Monday, November 4, 2013

Update to the prelude of craziness!! (Vanguard only!!)

Yes, you didn't read wrongly, I'm once again updating on vanguard!! Cause I'm too bored lately, and since I got a much better decklist after trial and errors, so here I present to you: the ultimate decklist!! (Btw, all my rules follow from the previous post on them, so please read carefully...)
Grade 0:
Mecha Trainer x1
Criticals(Slience Joker and Sonic Breaker) x8 (4/4)
Cheerful Lynx x4
Cheer Girl Tiara x4
Grade 1:
Cheer Girl Marilyn x3
Dudley Phantom x3
Reckless Express x4
Wonder Boy x4
Grade 2:
Blow Kiss, Olivia x3
Dudley Mason x4
Highspeed, Brakki x4
Grade 3:
 Demonic Lord, Dudley Emperor x3
 Bad End Dragger x3
 Sky Diver x2
And now, let's review the decklist...
Grade 0:
My super typical lineup, Since Mecha Trainer is still the best after all this time, since his consistency is unparalleled. The triggers are still the same, since this is the ultimate setup that most suits the spike brothers best.

Grade 1:
Cheer Girl Marilyn!! Finally, the perfect guard!! Yes, this time around, the perfect guard joins the team, to strengthen my defense. Just for those who are seeing that term for the 1st time, the perfect guard is, as what its name entails, basically stops all attack from a certain card at the cost of 1 card from your hand. This can get rid of unwanted attack that could probably end the game faster than expected. The rest are the most stable lot for spike brothers so far, as Phantom, like in my previous post, is best at 3 as the card works best in the boosting rearguard circle. Other than that, Reckless and Wonder Boy are stable boosters till the moment of breakride...

Grade 2:
This is when the fun comes in, as this is the most volatile lot in the entire deck, though I generally preferred this lineup, as brakki and mason are stable for the offense due to the fact that they make up 90% of my offense to K.O. my opponents.Blow Kiss Olivia, however, is the random weirdo that I have added in as it helps with the burning of opponent's rearguard. Yes, understandably, the burning of the rearguard is not something a spike brothers deck should do, but it comes as a strong pressure to the opponent, regardless of the type of clan they are using.

Grade 3:
This is the best and final lineup to me, cause this is when the scare truly begins. Sky diver was chosen in the end as the Juggnaut maximum was never a good card, apart from its high power and it ability to be a critical trigger holder. Emperor is still the best choice of being the final ride after bad end dragger, cause the other new ace, grateful catapult is slightly unstable, especially in terms of persona blast, cause it doesn't help to the current gameplay of the spike brothers, especially the high requirement for soul, though in this case, sky diver can really help... but to only so much.

And there you have it, a final (yet not the final) look at spike brothers, hope they get supported soon...

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I'm Ian, just a young man being himself... Welcome to my life though