TCG-Scrubs
Deck Profiles

Hey everyone! 

The following lists are from Twitter User @ikiri_kuwagata , Who has compiled a list of possible directions to take your new starter decks in the New Frontiers format! while this is no indication of where the meta is going I do find it useful for those who might not have known how to approach their starter decks! Hope these lists help some of you in getting started in the right direction and if you are on Twitter make sure to thank @ikiri_kuwagata for putting in the work on making these lists! Some areas may be missing such as the Sideboard, this is left open to your needs based on local meta. 


 
Ruler:
Atom Seikhart // Atom Seikhart, the Shimmering Rabbit

Main Deck:
4 Acolyte of the Sun
2 Siegfried, the Hundred Years Hero
4 Aratron, Angel of Knowledge
4 Ophiel, Angel of Guidance
2 Bethor, the Angel of Treasure
4 Gem Mallet Panda
2 Phul, the Administrator of the Moon
2 Phaleg, the Angel of War
2 Haggith, Angel of Alchemy
2 Country of the Sun, Minerva
2 Moonlit Paradise, Lunar Heaven
4 Protection of the Angels
2 Balmung
2 Light of Transmigration
2 Separation of Fates

Stone Deck:
4 Ore From The Treasure Mountain
4 Magic Stone of Omniscience
2 Magic Stone of Faith

Rune Deck:
Zeus’ Grand Lightning
Sandstorm
Mini Meteor
Karmic Reversal
Light of the Moon


 
Ruler:
Brunhild // Brunhild, Caller of Spirits

Main Deck:
4 Acolyte of the Sun
2 Ophiel, Angel of Guidance
3 Gem Mallet Panda
3 The Valkyrie’s Chosen
3 Eir, Valkyrie of Mercy
2 Skuld, Valkyrie of the Future
2 Aratron, Angel of Knowledge
2 Bethor, the Angel of Treasure
3 Siegfried, the Hundred Years Hero
2 Balmung
3 Protection of the Angels
3 Spear of the Valkyries
2 Separation of Fates
2 Miscalculation
2 Flourishing Hope
2 Life Stealing Altar

Stone Deck:
4 Ore From The Treasure Mountain
3 Magic Stone of Faith
3 Magic Stone of Hope

Rune Deck:
Odin’s Judgment
Blessing of the Sun
Karmic Reversal
Whispers of an Angel
Sandstorm


Ruler:
Fu Xi // Fu Xi, King of Kunlun

Main Deck:
3 Ultra Dragon, Shooting Star
1 Dragon of Kunlun
3 Reckless Flame Soldier
2 Black Spot Tiger
2 Shen Gongbao, Taoist of Kunlun
4 Majin Dark Elf
2 Frayla, Servant of Demon Fire
2 Sandworm
4 Life Severing Blade
2 Heavenly Fruit
3 Heaven Sundering Dragon Palm
4 Look of Corruption
3 Heaven Thundering Strike
2 Null Darkness

Stone Deck:
4 Null Magic Stone
4 Magic Stone of the Hermit
2 Fire Magic Stone

Rune Deck:
Flame Soldier Formation
Soldier Ambush
Explosion
Sandstorm
Dragon’s Flight


Ruler:
Isis // Isis, the Hundred Weapon Master

Main Deck:
4 Magician of Molding
4 Sandora Blacksmith
3 Fire Majin
2 Sylvia, the Slave Girl
3 Hoellesaurus
2 Anubis, Administrator of the Hounds
4 Venomous Scorpion
4 Magic Crest of Fire
2 City of Mirage, Sandora
2 Burial Rites
3 Heaven Sundering Dragon Palm
3 High Speed
4 Fictitious Fire

Stone Deck:
4 Magic Stone of Dueling
6 Fire Magic Stone

Rune Deck:
Flame Enchant
Whirlwind Conflagration
Sandstorm
Concealed Khopesh
Explosion


Ruler:
Arthur // Arthur, King of Machines

Main Deck:
4 Donut Drone
4 Viviane, the Mechanical Fairy
3 Gawain, the Swift Knight
4 Lancelot, the Glass Knight  
2 Perceval, the Shining Knight
3 Mechanized Knight
3 Sky Round Technician
4 Merlin, the Control Unit of Sky Round
4 The Knights’ Castle in the Sky, Sky Round
3 Keez’s Call
3 Torrent of Energy
3 Arondight, the Nitrogen Blade

Stone Deck:
4 Magic Stone of Chaos
4 Magic Stone of Dramaturgy
2 Water Magic Stone

Rune Deck:
Maintenance
Scrap and Build
Anti-Matter Cannon, Excalibur
Monstrosify
Sandstorm


Ruler:
Loki // Loki, the Witch of Chaos

Main Deck:
4 Jormungandr, Little Eater of Worlds
4 Gretel of Misty Woods
3 Hansel of Misty Woods
2 Loki’s Watchdog, Fenrir
3 Mosasaurus
1 Dino-Rider
2 Hamelin, the Sound of Temptation
3 Scarecrow Guide
3 Forest of the Lost, Misty Woods
4 Arondight, the Nitrogen Blade
4 Dinosaur Surfacing
3 Optional Possession
2 Keez’s Call
2 Lightning Cave

Stone Deck:
4 Magic Stone of Chaos
4 Shoal Coral Stone
2 Water Magic Stone

Rune Deck:
Consume
Monstrosify
Massive Growth
Invitation
Sandstorm


Ruler:
Chamimi // Chamimi, Guardian of the Sacred Bow

Main Deck:
4 Lemuria of the Magic Boomerang
4 Ciel’s Familiar, Mikay
3 Soot Sprite
2 Kotaro, Ninja of the Wind
4 Jiraiya, the Toad User
3 Huge Toad
2 Cat Ninja Scout
4 Magic Boomerang
4 Winds of Salvation
4 Faerur’s Spell
4 Laurite, Seven Luminaries Astrologian
2 Laurite’s Seven Disciples

