The Japanese cards of the day are a pair of support cards for the Maelstrom subclan, Marine General Despina and Soldier Rascal Sweeper. Rather than being blanket support for the Blue Storm subclan as a whole these cards specifically require a Maelstrom vanguard, providing new life for the Aqua Force clan's original boss card. The commons come as part of G-BT02: Flying Flowers, and some have interpreted their debut as indicating a revival legion for Maelstrom. While the set's space for a revival has already been taken up by Dragonic Kaiser Crimson, a new Maelstrom card altogether may be anticipated.
For the time being, Maelstrom cardfighters have the support unit previously released in VGE-BT16 and the Japanese run of BT17, Mako Shark Soldier of the Blue Storm Fleet (previously known as Shortfin Mako Soldier of Blue Storm Armada.) Mako Shark's skill allows any of your own limit break 4 abilities to activate irregardless of damage, in some cases allowing for faster setup than a legion deck because of being live on the third turn of the game. The primary Maelstrom vanguards are thus Blue Storm Supreme Dragon Maelstrom and his Link Joker-tainted crossride Blue Storm Karma Dragon Maelstrom “Яeverse.” Glory Maelstrom, while an effective finishing move at endgame, is a limit break 5 that cannot benefit from Mako Shark. Do not mistake this lack of synergy for a lack of viability; when used properly with the cards introduced today, Glory Maelstrom can make it impossible for the opponent to guard from their hand.
Blue Storm Marine General, Despina
AUTO (Rearguard circle)
When this unit boosts a vanguard with "Maelstrom" in its card name, if
it is the fourth battle of that turn or greater, during that battle,
your opponent cannot call grade 0 cards from their hand to the guardian circle, and during the end phase of that battle, return this unit to your deck, and shuffle that deck.
Despina is how this strategy comes together. In exchange for returning her to the deck at the end of the battle, Despina can make it impossible for the opponent to call grade 0s from their hand when defending a Maelstrom vanguard. In order to achieve this you have to reach fourth battle conditions, which coincides with the original Maelstrom and “Яeverse's” requirements for their own skills to activate. Another trade-off to the skill is that both Maelstrom units get +5000 power with their limit breaks, but with Despina's boost this only makes a 20000-power lane, and most vanguards of the current format have defensive bodies of 11000 power. Since the opponent is forced the guard with grade 1 and 2 cards, without a perfect defense card or quintet wall in hand this still requires three 5000-shield units to create a two-to-pass defense, but still falls short of Maelstrom's maximum potential. Maelstrom “Яeverse” answers the problem with his passive defensive bonus from having Supreme Maelstrom in the soul, making a 22000-power lane on par with most legion vanguards. Thus for the first time, Despina has made crossride “Яeverse” a viable contender against its breakride competitor. As stated before, this also makes a strong endgame with the 2012 crossride Blue Storm Supreme Dragon Glory Maelstrom. When Glory Maelstrom attacks a vanguard, his ultimate break counterblast 1 gives him +5000 power and prevents the opponent from guarding with grade 1 and greater cards, most notably among those perfect defense cards. Although this was generally underwhelming in the time of BT09: Clash of Knights and Dragons, when you form a crossridden offense that cannot be guarded with trigger units or perfect defense cards, it is possible to reach the point where the opponent has as high as a seven card hand and still cannot drop even one card to protect against the attack. A cautious opponent can be anticipated to use that seven card hand much earlier to avoid ever reaching this point. Since this means surrendering either Maelstrom or “Яeverse” Maelstrom's skills for the rest of the game in order to dedicate to Glory Maelstrom, and going to a level of damage that is just a brush away from death, it requires careful monitoring of the opponent's hand and drop zone. If you don't play this monitoring game while on the original and “Яeverse” Maelstroms, you won't be able to bring the opponent to the crucial 5 damage line to make that dedication viable. Glory Maelstrom has no innate second critical, and if the opponent turtles on early defense to stay at the 3 to 4 damage mark, it can cause your final turn push to fall apart. As for the drop zone, you don't want to crossride Glory only for a sixth damage heal to leave you unprepared to close the match out. The actual gameplay of Glory is not what needs to be focused on when strategizing for the deck, but getting the opponent into a situation in which they will be vulnerable to that ultimate break turn.
