Jazhara
Sep 27, 2004, 08:19 AM
Many people hate playing on Vega due to the insistence of spoilt kids on using cheap MC decks.
If you can't get a HUM game on Mintaka, or anywhere else for that matter (as is my preference), and it's one of "those" days on Vega here's a good anti-MC deck:
Deck: "Canned" (4P Battle)
Both players in your team should use this deck.
Character:
Saligun (MV3, low-cost halfguard)
Items (9):
Sange x3 (Low-cost Slayer, Battle Recovery)
Yamoto x2 (Minor slayer, multi)
Red Saber (Low-cost Halfguard)
Monkey King Bar (12 HP, AP Growth)
Mechgun x2 (Minor Slayer)
Action (attack)(8):
Heavy Slash
Snipe
Round Slay
Stab
Lock on 3
Tornado
Virus x2
Action (defence) (9):
Resist
Protection x2
Defender
Reduction
Solid
Companion
Grow Guard
TP Defence
Assist (4):
Territory
Assistless x2
Fly
--------------------------------------
Deck notes:
- The key is to try and render many of the opponent's DEF cards useless by scoring 6-7 damage on 1-2 HP creatures with a single attack point (using Low-cost / Minor Slayer), making any 1 or 2 point def almost useless (except TP Def) as it can't block the damage.
This forces the opponent to use 3-point DEF cards and leaves your SC free to Virus / Tornado when the ATK dice are high. It also allows you to set a decent weapon and kill a creature on a roll of 5.
- Hence, Lock on 3 in the deck is very useful, always try and play it if the opponent rolls DEF 3+. It prevents 3 key cards: MC Guard, Companion, Weakness.
- The Sange is the preferred weapon, the low-cost slayer gets 50% additional damage on all creatures in the traditional cheap MC deck.
- The Yamoto is the secondary weapon of choice, due to both minor slayer and hitting 2 squares. A good weapon for a single hit after playing an attack card with the Sange.
- The MKB and the Saber are for the end of the fight - the Saber absorbs good damage (low-cost half), the MKB has good HP and Arkz players tend to fear AP growth. Don't necessarily expect to milk your MKB up to a high AP level, this is mainly a distraction / durability item (needed as all other weapons have relatively poor HP for 4-costers).
- The Mechguns are an absolute last resort, in the deck for when you have a just couple of points to spare in the set phase, either due to poor dice or going for the kill.
- Virus and Tornado are obvious, some may wish to switch the quantity around. I use 2 Virus as they are cheaper (3 cost as opposed to 4, can play 2 on a 6 or play and hit twice on a 5) and damage Gilchichs and Recoboxes. The one Tornado is usually enough, you need to roll a 6 to use it and hit with weapons twice, which is too luck-specific for my tastes (and my luck!).
- The other attack cards focus on giving you area affect options to clear multiple creatures / try and hit the Arkz SCs. Snipe can be a particularly good option for hitting Arkz with an AP increased weapon. Lock on 3 is vital for the reasons noted above.
- Your biggest enemy is use of Companion by the opposition, always take note of their def dice and think carefully how you attack when they have 3+, if you must hit use a damaged weapon not a fresh one. Very, very unlikely your opponent will bring Counter but be aware of it when they roll 4 DEF till you see what their card mix is.
- Be aware of a Recobox's Stall (aka Earth Bind) ability, sets all MV to 1 in the squares around it. This can *really* screw you up, if a Recobox is in your way both characters should remove ASAP, as few MC users carry Recobox x2 or 3.
- On defence, most cards are cheap(ish) due to multiple incoming attacks. Solid is excellent, but useless if things go badly and the enemy get lots of AP Boost down (Mine Brightness etc). I sometimes go with 2 Solid, my current version uses 1. Resist is a last resort card. At the start and very end (if you're attacking the Arkz SC) of the fight Grow Guard is very useful to raise weapon AP. Note TP defence does NOT cancel the affects of AP Boost assists, or the deck would be stuffed full of it. http://www.pso-world.com/psoworld/images/phpbb/icons/smiles/icon_wink.gif
- Companion is your best friend when defending. The opponent will nearly always surround and block you with creatures, use Companion to open up a gap in their lines to move through on your turn. Don't play automatically just because you can, use it wisely - remove a creature between you and the Arkz, not behind you.
