Showing posts with label scarlet witch CoCo. Show all posts
Showing posts with label scarlet witch CoCo. Show all posts

Monday, December 1, 2014

Today's Card Analysis: Nebula Witch NoNo

Today's Japanese card of the day is Nebula Witch NoNo. The first support in two years for Oracle Think Tank's long-neglected Witch subclan, NoNo's generation break 1 skill lets her soulblast a card at the end of the battle that she boosted to draw a card, return her to the deck and shuffle the deck. The soulblast cost synergizes well with past soulless cards like CoCo and Battle Sister Glace, each of which requires there to be few to no cards in the soul for their skills to activate.

CoCo is one of many deck types that may enjoy a resurgence in popularity during the stride format; as detailed in yesterday's discussion of Jaggy Shot Dragoon, the primary shift of the format is towards grade 4s as the offensive juggernauts, and grade 3s now occupy more of a supporting role. Because Mille Feuille from G-BT01: Generation Stride requires effectively three counterblast and one soulblast to add two cards to hand (a +2 in card advantage) while CoCo with LuLu requires two counterblast and two soulblast to add three cards to hand and call a rearguard from the soul (a +4 in card advantage), Mille Feuille is effectively superseded by CoCo in her utility. CoCo is thus a better secondary grade 3 to Susanoo, and NoNo supports her by removing the single card remaining in the soul after she's been ridden a second time. The primary disadvantage to this is that CoCo interferes with Oracle Think Tank's primary stride unit Takemikazuchi, who requires 2 counterblast himself, but this is a flaw that Mile Feuille also shares.

Even outside of the soulless series however, NoNo brings something invaluable to the entire clan; a good stand trigger. Oracle Think Tank hasn't had need of draw triggers since BT03: Demonic Lord Invasion, which leaves critical and stand triggers as primary options to enhance an otherwise cut-and-dried offensive. One of the innovations of the legion format is the renewed life given to stands as an alternative to draws, as in a world with permanent large center lanes and a variety of on-legion skills that help even out card advantage between the different clans, draws are less important and stands provide the opportunity to change up gameplay beyond what is typically foreseen by opponents.

For a long time stands have remained in exile from real competition, but their entry into professional circles has been spearheaded by the introduction of stands like Bucephalus, Performing Zombie and Medb, stand triggers with unique card skills that surpass those that can be printed on the other trigger types. NoNo is this for Oracle Think Tank's legion deck; her soulblast makes use of the large soul built up by Ohirume, doesn't require dedicating to until after the battle is over, and costs no card advantage while also recycling a trigger unit. With Amaterasu's passive +4000 power, an in-legion Ohirume will hit 29000 power, just the right amount to trigger additional card from crossride defense while also threatening with a megablast. After the opponent blocks the attack to keep Amaterasu's skill from going off, NoNo returns to the deck and helps ensure a healthy offensive later in the fight. The only hangup is that Nebula's generation break requires G-units to be played in Ohirume, but accounting for the everyday hazard of needing to correct an initial grade 3 ride from Amaterasu to Ohirume, the setup in OraThin's legion revival deck is already slow enough that few fighters will feel weighed down by spending a turn on Qilin.

Saturday, January 5, 2013

Subgroups and Subgroup Support

Subgroups as a mechanic have been around since the first trial decks, and were codified as early as BT03. However, they did not take their modern shape until BT05. In general, subgroups rely on the vanguard having a specific block of text in its name, and target particular units in the subgroup for skills. In this way, subgroups can transcend clan limitations to form viable mixed decks. Tsukuyomi is an early example of the mechanic, using "six or more" text for soul-based units, just as CoCo would succeed her with "do not have any cards in your soul" in 2012. It is generally accepted that the first modern subgroup is the Blaster series as it was completed in BT05, although this was contemporary to the development of other series. While TD01, BT01 and BT04 all had elements that contributed toward a Blaster deck, they lacked the now-definitive rearguards that gain power from having a subgroup-specified vanguard. Without these rearguards, a play style will be just that; a highly developed strategy, but not a true subgroup as became prominent in post-crossride formats.

The difference between a subgroup card and a subgroup support card is that support cards are not strictly necessary for the deck, but instead exist as outliers that make it stronger. These units specify a general characteristic like "Blaster" being in the name, or "six or more soul" while the actual subgroup cards will specify unit names like "Blaster Blade" or "Goddess of the Full Moon, Tsukuyomi" instead of listing a generic element of the card. There is some room for interpretation here, since some cards that would normally be considered subgroup cards are grandfathered into subgroup support because they predate modern wordings, and vice versa. Below is a list of examples of subgroup and subgroup support units, using the Blaster subgroup as the base for showing what this mechanic looks like.
Examples of Subgroup Support Cards
Wingal Brave
Knight of Friendship, Kay
Apocalypse Bat
Knight of Loyalty, Bedivere
Knight of the Void, Masquerade
Starcall Trumpeter
Examples of Subgroup Cards
Barcgal
Fullbau
Blaster Javelin
Blaster Blade
Blaster Dark
Demon World Castle, DonnerSchlag
Blaster Keroro
Blaster Keroro Dark
Solitary Knight, Gancelot
Phantom Blaster Dragon
Majesty Lord Blaster
Phantom Blaster Overlord
Blaster Blade Burst
Sometimes, subgroups overlap. For example, Phantom Blaster Overlord is able to receive support from both Blaster cards like Wingal Brave and Knight of the Void Masquerade, and from Overlord cards like Flame of Promise Aermo and Burning Horn Dragon.

With all this support, this question surrounding subgroups is, "How do we run subgroup support cards?" Japan has had the better part of two years to develop, playtest with and codify subgroup decks, and using the example above, the model below has become the standardized framework.
Grade 0
x1 Wingal Brave
Grade 1
x4 Knight of Friendship, Kay
Grade 2
x1 Knight of Loyalty, Bedivere
Grade 3
x1 Solitary Knight, Gancelot
While it's important to continue innovating and finding new ways to integrate these cards, this is the model currently in vogue. The first thing to notice regarding the model is that it can be easily adapted to other subgroups, as seen when applied to a BT09-based Amaterasu deck;
Grade 0
x1 Supple Bamboo Princess, Kaguya
Grade 1
x4 Battle Maiden, Sayorihime
Grade 2
x1 Battle Deity, Susanoo
Of course, there are key differences. Kaguya is in no way a perfect equivalent to Wingal Brave, nor is there a Gancelot for Amaterasu. Not every subgroup will play like every other subgroup, nor does every subgroup have access to both a Kay and Bedivere, so the canon of support cards requires adjusting from clan to clan. However, this is a good starting point for those just trying out subgroups for the first time, and as a stable, time-proven framework it can be a springboard for stabilizing one's own take on a particular deck.

The crossing of clan boundaries means that occasionally, some units from one clan can fill the gaps in another. For example, the framework can be adjusted to a Shadow Paladin-based Blaster deck;
Grade 0
x1 Fullbau
Grade 1
x4 Knight of Friendship, Kay
Grade 2
x1 Knight of the Void, Masquerade
In this example, Kay fills in for the Shadow Paladin's lack of an equivalent unit. Because Kay only specifies a vanguard with "Blaster" in its name, not a Royal Paladin with "Blaster" in its name, Kay can be safely integrated by himself without making a strong impact on the deck's consistency, synergy or the rate at which it activates triggers. Likewise, Royal Paladin Blaster decks can make the somewhat riskier move of integrating Apocalypse Bat into their build, although this particular decision has not done well in the pro scene and isn't considered part of the mainstream framework. Integrating units of overlapping subgroup is then one way to improve the synergy of a deck that uses multiple clans.
List of Subgroups, Chronologically
Blaster (Royal Paladin - Shadow Paladin)
6-Soul/Goddess of the Full Moon, Tsukuyomi (Oracle Think Tank)
Overlord (Shadow Paladin - Kagerou)
Machining (Megacolony)
Ezel (Gold Paladin)
Beast Deity (Nova Grappler)
Dudley (Spike Brothers)
Soulless/Scarlet Witch, CoCo (Oracle Think Tank)
Lox (Great Nature)
Amaterasu (Oracle Think Tank)
Maelstrom (Aqua Force)
Dimensional Robo/Daiyusha (Dimension Police)
Battle Sister (Oracle Think Tank)
Vermillion (Narukami - Dark Irregulars)
Liberator (Gold Paladin)
Eradicator (Narukami)

Saturday, December 8, 2012

The Top 20 Cards of 2011

As we head in to the last month of the year, and the release BT09 prevents a verdict from being drawn on just how 2012's competitive season will be closed, one question hanging above the pro scene's collective heads is just how deeply 2011 continues to affect the modern game. Contrary to the situation in certain contemporary TCGs, many old cards in Vanguard can make returns from year to year and modify the current format, and 2011's influence on 2012 has become more apparent in the aftermath of the Summer 2012 Japanese national season, as Gotou Kiyomi's Alfred deck has quickly embedded itself in both the Japanese and English formats. So while it's a little early to be definitively talking about the most influential cards of 2012 just yet, let's turn our eye to what last year is doing to us now.

