Sunday, April 27, 2014

T-Theory Analysis: Dragon Monk, Goku

My first analysis using my Trifecta Theory will be with my favorite deck, Dragon Monk Goku.
(Using Current Cards upto set 13)

I have thought about doing an full on disruption deck as Goku is already very disruptive in his own right however I wanted to use this post to help me develop my theory as well as go through building a balanced deck.

First we should start by making lists of each card available to use and organize it by its place in the Trifecta and what grade is. Any cards that do not fall into a category such as vanillas will not be listed and are mainly to be used for filling in the deck where it needs to be filled in such as hitting magic numbers. (a.k.a. 5000 power increments on the opponents vanguard usually 16,000 and 21,000 for normal 11k Vanguards)


 Note: I will be using shortened names and abbreviations to prevent the list from getting out of hand.

Disruption:
3s: Blazing Flare, /Exile Dragon, Bloackade, Blockade Inferno, Vortex Dragon, Dragonic Lawkeeper
2s: Berserk, Corduroy, Tejas, Striken (situational)
1s: Kimnara, Heatnail

Advantage:
3s: None
2s: None
1s: Gojo, Aermo, Guard Griffin, Kersey, ~Heatnail (If he hits he loses advantage)

Pressure:
3s: Amber-Eclipse, Dauntless, DOtE, Dragonic Waterfall, Dual Axe Archdragon, Aleph, Blockade Inferno
2s: Tejas, bellicosity
1s: Heatnail

From our list we can see that Most of our Advantages come from Grade 1s and it isn't hard advantage it is just card quality advantage (exception Guard Griffin), Most of the disruption and pressure come from grade 3 vanguard abilities with the exceptions of heatnail and tejas.

For the basics we know we will run 4x Goku 4x Barri (Perfect Guard) and our starter will be Conroe. Now to analyze what we already have.

Desired Grade Ration 1-2-3 -> 13-11-9

Disruption: Goku is crazy with disruption he gives it for free all game long with the disadvantage of it being random. I don't think we will need much more than him.

Advantage: None

Pressure: None

First Run through.
So we need to really up our pressure and advantage. First since we get so much disruption from Goku I think we can delegate our counterblasts to Guard griffin to gain more hard advantage. Now to add more pressure. Most of the abilities are vanguard only for grade 3 so we need to look to Tejas, Heat nail, and Bellicosity. Tejas is really weak sitting at 8k power but Since Goku doesn't use any counterblasts Bellicosity has no obvious pressure. Because of both of these I think we should add pressure by using heatnails. Lets take a look at our deck again.

4x Goku
4x Heatnail
4x Barri
4x Griffin
1x Conroe

We are still ahead on disruption compared to everything else. and we actually are the worst off in Advantage because Heatnail reduces it slightly. Because of this I think we need only use 3 heatnail and use our last 2 spots for gojo since he can help increase our card quality all game as opposed to aermo who only works early and kersey who is a one time thing.

So our grade 1s are complete, Of the trifecta the only useful Grade 2 seems to be Berserk dragon, Bellicosity and tejas were explain earlier and Corduroy requires a lot of Seal dragons. However we can't expect to use all out Counter Blasts for Griffins based on having to play them or Damaging them. So we can add a few berserk dragons to clean up unused Counterblasts. Lets go with 3.

 Before we list the Changes we made we also should run 2x of a back up vanguard to Goku since we won't always get him. A good choice here is Waterfall since he follows the same Grade 3 theme. Our list now looks like.

4x Goku
2x Waterfall
3x Berserk
4x Barri
4x Griffin
3x Heatnail
2x Gojo

This gives us a Trifecta of D-A-P -> 10-6-5 And since there are no more viable options for each Trifecta we will fill in the rest of the deck with Grade 3 Dragonic Overlords 11k attacker rearguards will be able to hit without a rearguard, Wyvern strike Gyuntulu 11k attacker if we have more rearguards than the opponent, Nehalem 10k vanilla for hitting 16k with all of our 6k grade 1 boosters.

Lastly we need to look at Triggers. There is still a clear lack of Pressure and Advantage in out deck in about even amounts so given that we will have 4 Heals There are 12 triggers left to choose from. To equally promote Pressure and Advantage we can use 6 criticals and 6 draw.

If we count triggers as half because they are random we end up with a Trifecta of 10-9-8 which is pretty well balanced between the two.

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