Friday, May 15, 2015

Budgetguard 18: Dark Irregulars

Hey Cardfighters,

This week we get in touch with our creepy side using a Dantarian and Echo of Nemesis deck

Winning Image:  Huge Unguardable Breakride attack

BT12-015EN-RR
(Image Courtesy of Cardfight Wikia)

      The key card to this strategy is King of Masks,  Dantarian. His break ride effect is that you can choose upto 3 rear guards giving them +1k for each card in the soul until end of turn. In case you didn't know it is a CONT: effect so those rearguards can get even higher if you soul charge more in that turn. This effect will let you hit super high numbers which make it hard for the opponent to guard with Echo of Nemesis' Skill.

FC02-019EN
(Image Courtesy of Cardfight Wikia)

     The second piece to the wombo combo is Echo of Nemesis who can soul blast a grade 0 to soul charge 2 and then his limit break ability is that when you attack if you have 10 or more cards in soul then your opponent cannot call grade 1s or greater from their hand to guardian circle and he also gets +10k which means that on break ride turn he is 31k unboosted. This is the key point to our strategy.


Deck List:
Starter: Devil in Shadow
8x crit
4x draw (shirley)
4x heal

G1s:
4x Dimension Creeper
2x Bloody Calf (0.30)
4x Devil Child
4x March Rabbit of Nightmareland (3.00)

G2s:
3x Dark Soul Conductor
4x House of Amon, Psycho Grave
4x Free Traveller

G3s:
4x King of Masks, Dantarian (3.80)
4x Echo of Nemesis (1.00)

G4s:
2x Heat Elemental, Magum (4.00)

Final Cost: $39.8

Deck Comments:
     The main things in the deck build are the starter which helps set up your breakride combo as the deck is much less potent without that combo. Next the Grade 2s are mainly focused on getting your soul up with Conductor soulcharging after you guard with him and Free Traveller letting you get Dimension Creepers straight from the deck. The other odd choice might be Devil Child but a 10k vanguard booster does wonders in this deck especially with the easy cost of getting to 6 soul. 


Match ups:
  • VS. Revengers (Win)
    • I wish I had time to show a better game because he was grade locked at ZERO and I had a hand that was capable of rushing. I go first and after my first draw have ALL my psycho graves in hand which is pretty funny. He misses his ride and attacks getting his grade 1 but not hitting. I ride and call a front row of psycho graves. Drive checking into dantarian yesss. 2-0. He rides Dorint and attacks my vanguard which I gladly take. 2-1. I ride to grade 3 and keep attacking. 3-1. He goes to grade 2 and calls a column. He attacks my rearguards but I have back ups so I let it through. 3-2. I get up to six soul using my starter and a shirley. This lets me call a Grave and get the skill off and call the 10k booster behind my vanguard. 5-2. He rides into abyss and legions trying to recoup his lost advantage through damage. Unfortunately he drive checks 2 Stand Triggers and opts not to restand with Abyss to not waste the triggers. 5-3. I stride since I'm not at limit break and he can't guard which finishes the game. I think he would have done better if he focused my rears more to prevent me from taking advantage of his slow start.
  • VS. Altmile Stride (Win)
    • This game was much more fun than the previous one. My opponent went first. This meant the first attack was mine. 1-0. He gets aggressive but I get a damage trigger to put an end to that. I counter his offense by going after his rearguard and then his vanguard. 2-1. He continues his pressure with another attacker. this time he gets a crit and a heal. 1-4. Looking a littler rough for me but I do have dantarian so anything can happen. I stride to equal out the damage, but get no triggers. He misplays and thinks he can break ride at 2 damage without an LBE (which would be insane) but I let it slide cause i'm tired and I have pg anyway. 2-4. I breakride dantarian over dantarian get myself upto 6 soul. I mess up my attack pattern a little but he doesn't get any defensive triggers so it works out. 5-4. He strides and I'm worried he'll go into Saint Blow forgetting he hasn't stridden this game at all. I guard his rearguard hits and pray he doesn't get a critical on his drive check. My praying pays off and he manages to only drive check non-triggers. This sets me up perfectly for next turn for breakriding with Echo of Nemesis which I do and soul charge as much as I can getting him upto 56k. Without enough grade 0s my opponent is forced to no guard and I hit a critical trigger on my drive check luckily because he go a 6th damage heal and that's the game.


Overall Performance:
      The deck surprised me its fairly consistent and is good at what it does. The first game I played was a little unfair but it shows that the deck isn't so weak that it can still lose to a grade locked opponent. If you like to make really big numbers on top of preventing perfect guards this deck is super fun.

Tips for Mastering:
  • Be careful not to soul charge/stride too much because decking out can happen.
  • Keep track of how many grade 0s they are using/drive checking if you catch them at a bad time you can steal games. 
  • Don't forget that Dantarian powers up rearguards too! This can prove super important.

Tips for adding money:
    The first order of business is to flesh out the G-zone by getting upto 8 G-units. I would suggest Atmos and Blizza because you don't use a lot of counter blast so you can use it with them to help get your opponent up to higher damage for Echo of Nemesis to do its thing. After that look into getting better grade 2s for the deck. My suggestions would be to replace free traveler with emblem master to provide on hit pressure and soulcharge faster. That's all I can think of for advancing this particular build, but there are a lot of other option of Dark Irregulars if you find that you enjoy the clan.

Do you have any comments on the deck? Want to request a budget deck from me? Please leave a comment and help me help you.

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Thanks for reading,

~Bambi

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