Stone Deck:
2 Magic Stone of Adventure
4 Magic Stone of Tranquility
4 Spirit Stone

Rune Deck:
Elephant Rush!!
Rapid Fire Mi-!!
Fuhma Shuriken
Forest Meditation
Sandstorm


Ruler:
Hanzo // Hanzo, Chief of the Kouga

Main Deck:
4 Laurite, Seven Luminaries Astrologian
3 Laurite’s Seven Disciples
4 Jiraiya, the Toad User
3 Huge Toad
2 Jubei, the One-Eyed Swordsmaster
3 Ciel’s Familiar, Mikay
3 Rachel, the Ancient Library Researcher
4 The Village of the Spirited Away, Kouga
4 Winds of Salvation
4 Faerur’s Spell
3 Scarlet’s Agony
3 Null Page

Stone Deck:
4 Spirit Stone
4 Magic Stone of Tranquility
2 Wind Magic Stone

Rune Deck:
Sealing Scroll
Whirlwind Technique
Forest Meditation
Rapid Fire Mi-!!
Sandstorm


Ruler:
Lucifer // Lucifer, the Fallen Angel of Sorrow

Main Deck:
4 Azazel, the Fallen Angel of Gloom
2 Shemhaza, the Fallen Angel of Sadism
3 Belial, the Evil from the Scriptures
3 Patchwork Frankenstein
3 Skeleton Horde
3 Corpse Sorcerer
2 Diseased Rat
2 Disgraced Knight
4 Life Severing Blade
4 Look of Corruption
4 Glint of Insight
4 Thought Control
2 Evil Elemental Uprising

Stone Deck:
4 Stone from the Dark Castle
4 Magic Stone of Corruption
2 Magic Stone of the Undead

Rune Deck:
Tears of the Fallen
Black Rosario
Scythe of the Reaper
Undeath
Sandstorm



Ruler:
Lich // Lich, the Saint of Death

Main Deck:
4 Patchwork Frankenstein
4 Skeleton Horde
4 Corpse Sorcerer
2 Disgraced Knight
3 Oborozuki
2 Blazer, the Legendary Thief
2 Azazel, the Fallen Angel of Gloom
2 Diseased Rat
4 Life Severing Blade
4 Look of Corruption
3 Bloodspray
2 Command of Life and Death
4 Glint of Insight

Stone Deck:
4 Magic Stone of Corruption
4 Stone from the Dark Castle
2 Magic Stone of the Undead

Rune Deck:
Cycle of Death
Tears of the Fallen
Undeath
Scythe of the Reaper
Sandstorm

– Have any comments, conerns or suggestions? Let us know in the comments below! 

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All Articles, Deck Profiles
If you’d like to see the video version of the deck profile, click HERE

So as many of you know, I love me some Panda. However the panda deck does have some trouble in the current climate. Everything from Severing, to Laurite, to just all around resonator hate makes it a hard deck to pilot. So I decided to instead go all in on the ruler himself, Taegrus. I have the deck list/image below, as well as the top 5 cards. These are the cards that I personally think have to stay in the deck no matter what. You can change and alter the deck as needed, but once you start switching these out it becomes a different deck and/or not as functional.

https://www.gachalog.com/list/98802216

Taegrus Pearlshine x 1

Main Deck x 40
Winds of Vitality x 2
Power of the Emperor x 2
Magic Sweets x 4
Rapid Growth x 2
Faerur’s Spell x 2
Approaching the Truth x 4
Arrival of the Hero x 4
Miscalculation x 3
Severing Winds x 3
Discovery x 4
Escaped Jeweler x 4
Gem Mallet Panda x 4
Sprinting Flame Horse x 2

Stone Deck x 10
Magic Stone of Gusting Skies x 4
Pricia’s Memoria x 4
Magic Stone of Heat Ray x 2

Top 5 Cards:

Winds of Vitality

This and Power of the Emperor are identical cards, in case you were wondering. But this is the big hitter in the deck. This puts your panda at the necessary damage (minus 2) needed to nearly OTK your opponent. Without this, or with any lesser damage card in the deck the whole thing just slows down.

Gem Mallet Panda

This card is beyond essential. It gives you TWO gems per turn you put it in. This is absolutely necessary ramp. Even if they laurite it, you still get the light gem off of Taegrus. It also taps to banish gems for will, which helps in sticky situations (such as banishing a green gem to play Faerur’s spell), or ramp situations (such as producing light will to judgement super early, or judgement with will to spare). It’s an obvious necessity.

Discovery

This card is necessary because draw power is really important here. Getting stuck with not very useful cards can hurt really bad in OTK decks. Not only does this help combat that, but it also helps with your gem generation! Which is very important to get your combo off. I mention in the video that you need a minimum of 3-4 light gems, and 1 dark gem or 1 blue gem before you even judgement.

Arrival of the Hero

I shouldn’t have to explain this one too much. But it’s a free destruction card that gets rid of resonators that would block your ruler when it swings in. Even if it’s cancelled, you’ve lost out on no will and still have access to your darkness gems if needed. It can also be used for just destroying problem resonators before you swing in to help  you survive as well.

Escaped Jeweler

Lastly is this guy. Now technically, he isn’t specifically essential. However if you are to take him out, you must replace him with some other type of gem generation. I’ve tried the deck without him and it just doesn’t produce enough gems consistently. The reason I like this card though is because not only does he produce gems, but with just 1 card you can keep bouncing him  and producing more and more gems, all the while you are resting problem resonators your opponent has. Resting them can either prevent possible damage, or resting can help you set up your J-Ruler for swinging in with no blockers!