#20 Wingal

Those of you familiar with my extensive discussion on how Wingal has affected the game's progressing format will not be surprised to see him here. At his introduction Wingal was Cardfight's autoflush toilet--a quickly-passing fad, he provided an alternate 16000+ line for Blaster Blade, but otherwise fell short of the mark without Starlight Unicorn on the field. Early Paladin decks that lacked top-of-deck superior calls or Alfred were free to include Bahr instead, or otherwise shift into Lien and Iseult once the first set was released. Wingal still had considerable influence on other clans, and his family of cards have gained momentum because of crossride proliferation, hitting just right to force 10000 shield out of Dragonic Overlord The End and similar units. Wingal also comes with very few strings attached due to being a 6000 booster for either Gallatin or Lamorak, and his family can also forcibly retire very common 9000-power grade 2s. For all these good qualities and the fact that he's aging like wine, Wingal gets the 20th place on this list.

#19 Flash Shield, Iseult

Like Wingal, Iseult is a card that's shared between many clans but never has quite the same text each time. Unlike Wingal, Iseult is now considered a staple card and necessary for any and all decks in the professional scene, usually in amounts of 3 or 4. While the evolution of the game has caused trends in deckbuilding to sometimes cut this back as far as 2, no deck is complete without at least that many perfect defense cards, and they've become an enduring necessity in all formats. This is one card that will likely never leaving the game, cementing her as the 19th most influential card of 2011.

#18 Weather Girl, Milk

Now a standard part of Think Tank decks, Milk's skill is much farther reaching in influence than just that. She taught us how to really boost a vanguard and use our skills together. It's because of Milk that OraThin was able to get its strong vanguard push into gear, and similar units have since been standardized all across the board for less directly powerful clans. While some may criticize point 18 for being too similar to point 20, Milk is a significant difference because she puts emphasis on the center line and has always been more effective than Wingal for directly forming a 20-24000 column with Amaterasu that went on to inspire Evil Shade, Leaf Racoon and many others. Her type of unit is not as glued to the pro scene as Iseult, but the influence is still far reaching and without Tron further down the line, Blond Ezel would be missing much of the success that he now touts. For teaching us how to make real power happen, I rank Milk above the previous two.

#17 Solitary Knight, Gancelot

Gancelot was the first grade 3 truly stuck to the Paladins, and is one of the oldest cards ever printed at this point, having originated from the very first trial deck. While his counterblast 2 proved to be expensive and conditional, Gancelot was the first card to have a skill that activates in the hand, preceding Iseult by several weeks. His ability to shuffle back into the deck and add Blaster Blade to the hand is the first example we ever had of a skill based around grade security, going on to influence multiple first vanguards and combo units in sets to come. He immediately outshined Brigitte in TD01, as both the heavy hitter of the Paladins and a simultaneous deck searcher that was useful for both getting off the second turn ride and calling rearguard Blades later in the game. Despite his low defensive power, the Solitary Knight has never quite left RoyPala decks, usually coming up in copies of 2 or 3 in both BT02's Soul Saver deck and BT05's Majesty Lord Blaster builds. The ability to search is simply one of the more valuable skills in the game, and it helps that Gancelot turns Blade into a searchable Berserk Dragon for field advantage purposes.

#16 Dark Cat

Dark Cat is one of the trickier units in Cardfight. An immediate draw is always helpful, and Cat comes with the maximum amount of raw power that a skilled grade 1 can have, but allowing the opponent to do the same is a drawback that leaves many cardfighters uncomfortable. It took much longer for the greater impact of Cat to sink in for most fighters, as the fact that Cat does give an immediate advantage was overlooked at the time of TD04's initial release. With both fighters drawing, the net effect that this has on the game is normally zero, since both fighters have equal capacity to attack and defend. However, without actually modifying the total advantage of either fighter, Cat allows his fighter to play one more card than normal and still meet the conditions to activate CEO Amaterasu and Goddess of Flower Divination, Sakuya's continuous skills, make a vanguard line that breaks the 21000+ border very easy to achieve. Since this also combos with Milk and Mocha, Cat aids in forming base 18000 rearguard lines and a vanguard line over 23000 to negate the main advantage of crossride units.

Cat's usefulness has only grown over time, finding deep importance for Tsukuyomi decks by shaving off cards from the top of the deck to reach a preformed stack of triggers, and for CoCo decks by forming the same 23000/18000 lines discussed above with both Glace and Mocha. Due to that easily formed line with Mocha, Dark Cat is also a choice unit for the new Battle Sister deck. His introduction scaled up Think Tank's scope of play, and sped up the game in general by creating a precedent for similar on-call draw cards like Nemain to come into greater proliferation.

#15 Super Electromagnetic Being, Storm

Storm is another card from the paired TD03-04 release, and again an overlooked subject. He tends to be forgotten as the originator of the ability to unflip damage on-hit, as thinking that Cursed Lancer created the skill is a common mistake, but that should key you into just how widespread the skill has since become. Storm however, makes it work much better than Lancer can, as he was designed for the original unflipping clan, Nova Grappler. His combo with Gold Rutile's passive vanguard ability allows two damage to be unflipped with one attack, putting added pressure on the opponent to guard at that moment, while Rutile itself can counterblast 2 to stand Storm for a second attack when his own attack hits, then have Storm put those just-counterblasted cards face up once more. For similar reasons Storm has worked well with Kaiser, as while that puts the unflip back down to 1, it gives Storm more opportunities to go through from the get-go. Nova Grappler may not have a whole lot of incentive to unflip without cards like Genocide Joker or Jack in the deck, but when it does need to get it done, Storm does it better than any other copy to come. With the dawn of the definitive Beast Deity deck, his role has become more necessary than ever before.

#14 Godhawk, Ichibyoshi

Ichibyoshi is the FVG for what is arguably the most famous Think Tank line. Being able to draw out superior rides of Tsukuyomi across successive turns from the top of the deck is powerful, but even more than that the card is valued for his ability to gradually stack the deck four or five cards at a time. With the aid of Tsukuyomi's supporting units, cutting down the space between oneself and the stack can be a daunting but nonetheless realistic task to accomplish. What I find most unique about Ichibyoshi though, is how the card has grown in the year since its release. The Godhawk-Tsukuyomi series was originally seen as "just" the best option that OraThin had at the time, praised for the grade security but otherwise passed over as a deck build that would come and go as new cards were released. What we see here is a case of the anime directly interacting with and influencing real life, as up until Misaki completely stacked and drive checked into her stack in rides 61-62, nobody knew that the Tsukuyomi line could do this. The strategy was planned and originated by a fictional character, and is now in widespread use among Tsukuyomi cardfighters, such that it has now become the main strategy of the deck.

#13 Fullbau

Another grade security FVG, Fullbau's introduction in BT04 marked the beginning of a new way of Cardfight. Coming out of the evolving rides of EB03, Fullbau brought with him the concept of a combined evolving ride, automatically adding the grade 2 Blaster Dark to the hand when the grade 1 Blaster Javelin was ridden over him. This pattern of 0-1-2 and then using the grade 1 unit in the rearguard to search a grade 3 proved highly successful, with an at least 41% chance to go off before factoring in the redraw, and it would go on to become one of the most prolific styles of play. Each member in the series also gave +1000 additional power to the next one in line, eventually creating 11000 power vanguards like Phantom Blaster Dragon, Stern Blaukruger and Enigman Storm. The 5000-6000/8000-9000/10000-10000/11000 power Fullbau-type chain ride was later reimagined in EB02 as Riviere's 4000-7000/8000-9000/10000-10000/11000 chain ride that simply searched out the top 7 cards of the deck for the grade 2, while alternatively moving the grade 0 unit to the rearguard on turns when its skills failed. While this came at the cost of the grade 1's ability to search for the line's grade 3, the modern form of Fullbau is arguably more reliable due to its move-to-rearguard clause, additional power backing the grade 1 and the unique on-ride skills that each member in the chain from grade 2 upwards possesses. It's certainly more prolific than the original form of the chain, being near-ubiquitous among Gold Paladin, Great Nature, Neo Nectar, Tachikaze and the Dimension Police clans.