The second card of the day is Blue Storm Soldier Rascal Sweeper, whose skill is a variation on that of Banding Jewel Knight Miranda from BT14: Brilliant Strike. Like Miranda, Sweeper is an 11000-power attacker exclusive to Maelstrom, but the difference between them is that Miranda came with a secondary on-hit skill attached that could power up a rearguard by +3000 power; in place of this Rascal's secondary skill activates at the end of the battle that he attacked. If that battle was the first of the turn and you have a Maelstrom vanguard, Sweeper's skill allows you to exchange his position with that of a rearguard behind him. (Note that the skill cannot activate if there are no other rearguards in his column, so you cannot use this just to prevent any frontrow units from being exposed.) Rascal is effectively an improved Storm Rider Basil, with his +2000 power bonus allowing him to hit base 11000 vanguards, and because the power boost will trigger regardless of the number of battles you can also use him just as an attacker if position changing is unnecessary.
Blue Storm Marine Soldier, Rascal Sweeper
AUTO (Rearguard circle)
When this unit attacks, if you have a vanguard with "Maelstrom" in its card name, this unit gets Power +2000 until end of that battle.
AUTO (Rearguard circle)
At the end of the battle that this unit attacked a vanguard, if you have
a vanguard with "Maelstrom" in its card name, and if it is the first
battle of that turn, choose another of your rear-guards in the same
column as this unit, and exchange positions with this unit. (The state of the card does not change)
The primary way to make use of this is in conjunction with either another copy of Rascal Sweeper, or Marine General Gregorios, who can act as a 12000-power attacker for any Blue Storm vanguard. Since all of the current Maelstrom units are also Blue Storm units with subclan overlap, Gregorios synergizes strongly with them. By leading with Sweeper, then using his first battle skill to move Gregorios up front and attack with him, then attack with a third rearguard column (Marine General Ianis would be a good choice; if his attack hits the vanguard during the third or greater battle of the turn, you can then draw a card) you can set up Maelstrom and “Яeverse's” fourth battle skills. Maelstrom automatically gains +5000 power, and if its attack hits the vanguard can counterblast 1 to draw a card and retire one of the opponent's rearguards. Maelstrom “Яeverse” instead has to pay the counterblast 1 up front, as well as rest and lock a standing rearguard (what would have been Ianis' booster in our example). In exchange, “Яeverse” gets both the +5000 power boost and an additional critical to give the opponent an incentive to guard, then if its attack does not hit “Яeverse” is able to use the same draw and retire effect. Along with Spyros and Wheel Assault, Sweeper makes it easier to set up these extensive combo skills. With Mako Shark quickening the window of activation for the Maelstroms, the Blue Storm Dragon becomes a devastating early game option while the Karma Dragon both provides a stable crossride defense to sit on and wears the opponent down in the mid to late game. Glory Maelstrom is most suited for after “Яeverse” and his rearguards have pushed the opponent to five damage, as when his ultimate break is used with Despina it guarantees that the opponent can only survive by intercepting (for one-to-pass without especial intercepts) or by checking a heal trigger.
Showing posts with label maelstrom reverse. Show all posts
Showing posts with label maelstrom reverse. Show all posts
Monday, January 5, 2015
Monday, March 17, 2014
News: Maelstrom “Яeverse” Places Second in First Sapporo VGCS, Dragonic Overlord “The Яe-birth” Soars in Beast Deity Cup
There is a substantial division in how “Я” Maelstorm is being played however. Unlike past and current Aqua Force fighters that tend to tech Glory Maelstrom at one copy, Mantesu's post-BT15 Maelstrom deck focused very heavily on the new crossride, running it at 4/3 with its original form. The first Sapporo VGCS reportedly drew 60 persons including spectators, with 48 persons participating in the championship; Mantesu was the only Aqua Force cardfighter present.
His version of the deck made use of a combination of Blue Storm and Brave Shooter support. The first vanguard Marios can search the top 5 cards of the deck for a Maelstrom unit to put into hand when an attack that it boosted hits a vanguard, potentially giving two to three opportunities to search for one of Mantesu's seven Maelstrom grade 3s before he needs to ride one. However, in both of his games with Nouvelle cardfighter Kukkii, Marios was shut down on his opponent's second turn by Gattling Claw Dragon. With Hermes and the grade 1 Brave Shooter, Mantesu had six options for base 10000 power attackers as early as turn 1, and Storm Rider Eugen let him take advantage of that further by attacking for an 8000 power base early on, then swap out for either Brave Shooter or Hermes for a second attack.
