Showing posts with label hellfire seal dragon blockade inferno. Show all posts
Showing posts with label hellfire seal dragon blockade inferno. Show all posts

Saturday, June 1, 2013

Kagerou Extra Study Material: Seal Dragon, Blockade

Photo by rawritzrichii, not to be reposted elsewhere without the original photographer's express permission.


Within Kagerou, there exist certain dragons that have been sealed away by the Dragon Emperor for their crimes. These criminals, normally housed in the underground Magma Prison, have been granted parole in a controversial mass counterattack against the invasion of Link Joker. BT11: Seal Dragons Unleashed discharges fourteen of their number, and while it will take skilled play for Kagerou cardfighters to properly break their seals, those very imprisoning mechanisms can also be used to enhance the fighting power of a Seal Dragon deck.

The subgroup's first vanguard is Seal Dragon, Terrycloth. Once a revolutionary that rebelled against the empire, Terrycloth in his sealed form has had his body and magic rewound three thousand years. While that seal is in theory indefinite and meant to assist a life sentence, Terrycloth still has access to some of his magical power. His especial counterblast soulcharges himself, then retires an opponent's rearguard; the opponent can then look at up to four cards from the top of their deck and superior call 1. Note that even if the opponent chooses to look at up to zero, they still have to shuffle their deck, so this ruins the deck stacking strategies of Tsukuyomi and Mandalalord.

Also note that Terrycloth is the key to a specific Seal Dragon combo. The majority of Seal Dragons specialize in retiring grade 2 units for cheaper costs than standard Kagerou cards would pay to retire any unit, attempting to pay less and then gamble that the opponent does not get a different grade 2 off the top of their deck. However, Terrycloth can retire any unit, allowing you to force the opponent to replace a grade 0 or 1 in a boosting position with a grade 2, which locks up their field. Furthermore, the Vanishing Field skill of this deck's key card prevents the opponent from intercepting, which completes the lock by forcing them to guarantee you a cheap retire by removing the grade 2 that your skill called.

The point to be wary about with Seal Dragon retire skills is that they will also activate "when this unit is called" autoskills; so you could for example, end up superior calling a Blaster Blade that then retires one of your units, or a Nemain that reinforces the opponent's hand, or even end up helping the opponent to superior ride on your turn by calling a Lop Ear Shooter that they then combo with Pellinore. There's a lot of risk involved with sealed magic, and part of the reason that the magic of these cards is forbidden in the first place is because it operates in a completely different way from every other skill type in the game.

To better feed its consistency, the Seal Dragons have imported LaLa's skill for their own purposes. Seal Dragon, Kersey is a base 7000 grade 1 that when called can drop a card from your hand to draw one if the opponent has a grade 2 vanguard or rearguard. This condition plays back into the mechanics of sealed magic, letting you play the same old Kagerou tricks of concealing the cards in your hand by card changing drive checks and searching for key parts of your strategy without having to leave it in the opponent's hands with Aermo or losing out on a booster through Gojo. Kersey is also important as a damage check, as Seal Dragons are reliant on counterblasts of units with "Seal Dragon" in their name to use their skills.

Offensively the Seal Dragons have grade 1 and grade 2 units that match each other's skills, both getting +3000 power on-attack when you have a Seal Dragon vanguard. Flannel and Jakado operate off of 7000 and 9000-power bases, which assists in making flexible 18000-power lines for assailing crossrides as well as forming a 20000 line between Jakado and Bahr for fighting CoCo and contemporary base 10000 vanguards. Note that while this last point is the traditional application of Masquerade copies, BT10, BT11 and DG01 have all reinstated 11000 bases as the competitive power of the format and base 10000 grade 3s are rare. Because of this and the proliferation of subgroups, early game offense is more of a priority and you will likely need Flannel more than you will Jakado.