#12 Battleraizer

Battleraizer's inclusion in this list has some simple reasoning behind it. Chronologically he's the second FVG to move to the rearguard, right on the heels of Lozenge Magus, and that one skill has grown to become a defining point for virtually every skilled starter today. While pre-EB02 Fullbau-type FVGs still stick to the soul no matter what, Riviere and her successors eventually incorporated this aspect into a 4000 base that makes a best of both worlds approach, combining Fullbau and Battleraizer into a single template. The reason that this slot is not taken up by Lozenge is that Battleraizer also went on to become a focal card for the Raizer series, today known as one among the strongest and most competitive Nova Grappler builds alongside Death Army and Beast Deity decks. This new play style was the only definitive alternative that the Grapplers had aside from their "best combination" deck of the Blau series and Death Army cards in late 2011, and the Raizer series generally turned up over that style due to its potential for massive power and critical gain. Even today this style is still a strong contender, one that has endured through multiple game-changers like crossride and limit break to survive in our current format.

#11 Lizard Soldier, Conroe

Conroe took the formula of an outrider card and added with it the ability to instantly grab any grade 1 or lower card from the deck. That's an enormously powerful skill, since it not only allows for a perfect defense card to come to the hand instantly, but it also allows for single cards to be included in the deck without fear of never drawing them. With the release of units like Flame of Promise, Aermo and Lizard Soldier, Raopia, who only have a limited field use and generally don't want to be drawn outside of that, Conroe only gets more powerful with each new development in Kagerou. The card also combats the issue of gradelock, since a Kagerou fighter can simply ride a trigger after taking damage and use Conroe to retrieve a grade 1, mitigating how hard being locked can hit the fighter down to a two turns at the most. It's doubtful that a more useful FVG will ever be printed; there are very few clans that would choose a different FVG over receiving their own version of Conroe.

#10 Asura Kaiser

Arguably the best vanguard that Nova Grappler has ever received, Kaiser's place is fairly straightforward. First, he numbers among the earliest of base 11000 units, defensively the best that you could do until BT05, and still very much a current number eleven boosters after his release. His actual skill, standing a rearguard when you drive check a grade 3 Nova Grappler, was very powerful in the beginning for grade 3-heavy decks, as the twin drive opened this up to potentially standing an entire line, and the release of the Death Army sibling units has opened this up to a full-field stand. Kaiser has always been freely usable in any Grappler deck, be it Cosmolord or Beast Deity, in addition to having multiple "best-of" decks dedicated to him over the years. Finding a good partner unit to him has always been one major objective of Nova Grappler cardfighters. By BT04 this was the Genocide and Blau series, in EB01 he could work with the Raizer cards to stand High-Powered Raizer Custom for another 16000 line, and in more recent times Kaiser has been used to give the Beast Deity deck real end-of-game plays outside of Illuminal Dragon. While other variations on the Grapplers are gaining speed, Kaiser will likely never stop being a part of the current format.

#9 Soul Saver Dragon

The Soul Saver Dragon deck is one that has gone down in legend. Despite the proliferation of many new strategies leading up to 2013, including the dawn of the crossride format and the rise of crosscounter decks, no particular strategy has ever dominated the scene so heavily as the mystic dragon--and neither have any of these decks ever taken Japan's senior nationals. Responsible for starting a chain of unbroken Royal Paladin dominance, two of Japan's three past championship decks have seen Soul Saver used, and it's only recently that she's faded from the scene as the need for base 18000 and powered-up 23000 lines has arisen. Although severely weakened in today's format, and in particular by BT09, there still exists a strong push among pros for Soul Saver to take the national cup this year. Only time will tell if the hybridized Soul Saver-Majesty deck will bring another year of Royal rule, or if the Royal legend is at an end.

She is also unique in that her skill was both very well anticipated leading up to her release, and it proved to be exactly as devastating as thought. Creating three lines which all break 20000 is a very difficult maneuver for most fighters to cope with, particularly if already at five damage. And much like CoCo further down, Soul Saver has no trouble reaching the 23000 vanguard baseline for fighting crossride units. Her primary trouble is making rearguard lines as effective versus those decks as CoCo's, but between the now-recognized factors surrounding Wingal Brave, Palamedes, Gallatin, Lamorak and Toypugal, if her heavy soul requirements can be met she may just have found her place in yet another Royal renaissance.

#8 Gattling Claw Dragon

Gattling Claw is one of those timeless cards whose impact simply won't disappear. Part of this is because his skill is not related to power, and because of how the format bounces around between Battleraizer-type and Fullbau-type first vanguards. With those that follow the Fullbau model now being able to move to the rearguard as a fallback, Gattling Claw is now never without a target from the game's opening, and his existence eliminates one of the primary problems with draw triggers--drawing them instead of checking them. This skill allows for so much control of the early game and restricts the opponent's ability to call enough so that when Kagerou was reimagined as Narukami, it was relegated to an on-hit skill on the clan's FVG and never properly reprinted as an activate. As probably the best draw trigger ever released, Gattling Claw has well earned his place on this list.

#7 Phantom Blaster Dragon

While his skill's impact has been heavily diminished today, the Blaster Dragon is the first unit to be properly introduced to the game whose skill is directly intended to gain +10000 power. At the time of his original release in BT04, Blaster Dragon was the only unit to specifically gain an entire two or three cards worth of shield in power, and his 11000 base made him both defensively and offensive useful. Having this backed up with a deck dedicated entirely to searching for and supporting him with call and draw skills, and you have a vanguard that taught us what power really was. Phantom Blaster Dragon showed us what we wanted to do in a match, how to set up and end a game in the new era. While his steep cost has been largely responsible for units like Death Army Cosmolord, Raptor Colonel and his own crossride putting him to shame, the guaranteed extra critical and heavy support for his skill from Nemain and Badhabh Caar has helped the cursed dragon to endure as the face of the Shadow Paladin clan.

#6 Goddess of the Full Moon, Tsukuyomi

While her grade security and deckstacking has already been discussed under Ichibyoshi's entry, Tsukuyomi is a unit that has demonstrated a place all her own. One of the only base 11000 units available to Oracle Think Tank, Tsukuyomi's skill has similar endurance to Gattling Claw because it is completely independent of power. Power-gain skills tend to become dated by format changes, as in the case of Soul Saver Dragon, but Tsukuyomi's ability to draw new cards is both fueled by her preceding cards' soulcharging and the existence of units like Oracle Guardian, Red-Eye and Psychic Bird, both focused on easy soulcharging. Even in a format with cards like Spectral Duke Dragon or Blue Storm Supremacy Dragon, Glory Maelstrom eliminating the use of perfect defense, Tsukuyomi's opportunity to continually add one new card per counterblast 2 to hand and soulcharge pieces of herself with that same skill gives her one of the strongest defenses in the game.

Furthermore, as the innovations of modern fighters have shown, the Tsukuyomi deck does not have limits. Even today, the strategy is evolving and developing into new and interesting ideas. At the time of this writing, the newest way to use the Goddess is to run her as the only grade 3 in the deck, using the four extra cards to increase grade 1 and 2 units, guaranteeing ride security and field presence. In the Glory Maelstrom format, the deck may even use extra grade 0s like Waffle or Kaguya for additional defense, and use those cards' skills to promote getting to six soul even more easily when not dealing with the unit. The future is still open for Tsukuyomi, whose heavy support and flexibility prevent her from becoming old hat.

#5 Dragonic Overlord

Like Gancelot, Overlord is one of the first grade 3s to ever be printed. He's aged considerably better, however. In the first place, Overlord exceeds Gancelot in terms of defense, being the very first base 11000 in Cardfight's history, but in second Overlord also provides a leap in advantage. For his counterblast 3 Overlord gets the ability to stand when his attack hits a rearguard, and his power jumps up by +5000 for a line that's all but guaranteed to break 20000 on the first attack and still provide a powerful 16000-power blow on the second and third. Each drive check also gives another opportunity for him to boost his power, while giving a total three-card advantage if his first two attacks hit, by providing one extra drive check and the elimination of two rearguards. Beyond this, the skill can also be used from the rearguard, making for a very devastating turn between powerful Kagerou vanguards like Goku and the rearguard Overlord.

