OK, I know I fucking suck at coming up with names, but I love this name for my spike brothers as the name Bad End Dudleys plays on 2 things: A pun on "Badass" and the archetype for Spike Brothers. (And live with it, the next 3 are equally horrendous...) BTW, 2 things to note: 1, this is the final sketch of the deck, so don't be expecting any changes, unless Bushiroad manages to impress me with something good for the Dudleys. 2, This will follow all of my style when I first made the spike brothers decklist, so as to make sure everyone knows what the heck is going on. (For newcomers, please read the post on SB before coming back here.)
And so, Here we go!!
Grade 0:
Mecha Trainer x1
Silence Joker x4
Sonic Breaker x4
Cheer Girl, Bowlynn x4
Cheer Girl, Tiara x4
Grade 1:
Cheer Girl, Marilyn/Baron Amadeus x4
Dudley Daisy x4
Dudley Phantom x4
Machine Gun, Gloria x2
Grade 2:
Dudley Mason x4
Highspeed, Brakki x4
Dudley Douglass x3
Grade 3:
Demonic Lord, Dudley Lucifer x4
Bad End Dragger x4
OK, now for the explanations:
Grade 0:
There isn't going to be much changes in this deck when triggers are considered, so yea, 8/4/4 is the way SB has been, and will be, playing... till some new shit makes draws a lot more needed... the only noticeable change probably will be the usage of the new draw, Bowlynn, since I just didn't like Cheerful Lynx anyways... Mecha Trainer, after many trials and errors, is finally selected to lead this team to victory as he is just too fucking consistent to not be used...
Grade 1:
Cheer Girl Marilyn and Baron Amadeus is here to stay!! Perfect Guards be everywhere in this Metagame!! But the reason why I'm playing 1 Quintet Wall is the "for fun" play style which is what I'm comfortable with playing... The rest are here to aid the G3s as to max out Dudley Lucifer's LB, not to mention that this is Dudleys, so the archetype cards are all in this game...Gloria is here, a new gal to help out, and she is here to make sure that the front-row rearguards will never get retired, which makes it good as she lessen the chance of a deckout, but with a downside of having to counterblast 1 each time to do so... sucks if you see the build's main issue, almost no ways to unflip those used counterblasts!!
Grade 2:
This is the part where I usually have my headaches, so no shit Sherlock, it was tough deciding over who's in and out. Mason is back, dealing badass blows as the "Escrad" of SB, making his tech at 4 again. Brakki, as I would have said, is the next badass guy in this team, making use of the soul gathered from the LBs and soulcharges from Mason and Dan, and Douglass is here to join the party as the big bad beatstick of the team, coming in at 34000 on breakride and the LB from Lucifer, which is badass!! With grade 2s like this, who needs the others!? Just go all out!!
Grade 3:
OK, no more sideliners!! This time around, both the main boss and his assistant are maxed out at 4 for maximum efficiency!! Lucifer is the new key card, replacing Emperor and giving him the much needed rest from the games. His LB is badass, for it finally makes SB meta, as the LB just gives you a easy 3rd+ attack, but adding it up is a 10k boost to the new member if he is a Dudley. (Therefore all that Dudley archetype cards...) Bad End Dragger, being the breakride, is also another "here-to-stay" card, giving Dudleys the much needed push into the metagame.
There, the final lineup of Bad End Dudley, hopefully Dudleys can get more support to allow for a better gameplay, especially where the G1s are concerned... though they now seem much better with Gloria's entrance, though preferably an archetype boost, Bushiroad??

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