Corduroy is the star of this build's grade 2s. An insane dragon, Corduroy was dissatisfied with run-of-the-mill dragon magic and turned to investigating the cursed black arts to feed his unending greed. When called or ridden he can counterblast 1 Seal Dragon to retire one of the opponent's rearguards, and from there the skill operates exactly the same as Terrycloth. This is important because while Terrycloth interacts as turning your advantage from +1 to 0 to either give the opponent a -1 or -0 with weaker field setup, which means that at most you can get no card lead out of it and at worst be put behind two cards--even more if the grade 2 the opponent calls retires one of your units--but Corduroy is always a -1 or -0 to the opponent without giving an inherent loss to your own advantage. Mirror matches with him get silly fast though, because you can end up with scenarios where you Corduroy an opponent's rearguard and they respond by Corduroying your Corduroy and you're Corduroying their Corduroy and it goes in a loop until you're both out of Corduroys and counterblast or someone fails to find a grade 2 in the top 4, because neither one of you wants to miss a chance to put the other behind one card.

The vanguard that ties the deck together is Seal Dragon, Blockade. While he only has a 10000 power base in a clan of 11000-power units, Blockade's Vanishing Field stops the opponent from intercepting during your own turn. Blockade is paired with Seal Dragon Chambray as his custom booster. While not strong individually, Chambray is the servant of Blockade whose research serves to fuel control and the expansion of the Vanishing Field, and when he boosts Blockade he can soulblast 1 to give the Seal Dragon an additional +6000 power over Chambray's 4000 base, in the style of Apocalypse Bat. When coupled with the 3 soul from Terrycloth returning below your vanguard, this allows for several turns of a consistent 20000-power line. Unlike Apocalypse however, the Seal Dragons have no Macha to run Chambray as a tech with, so actually getting that line out is much more difficult.

Blockade himself has two forms. In his sealed form the Vanishing Field can only be momentarily expressed, but BT11 finally opens up the ability to unseal the original Sealed Dragon. In his crossridden form as Hellfire Seal Dragon, Blockade Inferno, his cursed magic runs wild and the Vanishing Field with that. Having a continuous 13000 power base for having the original Seal Dragon in the soul means a 21-23000 power line offensively and a defense that shrugs away anything under 18000 power, but thanks to the developments of the format up to Blockade Inferno's release, this is no longer as useful a bonus as it once was. Within the break ride format, where the same setup that is given to crossrides can guarantee +10000 power to the vanguard on multiple turns and similar gains be applied to the rearguards between most clans, where every clan has access to easy 18000+ lines as a matter of course instead of as a special exception, crossride defense is simply not relevant anymore. Most break rides gain +2000 power on-attack while having an 11000 base to work with, which means 23000 with base 10000 boosters that are becoming increasingly common, their subgroup rearguards are base 9000 units that jump up to 12000 on-attack and can go for 18000 with very nearly any grade 1, and as a whole crossrides no longer have an impact.

That said, Blockade Inferno is one of the few units to actively benefit from this mechanic even in the postcrossride era, because his only other skill is a limit break 4. Since this skill isn't accessible until the middle to the end of the game, being able to use Blockade first to lock down those grade 2s on the opponent's field helps pace him and prevent you from overextending yourself too early. Missing the initial form of a limit break crossrides is a critical problem because you are working with an 11000-power vanilla and are completely at the opponent's mercy to activate that unit's skills. The faster pace of the break ride format helps ease the problems associated with this, but because of these characteristics the card is not timeless. Future formats may see the pace cool down once again while continuing to make crossride defense a broken shield, decreasing Inferno's playability.

Blockade Inferno's limit break is to counterblast 2 Seal Dragons, then retire all of the opponent's grade 2 rearguards and get +10000 power until the end of turn. With Bahr, that's a 31000 power line, but the field control is the more important factor here. The setup that has been established thus far is to use Terrycloth and Corduroy to retire the opponent's grade 1 and grade 0 units, replacing them with grade 2s that help lock down the field, then keep them trapped there with Blockade. After crossriding Blockade Inferno, you then take advantage of this through his especial counterblast to destroy those units that you locked into the opponent's field, giving them up to a -3 in a good game and potential field wipe on the extreme end. As a radical evolution of Berserk Dragon's mechanics, this is easily one of the best control skills in Cardfight as a whole and a prime example of how a limit break can be used to its greatest effect. Certain clans like Tachikaze can counteract this strategy by retiring their units on the preceding turns to pay costs, but because the setup is flexible enough to be conducted either throughout the game or on-the-spot by saving Corduroy and Terrycloth for the moments before your limit break it's very difficult to fight back against a skilled Seal Dragon cardfighter.