And it's now impossible to talk about Overlord's success without discussing his crossride, Dragonic Overlord The End. In addition to having the potential to reach a continuous 13000 power for defensive purposes, The End's persona blast skill, being patterned off of his predecessor, allows him to stand whenever his attack hits. While this also lets him wipe out the rearguard as before, with his own custom booster, Flame of Promise, Aermo, The End can reach 23000 power, ideal for opposing all of the existing base powers including his own. Initially this created a scenario where The End was his own best counter, but his skills should be praised now for helping the game to evolve to the point where base 10000 units are once again the best offensive decks on the block, as without his existence the limit break format could never have developed as it has today.

#4 Dueling Dragon, ZANBAKU

Initially, ZANBAKU was met with a poor reception. As one of the more anticipated cards of EB01, his conversion from being Nubatama in the manga to Murakumo in the real world effectively shut the former clan out of becoming a full deck of its own. Still, ZANBAKU's skill had an immediate impact on the game, and it's a deceptively powerful one. In order to ride any unit while at grade 3 or above when ZANBAKU is your vanguard, the opponent must discard a card. Much like Mandalalord and Shirayuki to come, this skill is oriented towards a lockdown strategy, shutting down crossride decks or otherwise negating any advantage that The End could gain, while also severely limiting the power of Soul Saver Dragon and other on-ride units. Factor this into his 11000 base and the game's ever-increasing emphasis on crossrides, on-rides and break rides, and ZANBAKU is one card that is only getting stronger with each new set.

#3 Swordsman of the Explosive Flames, Palamedes

Palamedes is one factor in the modern dominance of the Royals. Frequently cited as an example of poor design, the card is nonetheless sensible in that it emphasizes the rearguard, a common feature of RoyPala. Against base 10000 and 11000 decks, Palamedes climbs up to 21000 easily, forcing out extra defense from typical opponents, and even in the crossride format Palamedes has an easy 18000 line with Wingal Brave and Gwydion. Because of this, Palamedes has endured over units like Bors or Genocide Joker, putting no loss to any existing resources while also allowing older decks to make a comeback in the new era. It is one unit that the Royals will probably never be able to replace, as an essential component of the rearguard.

#2 Scarlet Witch, CoCo

While generally treated as a joke card at release due to contradicting the existing, soul-heavy play style of the Amaterasu deck and being outmoded entirely by Tsukuyomi, the Scarlet Witch has since developed into a national-level championship deck. There are many factors behind this, including being very well complemented by new cards like Little Witch, LuLu and Glace, as well as older ones like Sakuya and Mocha, but one undeniable point regarding her is her simple effectiveness versus crossride decks. While Tsukuyomi's power before triggers is capped at 21000 with Milk, CoCo climbs up to 23000 with the same unit, hitting the same numbers as The End but without requiring a soulblast.

Her skills also promote having full access to most units in the deck, being able to replace the field with ease, forming strong 18000 lines and shutting down limit breaks based primarily around gaining power. The deck itself has transformed from being the bleakest of all underdog matchups to a serious contender in the pro scene, and due to the Witch cards blending so well with existing mechanics, it will be more difficult to not give the deck new support. With the exception of six-soul cards, an update to OraThin is an update to CoCo. Like in the ZANBAKU example, the proliferation of crossride also empowers CoCo further, to the point where you could say that an update to anything is an update to the Scarlet Witch. This is one deck to seriously keep a close eye on throughout upcoming seasons.

#1 King of Knights, Alfred

Alfred's continuous skill probably numbers among the most influential in Cardfight's history. While skills based around power can become outdated as with Phantom Blaster Dragon, Blaster Overlord and 2012's Garmore, the King of Knights has a special place because of his skills' flexibility. Namely, he can hit three key numbers simply by calling units as every deck wants to, which his own counterblast 3 supports. With just three units on the field, Alfred attacks for 16000 power, the baseline that the game's initial trial decks set out, and with one more he reaches the 18000 line that The End and similar vanguards demand.

Even in the theoretical world of grade 4s where Silvest and Dragonic Nouvelle Vague reign, Alfred remains a key unit for striking that last number. And while the format is itself shifting in favor of CoCo, Alfred and Death Army Cosmolord, units that stand at base 10000, the King has always struck for that magical 20000 power that brings heavy defense from them, completing the cycle. With Palamedes and Wingal Brave, Alfred has the easiest time of any deck in competing against the new wave, and even if a unit like Agravain and his potential base 15000 were to come into place, 20000 would hit the Knight of Fury much as 18000 does to Illuminal Dragon. The King has essentially turned the format around in a circle, creating a stable pro scene and remaining current despite the constant release of new cards.

Next time we revisit this subject, it will be on the Top 20 Cards of 2012.

Saturday, December 1, 2012

Spotlight: Murakami Ryuu/村上龍

Fighter's Spotlight is an ongoing project concerned with tracking real-world professional cardfighters across the globe.

Murakami Ryuu/村上龍
Age: Unknown; Seniors Division
Titles Won: Hiroshima Regional Champion (Senior Class)
Current Status: Hiroshima Regional Champion (Reigning)
Deck Type: Oracle Think Tank (Scarlet Witch, CoCo)
Murakami Ryuu is the Winter 2012 regional champion for Hiroshima, and the fifth champion to be crowned during the Fighter's Climax 2012 event. Murakami was part of a new wave of pros that based their decks out of Oracle Think Tank, making a comeback for the previously ill-represented clan toward the end of the tournament season. He became an important figure during FC2012 as one of the fighters that emerged in the wake of national champion Rikino Sakura's championing of the CoCo deck, and the most obvious representative of it in the senior championship.

Decks and Play Style
Murakami provided a unique take on the CoCo deck, omitting the then-standard Goddess of Flower Divination, Sakuya to instead make room for CEO Amaterasu and her trigger-predicting skill. While such tactics had been employed before as a substrategy to refill the soul for use with Luck Bird or with a LuLu returned to the hand through Sakuya, Murakami did not include either of these units, making her inclusion somewhat puzzling. Furthermore, his counterblast was severely restrained by Maiden of Libra and Meteobreak Wizard beyond used alongside CoCo, as using each skill once would completely empty his supply of damage with no way of unflipping it. As Sakuya was omitted, Dark Cat followed the same route, leaving little room for the easy 18000 lines that Battle Sister, Glace normally provides.

However, there are some advantageous points to the Murakami deck. Recognizing that LuLu only required an Oracle Think Tank grade 3 for her skills to activate, not a grade 1, Murakami was able to include a fifth base 8000 unit of a different clan, Mermaid Idol, Sedna. The fact that each skill can only be used once could be called a part of his strategy. Once CoCo has been ridden and LuLu's skills applied, the Murakami fighter has no further use for additional cards of this type. Instead, his maxed out copies of Emerald Witch, LaLa use the extra copies of CoCo and Amaterasu as fuel to change out into new cards. Using Cocoa, the top card of the deck can be examined; if it is not a trigger but still useful, it can then be returned to the top and LaLa can be brought out to draw into it, providing a powerful means of selectively adding cards from the deck to the hand. To an extent, this strategy emulated the power of the Goddess of the Sun, Amaterasu crossride before said card was actually available to the public, without the restraints of that skill.

Winter 2012 Regional Tournament, Hiroshima Seniors Division (Japan)
Card Pool: TD01-BT08, PR 0001-0079
Grade 0
x1 Little Witch, LuLu (FVG)
x4 Lozenge Magus HT
x4 Oracle Guardian, Nike CT
x4 Psychic Bird CT
x4 Battle Sister, Ginger CT
Grade 1
x2 Battle Sister, Cocoa
x4 Battle Sister, Chocolat
x4 Oracle Guardian, Gemini
x1 Mermaid Idol, Sedna
x4 Emerald Witch, LaLa
Grade 2
x3 Maiden of Libra
x3 Silent Tom
x4 Battle Sister, Tart
Grade 3
x3 CEO Amaterasu
x4 Scarlet Witch, CoCo
x1 Meteobreak Wizard

Thursday, November 8, 2012

Scarlet Witch versus Full Moon

By rawritzrichii, seek consent before reposting.
What needs to be understood before we begin today is that all Oracle Think Tank decks are using essentially the same strategy. They differ only in the means by which the strategy comes together. OraThin draws many cards to outlast the opponent with smart defense while using their unique access to every card in their deck to quickly set up a particular offense. So despite their differences in play, all three OraThin decks currently available to the English game, and the four available to the Japanese game, have the same ultimate goal.

