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It's been a pretty long time since I've written a deck list. But now I'm proud to present
"Pacifica's Eternal Concert", my most completed deck to date. With the release of EB10, Pacifica has gotten the support she truly needed. Now, let's take a look at the deck...
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Grade 0: (17)
[Starter]
1x Bermuda Triangle Cadet, Shizuku
[Heal]
2x Duo Tropical Healer, Medjerda (2 Black)
2x PR♥ISM-Miracle, Timor
[Draw]
2x Duo Lamplight Melody, Tigris (1 Black / 1 White)
2x Duo Morning Charm, Liffey (1 Black / 1 White)
2x PR♥ISM-Miracle, Adria
[Critical]
4x Duo Grampus Turn, Shannon (2 Black / 2 White)
2x PR♥ISM-Miracle, Canary
Grade 1: (14)
4x Mermaid Idol, Sedna
2x Duo Clear Parasol, Kura (1 Black / 1 White)
2x Mermaid Idol, Felucca
2x Pearl Sisters, Perle
[Perfect Guard]
3x Mermaid Idol, Elly
1x PR♥ISM-Duo, Aria (1 Black)
Grade 2: (11)
4x Pearl Sisters, Perla
4x Duo Dream Idol, Sana (2 Black / 2 White)
3x Duo White Crystal, Ricca (2 Black / 1 White)
Grade 3: (8)
2x Top Idol, Pacifica (a.k.a. Base Pacifica)
2x Planet Idol, Pacifica
4x Eternal Idol, Pacifica
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Let's start with our Starting Vanguard: the classic Grade 3 searcher. Shizuku accomplishes our basic yet essential purposes.
1) She helps get that missing Grade 3 in our opening hands.
2) She can grab us that important "Top Idol, Pacifica" for our Crossride or "Planet idol, Pacifica" for a well-timed Breakride.
True that her 4k power will sometimes have issues hitting those right numbers; however, from my experience as long as an attack forces the opponent to guard, it's worth it in the end. The opponent may even be in a position to have to choose from over-guarding or taking the damage.
I tend to favor a 6 Critical/6 Draw trigger lineup rather than the common 8 Critical/4 Draw. Draw Triggers are great no matter when they are triggered. They help you get important pieces for plays or the extra card needed for using a Perfect Guard.
Now, for this deck I only run Draw triggers that have 5k power. The reason being is that they serve as useful boosters when I am short on Grade 1's. And since "Eternal Idol, Pacifica" can bounce units, the triggers will eventually return to my hand for future guarding.
Moving on to Grade 1's. Sedna and her 8k power makes our Vanguard attacks a consistent 21k. She also allows our weaker Grade 2's to reach the 16k threshold. Next is Kura who is just what Bermuda Triangle needed. For 2 Soulblasts, Kura unflips up to 2 damage. With her, Pacifica can keep bringing in our idols for a quick break while giving an idol in the reserves her debut. Felucca serves two purposes, one being more likely to happen than the other, The first is that she helps us re-use Kura's effect. The other possibility is that she may end up Soul Charging "Base Pacifica"or the Breakride and achieve/fix that desired 13k body faster.
Speaking of having pairs, the Pearl Sisters (when used together) help exert Rearguard pressure on the opponent. Perla's bouncing skill can help rearrange our field or trigger any on-bounce effects. I don't have any intentions of running more than 2 of the Grade 1 Pearl Sisters because she's too dependent on having the other one out.
The next Grade 2 on the list is Sana. Pacifica has finally gotten the 12k attackers treatment. The only thing unfortunate is that she only truly shines when Pacifica herself in on center stage. Nonetheless she is the prime target for Pacifica to superior call out from the deck.
The last Grade 2 to make note of isRikka Ricca. She is the weaker Grade 2 that may need help from Sedna to make a dent in the opponent's hand-size. However, what she lacks in power is made up for by her skill. When bounced, you Souldcharge 1 and unflip 1 damage. She is great utility for Pacifica as she does what Felucca and (on a smaller scale) Kura does combined.
As for Grade 3's, I already went over Pacifica's Crossride and Base Pacifica. What's left is the Breakride, "Planet Idol, Pacifica". She's a pretty unique Breakride, one that has a skill that activates from the soul. At the cost of a Counterblast, she sends Base Pacifica into the Soul from Rearguard while sending herself and bouncing a unit into your hand. This skill works together with her Breakride skill which, once per turn, when a unit is bounced your hand, you can superior call a unit from your deck.
Well that's all I have to say for now, until next time - which may be soon seeing as how I may want to write an article for my "Costume Idol, Alk" deck.
