Since this is my first analysis I wanted to explain how I'm going to do it first. Rather than doing a build up for the deck as I did with Goku. I will be taking an existing decklist and analyzing it with T-Theory. I plan on taking my decklists from V-Mundi as I respect all the analysis and data gathering that she has done for the game. After I have analyzed the deck we can look at where its weaknesses are and how we can combat it.
V-Mundi's List
Grade 0: 17
Grade 3: 8
First lets categorize each card then we can see how much of each component it has (Disruption, Pressure, Advantage). Cards that are I am ignoring for this process are either vanilla or used in so many decks that they might as well be vanilla.
Dust Tail Unicorn - Advantage:
Dust Tail Unicorn allows you to complete a triangle lock or block out an attack trading itself for a 10k shield
Lanthanum - Pressure:
Lanthanum is a pressure unit because it can go up to a 9k -11k booster fairly easily which can create 21k+ lines with basically any attacker. The reason I don't include Niobium along with Lanthanum is because Niobium only goes up to 13k when you get a double lock which hits 20k with a non-Lanthanum booster so to hit strong numbers you end up needing Lanthanum anyway. While Triangle Locking is a thing unless you break ride WITH Niobium on the field you're probably never going to reach 15k on Niobium.
Palladium - Advantage:
Palladium like Dust Tail trades itself for renewing a Lock and can act as a pseudo 10k shield.
Colony Maker - Advantage:
Colony Maker lets you fetch a Grade 1 or less from your deck for CB1 but your opponent needs to have a locked units for you to activate the skill. Since it gains you a card its Advantage.
Infinity Zero Dragon - Advantage/Pressure:
+10k provides pressure as all break rides do and the double locking can save you 15k shield at the least possibly more causing it to be a powerful advantage card.
Chaos Breaker Dragon - Advantage/Distruption:
The first ability lets you trade a card in your hand for a lock on any unit such as an attacker which means you can turn any card in your hand into a 10k shield (Advantage). Its limit break is a combo Disruption & Advantage ability since it lets you permanently kill choice units while drawing you even more cards.
*Note: A lot of the advantage in this deck is pseudo advantage meaning that its not really there your not actually gaining cards by locking out attackers you are just not losing cards.
So lets total up each category. (not including triggers)
Disruption - 4
Advantage - 15
Pressure - 8
As we can see this deck is overwhelmingly an Advantage deck. So Lets look at some commmon Trigger line ups added in as well as the one I would suggest
V-Mundi's (8 crit, 4 stand)
D/A/P - 8/15/16
This trigger line up balances out the deck's Pressure and Advantage but leaves a hole in the Disruption side.
Common (8 crit, 4 draw)
D/A/P - 4/19/16
The common trigger line up we see for most deck actually makes things worse and while its advantage and pressure are really strong again its disruption is extremely weak.
Bambi's Suggested Line up (4 crit, 8 stand)
D/A/P - 12/15/12
This trigger line up balances out all 3 components of T-Theory in the deck as much as possible.
How to combat this deck (Based on Common Trigger Line up)
When playing against CBD you should take into account their lack of disruption. If we look at the triangle of power CBD has a lack of disruption thus when we look at the triangle of power we see that Disruption > Pressure. Without Disruption the deck has a hard time permanently dealing with pressure lines/ units (Locking is only temporary). Based on this if you really want to beat CBD try to skew your deck towards Pressure by adding in more critical triggers or allowing the possibility of making 21k+ lines.
Other Tricks to fight CBD
1. If you can make powerlines either put them out really early and force them to limit break early without resources or save them for later in the game after they have used up most of CBD's limit break retiring ability. This will allow you to capitalize on their lack of disruption.
2. Countering the Triangle Lock. Basically what you want is a unit behind your vanguard which can be moved into the soul at will. This will allow you to move it into the soul when you think you are able to put the opposing CBD at limit break. When you do this right before they want to break ride there will be no vanguard booster to Lock and so you won't get triangle locked for that turn. (then you can replace the booster next turn and still have a strong attack.) I stumbled upon this when I playing myself vs. CBD and I got my opponent to 4 damage and my Heatnail Salamander went back into the deck. I'm sure there are ways for your opponent to play around this and you could get triangle locked the next turn but it allows you to negate part of their strongest play.