However, one of these decks has been a national championship deck and the others have not. Much like The End and Majesty Lord Blaster, Tsukuyomi has been a very popular deck since her introduction, but until the past week none of these decks had ever taken a national title, and the Full Moon strategy still has yet to. There are several ways to examine this, but first consider how many cards each deck actively gains. Under ideal circumstances in which 6 cards enter the soul, Tsukuyomi generally sees two succesful superior rides per game and with one CB2 a net advantage of +3 while sometimes adding a temporary -1 to the opponent for the turn with Euryale. That's a total difference of four cards. CoCo on the other hand, calls LuLu, uses her soulblast and CoCo's counterblast for +1, +1 and +2. Similar to Tsukuyomi, that's a four-card difference.

The divide between them comes in methods. LuLu will never fail as long as the soul is conserved for a grade 3 ride, and CoCo will likewise always go off as long as she has two damage open, while it is very possible for Tsukuyomi to never get off a superior ride or six soul. Unless the six-soul criteria is met, there can be no advantage for the Goddess, so CoCo is more consistent. The next divide is in how cards are handled--Tsukuyomi is constantly soulcharging with Red-Eye, her own skill and Amaterasu. This removes many more cards from the deck than with the Scarlet Witch, and all happens on top of taking more cards out of the deck with superior rides. Under the ideal circumstances previously mentioned, in these ways a Full Moon deck would take out eight cards from the deck, two from rides, two from Red-Eye, two from Goddess of the Half Moon's soulcharge skill and two from Full Moon's draw skill. About eleven other cards would come out by the end of the third turn through normal play (draw, damage and drive check), with six leaving the deck at the start of the game for 25 total--half of the deck. Compare to CoCo's ideal play, which by the same time has 21 out and 29 in. Under these conditions, it would take CoCo about two-to-three turns longer to deck out than Tsukuyomi, and that too is a fundamental difference.

Both decks achieve the same number of extra cards, but CoCo does so without decking out as quickly. And while Tsukuyomi has access to Battle Maiden, Tagitsuhime to form up with Gemini for base 20000 lines, CoCo has an arguably easier time creating the 18000 rearguard lines that are more important to the postcrossride format. While both decks have access to Battle Sister, Mocha, who makes a very easy 18000 line with Dark Cat, only CoCo can use Glace, who forms the same line under the conditions of having zero soul and is thus much easier to trigger than Tagitsuhime. CoCo's access to Sakuya as a backup vanguard is also helpful because it allows for an extra 10000 shield to be grabbed off of LuLu, and both units can break 23000 power with Milk for combating The End, Great Daiyuusha and similar units while Tsukuyomi's power is capped at 21000.

Until the arrival of the restricted list in December 2012, both decks had access to Silent Tom in the Japanese scene, where the two decks have been primarily open for comparison. Since Silent Tom outshines Tagitsuhime so thoroughly by requiring the same number of lost cards from all but crossrides, without the soul restriction, there has been a certain mentality of late that if Tom, Glace and Mocha can all be best used by CoCo while Tagitsuhime does not come with the same consistency, then the Scarlet Witch may as well be run instead of her to begin with due to having greater consistency and rearguard support.

At the WCS2012 Chicago regional tournament, one thing that I continually noticed was that Tsukuyomi decks were not usually losing their fights, but were instead decking out. Memorably, one finalist commented that he would "die on his own sword" rather than lose to Bastianelli's Duke Dragon deck in the top four, and ended up drive checking all of the remaining cards in his deck. Tsukuyomi filled third and fourth place in the regional because of these deck-outs. It's no coincidence--the build can defend virtually forever, but the deck itself lacks the same stamina as its fighters. If Tsukuyomi were to one day receive support cards that could take cards out of the drop zone and inject them back into the deck, then she may see a resurgence in the pro scene, but as the deck is already very well off without additional cards and Bushiroad seems intent on creating new styles of play rather than bolstering old ones, for now it appears that it's CoCo's turn for the spotlight.

In summary, Tsukuyomi's key problems are the toll that her soulcharging takes on her deck, her inability to break 23000 power, her lack of access to low-maintenance rearguards, and Amaterasu not providing equal benefits when compared to Sakuya as an alternative winning image. CoCo's strengths give her a distinct advantage by answering all of these problems, but the new model of Full Moon deck presented by Tanaka Shouta and his contemporaries introduces new factors by giving greater grade security, additional pressure from maximized Tom, Red-Eye counts in addition to Mocha, and not being reliant on Dark Cat to reach the deck's stack. Whether or not this type of Tsukuyomi deck will prove as successful in the English format where CoCo is being established simultaneously rather than after the fact, and how the new restriction-enforced Goddess of the Sun-Full Moon hybrid deck will be able cope with these old challenges in the Japanese format will have to evaluated in the future. For the time being, upcoming event tournaments and Fighter's Road 2013 seem to be our best bet for further analyzing these decks in the days to come.

Wednesday, November 7, 2012

Oracle Think Tank Extra Study Material: Scarlet Witch, CoCo

Photo by rawritzrichii, not to be reposted without the original photographer's express permission.
One of the more controversial aspects surrounding BT07: Rampage of the Beast King was its new direction for Oracle Think Tank, a direction comprised of many different techniques summarily geared toward a "soulless" witch deck. This has its origins all the way back in BT02: Onslaught of Dragon Souls, but itself seems contradictory to the very idea of OraThin decks--which had debuted with CEO Amaterasu as their key card, a megablasting unit that soulcharged one card every turn. In face of that, the very concept of an empty soul is contradictory to the OraThin play style and requires outright rejecting the Tsukuyomi series and its various support cards. This is one of the primary reasons that CoCo herself was so unsuccessful on debut, since even before Tsukuyomi, OraThin was all about soulcharging and their only ways of reliably removing soul were Luck Bird and Blue Scale Deer, both of which required either missing out on CoCo's skills for or not using the clan's then-current FVG, Lozenge Magus.

The first step in making the strategy viable then, is a change of first vanguard. Ichibyoshi won't fly here, and while Lozenge and Eclair both keep a card out of your soul, there's a far more viable first vanguard designed specifically for the witch deck. Like Ichibyoshi, Little Witch, LuLu lacks the outrider skill now common to FVGs, but instead lingers in the soul until you reach grade 3; at that point, LuLu can move to the rearguard, increasing the total number of cards under your control by one and giving you 5000 power to toy around with. Her second skill is what really defines her as the first vanguard for the build, however. When LuLu is played, she functions as a grade 0 Luck Bird, soulblasting 2 to draw one card, so your actual advantage in the soulless deck goes up to two the moment she comes out.

That takes three cards out of the soul, which in a typical game are all you have--LuLu the FVG, as well as your grades 1 and 2 that you rode. That means that if you ride Scarlet Witch, CoCo then you can immediately activate her counterblast 2 after LuLu's skills have been resolved to draw two more, for a net increase of four extra cards. This is the same advantage you get with flawless Tsukuyomi rides plus her counterblast, but without the difficult six-soul restriction to work with and as a trade off, base 10000 for CoCo instead of 11000. As an added bonus though, when you have zero cards in the soul, CoCo gains +3000 power--factor in Milk's boost and you have a 23000-power vanguard line, a definitive crossride killer as well as a line that's safely inside the standards of modern games for pressing every other type of unit available.

Emerald Witch, LaLa is the grade 1 of the expansion and while she received a lot of attention in promotional material, her skill is lacking compared to her high rarity. LuLu when called, allows you to discard one card if you have zero soul to draw one more. This is useful for getting access to a wider range of cards while potentially ditching extra grade 3s or draw triggers in favor of fixing up your ability to attack or defend, and there are arguably times when calling her over Dark Cat would be best, but the skill overall isn't necessary for the deck and it's mostly a lackluster ability with a restriction tagged to it so that no other ThinkTank deck can use her.

Battle Sister, Omelet is the witch deck's equivalent to Royal Paladin's Kay. She starts at base 7000, and climbs up to 10000 when attacking from the rearguard, if you have zero cards in your soul. That restriction causes her to miss out on Kay's early game value, but she can still work in place of drawing Wiseman. I would not heavily recommend her for the deck except for her 7000 boost, because this variant of OraThin already has so many good grade 1s competing  for the space, but if you feel that your deck needs more options for its lines, then Omelet won't be a bad alternative.