That’s about it for this deck. Let us know what you think and we’ll see you later!

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Hi everyone, there has been a recent demand for decklists for Caster Chronicles so I figured i’d show off a deck idea that is extremely powerful and accessible to new players as it is based entirely on the most recent Booster set and Starter Deck.

Magical Dream 7 is a deck themed around the Idol band of the same name. Every card (including conjures) shares the “Earnest” type which means they all work with the DCT mechanic (Dreams Come True). Simply put, when a card says DCT X it means the card gains that ability as long as the amount of earnest cards in your graveyard is equal to or greater than the number listed.

For example, “Kamiel of Temperance” has “DCT 1—[Enter] -> Each player puts a servant from their graveyard to their hand. Then, you may pay any amount of aether. You may put a servant with a cost equal to or less than the amount of aether payed this way plus three from your hand into the field.” This means that unless you have 1 or more Earnest type cards in the graveyard, the card will not be able to utilize that ability.


keep reading

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Deck Profiles
It’s been a while since I’ve contributed anything to the website, but here goes.

I’m going to be talking about the new TSW ruler, The Dusk Girl and what I think of her.  

So here she is, in all her discardy glory.  The concept of her is honestly super interesting, and something I definitely want to explore more of.  Her support is pretty meh in all honesty with only one or two cards I would consider running.  Having an aggro ruler that is designed around giving you more gas, after you run out of gas, is a great concept on paper, but unfortunately she has a few issues with her.

The main issue I find is that one of the key points in a TCG is card advantage, and not having card advantage is bad.  Scarlet takes that concept and runs with it.  Her mechanics reward her for running out of cards and topdecking, but that isn’t really a viable way to run a deck.  The best way to play her, in my opinion, is in an aggro shell focused around dumping your hand and then getting your gas from her mechanics.  The issue with an aggro shell is that it’s not very viable in the control meta right now, especially not with Scheherazade running around. 

Let’s look at some examples of what I consider good card choices, and I’ll explain further why she is interesting, but not viable competitively.
In an aggro shell, I wanted to run something that many typical aggro deck should run, and I think the best thing to run right now is the Jeanne package.
This combo is really great for aggro.  It’s a 2 drop chant that will almost guarantee a good resonator is coming out, and Jeanne is a really strong resonator.  Along with a lot of the other good 2 drops in the deck, I think it’s very nice.  I would recommend this in a ton of other aggro decks as well, as it slots into a lot of good decks.  Something else I really like about Faith in the Darkness is the ability to grab Majin Dark Elf while bypassing his restrictive ability, along with grabbing Frayla while you have no resonators out.
The best thing about Faith in the Darkness, and the reason it’s so good, is the ability to get stuff from deeper in your deck.  These two are great aggro cards on their own, but with Faith in the Darkness they both become much better.   Being able to look 5 cards deep is deceptively good, and lets your deck become much more consistent in landing an aggro resonator.  Faith in the Darkness lets you dig into your deck for your better resonators, and then rewards you for finding Jeanne.  It’s definitely a mainstay in the aggro package.

Next I’ll talk about what actually makes the Dusk Girl such an interesting ruler to run.  Her support cards are pretty bleh in all honestly.  None of them really are terribly strong on their own.  The only two cards I really think have potential are Heavenly Fruit, and Hollow Flame Soldier.
Heavenly Fruit is far and away the most interesting support Dusk Girl has right now.  It is an amazingly flexible card and really has a lot of potential in an aggro deck.  Something aggro decks want to do is dump their resources into killing you as fast as they possibly can.  This almost always ends in the aggro player bringing you to a low life and then gassing out.  Aggro doesn’t run card draw, and it doesn’t have ways to bring the game back if you go long.  The reason Heavenly Fruit is so good is that it gives you that extra gas you need to possibly end the game.  You rarely want to play Heavenly Fruit with cards in your hand.  It is always a card you play last to essentially reach into your graveyard and get that gas you’ve already used.  Being able to pay 1 for Heavenly Fruit on an empty hand, and get a variety of options is really excellent.  Think of Heavenly Fruit as access to a second hand.  You have options to recast your dead aggro resonators, which is the only reason Hollow Flame Shadow is in the deck. 

Hollow Flame Shadow’s only use is to get discarded by Dusk Girl via her ability, or dumped into the grave with Heavenly Fruit, and then recast for a quick swiftness attack.  I’ll be honest I don’t actually like the combo very much.  It’s a card that could easily be dropped for something way better, but I like the flavor of casting him.
Let’s get into some other cool stuff that Dusk Girl is really good at.  Things like, “Oh man I run red black so Null Darkness is pretty much an auto include!”  and “Hey look I’m aggro red black so I’mma play Null Magic Stone into Majin Dark Elf”
These cards are pretty much another great reason to run her.  Null Darkness is good, solid, amazing removal that can also deal with J-Rulers fairly reliably with the deck.  You also have the Majin Dark Elf package that is an absolutely killer potential opening.
Finally, I’ll talk about The Dusk Girl herself.
Just like Heavenly Fruit, she gives you gas after you run out of cards.  She’s a really excellent finisher, and excels at getting past blocking resonators.  Her ability to swing twice is really good, and her ability to survive damage and flip again is also really excellent.  Her ruler side makes every card in your hand a shittier Lightning Strike, so if you need to have dead cards, or need to kill something, you can ping them for 5 via her ability.  Don’t underestimate her cheap judgement.  If you want to run her with Scarlet’s Vision, it’s an amazing board wipe combo, but is really tricky to pull off.
Now I know what you’re thinking.  Oh man she sounds like so much fun!  I want to try and run a super interesting deck based around Heavenly Fruit now too!!  Well too bad, because people want to ruin your fun.  They were blue players in Magic, and are green control players now, and they got access to a super, baller, control hoser, called Scharezarde.  Now Scherzarde is an amazing ruler who essentially gets another hand that she can play whenever she wants too.  And the card that hoses this deck is 
Access to this card means that Schrrreddaze can basically always chase your Heavenly Fruit with this card, and that basically defeats the purpose of this deck.  This card really defeats the purpose of getting that extra gas with Dusk Girl, and a competent Sherryzard player will more than likely always have a stone up for it.  

