Mixfortune
Apr 29, 2004, 03:45 PM
I figured I'd post a deck and get some feedback. Of course, that means I can't really use this deck online because of similar decks or counter decks (although I don't think anyone is really bent on making counter decks specifically against me), but oh well.
I just made this deck yesterday after thinking for a little while. I tested some of the concepts within earlier decks, and this deck seems to work quite well against COMs, but I have not really tested it against human players, since it's missing a few cards.
Story Character: Kranz
DB Saber x2
Slicer of Assassin x3
Mechgun x1
Soul Barrier x1
God's Shield Genbu x1
DB's Shield x1
Mag x1
Assault x1
Mighty Knuckle x1
Half Attack x3
Punch x2
Change Attack x2
Dodge x2
Guard x3
TP Defense x2
Escape x2
Card Return x2
The focus of this deck is to destroy items or creatures and bypass many viable means of defense.
The deck centers around the Slicers of Assassin and keeping them alive and around, with a DB Saber as backup for tight spots or when you are surrounded (fixed range of slicer won't attack a square next to you), and also help create the link if you use the DB shield to help protect a Slicer of Assassin.
This is a one weapon, one shield setup. Depending on the cards available, adjustments can be made, such as the removal of dodges and guards for more suitable Punch Guards, etc.
Cards such as Escape and Card Return help keep the low number of weapons available. The mechgun can be any other backup weapon, such as another DB Saber, so long as it has a cost of 1 or 2. I chose a mechgun for its range, since it can be used in conjuction with either the Slicer's range or the DB Saber's range.
The main point of the deck is to destroy items and creatures by means of Minor Death. With Minor Death, if the target has 3 or less HP after an attack, it is automatically destroyed, regardless of damage taken.
If I attack an Evil Shark that has 3 HP for 4 damage and it blocks with a Guard, doing 0 base damage, it will still automatically destroy the Shark, since it had 3 or less HP.
Likewise, if a creature with 5 HP takes 3 damage from the Slicer of Assassin, bringing it to 2 HP, it is also automatically destroyed. Here's where the Half Attacks come in.
Half Attack brings the target down to half of its current HP (no affect on story characters), and is virtually unblockable. Half Attack used in conjunction with Slicer of Assassin can automatically destroy any target with 7 or less HP. Quite nifty with fixed range.
Downsides of this deck become apparent when surrounded without the proper weapons equipped, or when facing certain Hunters. Against Hunters, I recommend using the God's Shield as opposed to DB's Shield, as the four point cost of the God's Shield will allow more than one weapon to be equipped. Watch out for major rampage when equipping three or more weapons, otherwise the Slicers are toast.
No doubt there are better cards to place in here, such as Punch/Penetrate guards and cards such as Immortality, but this is what I currently have to work with.
Overall it's a risky deck in the beginning, but if you handle yourself well early on, the EX bonus and fixed range from Kranz should make it easier to use the cards you need to.
Suggestions? Comments?
EDIT- Fix may work well in this situation, making it easier to keep the Slicers alive while destroying targets with 5 or less HP. Hmm...
<font size=-1>[ This Message was edited by: Mixfortune on 2004-04-29 13:48 ]</font>
I just made this deck yesterday after thinking for a little while. I tested some of the concepts within earlier decks, and this deck seems to work quite well against COMs, but I have not really tested it against human players, since it's missing a few cards.
Story Character: Kranz
DB Saber x2
Slicer of Assassin x3
Mechgun x1
Soul Barrier x1
God's Shield Genbu x1
DB's Shield x1
Mag x1
Assault x1
Mighty Knuckle x1
Half Attack x3
Punch x2
Change Attack x2
Dodge x2
Guard x3
TP Defense x2
Escape x2
Card Return x2
The focus of this deck is to destroy items or creatures and bypass many viable means of defense.
The deck centers around the Slicers of Assassin and keeping them alive and around, with a DB Saber as backup for tight spots or when you are surrounded (fixed range of slicer won't attack a square next to you), and also help create the link if you use the DB shield to help protect a Slicer of Assassin.
This is a one weapon, one shield setup. Depending on the cards available, adjustments can be made, such as the removal of dodges and guards for more suitable Punch Guards, etc.
Cards such as Escape and Card Return help keep the low number of weapons available. The mechgun can be any other backup weapon, such as another DB Saber, so long as it has a cost of 1 or 2. I chose a mechgun for its range, since it can be used in conjuction with either the Slicer's range or the DB Saber's range.
The main point of the deck is to destroy items and creatures by means of Minor Death. With Minor Death, if the target has 3 or less HP after an attack, it is automatically destroyed, regardless of damage taken.
If I attack an Evil Shark that has 3 HP for 4 damage and it blocks with a Guard, doing 0 base damage, it will still automatically destroy the Shark, since it had 3 or less HP.
Likewise, if a creature with 5 HP takes 3 damage from the Slicer of Assassin, bringing it to 2 HP, it is also automatically destroyed. Here's where the Half Attacks come in.
Half Attack brings the target down to half of its current HP (no affect on story characters), and is virtually unblockable. Half Attack used in conjunction with Slicer of Assassin can automatically destroy any target with 7 or less HP. Quite nifty with fixed range.
Downsides of this deck become apparent when surrounded without the proper weapons equipped, or when facing certain Hunters. Against Hunters, I recommend using the God's Shield as opposed to DB's Shield, as the four point cost of the God's Shield will allow more than one weapon to be equipped. Watch out for major rampage when equipping three or more weapons, otherwise the Slicers are toast.
No doubt there are better cards to place in here, such as Punch/Penetrate guards and cards such as Immortality, but this is what I currently have to work with.
Overall it's a risky deck in the beginning, but if you handle yourself well early on, the EX bonus and fixed range from Kranz should make it easier to use the cards you need to.
Suggestions? Comments?
EDIT- Fix may work well in this situation, making it easier to keep the Slicers alive while destroying targets with 5 or less HP. Hmm...
<font size=-1>[ This Message was edited by: Mixfortune on 2004-04-29 13:48 ]</font>