Battle Sister, Glace is the first real point of interest outside of LuLu; like Mocha, she's an 8000-power unit that goes up to 11000 under specific conditions, but her condition isn't as restrictive. Glace simply kicks in when you have zero cards in the soul during her attack, and that makes her ideal for forming easy 15/16000-power lines, and for forming a slightly less-easier 18000 line with Dark Cat for dealing with crossrides. The best way to go about this is to take advantage of CoCo and LuLu together enhancing your hand while also reaching the zero soul count and include Mocha with Glace, for two 11000-power units that maximize the witch deck's effectiveness both versus 11000 vanguards like Tsukuyomi and for a greater bonus versus the aforementioned crossrides.

Blue Scale Deer was introduced much earlier as a promo card, and has the same 8000 power as Glace but with no power gain, will generally need Gemini for support. When his attack hits, you can soulblast 2 to draw one card. This conserves you counterblast instead of needing Libra to gain advantage, saving it for CoCo, but was generally only used to support CoCo before LuLu was introduced. The difficulty now is that you'll only have the necessary soul either through deliberate soulcharging of Psychic Bird, or multiple grade 3 rides, and Blue Scale can't hit for the numbers that the crossride environment developed after its release now demands. One or two may be occasionally useful in prolonged games where multiple post-CoCo rides take place, but it's definitely not a four-of and may not have a place at all in your deck.

(Incidentally, for those wondering as to why Blue Scale is in OraThin, the sika deer that it's modeled on are considered messengers of the Shinto gods. The witch series cards in general seem to be based on shrine maidens, using Shinto-Buddhist imagery like the magatama on NaNa, shide on CoCo and vajra held by LaLa, while CEO and Full Moon are modeled on the actual Shinto deities Amaterasu and Tsukuyomi.)

Sky Witch, NaNa is CoCo's secondary rearguard after Glace. Like Glace, Nana is intended to go for 11000 before boosting, by gaining +1000 power during your own turn when your vanguard has zero cards in the soul. In the vanguard circle that gets bumped up to a +3000 boost, letting her go for the same 23000 as CoCo if you ride her as your grade 3, but this should only be a temporary maneuver at best. While having another option for an easy 16-18000 line is good, we've come to expect more from grade 3s over time and there is a case to be made to use Apollon over NaNa. This is a difficult position to take, since Silent Tom would normally be superior to NaNa, but again the crossride environment harms him very much since he himself can't go for 18000, and one of the primary goals in running the witch deck is to scale OraThin's power up to match the post-BT05 format. NaNa is something to consider, but is the most common target for LaLa's skill, and you should consider whether you're really running her as a valuable rearguard or as easy-answer fuel to that.

Battle Sister, Souffle is a less extreme rearguard than NaNa. While not part of the witch deck herself, she was released contemporary to it and has some of the same uses. She gains +2000 power when boosted by an OraThin unit, meaning that she can go for 18000 in the rearguard with Milk and similar 6000-power grade 1s, so she's an even easier anti-crossride unit than the other cards. Furthermore, with Gemini she can hit 20000, enough to press the 10000-power vanguards that have sprung to prominence in the English scene like Garmore. Souffle and NaNa share a trait of not going for particular extreme numbers, but instead play to a slower game that's won over many turns rather than the blitz tactics of the old days.

I discussed CoCo at the beginning, but the alternate grade 3 of this build may come as a surprise. Goddess of Flower Divination, Sakuya is about as old as the Scarlet Witch in terms of development, and is fairly vital as an alternative ride. She shares Amaterasu's continuous skill, gaining +4000 power when you have four or more cards in hand, which means that all four main OraThin vanguards now go for over 21000 power with Milk, and all of them except Tsukuyomi can plow right through crossrides. Sakuya's second skill is to return all OraThin rearguards to the hand when ridden, allowing the field to be freely rearranged as an open field, and for the reuse of skills. Now, this is the vital point; LuLu's skill can be resolved before Sakuya's. That means that you'll not only have gained a two-card advantage from LuLu's superior call from the soul and her draw, but you'll also have moved 10000 shield into your hand for defensive purposes. While any future CoCo rides will miss out on +3000 power due to Sakuya being in the soul after this, you can still get off CoCo's counterblast for two additional cards, giving this build equal but still much more controlled drawing when compared to Tsukuyomi.

Overall the Witch build is an excellent new direction for OraThin. While it doesn't have the same defensive power as Tsukuyomi, it does give the same overall access to the cards in the deck, along with much-needed offensive options to keep the clan current for the pro scene. It's easy to see how this deck has performed so well in Japan, and while key cards like Dark Cat and Sakuya won't be available to the EN game until January, it should leave the scene well prepared for February. CoCo is much more aggressive than Tsukuyomi, so it will not be so easy to simply jump from one build to another. Rather, find which one suits your style best, and pursue that one alone rather than try to hybridize the builds.

Six pros use this deck.

Tuesday, October 30, 2012

Spotlight: Horikawa Eiki/堀川詠生

Fighter's Spotlight is an ongoing project concerned with tracking real-world professional cardfighters across the globe.


Horikawa Eiki/堀川詠生
Age: Juniors Division; Exact age unknown, 9 years old in August 2010
Titles Won: Kanazawa Trio Battle Runner-up (Fighter's Road 2012 National Championship), Osaka Regional Finalist Third Place (Junior Class)
Current Status: Osaka Regional Finalist Third Place (Junior Class, Summer 2012)
Deck Type: Royal Paladin (Majesty Lord Blaster), Oracle Think Tank (Scarlet Witch, CoCo)
Horikawa Eiki is the third place fighter for the Fighter's Road 2012 Junior Osaka tournament, who was unable to qualify for the national championship over Ushinohama Tetsuya and Yokoyama Yoshiya. Interestingly, this was by all appearances not Horikawa's debut in the pro scene; he was previously a participant from the Kanazawa Regional Trio Battle's runner-up team. Before this, Horikawa had an established background in card games, being the 2010 junior national champion in the Pokémon Trading Card game, and he had appeared on the Pokémon Sunday TV program along with several other members of the 2010 Japanese junior team before then.
Horikawa's brief TV appearance.

Decks and Play Style
Horikawa used a Majesty Lord Blaster deck at his debut, working alongside Nova Grappler and Gold Paladin teammates. His particular build was notable for featuring two copies of Wingal Brave, likely as a counter to the dominant Dragonic Overlord The End decks of the time, which could retire the card freely with Gatling Claw Dragon. The second copy was mainly accessible with either Alfred or Akane, and room was made for it by cutting the grade 3 count down from the more standard 8 to 7. Since Majesty was searchable through Brave in the first place, this made sense as a means of pressuring the opponent to stop even weak attacks while also aiding his strategy's longevity over the course of a game.

Summer 2012 Regional Tournament, Kanazawa Trio Battle
Card Pool: Card Pool: TD01-EB03, PR 0001-0066
Grade 0
x1 Future Knight, Llew CT
x4 Yggdrasil Maiden, Elaine HT
x4 Margal DT
x3 Alabaster Owl CT
x2 Wingal Brave (FVG)
x4 Bringer of Good Luck, Epona CT
Grade 1
x4 Flash Shield, Iseult
x4 Little Sage, Marron
x1 Lake Maiden, Lien
x4 Toypugal
x1 Knight of Friendship, Kay
Grade 2
x4 Blaster Blade
x1 High Dog Breeder, Akane
x4 Blaster Dark
x2 Starcall Trumpeter
Grade 3
x2 King of Knights, Alfred
x2 Swordsman of the Explosive Flames, Palamedes
x3 Majesty Lord Blaster

Horikawa was an early adopter of the witch deck, using the then-new Oracle Think Tank build as his Osaka deck. Osaka was in fact the witches' professional debut and it performed above expectations, with one deck placing in each age division, possibly serving as an eventual inspiration to Rikino. Horikawa chose to focus on the deck's battle potential, using the four-card increase in advantage from LuLu and CoCo to allow for an unprecedented twelve critical triggers, while Mocha, Silent Tom and Promise Daughter each functioned as additional pressure on any guards the opponent chose to make. Miss Mist and Apollon are taken as alternative single-card techniques to occasionally force the opponent into an unusual situation by stopping early damage altogether, or making them choose whether or not to give Horikawa one more card on top of his existing advantage by letting a lesser rearguard attack through.