While Blockade Inferno is the boss card of the Seal Dragon build, it is not the end-all source of the play style's momentum. The deck is very firmly a combo deck that demands both rapid and smart play, defined by how its rearguards work together with the vanguard. Because the counterblasts that the deck is reliant on are all especial counterblasts, finding the right mix of sealed and nonsealed units takes practice and experimentation. The deck has been relatively slow to be adapted by Japanese pros, but in the month since BT11's Japanese release it has already begun to compete at higher levels than The End is capable of.

Two pros use this build.

Thursday, May 16, 2013

News: Fighter's Road 2013 & Vanguard Fight High School 2013 Summer Regional Tournament Results

This morning the results for Japan's ongoing national championship went public, following up Doctor O's reports from earlier in the week. These were the first official tournaments to take place following the introduction of the May 11th restricted list, and as a result Dragonic Overlord The End was projected to be a major contender in the tournament environment. However, with exception made for the recently-released Blockade Inferno, Japanese cardfighters seem to have eradicated crossrides as a useful mechanic in their singles format, as in spite of the restricted list Descendant has once again taken both first and second place in the Open division. The previously-mentioned exception comes from Blockade Inferno's introduction to professional play, as Haryuu Jin'ichi's Inferno deck took the Juniors by storm, surpassing Sato Yuushin's Liberator build to become a standout among the decks featured today.

In VFHS news, the Sendai regional team is getting attention for its forward cardfighter using a Spike Brothers variant relying on Jelly Beans. The deck runs an excessive number of grade 3s, but because of the search skill of its key card, it can pick out any unit with "Dudley" in its name and add it directly to the hand, bypassing gradelock entirely. Although not currently possible in the English format, on the Japanese side of the Pacific the Spike Brothers' access to the grade 2 Dudley Mason for his field setup gives it powerful consistency. With regard to VFHS decklists, note that there are two teams from each event but neither of them are the runner-up; VFHS is divided into Open and Student-only divisions this year.

For the duration of FR2013, the Senior Class division of tournaments has been retired in favor of a new division, Open Class. Under the new model, only elementary students and younger may participate in the Juniors' division, while anyone can participate in the Open division. Previously, Junior cardfighters could not take part in adult competitions, but with many past prodigies now able to tackle the higher brackets, existing professionals and rising stars alike have reason to be nervous from the heavier competition.

As with the Asia Circuit Memorial Tournament, Doctor O is selecting decks from the finalists that did not make it to first or second place to be featured.

Open Class Regional Tournament
Regional Champion: Nanakado Yuusuke/七角悠介
Grade 0

x1 Ambush Dragon Eradicator, Linchu (FVG)
x4 Eradicator, Dragon Mage DT
x4 Eradicator, Yellow Gem Carbuncle CT
x4 Demonic Dragon Eradicator, Seiobo HT
x4 Eradicator of the Divine Spear, Castor CT
Grade 1
x2 Rising Phoenix
x2 Eradicator of the Ceremonial Bonfire, Castor
x4 Eradicator, Wyvern Guard Guld
x4 Eradicator, Demolition Dragon
x3 Iron Blood Eradicator, Shuki
Grade 2
x3 Storm Bring Dragon
x4 Eradicator, Spark Rain Dragon
x1 Dragonic Deathscythe
x3 Fiendish Sword Eradicator, Chou-Ou
Grade 3
x2 Eradicator, Dragonic Descendant
x4 Eradicator, Gauntlet Buster Dragon
x1 Eradicator, Vowing Sword Dragon

Runner-up: Ishida Akihiro/石田晃浩
Grade 0

x1 Spark Kid Dragoon (FVG)
x2 Yellow Gem Carbuncle CT
x2 Eradicator, Dragon Mage DT
x4 Eradicator, Yellow Gem Carbuncle CT
x4 Demonic Dragon Eradicator, Seiobo HT
x4 Eradicator of the Divine Spear, Castor CT
Grade 1
x3 Rising Phoenix
x4 Eradicator, Wyvern Guard Guld
x4 Eradicator, Demolition Dragon
x4 Iron Blood Eradicator, Shuki
Grade 2
x4 Eradicator, Spark Rain Dragon
x2 Dragonic Deathscythe
x4 Fiendish Sword Eradicator, Chou-Ou
Grade 3
x2 Eradicator, Dragonic Descendant
x3 Eradicator, Gauntlet Buster Dragon
x3 Eradicator, Sweep Command Dragon