So in conclusion, Heavenly Fruit is the only reason I think Dusk Girl is viable, and the only thing I think keeps her from being dead weight.  Without the option of getting more gas via this card, I think the deck falls flat after dumping your resources.  I believe that Dusk Girl’s Judgement ability alone is not good enough by herself to justify a playstyle where you want to dump all your cards so you can J-activate with her.  In competitive play, I think any competent Scheherazade player will wipe the floor with the deck, and control in general is in too good of a spot right now for aggro to outpace it.  For a fun brewing deck, I think it’s pretty funny to go as hard as you can, while you topdeck cards to try and win you the game.  Overall she’s really fun to play though!
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Deck Profiles, Uncategorized

Hey guys! It’s been a while since I have provided any of you with a deck profile! So, today I come to y’all with an update to an old list I went over with last time, Frayla and her Dark Elves. This list since constructing the first version back when Ancient Nights had first come out has changed quite a bit with all the added support printed with Dark Elves. Even with Advent of the Demon King I wasn’t 100% satisfied with where she stood, it needed that last little push and honestly the more support they can add to her the better. If the next set were to offer more support, especially with either more removal in Black/Red or assistance with flyers, this deck is a definite first pick for me when going to locals.

You can refer back to the deck lists tab and find my previous article and some of the choices I had made then, and see that now its slimmed down quite a bit. There is the exclusion of all the will colors I was running last time which was Green/Black/Red, and it seemed that my stone deck focused hard on Green over Red which is odd looking back at it now. The new version of this deck focuses straight up on Red/Black all throughout, and with the new Special Magic Stone “Null Magic Stone” having access to either color given the turn and what I play really helps. So here is the list as  some of you may have seen it on the recently filmed videos! And then with the help of Ruthie Allen on Facebook have molded the deck to run even better! 


 

Some of the obvious cards I ended up removing were the Saffina and Hilda. The interactions here were not worth the time and effort, or the cost of life depending on how you were combo-ing in to them. I also removed The Nameless Mist in favor of more Thought Control. The possibility to remove any 3 cost or less card, which is more card options than The Scorn of Dark Alice or The Nameless Mist, was a better choice being the same speed of card. On the stones I found the Vingolf stone, (Magic Stone of Purgatory), was not very efficient with color production options. And honestly, the counters placed on these cards bother me a lot, but that is a personal issue. Instead I opted to run two Magic Stone of Ebon Home, the option of removal from the top of opponents deck is nice in spite of the possible damage dealt to me. Oh and Dark Elf Sorcerer, while cool, just didn’t work out so I took her out as well. 

Now that allot of the obvious changes have been mentioned here is where the list is now. I will go over what works well with each other, what an ideal starting hand would be as well as turn 1 and 2 plays and lastly what I would change further!

The List as of Now:


Ruler:
Frayla // Frayla, the Revolutionist

Main Deck:
4 Frayla, Servant of Demon Fire
4 Shade Assassin
4 Dark Elf Gravekeeper
4 Majin Dark Elf
1 Lily’s Protector
3 Lily, the Last Flower
3 Thought Control
3 Null Darkness
3 Lightning Strike
2 Faith in the Darkness
4 Jeanne d’Arc, Mad Maiden
3 Majin Sublimation
2 Blazing Floating Castle, Refarth

Stone Deck:
4 Magic Stone of Scorched Bales
2 Magic Stone of the Ebon Home
4 Null Magic Stone

So ideal opening play can be one of two things. The more simple of the two is Null Magic stone being your first stone called, while having Majin Dark elf in hand. You tap the Null stone producing Red
having 200 damage dealt to you, then play the Majin Dark Elf and swing for 600. That’s it! Super easy, you just need to have it in your opening hand, but there’s more! Let’s say you get that play off, pass turn, opponent draws, then calls for a stone and passes (I KNOW! super perfect world but it happens). Coming back into your turn a great card to have in hand is another 1 cost resonator and Majin Subjugation. You start by swinging in with the already on the field Majin DaSk Elf to get 600 in. Then play Majin Subjugation, sacrificing Dark Elf in play, find Frayla and put her into play. She now gains swiftness and with the open stone play another 1 cost Dark Elf, maybe another Majin Dark Elf! Then swing with Frayla buffing the Dark Elf +400/+400 and swing with this resonator as well. That’s a total of 2200 damage by your second turn. If this deck is run well and you have even decent at best opening hand your going to have quick games swinging in hard. The one issue the  deck faces is flyers and other overly populated fields.

If you don’t get the Majin Dark Elf turn 1, a great first Dark Elf to get out is going to be Dark Elf Gravekeeper, You play him down targeting Lily’s Protector from deck, as she serves more use being in your Graveyard than being in hand or on the field. I only have 1 of her and haven’t faced the issue yet of drawing into her. I always hit a Gravekeeper first and make sure to dig her out right away. Her use comes in hand later in the game. Other great targets for Gravekeeper are going to be cards like Shadow Assassin because sometimes later in the game I don’t want to draw into these cards, and they help you buff Lily later in the game as well. You can also pull up a Dark Elf and grab it using your end of turn ability built into Frayla where you receive 300 damage from your Ruler and pull a Dark Elf from graveyard. This has been something I have done several times just to get a Frayla resonator or Majin Dark Elf into hand. 