The greatest flaw of Horikawa's deck that Rikino seemed to recognize over him was LaLa, whose on-call card change skill never did live up to the expectations that marketing hype put on her.

Summer 2012 Regional Tournament, Osaka Juniors Division
Card Pool: Card Pool: TD01-EB03, PR 0001-0066
Grade 0
x1 Little Witch, LuLu (FVG)
x4 Lozenge Magus HT
x4 Oracle Guardian, Nike CT
x4 Psychic Bird CT
x4 Battle Sister, Ginger CT
Grade 1
x4 Battle Sister, Chocolat
x4 Oracle Guardian, Gemini
x2 One Who Gazes at the Truth
x3 Emerald Witch, LaLa
x1 Weather Forecast, Miss Mist
Grade 2
x2 Battle Sister, Mocha
x3 Oracle Guardian, Wiseman
x4 Silent Tom
x2 Promise Daughter
Grade 3
x1 Oracle Guardian, Apollon
x4 Scarlet Witch, CoCo
x3 Goddess of Flower Divination, Sakuya

Thursday, May 10, 2012

Spotlight: Rikino Sakura/力野桜

Fighter's Spotlight is an ongoing project concerned with tracking real-world professional cardfighters across the globe.

Rikino is at the center, receiving her trophy from Daigo.
Rikino Sakura/力野桜
Age: Unknown, thought to be eleven at initial crowning; Juniors Division
Titles Won: Nagoya Regional Finalist Third Place (Junior Class), Nagoya Regional Champion (Junior Class), Vanguard Grand Prix National Champion (Japan, Junior Class), Kanazawa Regional Finalist Fourth Place (Junior Class), Nagoya Regional Runner-Up (Junior Class), Fighter's Road 2012 National Champion (Japan, Junior Class), Nagoya Regional Finalist Third Place (Junior Class), Kanazawa Regional Runner-Up (Junior Class)
Current Status: National Champion (Reigning)
Deck Type: Nova Grappler (Asura Kaiser), Kagerou (Dragonic Overlord-The End), Oracle Think Tank (CoCo-Sakuya)
Rikino is the first and currently only female national champion of her class, making herself known during the 2011 Grand Prix. Despite being vastly outnumbered compared to her male competitors, Rikino rocketed to the top spot of the Best Four.

Rikino reappeared in the Fighter's Road 2012 Kanazawa regional, placing fourth with a new Kagerou build. She made a second attempt at breaking into the national scene at the Nagoya regional, placing second behind Chiku Fumiya's Spike Brothers deck. This permitted Rikino to mount a full attempt at the national title, becoming the first professional cardfighter to defend any title in consecutive years, and the first national champion to hold her throne without interruption. Since her original appearance in the 2011 championship, Rikino has unfailingly participated in every subsequent championship.

Decks and Play Style
While Rikino is primarily remembered as a Kagerou cardfighter, at debut she fought with a Royal Paladin-Nova Grappler hybrid deck, based out of Soul Saver Dragon in following with the trend established by the majority of the pro scene at the time. As this was before the institution of a restricted list, Rikino's deck relied on Barcgal and a RoyPala grade 1 setup to prepare for Soul Saver Dragon's skill. Barcgal, Flogal, Llew and Blaster Blade would prepare the soul, Pongal would add the card to hand, and her remaining lineup of grade 1 Royals would act as the catalyst to give Soul Saver's power boost to.

In the meantime, Asura Kaiser and her lineup of grade 2 Nova Grapplers would wear the opponent down to bring them to five damage as quickly as possible and prepare for the soulblast. To maximize her use of Kaiser's skill, Rikino ran only a single copy of Soul Saver Dragon and just one Blaster Blade, striking a very careful balance to bring the best out of both clans.

Note that Rikino signed her name in hiragana during this tournament, not kanji as she would do in following events.

Summer 2011 Regional Tournament, Nagoya Juniors Division (Japan)
Card Pool: TD01-BT02, PR 0001-0018
Grade 0
x1 Barcgal (FVG)
x2 Knight of the Future, Llew CT
X4 Bringer of Good Luck, Epona CT
x2 Margal DT
x1 Pixie Fife and Drum ST
x3 Yggdrasil Maiden, Elaine HT
Grade 1
x4 Little Sage, Marron
x1 Lake Maiden, Lien
x4 Pongal
x4 Soul-Guiding Elf
x2 Twin Blader
Grade 2
x1 Blaster Blade
x4 Genocide Jack
x4 King of Sword
x1 Magician Girl, Kirara
Grade 3
x1 Soul Saver Dragon
x4 Asura Kaiser
x3 Genocide Joker

Rikino would go on to use a hybrid Nova Grappler-Kagerou deck in the Winter championship. In order to cope with the pure Grappler of the time being wholly reliant on the Blau series, Rikino selected Conroe as her first vanguard with eleven different Kagerou grade 1s to activate his skills with. Rather than use Conroe to search out single card Kagerou grade 1s however, Rikino instead relied on him to form a consistent base 16000 line with Asura Kaiser and Genocide Jack. Typical of the time, the Death Army cards were used as a self-standing 16000 line while Asura Kaiser played off of her nine grade 3 count to trigger his own skill to stand the opposite line. Gojo, Bahr and Aermo each provide a different kind of opening ride to suit the situation, whether it be for a strong opening offense, card changing when taking the first move or encouraging the opponent to deal more damage to use for counterblasts. Gojo and Aermo also both help her to change out the grade 3s that Kaiser drive checks after their purposes is served.

Genocide Joker, while even more counterblast reliant than his cousin Jack, forms stable 21000+ lines as necessitated by the tournament environment of the time, and Deathmetal Droid behaves similarly. This counterblast can be opened up against through riding Gold Rutile, and with the high amount of card changing going on in the deck, it becomes much easier to ride said unit when the situation calls for it. Notably, the deck only ran two perfect defense cards, a hallmark of what the pro scene at the time was like, as perfect defense at that point in 2011 was not considered a four-of. The trigger lineup opts for Clara over Genjo, as she is the only trigger which Rikino would not benefit from in the first drive or damage check, and all of the other triggers are important for those opening moves. Rikino played a very close mirror matchup for the Nagoya finals, but her emphasis on Kagerou triggers and grade 1s, the Genocide series and consistent 21000+ rearguard lines eventually won out over Horikawa Kanata's more Grappler-based build.

Winter 2011 Regional Tournament, Nagoya Juniors Division (Japan)
Card Pool: TD01-BT04, PR 0001-0036
Grade 0
x1 Lizard Soldier, Conroe (FVG)
x3 Embodiment of Spear, Tahr CT
x2 Dragon Dancer, Monica DT
x4 Round Girl, Clara HT
x4 Blue Ray Dracokid CT
x3 Red Gem Carbuncle DT
Grade 1
x4 Embodiment of Armor, Bahr
x4 Dragon Monk, Gojo
x2 Twin Blader
x2 Death Army Guy
x3 Flame of Hope, Aermo
Grade 2
x2 Genocide Jack
x4 King of Sword
x3 Death Army Lady
Grade 3
x4 Asura Kaiser
x3 Genocide Joker
x1 Gold Rutile
x1 Deathmetal Droid

Rikino's first championship deck is characteristic of a long-standing Kagerou build, utilizing the Dragon Monk, Goku as her primary vanguard to mass retire her opponent's rearguards. This demands more cards from their hand on the opponent's attack, which in turn makes it easier to land her attacks when the opponent is unable to guard. The Flame of Hope, Aermo is used to cycle out extra copies of Goku and the grade 3s that it checks, while Dragonic Overlord attacks from the rearguard to further decimate the opponent's field.

These three cards, combined with supporting units like Kimnara for a further offensive and Guard Gryphon to stop the opponent's attacks, allowed Rikino to play against an essentially empty field. What ultimately carried her through the final round was her own skill, as Rikino's opponent was using a nearly identical decklist that turned the match into a prolonged game of continual retire-and-stand maneuvers.

