Showing posts with label Chatnoir. Show all posts
Showing posts with label Chatnoir. Show all posts

Sunday, November 6, 2016

Great Nature (Chatnoir/Guru) vs. Bermuda Triangle (Lauris)


Cardfight! #4

Here we have a game over Skype between Rin Dunois vs. Major Spades. What kind of performance will we see from Rin this time as his idols face the clan known to be strong in both body and mind?

Editor: Barrel

Players: 
- Rin Dunois (Lauris)
- Major Spades (Chatnoir/Guru)

Sunday, July 31, 2016

Daily Tournament Blog: Great Nature Successfully Takes First at Zero Gravity Trading Card Games and Collectibles

Daily Tournament Blog: Great Nature Successfully Takes First at Zero Gravity Trading Card Games and Collectibles

Hello Cardfighters it's Major Spades with another daily tournament blog.  My Great Nature was able to get first place in a 3 round 6 man tourney.  The participating decks in this local tourney were: Link Joker Messiah, Great Nature Chatnoir/Tester Fox (me), Great Nature Bigbelly, Dimensional Police Daikaiser/Metalborgs, Pale Moon Harri, and Murakumo Yasuie.  All my rounds were very fun and also challenging.  Even though it was a 6 man tourney, I was still fighting against some of the shop's best Cardfighters, and Vanguard is solely a game of luck.  Now lets get into my tournament experience. 

Round 1: Great Nature Chatnoir/Tester Fox vs Murakumo Yasuie
I was able to 2-0 my opponent due to the fact that in both games his main Vanguard was Magatsu Typhoon and not Yasuie, so his ability to call and shadow clone units was very hard for him.  I was able to keep a large hand of 15 cards and constantly attack him down till I got his hand size low enough for Managarmr to win both games.

Round 2: Great Nature Chatnoir/Tester Fox vs Dimensional Robo Daikaiser/Metalborgs
Game 1 my opponent got grade locked at 2 for two turns, so I was able to Sebreeze and did a full out rear guard and Vanguard attack on my opponent that game giving me game 1.  Game 2 my opponent won due to that he broke ride Metalborg Sin Buster onto Daikaiser.  I had enough zeros in my hand to make it 1 to pass to a 47k Sin Buster; however, he was able to drive check a grade 3 to destroy one of my 10k shields and finish me off on game 2, so it all lead to game 3.  Game 3 became an awesome game at that point.  I had a maximum hand size of 19 cards, and I maintained that hand size, but my opponent broke ride again like game 2, and I didn't had enough to guard a Vanguard that is over 60k due to that I had more grade 1 and 2's in hand than 0's.  The most terrifying part of the turn is that my opponent had a Laurel on field, so he would be able to restand his Vanguard since Sin Buster will hit.  I was at 2 damage then the first attack hit getting me to 4 damage.  He restood his Vangaurd, and I had no choice but to take the hit.  At the moment I got to 5 damage, I had to pray for a heal, and my prayers were answered as my 6th damage was a heal trigger, and I was back in the game.  I survived a very brutal game winning turn, and I was able to survive the last remaining turns with my hand size to the point that I Managarmr my opponent for the game 3 and match claiming victory.

Round 3: Great Nature Chatnoir/Tester Fox vs Link Joker Messiah
The final round begins, and me and my opponent in game 1 were constantly attacking each turn; however, my mistake was that I left 2 rear guards available for lock cause I did a grade 2 rush on my opponent that cost me the game and preventing me from gaining hand advantage.  I learned from game 1 as my opponent won from constant lock and beat down of all units.  Game 2 I prevented calling out as many units to prevent my opponent from locking my rear guards, and I was able to keep rear guard spots open for me to give power to my units and retire them as I draw to replace the cards into my hand.  Even though my opponent had my entire back row locked, I was still able to call rear guards in the front row and pressure him from my Great Nature's ability to transfer power to units hitting magic numbers for my opponent to drop 10k shields from hand.  I was able to drop him down to 4 damage with 2 cards in hand, and I Managarmr him for the win with a rear guard with 26k power and a critical from my drive checks.  Last game went to turns, and I was able to get my opponent to 4 damage while I was at 3.  On my opponent's last turn, his twin drive was able to get him a heal and the entire match ended in a draw.  If he had a stride fodder in hand, he could have won the game, but he didn't as the card after that heal trigger was another heal trigger.  I got lucky there, but I was satisfied that me and my opponent tied for first place and second was Dimensional Police Kaizer/Metalborgs.  It was a very fun and thrilling tournament, and I hope and wish we can get more people into the tournaments I go to and expand the Cardfight community.  For now, I wish this article was enjoyable, and Cardfighters take care of yourselves.  