Now Lily’s Protector, and why we want to pitch her early and then fuel your Graveyard with Dark Elves! It all focuses in on Lily, with her she can enter play and give a target resonator -X00/-X00 for each dark elf in the Graveyard. This helps on turns you may want to swing in with a few resonators, but maybe something big is on the field and in your way. In addition to her giving the minus stat she is also able to get counters by removing a Dark Elf from Graveyard and buffing her. There was a play where Colin, using Panda J-Ruler, removed a Darkness Gem to give her -500/-500, so in response I removed any Dark Elf I had making her 600/600. He then banishes another gem for another -500/-500 in which I responded by removing Lily’s protector from the Graveyard giving her Barrier until end of turn so she lives. The bonus is she also gains Drain until end of turn and depending on how you have played up to now, you may have been losing quite a bit of life from interactions of your deck anyways.

Now, as mentioned above, after seeing how Ruth Allen ran her Frayla deck I didn’t realize the potential that Jeanne D’arc, Mad Maiden had with this deck. I was already running Faith in the Darkness to help get Frayla or Majin Dark Elf into play already, so why not add Jeanne? With her and having three resonators on the field she cannot be destroyed so she is a perfect. Her ability to dispense -100/-100 counters instead of dealing damage is great. I was able to turn Colin’s Panda J-Ruler into a 100/100 J-Ruler in a game recently and it was pretty satisfying. As a backup for Resonator removal, Null Darkness comes in handy. I think I only had two occasions where I was able to use the Null ability on this card but to have the option of killing a potentially dangerous J-Ruler from play is fantastic!


All in all this is the core of the deck and what its running around. Now I have seen opinions that running Lily, and Lily’s Protector are a waste of time/space and there are better options and that running White can help in other situations better than just a straight Red/Black deck. But at the end of the day this deck is a lot of fun and I really enjoy it. Going forward things I wish I could change would be getting my hands on two more Faith in the Darkness in place of the Severing Winds, and Blood Spray I currently have. One thing I would like to be able to get into play some time would be three Jeanne’s, as unless my opponent had a card forcing me to banish, or a card to bounce then there would be no other way of getting these cards out of the way (unless I forgot something then just add that to the list mentioned already). 

Well I hope you found this article of some use! I know many people are always on the hunt for the best deck, or a top competitor against the “Meta”. Fortunately for us at our locals most people will build something they intend to have fun with and not net decking (I’m probably the only one who has broken this trend in the past. lol). Our last tournament we had the following Rulers.

Millium 1.0
Taegrus
Welser
Gill (Lost tomes starter deck)
Fiethsing
Frayla (Me)

If you have any recommendations for this deck going forward or something your having better luck with feel free to let me know in the comments below! And I’ll be sure to respond. 

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Deck Profiles

So here we got my Aimul list, used in the most recent gameplay. As always, I will update this list as I do more testing (or getting suggestions from you guys!). I tried to make it not using any green, including Severing Winds. You’ll find the full Gachalog below, followed by a text list, and then my top 5 cards in the deck. The top 5 are cards I’d recommend keeping in there, even if you change everything around them, as well as the reasons to do so. Enjoy!

Text List:

Aimul, Princess of Despair x 1

Main Deck x 40
Fated Reunion x 2
Twin Blades of Hope and Despair x 3
Forbidden Arts x 3
Flourishing Hope x 3
Grimm of the Crimson Moon x 2
Mephistopheles x 2
Angel of Hope x 4
Venus, Magus of the Metal Star x 2
Dr. Jekyll x 2
Aimul’s Unicorn x 2
False Peace x 2
Knight of Hope x 2
Revival of the Clan x 1
Spider’s Web x 1
Miscalculation x 4
Schrodinger’s Observation x 1
Light Castle, Palace of Hope x 2
Life Stealing Altar x 2

Stone Deck x 10
Magic Stone of Hope x 4
Shadowy Light Magic Stone x 2
Magic Stone of Heaven’s Rift x 4

Sideboard x 15
Thought Control x 1
Karmic Retribution x 2
Separation of Fates x 2
The Final Battle x 2
Servant of the Mikage x 2
Abdul Alhazred, Poet of Madness x 2
The Scorn of Dark Alice x 2
The Two Dragon Princesses x 2

Top 5 Cards:

So this is great in this deck. It was actually recommended by a viewer of the channel. It allows you to fix your deck with a card on top, then judgement, guaranteeing that you can pull the inverse resonator/addition that you wanted into the field with Aimul’s effect. Obviously there are other uses for it as well, but the fixing for judgement is super awesome and easy to do with how low Aimul’s judgement cost is.

This is pretty obvious one that you would need in the deck. You almost always can guarantee that you’ll win a battle interaction, regardless of previous stats with any resonator. It closes a 1200 stat gap! Or if you are swinging in and just need the buff to kill a resonator, you can use the second effect on a completely different resonator to get 2 for 1 if it’s small enough! The inverse side is just awesome as well. It is a pretty reasonable costed way to destroy a J-ruler when you need to (or any resonator). Or if you already have their field under control and are starved for cards, you can re-animate something from your graveyard! The amount of versatility and value in this card is just awesome.

Another 2 cost! This one is just straight up destruction, a new Stoning to Death basically. It’s great to run destruction when you can, and this at quickcast is good for killing things, removing blockers, etc. Pretty straight forward necessity.

I love this one. For only 1 cost at quickcast you get to prevent ANY resonator or J-Ruler from it’s impending doom. This isn’t barrier, so it can protect a specific entity from things like Final Battle and other destruction methods outside the obvious. On top of that it flips over, and you can pay 3 with quickcast to have your opponent banish not 1, but 2 resonators! Banishing is very strong in my opinion, in a world of barriers and destruction prevention. This gets around almost everything in the game.