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| Blue Storm Marine General, Spyros. |
This enables both Maelstrom “Яeverse” and Maelstrom's +5000 power limit breaks, which activate during the fourth or greater battle of the turn. If Maelstrom's attack hits it can counterblast 1 to retire one of the opponent's rearguards and draw a card, grabbing up a net advantage of 2 by giving the opponent a -1 and his own cardfighter a +1, which together with the multiple attacks and stand triggers snowballs into the opponent having very few cards in play regardless of how they approach the attacks. Even if Maelstrom is defended, attacking for a ~23000 power base is a tall order to defend early with or without a perfect defense card, and potentially denies the opponent their limit break while Mantesu is setting up his crossride.
In addition to sitting on crossride defense that lets him expend less cards per turn while his opponent spends more defending the attacks, Maelstrom Reverse's limit break bypasses the need to hit. He gives himself an innate extra critical by resting and then Locking a rearguard during the fourth or greater battle of the turn, which makes up for the lack of critical triggers by smoothly bringing the opponent to 5 damage and making the additional attacks of the turn from stands that much more important. If his attack is defended, Reverse can then retire an opponent's rearguard and draw a card without needing to hit, sending the opponent into a downward spiral where there's an effective time limit on how long they have to win the game before they run out of cards from defending multiple attacks and losing a rearguard each turn while Aqua Force hovers above them with superior card advantage. You can jump to the first and second place decklists directly by searching the page for [1SVGCS]
The major fault of the deck is when it does not draw the cards necessary to pull off its strategy, as in the first game of the Sapporo finals where Mantesu went second but had none of his early game offensive power, and late in the second game where he had his Reverse card in play but not a strong enough field to trigger the limit break. Damage triggers can also upset this strategy at any point in the fight, as they effectively decrease the entire field's power by 5000. But with so many options for triggering the fourth attack condition, the consistency of the build is still sufficient to stand up to professional giants like Nouvelle Vague and Raging Form-Dragruler.
Meanwhile the decklists from the Beast Deity Cup are out, and much excitement has been raised over the success of Dragonic Overlord “The Яe-birth.” While generally agreed on as a strong contender in the current format, “The Яe-birth” has also been overshadowed by its grade 4 big brother, Nouvelle. Яe-birth's Lock field skill prevents anything but the vanguard from being used for the turn, but gives its vanguard +10000 power and a skill that allows it to stand by discarding two cards after an attack. In conjunction with the skill of the BT15 break ride that Яe-birth is a crossride of, this allows for up to three attacks and six drive checks with no loss in card advantage, equivalent in practical terms to giving the entire field twin drive for one turn.
Generally Яe-birth has been used in conjunction with on-call skills like those of Calamity Tower Wyvern and Berserk Dragon, but has only penetrated tournament play in small numbers. Hisui's victory with it is one early footholds in the BT15-on format.