Doctor O's Pick: Haryuu Shino/針生凌
Grade 0
x1 Black Dragon Whelp, Vortimer (FVG)
x4 Elixir Liberator HT
x4 Flame of Victory CT
x1 Strike Liberator CT
x3 Liberator of Hope, Epona CT
x4 Falcon Knight of the Azure DT
Grade 1
x3 Knight of Elegant Skills, Gareth
x3 Blessing Owl
x4 Halo Shield, Mark
x4 Scout of Darkness, Vortimer
Grade 2
x2 Blaster Dark Spirit
x1 Knight of Superior Skills, Beaumains
x1 Liberator of Silence, Gallatin
x4 Player of the Holy Bow, Viviane
x4 Black Dragon Knight, Vortimer
Grade 3
x4 Spectral Duke Dragon
x3 Solitary Liberator, Gancelot

Junior Class Regional Tournament
Regional Champion: Haryuu Jin'ichi/針生仁壱
Grade 0
x1 Red Pulse Dracokid (FVG)
x4 Seal Dragon, Biera CT
x4 Seal Dragon, Dobi ST
x4 Seal Dragon, Shading HT
x4 Seal Dragon, Artpitch DT
Grade 1
x3 Seal Dragon, Chambray
x3 Seal Dragon, Rinocross
x4 Seal Dragon, Kersey
x4 Seal Dragon, Flannel
Grade 2

x3 Seal Dragon, Corduroy
x4 Seal Dragon, Jakado
x4 Seal Dragon, Hungerhell Dragon
Grade 3
x1 Dauntless Drive Dragon
x4 Seal Dragon, Blockade
x3 Hellfire Seal Dragon, Blockade Inferno

Runner-up: Sato Yuushin/佐藤湧真
Grade 0
x1 Wingal Liberator (FVG)
x4 Liberator of Hope, Epona CT
x4 Strike Liberator CT
x4 Weapons Liberator, Gwydion DT
x4 Elixir Liberator HT
Grade 1
x1 Curved Blade Liberator, Josephus
x1 Liberator, Flare Mane Stallion
x2 Liberator of the Future, Llew
x4 Little Liberator, Marron
x4 Halo Liberator, Mark
x4 Bomergal the Liberator
Grade 2
x3 Blaster Blade Liberator
x3 Liberator of Silence, Gallatin
x3 Liberator of Royalty, Phallon
x2 Liberator of the Flute, Escrad
Grade 3
x4 Liberator of the Round Table, Alfred
x2 Solitary Liberator, Gancelot
x2 Wild Dancing Liberator, Mailshion
x1 Goshawk Liberator, Cadeau

Doctor O's Pick: Motoki Takashi/元木崇
Grade 0
x1 Aiming for the Stars, Artemis (FVG)
x4 Bandit Danny DT
x4 Battle Maiden, Kukurihime CT
x4 Cyber Tiger CT
x4 Large Pot Witch, Laurie
Grade 1
x4 Bowstring of Heaven and Earth, Artemis
x3 Battle Maiden, Tatsutahime
x2 Mice Guard, Sirius
x2 Goddess of Self-sacrifice, Kushinada
x1 Snipe Snake
x1 Witch of Cats, Cumin
Grade 2
x4 Twilight Hunter, Artemis
x4 Battle Maiden, Saohime
x2 Mice Guard, Orion
x2 Witch of Owls, Paprika
x1 Clever Jake
Grade 3
x2 Eternal Goddess, Iwanagahime
x2 Battle Deity of the Night, Artemis
x1 Oracle Queen, Himiko
x2 Witch of Wolves, Saffron

Vanguard Fight High School 2013 Summer, Open Class Sendai Regional Tournament Championship Team
Katou Hirohisa/加藤寛久
Grade 0
x1 Mecha Trainer (FVG)
x4 Sonic Breaker CT
x4 Silence Joker CT
x4 Cheerful Lynx DT
x4 Cheer Girl, Tiara HT
Grade 1
x4 Wonder Boy
x3 Cheer Girl, Marylin
x3 Dudley Daisy
x2 Reckless Express
x1 UFO
Grade 2

x4 Highspeed Brakki
x4 Dudley Mason
x1 Devil Summoner
Grade 3
x3 Demonic Lord, Dudley Emperor
x4 Bad End Dragger
x2 Juggernaut Maximum
x2 Jelly Beans