Lastly we have Grimm! I love this card a lot. The reason I think it’s important inside of this deck is because of it’s flip side mainly. The front side is able to survive and do damage if needed, since it comes with flying and barrier against B/W. His Mystery Counter production is only needed to flip him. Because once he flips he retains his flying and barrier, but on enter he literally can destroy anything in the game that isn’t a magic stone or have barrier! He can kill ANY J-ruler including things like Fox! Any resonator, even with Flourishing Hope effect, or just a field card. If that wasn’t good enough he gets rid of Remnant in your opponents graveyard! As well as any other graveyard effects that may be relevant. In short, run this card.

That’s all for this list. Let me know your thoughts and I hope you have fun with it!

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Deck Profiles

Hey guys! Here is my white mono panda deck list I used in the most recent videos. I’ll be altering more as I play with it, and as I do I will update this article to reflect that. Let me know your suggestions as well!

Here is the full Gachalog. Scroll down to see the top 5 cards that I think you should keep in the deck when you decide to alter other aspects of it. Enjoy!

Text List:

Taegrus Pearlshine x 1

Main Deck x 43

Relief Aid x 2
Escaped Jeweler x 3
Rose Quartz, the Panda Queen x 3
Discovery x 4
Gem Mallet Panda x 4
Fierica, Honorable Thief x 1
Gem Hammer Panda x 1
Ryula, Alabaster Dragon Princess x 1
Shin-Shin•Rei-Rei, Acrobatic Twins x 2
The Jewel Princess x 3
Miscalculation x 4
A New Radiance x 3
Magic Sweets x 1
Orphica, Dancer in the White Mist x 2
Severing Winds x 3
Gem Blade Emerald x 3
Ra, the Golden Bird x 2
Winds of Gold x 1

Stone Deck x 10

Ore From The Treasure Mountain x 4
Light Magic Stone x 6

Sideboard x 15

Profitable Transactions x 2
Magic Transforming Warrior x 1
Jewel Golem x 1
Jewel Sword x 2
Jewel Burst x 2
Sealing the Gates of Darkness x 3
Separation of Fates x 2
Jewel Bullet x 2

Top 5 Cards:



I’m going to start with this one. This is probably one of my favorite cards to have in a panda deck now, any panda deck. Let me break it down, he is a 1 drop  Panda. 1 drop resonators are important in any deck, however this being a panda triggers Taegrus’ passive to gain a light gem! So at minimum it’s a 1 drop gem generating resonator. Then it has an effect to gain any gem you want! So for the cost of 1, you are getting 2 gems, a resonator, and a panda which helps with other aspects of the deck. Then, on top of all that, his tap abilities! He can produce will on command! Assuming you have the proper generation, you can produce extra will pretty consistently, which is really helpful to do early game Shin-Shin combos etc. Just him entering the field gives his tap abilities 2 will to work with at some point. So no matter what deck you do, you need to have this guy in it.

This one is pretty obvious. A quickcast 1 drop that lets you draw a card, and gain any gem you want! Good for digging for cards, as well as getting that last gem you might need for combos or effects.

Here is a pretty awesome one that I think should be in all decks. Being able to essentially recycle your resonators back into your hand and play again is very important inside of a panda deck, since it is so reliant on your enter effects and flooding the field with resonators. It also gives more versatility in the number of different resonators you run, since you can simply recycle them rather than running more. On top of that if you happen to grab a panda you also get to gain any gem  you want! As you can start to see, gem generation is very important in my opinion.

This card is amazing. It’s not quite at the level of Gem Mallet, however it has it’s own perks that work well inside of this deck. For one, it’s a 1 drop that generates any gem you want. As you have seen, I think this is always a great ability. His second effect though is where he shines. For the low cost of 1, you get to bounce him back into your hand! This allows you to play him over and over to keep consistently gaining gems. His rest effect on an enemy resonator is  also super good for stalling, or getting ready to kill someone, or doing a combo with the resonator that destroys a rested resonator! 

Lastly is this one. I love this card. Inside of a Taegrus deck it already is passively a 4 cost resonator. Having 1 drops like Gem Mallet makes it so you can easily bring her cost down as well (or playing her at the end of a Shin-Shin combo). Her enter effect of buffing all your pandas is great for clearing out huge enemy resonator, or going for the killing blow (especially since it buffs your J-Ruler as well, as you saw in our gameplay). Plus as a bonus, whenever she is on the field, as soon as you pass turn all your pandas get to recover! Including your J-Ruler! I love this card for sure.

So those are my top 5 cards that I would definitely keep inside the deck if possible as you go and make this list your own. Let me know your thoughts and any changes you might make! Thanks for reading!

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Deck Profiles

Hey guys! We’ve got our very first Deck Profile for Caster Chronicles! Today we are going to go over a Mono Orange deck I’ve put together. This is my main deck for gameplay I’ve been using. If you would prefer a video version of this profile click below:

I will be doing deck profiles for Mono Yellow and a Yellow/Orange deck as well. The duel color deck uses exact cards that are in both of these mono decks, which allows you to essentially have 3 decks for the cost of 2 if you follow these builds as they come out. Enjoy!

Below is the Gachalog for the deck if you just want the deck list and nothing else:

So the basic idea is to flood the field to chip away all of your opponent’s orbs as quick and consistently as you can. You also control your opponent with discarding, and drawing cards of your own to help fix your hand. Your biggest threats are basically mirror matches, and cards with high defense in reverse position. This deck doesn’t run a lot of heavy hitters, so to make up for that it runs destruction to get around that.

I’ll go over the top 5 most important cards in the deck and their functions, to give you an idea of how it should run and how you can customize it around these base cards.