He was accompanied by two other Overlord cardfighters in the top 4, and also notably the Nova Grappler cardfighter Konomu, who played a Beast Deity deck that fused Ethics Buster Extreme and Reverse into one composite strategy. This has become a popular strategy since the release of VG-BT13: Catastrophic Outbreak, with Extreme-Reverse fusion decks dominating the Nagoya junior regional finals, and taking first in the fifth Fateclock VGCS. Konomu made a relatively unprecedented call in running eight draw rather than the stand or critical triggers that have been shown effective with Beast Deities, using Shout to card change the draws out of his hand after they've been checked. He may have been taking a leaf from contemporary Link Joker cardfighters' playbooks, as running in the vicinity of 5~7 draw has been demonstrated to be effective for decks that are heavily break ride dependent, and Ethics Buster “Яeverse” in conjunction with his break ride has achieved no small amount of notoriety as an eight-attack kill strategy. With Chaos Breaker and Glendios heavily sidelined by the Nouvelle-centric state of professional play, the way has been opened once more for rearguard-dependent decks like Maelstrom and Ethics Buster “Яeverse.” You can jump to the top 4 decklists directly by searching the page for [1BCUP]
First Sapporo VGCS [1SVGCS]
First Place: Kukkii/くっきぃ
Grade 0
x1 Red Pulse Dracokid (FV)
x4 HT (Specific information not given)
x4 Gattling Claw Dragon DT
x1 Seal Dragon, Artpique DT
x7 CT (Specific information not given)
Grade 1
x4 Nouvelle Roman Dragon
x4 Dragon Dancer, Maria
x4 Calamity Tower Wyvern
x2 Dragon Monk, Gojo
Grade 2
x4 Nouvelle Critique Dragon
x4 Berserk Dragon
x2 Bellicosity Dragon
x1 Demonic Dragon Berserker, Kubhanda
Grade 3
x2 Dragonic Overlord (BT15/004)
x3 Dauntless Drive Dragon
Grade 4
x3 Transcendence Dragon, Dragonic Nouvelle Vague
Second Place: Mantesu/まんてす
Grade 0
x1 Blue Storm Cadet, Marios (FV)
x4 Blue Storm Fleet, Angler Soldier ST
x4 Dolphin Sider of High Speed Raids ST
x4 Blue Storm Battle Princess, Doria DT
x4 Blue Storm Kitchen Sailor HT
Grade 1
x4 Emerald Shield, Paschal
x4 Blue Storm Marine General, Hermes
x3 Storm Rider, Eugene
x2 Mercenary Brave Shooter
Grade 2
x4 Tidal Assault
x4 Blue Storm Marine General, Spyros
x3 Blue Storm Marine General, Gregorious
Grade 3
x4 Blue Storm Karma Dragon, Maelstrom “Я”
x3 Blue Storm Dragon, Maelstrom
x2 Storm Rider, Diamantes
Beast Deity Cup [1BCUP]
First Place: Hisui/ヒスイ
Grade 0
x1 Red Pulse Dracokid (FV)
x2 Seal Dragon, Biera CT
x2 Lizard Soldier, Goraha CT
x2 Blue-ray Dracokid CT
x1 Embodiment of Spear, Tahr CT
x1 Demonic Dragon Mage, Abarara CT
x4 Gattling Claw Dragon DT
x4 Dragon Dancer, Barbara HT
Grade 1
x4 Seal Dragon, Rinocross
x4 Eternal Bringer Griffin
x2 Calamity Tower Wyvern
x2 Violence Horn Dragon
x1 Dragon Monk, Gojo
Grade 2
x4 Burning Horn Dragon
x4 Berserk Dragon
x4 Dragonic Burnout
Grade 3
x4 Dragonic Overlord (BT15/004)
x4 Dragonic Overlord “The Яe-birth”
Second Place: Awaawa/あわあわ
Grade 0
x1 Red Pulse Dracokid (FV)
x3 Seal Dragon, Biera CT
x2 Lizard Soldier, Goraha CT
x2 Blue-ray Dracokid CT
x2 Embodiment of Spear, Tahr CT
x3 Gattling Claw Dragon DT
x4 Dragon Dancer, Barbara HT
Grade 1
x4 Wyvern Guard, Barri
x3 Eternal Bringer Griffin
x3 Calamity Tower Wyvern
x3 Dragon Monk, Gojo
x1 Demonic Dragon Mage, Kimnara
Grade 2
x3 Burning Horn Dragon
x3 Berserk Dragon
x3 Bellicosity Dragon
x2 Dragonic Burnout
Grade 3
x4 Dragonic Overlord (BT15/004)
x4 Dragonic Overlord “The Яe-birth”
Third Place: Konomu/このむ
Grade 0
x1 Beast Deity, Riot Horn (FV)
x4 Beast Deity, Death Stinger CT
x4 Beast Deity, Banpauros DT
x4 The Gong DT
x4 Beast Deity, Rescue Bunny HT
Grade 1
x4 Beast Deity, Solar Falcon
x4 Beast Deity, Blank Marsh
x2 Energy Charger
x2 Screamin' and Dancin' Announcer, Shout
x1 Beast Deity, Hilarity Destroyer
Grade 2
x4 Beast Deity, Hatred Chaos
x3 Beast Deity, Golden Anglet
x3 Beast Deity, Brainy Pabio
Grade 3
x4 Beast Deity, Ethics Buster
x4 Deadliest Beast Deity, Ethics Buster “Я”
x2 Strongest Beast Deity, Ethics Buster Extreme
Fourth Place: Fayete/ふぁやて
Grade 0
x1 Red Pulse Dracokid (FV)
x3 Blue-ray Dracokid CT
x4 Embodiment of Spear, Tahr CT
x4 Gattling Claw Dragon DT
x1 Seal Dragon, Artpique DT
x3 Dragon Dancer, Therese HT
x1 Dragon Dancer, Barbara HT
Grade 1
x3 Wyvern Guard, Barri
x1 Dragon Dancer, Maria
x4 Eternal Bringer Griffin
x2 Violence Horn Dragon
x2 Calamity Tower Wyvern
x1 Dragon Monk, Gojo
Grade 2
x4 Burning Horn Dragon
x4 Berserk Dragon
x4 Dragonic Burnout
Grade 3
x4 Dragonic Overlord (BT15/004)
x4 Dragonic Overlord “The Яe-birth”
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