Masaki Takashi/正木隆志
Grade 0
x1 Spring Breeze Messenger (FVG)
x4 Liberator of Hope, Epona CT
x4 Strike Liberator CT
x4 Weapons Liberator, Gwydion DT
x4 Elixir Liberator HT
Grade 1
x4 Curved Blade Liberator, Josephus
x1 Liberator, Flare Mane Stallion
x1 Liberator of the Future, Llew
x4 Little Liberator, Marron
x4 Halo Liberator, Mark
Grade 2
x4 Blaster Blade Liberator
x4 Liberator of Royalty, Phallon
x4 Liberator of the Flute, Escrad
Grade 3
x4 Liberator of the Round Table, Alfred
x3 Solitary Liberator, Gancelot

Kikuji Toshiyuki/菊地俊志
Grade 0
x1 Spark Kid Dragoon (FVG)
x4 Eradicator, Dragon Mage DT
x4 Eradicator, Yellow Gem Carbuncle CT
x4 Demonic Dragon Eradicator, Seiobo HT
x4 Eradicator of the Divine Spear, Castor CT
Grade 1
x4 Eradicator, Wyvern Guard Guld
x4 Eradicator, Demolition Dragon
x2 Iron Blood Eradicator, Shuki
x4 Eradicator of the Ceremonial Bonfire, Castor
Grade 2
x4 Eradicator, Spark Rain Dragon
x2 Dragonic Deathscythe
x4 Fiendish Sword Eradicator, Chou-Ou
x2 Eradicator, Thunder Boom Dragon
Grade 3
x2 Eradicator, Dragonic Descendant
x2 Eradicator, Gauntlet Buster Dragon
x3 Eradicator, Sweep Command Dragon

Vanguard Fight High School 2013 Summer, Student-only Class Sendai Regional Tournament Championship Team
Hajime Shun'ya/原駿矢
Grade 0
x1 Little Witch, LuLu (FVG)
x4 Oracle Guardian, Nike CT
x4 Psychic Bird CT
x4 Battle Sister, Ginger CT
x4 Lozenge Magus HT
Grade 1
x4 Oracle Guardian, Gemini
x4 Battle Sister, Chocolat
x3 Dark Cat
x2 Battle Sister, Omelet
x1 Circle Magus
Grade 2
x4 Battle Sister, Mocha
x2 Oracle Guardian, Wiseman
x1 Battle Sister, Tart
x3 Silent Tom
x1 Battle Sister, Macaron
Grade 3
x4 Battle Sister, Cookie
x4 Scarlet Witch, CoCo

Ishiyama Masaki/石山正起
Grade 0
x1 Lizard Soldier, Conroe (FVG)
x2 Gatling Claw Dragon DT
x2 Embodiment of Spear, Tahr CT
x3 Seal Dragon, Artpitch DT
x4 Dragon Monk, Genjo HT
x1 Seal Dragon, Biera CT
x4 Demonic Dragon Mage, Raksha
Grade 1
x4 Embodiment of Armor, Bahr
x3 Seal Dragon, Kersey
x4 Wyvern Guard, Barri
x3 Dragon Monk, Gojo
Grade 2

x2 Dragon Knight, Nehalem
x3 Cross Shot, Garp
x4 Burning Horn Dragon
x2 Berserk Dragon
Grade 3

x4 Dragonic Overlord The End
x4 Dragonic Overlord

Ishiyama Shunto/石山舜登
Grade 0
x1 Crimson Lion Cub, Kyrph
x4 Silent Punisher CT
x4 Flame of Victory CT
x4 Dantengal CT
x4 Elixir Liberator HT
Grade 1
x4 Halo Shield, Mark
x4 Knight of Elegant Skills, Gareth
x2 Warhorse, Raging Storm
x2 Disciple of Pain
x2 Silver Fang Witch
Grade 2
x4 Knight of Superior Skills, Beaumains
x4 Knight of Passion, Bagdemagus
x3 Player of the Holy Bow, Viviane
Grade 3
x4 Blazing Lion, Platina Ezel
x4 Incandescent Lion, Blond Ezel