- 1 Dust Tail Unicorn
- 4 Star-Vader Stellar Garage. Heal Trigger
- 4 Any Stand Trigger.
- 4 Star-Vader Weiss Soldat. Critical Trigger
- 4 Star-Vader Meteor Liger. Critical Trigger
- 4 Barrier Star-Vader Promethium
- 4 Strafe Star-Vader Lanthanum
- 4 Magic Bullet Star-Vader, Neon
- 2 Prison Gate Star-vader Palladium
Grade 3: 8
First lets categorize each card then we can see how much of each component it has (Disruption, Pressure, Advantage). Cards that are I am ignoring for this process are either vanilla or used in so many decks that they might as well be vanilla.
Dust Tail Unicorn - Advantage:
Dust Tail Unicorn allows you to complete a triangle lock or block out an attack trading itself for a 10k shield
Lanthanum - Pressure:
Lanthanum is a pressure unit because it can go up to a 9k -11k booster fairly easily which can create 21k+ lines with basically any attacker. The reason I don't include Niobium along with Lanthanum is because Niobium only goes up to 13k when you get a double lock which hits 20k with a non-Lanthanum booster so to hit strong numbers you end up needing Lanthanum anyway. While Triangle Locking is a thing unless you break ride WITH Niobium on the field you're probably never going to reach 15k on Niobium.
Palladium - Advantage:
Palladium like Dust Tail trades itself for renewing a Lock and can act as a pseudo 10k shield.
Colony Maker - Advantage:
Colony Maker lets you fetch a Grade 1 or less from your deck for CB1 but your opponent needs to have a locked units for you to activate the skill. Since it gains you a card its Advantage.
Infinity Zero Dragon - Advantage/Pressure:
+10k provides pressure as all break rides do and the double locking can save you 15k shield at the least possibly more causing it to be a powerful advantage card.
Chaos Breaker Dragon - Advantage/Distruption:
The first ability lets you trade a card in your hand for a lock on any unit such as an attacker which means you can turn any card in your hand into a 10k shield (Advantage). Its limit break is a combo Disruption & Advantage ability since it lets you permanently kill choice units while drawing you even more cards.
*Note: A lot of the advantage in this deck is pseudo advantage meaning that its not really there your not actually gaining cards by locking out attackers you are just not losing cards.
So lets total up each category. (not including triggers)
Disruption - 4
Advantage - 15
Pressure - 8
As we can see this deck is overwhelmingly an Advantage deck. So Lets look at some commmon Trigger line ups added in as well as the one I would suggest
V-Mundi's (8 crit, 4 stand)
D/A/P - 8/15/16
This trigger line up balances out the deck's Pressure and Advantage but leaves a hole in the Disruption side.
Common (8 crit, 4 draw)
D/A/P - 4/19/16
The common trigger line up we see for most deck actually makes things worse and while its advantage and pressure are really strong again its disruption is extremely weak.
Bambi's Suggested Line up (4 crit, 8 stand)
D/A/P - 12/15/12
This trigger line up balances out all 3 components of T-Theory in the deck as much as possible.
How to combat this deck (Based on Common Trigger Line up)
When playing against CBD you should take into account their lack of disruption. If we look at the triangle of power CBD has a lack of disruption thus when we look at the triangle of power we see that Disruption > Pressure. Without Disruption the deck has a hard time permanently dealing with pressure lines/ units (Locking is only temporary). Based on this if you really want to beat CBD try to skew your deck towards Pressure by adding in more critical triggers or allowing the possibility of making 21k+ lines.
Other Tricks to fight CBD
1. If you can make powerlines either put them out really early and force them to limit break early without resources or save them for later in the game after they have used up most of CBD's limit break retiring ability. This will allow you to capitalize on their lack of disruption.
2. Countering the Triangle Lock. Basically what you want is a unit behind your vanguard which can be moved into the soul at will. This will allow you to move it into the soul when you think you are able to put the opposing CBD at limit break. When you do this right before they want to break ride there will be no vanguard booster to Lock and so you won't get triangle locked for that turn. (then you can replace the booster next turn and still have a strong attack.) I stumbled upon this when I playing myself vs. CBD and I got my opponent to 4 damage and my Heatnail Salamander went back into the deck. I'm sure there are ways for your opponent to play around this and you could get triangle locked the next turn but it allows you to negate part of their strongest play.
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