Orange Peko (Lvl1 and Lvl2):

No it’s not cheating, they technically have the same name so they count as 1 card for my top 5. But yeah these are pretty obvious. Level 1 Peko is able to consistently bounce your Crispy Cookies back into your hand to play again. Recycling of your graveyard is strong in most card games, and this is no exception. With Crispy Cookie’s low cost, and how corrupting orbs works in this game, bouncing and playing a 1 cost servant is very valuable.
Level 2 of Peko is even better. She banishes the Peko under her (or another face down Peko) to cheat in a 3 cost Orange card! This is most helpful to combo off with cards like Zhu Bajie, which would then grab a Cookie. Her second effect isn’t nearly as good, but can be useful in a pinch.

Crispy Cookie:

Speaking of Crispy Cookie, look what we got! This guy is the fuel of the deck. It’s a nice vanilla 1 drop, but enough of these guys on the field can start chipping away pretty quickly. He is the only 1 cost sweets in the game right now, so he’s the best and only choice to combo with Orange Peko, Zhu Bajie, and more. 
Basically, if you run an Orange deck, I’d  highly recommend considering him each time.

Zhu Bajie:

This card is pretty awesome. It’s a 3 cost that when it enters, grabs a Cookie from your deck. Searching out cards is already strong,  but this card can be cheated out when she dies by both Orange Peko Lvl2, and Carrion Scrounge! Making combos very abundant. And now with shuffling cards from graveyard a thing, she can grab cookies back out of your deck when your opponent puts them inside (or if all your cookies are dead you can recycle them into the deck to grab them again). 
Just a great card overall, especially in a sweets deck.

Carrion Scrounge:

Once again, speaking of! This card is one of the best orange conjures in the game in my opinion. It just straight up grabs any 3 or less cost from your graveyard an puts it into the field for 2 cost total!  And on top of that it has the ‘Break’ mechanic, making it a potential free combo. You use this to grab Zhu Bajie, who then grabs Cookie, for example. It’s a very obvious and strong choice for many types of decks in general.

Swallow Whole:

Strange imagery aside, I really like this card. You lose a servant, but before that servant dies you can use it to pay the cost of this card. That way you don’t get behind a turn until next time at least. But the 1 cost more than makes up for it (considering the other orange servant  destruction ranges from 4 to 5 cost). The reason this is in my top 5 is because, like I said, the main weakness of this deck is high defense cards in reverse position. This not only eliminates that, but does so for a low cost, allowing you to keep playing cards and populating your field for a potential win that turn. The banishment hurts, but can be softened by casters that can bounce back into the game.

So yeah, that’s my list! Let me know what you think of both it, and the format of this article. I’ll see you all next week with a new deck profile here on the website! Have fun!

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All Articles, Deck Profiles
 

With the possibility of sealed being removed as a format for upcoming Grand Prix Richardson, and other GP’s going forward, it may be a good idea to look at other ways of dealing with the competition of Faerur, Ayu, and Lumia. Today we take a look at the Burning Tree deck played at GP Atlanta, (1/20/18) as well as getting the opinion of the pilot of this deck, Victor Harris. Here we will see how his matches went, changes he would make (if any), and advice going forward with this deck. While Victor has said it is not his best play through of the deck, you can find it in action during GP Atlanta, thanks to the live stream Jeremy (aka DM073) provided at the following link. Jump forward to 5hrs 48Minutes for the start of the game.

Ruler: Yggdrasil, Malefic Verdant Tree Main Deck: 2 Melgis, King of Black Flame 2 Mikage Seijuro, Patriarch of the Vampires 4 Explorer on Mt. Hoelle 4 Sylvia, Blade of the Supreme King 4 Red Riding Hood, Rainbow to the Heavens 1 Valentina, the Twilight Passion 2 Conjure Time Bomb 3 Magic Impact 2 Invitation of Disaster 4 Otherworld Dreams 4 Lightning Strike 4 Memory to Memoria 4 Crimson Sanction 4 Refarth’s Wall of Flames 4 The Final Battle 4 Blood Boil 2 Majin Madness 2 Severing Winds 4 Callous Blaze Stone Deck: 4 Magic Stone of Scorched Bales 4 Magic Stone of Blasting Waves 1 Magic Stone of Summer’s Breeze 1 Magic Stone of Purgatory Sideboard: 2 Mikage Seijuro, Patriarch of the Vampires 1 Valentina, the Twilight Passion 4 Abdul Alhazred, Poet of Madness 1 Sorceress of Heavenly Wind, Melfee 2 Conjure Time Bomb 1 Invitation of Disaster 2 Burn to Cinders 1 Heteroclite Excalibur 1 Alhama’at’s Black Lightning

How long have you been playing Force of Will, and what got you into the game?

“I have been playing Force of Will since GP Houston 3 years ago. I think I made top 64 that first GP, probably 60th place. And I thought that was a huge accomplishment. I got into the game because honestly my family was going through some personal issues and I needed a stress-free hobby to get my mind off things, my family life is better now but the game (I also play Magic) is the most fun card game I have ever played.”

Was this your first GP? Have you been to this level of event in other card games?

“I have been to multiple Force of Will GP’s and one Magic the Gathering GP. I have actually top 8’d at two Force of Will GPs.”

Approaching the GP was this a deck you made in anticipation of the meta? Or was this a deck you have been running already and then decided to take it to the GP?

“The deck was actually a combination effort months ago by me and Dane Patey. Dane had won at least 2 GPs last year and we wanted to work on a fun deck together. We made a Water/Light/Darkness/Fire burning tree deck for Master’s but I was the only one that played it. That deck which was way worse, took 22nd place at Masters cutting it down from 4 colors to 3, Fire/Darkness/Wind made a huge difference, and the main reason for the Wind was just to run 4 Otherworld Dreams. I knew Ayu and Faerur were major rulers and expected a lot of them at this GP, the deck has a VERY good Ayu match-up and I felt very good about it against faerur. What I felt like would be a bad match-up Lumia, turned out to be way more in attendance than I expected. I played Lumia in one match against David Hartley and won that match, but feel it was partly luck of the draw.”