Thursday, July 21, 2016

Competitive Deck of the Week: Great Nature Success

Competitive Deck of the Week: Great Nature Success

Hello Cardfighters its Major Spades again with another competitive deck of the week.  This week will be Great Nature Chatnoir/Tester Foxes.  This deck is very good with getting hand advantage early game, and pressuring your opponent with very high number columns and restanding from Crayon Tiger.   Great Nature have been well known to retire their own units but get cards back to hand to replace them.  This deck is very fun in my views, and has been winning me tournaments in the past.   Along with my list of clans I use, my top 3 best clans have been: Gold Paladin, Pale Moon, and Great Nature.  Its time to head to the deck profile, and I hope you like it.  Thank you.

Chatnoir/Tester Foxes Success

Grade 3s:
4x: Honorary Professor, Chatnoir (Break ride unit that gives my rear guards the ability to give 4k power to any unit while attacking my opponent's Vanguard.  During the end of my turn, the units that received power retire and lets me draw a card for them.)
3x: Magic Scientist, Tester Fox (Legion unit that counter charges when my rear guards are retired during my turn and makes me recycle and draw cards if the units retired are Tester Fox or the mate Researcher Fox.)
1x: Contradictory Instructor, Tusk Master (This unit makes me restand a rear guard and give it 4k when Tusk Master is attacking.) 

Grade 2s:
4x: Illusion Scientist, Researcher Fox (This unit when retired makes me search from my deck either this unit or Tester Fox.)
3x: Capable Assistant, Guru Wolf (This unit lets me draw a free card if he hits and if his power is 20k or more.)
4x: Crayon Tiger (This unit with a generation break skill to restand one of my units and give it 4k and during the end of my turn I get to retire and draw for that unit given the power from Crayon Tiger.)

Grade 1s:
2x: Honorary Assistant, Mikesaburo (This unit lets me chose one of my units, and it gives it the effect to search for a grade 3 from my deck and add it to my hand when the unit with this effect retires during my end phase.)
4x: Contradictory Instructor, Shell Master (Unflipping perfect guard)
4x: Diligent Assistant, Minibelly (Stride fodder)
4x: Coiling Duckbill (This unit lets me chose one of my units, and it gives it the effect to draw a card when the unit inherit skill retires during my end phase.)

Grade 0s:
4x: Ruler Chameleon (This unit when retired during my end phase lets me search for another Ruler Chameleon and add it to my hand.)
4x: Holder Hedgehog (Critical)
4x: Castanet Donkey (Draw trigger that gives a unit 3k if I move this unit into the soul.)
4x: Broadcast Rabbit (Heal)
1x: Pencil Koala (Starting unit that gives 4k to a unit and the ability to draw a card if the attack Koala boost hits.)

Strides:
3x: Omniscience Dragon, Hrimthurs (This stride unit gives 8k to a unit after Hrimthurs attacked my opponent's Vanguard, and the unit with the inherited skill from Hrimthurs retires and lets me draw a card.)
1x: Omniscience Dragon, Cath Palug (This unit gives all my attacking rear guards the ability to give 4k to any unit, and retire that unit and draw a card for it.)
1x: Immortality Professor, Phoeniclax (This unit gives 4k to two units and retires them when Phoeniclax attacks.)
1x: Omniscience Dragon, Wisdom Teller Dragon (This unit if it successfully hit my opponents's Vanguard, it gives 4k to a unit and a ability when my unit attacks and it has 20k or more power, I can draw a card during the attack phase.)
4x: Omniscience Dragon, Managarmr (This unit gives 4k to two of my units and the ability of grade 1 or higher guard restriction from hand if my unit's power is 20k or over.)
2x: Immortality Professor, Kundalini (G-guardian that gains 5k shield if I chose one of my units to get 4k power and at the end of the turn it retires, and I get to counter charge 1.)
1x: Air Elemental, Sebreeze (I stride this when my opponent plays the grade 2 game or is grade stuck at 2.)
2x: Dark Element, Dizmel (This G-guardian has resist and makes me choose a unit that cannot be hit or chosen for effects of my opponent's card effects, and it is a great counter for Dimension Police match ups.)

1x: Metal Element, Scryew (25k shield if I discard a card.)