Winter 2011 National Tournament, Juniors Division (Japan)
Card Pool: TD01-BT04, PR 0001-0042
Grade 0
x1 Lizard Soldier, Conroe
x3 Embodiment of Spear, Tahr CT
x3 Dragon Dancer, Monica DT
x4 Dragon Monk, Genjo HT
x3 Blue-Ray Dracokid CT
x3 Red Gem Carbuncle DT
Grade 1
x4 Wyvern Guard, Barri
x4 Dragon Monk, Gojo
x3 Demonic Dragon Mage, Kimnara
x2 Guard Gryphon
x2 Flame of Hope, Aermo
Grade 2
x4 Dragon Knight, Nehalem
x2 Hidden Dragon, Striken
x4 Berserk Dragon
Grade 3
x4 Dragonic Overlord
x4 Dragon Monk, Goku

At Kanazawa and Nagoya, Rikino played a new build that retained many of her old cards, but changed the focus over to Dragonic Overlord and his corresponding crossride, The End. This new build omitted her previous deck's Striken in favor of Burning Horn support for The End. While not playing up to her previous' decks reputation, this iteration did rank well versus opposing decks at Kanazawa.

Summer 2012 Regional Tournament, Kanazawa Juniors Division (Japan)
Card Pool: TD01-EB03, PR 0001-0066
Grade 0
x1 Lizard Soldier, Conroe
x3 Embodiment of Spear, Tahr CT
x1 Dragon Dancer, Monica DT
x4 Dragon Monk, Genjo HT
x4 Gatling Claw Dragon DT
x4 Blue-Ray Dracokid CT
Grade 1
x4 Wyvern Guard, Barri
x4 Embodiment of Armor, Bahr
x3 Dragon Monk, Gojo
x3 Demonic Dragon Mage, Kimnara
x1 Flame of Hope, Aermo
Grade 2
x4 Dragon Knight, Nehalem
x4 Burning Horn Dragon
x2 Berserk Dragon
Grade 3
x4 Dragonic Overlord
x4 Dragonic Overlord The End 

Rikino's succeeding Nagoya decklist was almost identical, only swapping out excess Kimnara cards for more copies of Nehalem and Gojo, increasing the deck's overall consistency and making additional room for The End's persona blast. With a lower focus on Kimnara and a higher overall trend toward draw power and deck searching than at Kanazawa, this version of the deck allowed her to place more highly than in her previous tournament.

Summer 2012 Regional Tournament, Nagoya Juniors Division (Japan)
Card Pool: TD01-EB03, PR 0001-0066
Grade 0
x1 Lizard Soldier, Conroe
x3 Embodiment of Spear, Tahr CT
x1 Dragon Dancer, Monica DT
x4 Dragon Monk, Genjo HT
x4 Gatling Claw Dragon DT
x4 Blue-Ray Dracokid CT
Grade 1
x4 Wyvern Guard, Barri
x4 Embodiment of Armor, Bahr
x4 Dragon Monk, Gojo
x1 Demonic Dragon Mage, Kimnara
x1 Flame of Hope, Aermo
Grade 2
x4 Dragon Knight, Nehalem
x4 Burning Horn Dragon
x3 Berserk Dragon
Grade 3
x4 Dragonic Overlord
x4 Dragonic Overlord The End

At the Akiba Square finals in Fighter's Road 2012, Rikino completely abandoned Kagerou to use the new model of Oracle Think Tank. This deck uses Little Witch, LuLu as its first vanguard, hiding her skill away until Rikino's endgame. LuLu kicks in when she rides either CoCo or Sakuya--at that point the Little Witch pops out from the soul and soulblasts 2 to draw a card. If CoCo were ridden, then because there are no cards left in the soul, her own skill lets Rikino counterblast 2 to draw two cards while giving CoCo +3000 power for the duration of her attack step. This sudden control of four additional cards with one ride more than pays for Rikino's grade 1-3 rides, typically ending with a hand size large enough to completely fill the remaining circles and still end the turn with seven or more cards in hand to defend on the opponent's turn with.

As an alternative, Sakuya automatically sends LuLu to Rikino's hand after the Little Witch's skill has been used, along with any other cards that have been called up to the ride phase of that turn. This allows her to rearrange the field freely and replace LuLu with a more powerful booster while using the first vanguard as an additional 10000-power shield, effectively adding 5000 more shield than normal to Rikino's control. This also ties back to Sakuya and Battle Sister Mocha's skills, which give them additional power when there are four or more cards in hand. Unlike other first vanguards, LuLu's skill is impossible for the opponent to interrupt, and even if she somehow didn't get it off, the two Luck Birds that Rikino runs in her deck act as backup soulblast for CoCo and additional draw power. These draw skills give Rikino the freedom to run just two draw triggers in her deck, focusing mainly on criticals to score extra damage, while also using Dark Cat with impunity--despite the Cat giving cards to the opponent, the opponent is not operating with the same level of draw power that CoCo carries, and this can easily snowball when used in conjunction with LuLu and Sakuya. Overall, Rikino's fourth deck emphasizes an incredible amount of synergy and forethought.

Summer 2012 National Tournament (Japan)
Card Pool: TD01-BT07, PR 0001-0066
Grade 0
x1 Little Witch, LuLu (FVG)
x4 Lozenge Magus HT
x3 Oracle Guardian, Nike CT
x4 Psychic Bird CT
x2 Victory Maker DT
x3 Battle Sister, Ginger CT
Grade 1
x4 Battle Sister, Chocolat
x4 Oracle Guardian, Gemini
x1 Weather Girl, Milk
x2 Luck Bird
x3 Dark Cat
Grade 2
x4 Battle Sister, Mocha
x4 Oracle Guardian, Wiseman
x3 Silent Tom 
Grade 3
x4 Scarlet Witch, CoCo
x4 Goddess of Flower Divination, Sakuya

Rikino brought a modified version of her previous Nagoya deck to the Fighter's Climax tournament, where she placed third. The primary innovation over previous decks was her running nine critical triggers in all--a strategy taken from her CoCo deck's playbook--and omitting Gatling Claw Dragon in favor of Monica. The logic in this is that both Overlord and The End could form base 16000 lines with Monica in the rearguard, and that Gatling Claw's counterblast is one more than she can afford in a Kagerou deck that does not make use of Bellicosity Dragon. Ultimately the deck did not perform as well as in the previous year, though it brought her farther than in Kanazawa.

Winter 2012 Regional Tournament, Nagoya Juniors Division (Japan)
Card Pool: TD01-BT08, PR 0001-0079
Grade 0
x1 Lizard Soldier, Conroe (FVG)
x1 Demonic Dragon Mage, Raskha CT
x4 Embodiment of Spear, Tahr CT
x3 Dragon Dancer, Monica DT
x4 Dragon Monk, Genjo HT
x4 Blue-Ray Dracokid CT
Grade 1
x4 Wyvern Guard, Barri
x4 Embodiment of Armor, Bahr
x3 Dragon Monk, Gojo
x2 Demonic Dragon Mage, Kimnara
x1 Flame of Hope, Aermo
Grade 2
x4 Dragon Knight, Nehalem
x4 Burning Horn Dragon
x3 Berserk Dragon
Grade 3
x4 Dragonic Overlord
x4 Dragonic Overlord The End

For the Kanazawa regional--her last chance at qualifying for the national title matches--Rikino modified her Fighter's Road championship deck for the current format. Notably, this deck followed through on the model popularized by Tsukuyomi decks of the time, fighting with twelve critical triggers rather than including the draw triggers that she was more accustomed to. Due to having less access to the cards in her deck from the removed draw triggers, the deck also forewent Milk to add in Sedna as a fifth base 8000 units, for ease of forming 18000 lines and supporting Silent Tom, who was now included in as many copies as possible. The switch from Wiseman to Tart as her base 10000 grade 2 may be a stylistic choice, or as a deceptive maneuver; since LuLu is also compatible with the Battle Sister deck and sees occasional use over Waffle, the identity of Rikino's deck is effectively concealed until the turn that she rode a grade 3.

Rikino placed second in the regional, losing to her old rival Eboshida Hiromi, who would go on to seize the Winter championship title.

Winter 2012 Regional Tournament, Kanazawa Juniors Division (Japan)
Card Pool: TD01-BT08, PR 0001-0079
Grade 0
x1 Little Witch, LuLu (FVG)
x4 Lozenge Magus HT
x4 Oracle Guardian, Nike CT
x4 Psychic Bird CT
x4 Battle Sister, Ginger CT
Grade 1
x4 Battle Sister, Chocolat
x4 Oracle Guardian, Gemini
x1 Mermaid Idol, Sedna
x2 Luck Bird
x3 Dark Cat
Grade 2
x3 Battle Sister, Mocha
x4 Battle Sister, Tart
x4 Silent Tom 
Grade 3
x4 Scarlet Witch, CoCo
x4 Goddess of Flower Divination, Sakuya