What was your final standing when the GP was over (including win/loss/tie record) ?

“I was 5-2 final standing 18th place, my record 5-2 was the same record as 11th place.”

How did your match-ups go? And what would you say you faced the most of in your pairings?

“The deck performed well all day, the deck I played against the most was Ayu, Both of those matches I felt were very favorable to me. I played two Faerur and the match I lost on stream I felt was very winnable. I got too greedy after playing Wind/Water/Light Faerur and Wind/Fire Faerur. I was used to Faerur not having any life loss effects and I paid too much life for Melgis, forgetting that darkness had access to life loss to hit me directly.” “I feel like overall my matchups throughout the day were favorable and the deck performed well. My only matchup I considered bad was Lumia. I think Fox has a slight advantage as well, but overall the deck was great.”

Looking at your original list, what, if anything, would you recommend as changes going forward?

“I underestimated how wide most boards go in the current meta. I knew Faerur would get a lot of tokens, but I didn’t realize Lumia would be so popular and they develop a lot of resonators as well. This makes certain resonators way worse. Especially Sylvia, since they can pick a different small blocker even if you make it so their bigger resonators cant block. Also true blade makes some resonators worse like red riding hood. Crimson Sanction is a 1 cost Fire spell that deals 300 damage to a player but if you have 5 magic stones due to seal, it does 700. 700 damage for 1 Fire will is a great rate in burn but the card under-performed all day, it was just a little slow in the meta and playing it earlier for only 300 damage did not feel good. So I would at least take out all 4 Sylvias, and the crimson sanctions, I might also take out some of the red riding hood. I would put in 2 more Severing Winds, 1-2 more Conjure Time Bomb main. That card either does serious damage or does very little, in the match-ups that conjure time bomb is good, it almost wins you the game a lot of time. I would also possibly consider playing Tama in the deck, as card draw and to slow down Lumia and Faerur’s tokens.”

In the hands of another play, do you feel they would make top 8 given the recommended changes?

“It really depends on how the meta evolves. I feel like if lumia gets way more popular the deck will get worse. They have so much card draw and play sometimes up to 12 counter spells in their deck. If the meta was going to be Faerur, Ayu, and pretty much any other deck, I think it would have a very good shot of doing well.”

What advice would you have for someone playing this deck at the next GP/ARG ?

“The deck is really fun to play, but you really want to be making one big move a turn and the games are very much a race. I would just say each turn ask yourself what would make the most impact? Sometimes using your burn spells to slow them down makes a lot of sense, but for the most part if your spell or ability wont make a major impact on their game-plan, its better to play something that will just damage them directly. It is always funny to just play a burn spell to their face and pass turn, you feel like you are not doing much but the burn spells add up very quickly. In this game if you play 8 Lightning Strikes, you win the game. when you view it that way, every bit of damage counts.” “As cards to add, I think Al’H’s Black Lightning might be a good addition to the deck as well. It would help deal with resonators like Lumia, without them being able to counter it.”

A Special Thanks to Victor Harris for allowing me ask more in depth questions on how his deck ran. If you would like to see more articles like this going forward please let us know in the comments section below or send us a message on social media.

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Deck Profiles

This is an article detailing my thoughts on what makes a good Faerur Deck.  After testing out a couple different ideas this is mainly what I’ve settled on.

http://www.gachalog.com/list/47854097 I first started with the idea of running Faerur’s Command as a ramp and combo piece, however the deck was too fragile to function.  I toyed with the idea of adding beefier resonators and decided on a mid range variant. With that in mind I set out to make a deck focused on ramping out will, and playing big mid-range threats. The ramp The ramp this deck utilizes is fairly simple.  You play Spirit Caller Elf into Sacred Elf for 4 will on turn 2.  The deck also utilizes other stone ramp in the form of Magic Stone Analysis and Absolute Awareness.  The best thing about Faerur is that his ramp is instant with Spirit Caller Elf.  Unlike the Wind Dragon ruler or regular Sacred Elves, as soon as you play Spirit Caller Elf you can utilize Faerur’s ability to recover a stone, essentially making them a free card.  With other ramp centric rulers you need to wait for summoning sickness to wear off to utilize their abilities.  Faerur allows Spirit Caller Elf to be used immediately to gain a stone advantage. The mid-range threats Next, we have the threats you’ll be playing ideally on turn 2.  Mariabella is the best 4 drop we have.  She allows more ramp while controlling the board, if she can gain a couple resonance triggers.  Tia Letoliel is similarly, a surprisingly solid card.  With 5 will you can put a 900/900 body on the field, a 200/200 flyer, and ping something to destroy it.  She only gets better when you J-Activate Faerur.  Faerur brings out Tia, who in turn brings out her falcon.  From here you can really start controlling the board with gale counters from Faerur, and destroying pesky resonators with Tia.  Sneaking in damage post blockers by dumping gale counters into an unblocked elf is also a good line. Counters Before I start with this section, this deck does not run Faerur’s Spell.  It probably should, because Faerur’s Spell is an excellent 1 drop counter spell, and it can be enabled during the opponent’s turn using Faerur’s ability to recover magic stones.  Future decks iterations may include this card, but as of now it doesn’t fit the resonator heavy theme of the deck. Severing Winds is a different story, as it’s just too good of a card not to run. Overall, The deck is surprisingly fun to play, and solid.  You should be aiming to close out the mid-game with Mariabella and Faerur, as they can handle a lot of the troublesome resonators.  The unique style of ramp Faerur allows really lets the deck shine and is definitely the cornerstone of the deck.  Hope you enjoyed the article, and my take on a Faerur mid-range deck.   – Joe

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