- Barrel
The star of the show, "Eternal Idol, Pacifica". As a Crossride, she has the potential to sit on the Vanguard slot with a 13k defense. This wall of sheer power alone will block weak attacks and weaken any attacks that don't meet the thresholds of 18k, 23k, etc. Her on-attack Limit Break can bounce up to 2 units from our field and call up to 1 from the deck. This is great. You get 2 cards back for guarding and an additional card for attacking. However, this skill comes with the hefty cost of 3 Counterblasts. Normally, one would only be able to get the effect off once per game, 2 if lucky. Luckily for Pacifica, that has all changed with some new cards from EB10. Now Pacifica can bring out a new song, one after the other.
May all our dreams come true. |
Let's start with our Starting Vanguard: the classic Grade 3 searcher. Shizuku accomplishes our basic yet essential purposes.
1) She helps get that missing Grade 3 in our opening hands.
2) She can grab us that important "Top Idol, Pacifica" for our Crossride or "Planet idol, Pacifica" for a well-timed Breakride.
True that her 4k power will sometimes have issues hitting those right numbers; however, from my experience as long as an attack forces the opponent to guard, it's worth it in the end. The opponent may even be in a position to have to choose from over-guarding or taking the damage.
I tend to favor a 6 Critical/6 Draw trigger lineup rather than the common 8 Critical/4 Draw. Draw Triggers are great no matter when they are triggered. They help you get important pieces for plays or the extra card needed for using a Perfect Guard.
Now, for this deck I only run Draw triggers that have 5k power. The reason being is that they serve as useful boosters when I am short on Grade 1's. And since "Eternal Idol, Pacifica" can bounce units, the triggers will eventually return to my hand for future guarding.
Moving on to Grade 1's. Sedna and her 8k power makes our Vanguard attacks a consistent 21k. She also allows our weaker Grade 2's to reach the 16k threshold. Next is Kura who is just what Bermuda Triangle needed. For 2 Soulblasts, Kura unflips up to 2 damage. With her, Pacifica can keep bringing in our idols for a quick break while giving an idol in the reserves her debut. Felucca serves two purposes, one being more likely to happen than the other, The first is that she helps us re-use Kura's effect. The other possibility is that she may end up Soul Charging "Base Pacifica"or the Breakride and achieve/fix that desired 13k body faster.
Why choose one color... |
... when you can choose both, |
Speaking of having pairs, the Pearl Sisters (when used together) help exert Rearguard pressure on the opponent. Perla's bouncing skill can help rearrange our field or trigger any on-bounce effects. I don't have any intentions of running more than 2 of the Grade 1 Pearl Sisters because she's too dependent on having the other one out.
The next Grade 2 on the list is Sana. Pacifica has finally gotten the 12k attackers treatment. The only thing unfortunate is that she only truly shines when Pacifica herself in on center stage. Nonetheless she is the prime target for Pacifica to superior call out from the deck.
The last Grade 2 to make note of is
As for Grade 3's, I already went over Pacifica's Crossride and Base Pacifica. What's left is the Breakride, "Planet Idol, Pacifica". She's a pretty unique Breakride, one that has a skill that activates from the soul. At the cost of a Counterblast, she sends Base Pacifica into the Soul from Rearguard while sending herself and bouncing a unit into your hand. This skill works together with her Breakride skill which, once per turn, when a unit is bounced your hand, you can superior call a unit from your deck.
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"The Choreography"
The attack pattern for Eternal Idol is simple and effective.
Given a full field:
1. Attack with a Rearguard while leaving the booster behind it standing.
2. Attack with the other Rearguard column.
3. Attack with Pacifica and Limit Break. Bounce the Rearguard from (1) and the booster from (2).
3. Attack with Pacifica and Limit Break. Bounce the Rearguard from (1) and the booster from (2).
4. Call a unit in front of the booster from (1) and attack with the column.
Now if you were to do this on your Break-ridden turn and you have yet to use Planet Idol's skill, you could instead, attack with a full column and proceed straight to the Vanguard attack. Bounce the column and call out a new column.
The problem I face with this deck is like in any other deck, which is not riding the Vanguard you want to ride with. The biggest problem is having the Breakride out, but not having the Crossride in hand. Riding Base Pacifica over Planet Idol will both set me back on the extra cards I can call as well as leaving Me with a 10k Vanguard. (*Disclaimer: I do not hate 10k Vanguards, but I do acknowledge their weakness to 10k hitters.) Even now, I'm still experimenting with what ratio of Grade 3 works best.
Well that's all I have to say for now, until next time - which may be soon seeing as how I may want to write an article for my "Costume Idol, Alk" deck.
- Barrel
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