ago.  Grade 3's are the same, but my grade 2's and 1's have changed.  I run 4 Promise Daughter and 3 of each Yellow Witch Meme and Goddess of Insight Sotoorihime and 1 Battle Sister Torte.  Grade 1's are 4 Circle Magus, 4 Farfelle Magus, 2 Luck Bird and 2 Gemini.  Trigger line up is still the same 8 critical, 4 draw and 4 heal.  Lets get to my tournament experience.
©2018 Bushiroad USA Inc.
Round 1 was against Kagero and I lost.  I survived one Waterfall turn, and I got my opponent to one card in hand due to my turn deering my opponent.  When it got to his turn, he rode another Dragonic Waterfall and had a Gias in hand and played it.  He swung at me for 63k with critical with a sentinel prevention, and he put Gias in the soul.  I swear that was his 4th Gias so now his vanguard has 3 critical, and I am at 2 damage.  In my head, I am like I will be fine if I will be at 5 damage.  I couldn't guard it so opponent's first drive check was a critical and second nothing.  So GG I died due to RNG.

Round 2 I won against another Kagero deck, but my opponent never rode Waterfall, so I had the opportunity to rush him with rear guards and pressuring him with Imperial Daughter rides until I got my deer turn and killed him from there.

Round 3 I won against a good friend of mine who is using Royal Paladin.  My opponent rode Exculpate the Blaster and wiped my entire field, but I had plenty of protect and perfect guards.  After his Exculpate and Blaster Blade play was over, I rode into an Imperial Daughter over another, and I got to do my Victorious Deer play and killed my opponent after that.

Round 4 I won against Megacolony.  My opponent kept dropping my units -5k every time he has 2 counterblast.  However, I had a steady ride chain of riding my Imperial Daughters.  I kept pressuring him with my Imperial Daughter plays.  When I looked at the top 2 cards of the deck due to Imperial Daughter's skill, I got a deer in hand and put a critical on the top of the deck, and I played the deer and got two criticals from it, and my opponent wasn't able to guard everything.  I feel kind of bad beating my opponents to deer cause OTT just forge luck and I felt kind of dirty doing that.

Round 5 I won against Murakumo.  He G-assisted at grade 1 and took out a trigger and a Zanbaku.  He kept the Mandala Lord in hand hoping to draw into the Zanbaku.  I was able to keep taking out his rear guards and counterblast starving him until he was sitting on Mandala Lord for the whole game, so I went all out on his Vanguard and deered him and won the game.  If he had Zanbaku I would have been screwed.

Round 6 I lost to Granblue because even tough I kept riding into Imperial Daughter and keep getting protect gifts, my opponent keeps riding Baskirk.  We were both riding and getting protect markers over and over but I lost all the hand and the protect gifts cause Baskirk gets really big and Skull Dragon is a thing.  He beat me by ridiculous numbers on his Skull Dragon each turn plus even if I deered my opponent, he had hand for days.

Round 7 I lost to a cocky OTT player.  I heard from other people that he is a big rule shark, but he wasn't to me he was just really cocky which ticks me off.  He interrupts me when I attack his vanguard by dropping his protect and perfect guards from my deer turn.  The game went long, and I had 8 cards in deck and my opponent had 7.  The game will go into my favor by deck out, but when I attacked his Vanguard, I drove check a draw which got me into the danger zone for decking out.  The final result was that I decked out due to a draw trigger and my opponent sarcastically saying it was a close match even though he knew he won made me more ticked off.  I hate cocky players.

My last and final round I won against Kagero.  My opponent didn't ride Waterfall.  He rode into Novelle.  Yeah he damages me and wipes my board instead of my Promise Daughters.  I was protect gifting and perfect guarding his Vanguard till I got my deer turn and killed him with my Vanguard for over 50k with 4 damage coming.

So overall I went 5-3.  I was kind of sad I didn't top 8.  I could have won 2 if it weren't for RNG I could have squeezed into top 8 or higher.  Overall it was ok.  Chara Expo was fun with friends and the Roselia concert topped everything off.

Friday, November 9, 2018

Spectacular Performance

Hello Cardfighters!  Major Spades coming with you with a new deck profile.  Sorry for the small hiatus.  I was doing some fine tuning and practicing with my Oracle Think Tank deck for Chara Expo USA in Anaheim, CA.  Also, sorry for no tournament feeds on this blog due to that my locals became pretty small.  I hope to see all you followers on this blog at Chara Expo USA and thank you for your support.  For today's deck profile, its Pale Moon.  Pale Moon to me is a fun deck with spectacular performances by utilizing the soul to make more attacks and plays.  Its perfect that Pale Moon is an accel clan because more rear guard circles means more opportunities for more attacks.  Now let the show begin!

Grade 3's
4x: Golden Beast Tamer (This unit gives 3k to the front row if I have 5 or more rear guards.  Plus, when this unit attacks counterblast 1 and put a card from hand to soul to call out two more rear guards.  My ideal grade 3 ride.  Great way to have more attacks in when I use the Alice and Jumping Jill combo.)
3x: Nightmare Doll, Alice (This unit when placed on Vanguard gets to call a workeroid from the soul to rear guard and that unit gets 5k.  Alice skill on rear guard is that after it attacked counterblast 1 soul blast 1 put Alice into the soul and call a non-grade 3 out from the soul to rear guard.  She is a very good multi-attacker when I utilize Jumping Jill and Purple Trapezist along with Comicality Chimera and Amaranth Beast Tamer.)
2x: Comicality Chimera (This unit's skill on rear guard gets to put a unit into the Vanguard's soul for a soul blast.  If done, I can give this unit 5k and counter charge.  This unit is great for keeping key pieces into soul, so I can do more combos.)

Grade 2's
4x: Jumping Jill (This unit when placed from soul to rear guard, I can put one of my rear guards into soul to call out a non-grade 2 unit from my soul.  This is a great piece for the multiple attacks in one turn as I can soul charge a Purple Trapezist to call a booster out or Alice or soul blast the Trapezist to call Alice.  There are many ways to utilize this skill.)
4x: Nitro Juggler (This unit when placed from hand to Vanguard or rear guard circle, I can look at the top 2 cards from my deck, and I can put one in soul and one at the bottom of my deck.  Great way to set up soul.)
4x: Amaranth Beast Tamer (This unit on Vanguard or rear guard when it attacks a Vanguard, I can put a unit into soul and this unit gets 3k power until the end of that battle.  Like the Chimera, Amaranth can keep my key pieces in soul safely, so I can do more attacks in the current or next turn.)

Grade 1's
4x: Purple Trapezist (This unit gets to call an additional unit from soul when Purple Trapezist is put into soul by soul blasting a Purple Trapezist.  Good unit to call out Alice for another attack.)
4x: Starting Presenter (This unit when placed on Vanguard or rear guard, I get to soul charge 1.  When rode on, I get to put a card from my hand to soul and soul charge a card from my deck.  My ideal grade 1 and a great way to set up soul.)
4x: Midnight Bunny (This unit when boosting, I can soul charge 1, and when this unit attack hits, I can put Bunny into soul and call a non-grade 1 from my soul to rear guard.  Another great unit to call out Jill or Alice for more attacks.)

Grade 0's
4x: Dynamite Juggler (Critical) 
4x: Poison Juggler (Critical)
4x: Hades Hypnotist (Draw/Sentinel)
4x: Candy Clown (Heal)
1x: Entertain Messenger (When rode upon draw a card)