- The assist cards are crucial. Never plays Territory without an Assistless to lock it down unless totally unavoidable, the opponents will have many assist cards and will set over yours. As soon as you get an Assistless, play it - don't wait for any current Mine Brightness / March of the Meek to expire, just play over what you can and live with the rest. Territory+Assistless can you win you the battle, if you can achieve this between you and your partner's cards you're away. Note that it will also stop you setting a second weapon of the same type, so communicate to your partner and play at the END of you team's set phase, not before you / your team-mate sets items!
- Fly is necessary against more skilled 12-year old MC-using opponents who won't attack with blocking creatures, preventing you from using Companion on them. Most effective in a team deck, play it on your team-mate allowing them their full MV3 allowance to close with the Arkz SC. Assistless isn't necessary if you can set Fly and your team-mate can move in the same turn.
- I can't stress this enough - play Assistless ASAP, stopping the enemy AP boost assist (Mine Brightness / March of the Meek) is crucial. If you don't have Assistless swap for Assist Vanish / Powerless Rain, but be warned the deck is significantly less effective.
- Final note: This deck is obviously very specific; if you want to give yourself a chance in the event someone on Vega actually uses something else (yer right), swap one / two Mechguns with Partisans and one Yamoto with a Rocket Punch - both are High-cost Slayer, and thus will combo up well with your attack cards. If you do this swap an extra Tornado in for one Virus as it doesn't hurt the Partisans whereas Virus does.
Tempest can also be useful, make sure any Sange you have equipped has lost at least one HP before playing it (Tempest damages all items with 8 HP or greater, Sange max HP is 8 ).
All other weapons and cards work ok, the main thing you're missing is a Rampage attack. On defence, the deck is weak vs. Techniques - swap Dodge / Seal in for Solid and Treatment in for Reduction if you want to boslter vs. techs.
Suggestions welcome, this deck is 100% so far vs. cheap MC but improvements can always be made. http://www.pso-world.com/psoworld/images/phpbb/icons/smiles/icon_wink.gif
--------------------------------------
Single player version:
Character:
Saligun (MV3, low-cost halfguard)
Items (9):
Sange x3 (Low-cost slayer, battle recovery)
Yamoto x2 (Minor slayer, multi)
Red Saber (Low-cost halfguard)
Monkey King Bar (12 HP, AP Growth)
Mechgun x2 (Minor Slayer)
Action (attack)(8):
Heavy Slash
Snipe
Round Slay
Stab
Lock on 3
Tornado
Virus x2
Action (defence) (9):
Guard x2
Resist
Reduction
Solid x2
Companion
Grow Guard
TP Defence
Assist (4):
Territory x1
Assistless x3
- Main change here is you don't have to put up with two opponents ganging up on one person, so you can be more aggressive with your Assistless. If you don't have 3xAssistless replace with Assist Vanish / Powerless Rain / Land Price (expensive, 4-cost - if you take this also use Squeeze) / Fix (Fix only for total emergencies when you're nowhere near the Arkz).
* Disclaimer - I hardly play solo, the few times I've tried this deck vs. cheap MC I've won but its less tested in solo.
--------------------------------------
This (team) deck is also effective against twin Orland characters as long as you prioritise killing AC Disruptors first (e.g. Gods Shield Genbu / Kaladbolg) - swap First Attack in for Snipe.
And now I've posted it Ibuki, you're DEFINITELY not getting to fight it with twin Orlands ever again. http://www.pso-world.com/psoworld/images/phpbb/icons/smiles/icon_biggrin.gif
If you're missing certain cards from the deck and want alternatives suggesting just post 'em in here.
- Risu
<font size=-1>[ This Message was edited by: Jazhara on 2004-09-27 08:00 ]</font>
If you can't get a HUM game on Mintaka, or anywhere else for that matter (as is my preference), and it's one of "those" days on Vega here's a good anti-MC deck:
Deck: "Canned" (4P Battle)
Both players in your team should use this deck.
Character:
Saligun (MV3, low-cost halfguard)
Items (9):
Sange x3 (Low-cost Slayer, Battle Recovery)
Yamoto x2 (Minor slayer, multi)
Red Saber (Low-cost Halfguard)
Monkey King Bar (12 HP, AP Growth)
Mechgun x2 (Minor Slayer)
Action (attack)(8):
Heavy Slash
Snipe
Round Slay
Stab
Lock on 3
Tornado
Virus x2
Action (defence) (9):
Resist
Protection x2
Defender
Reduction
Solid
Companion
Grow Guard
TP Defence
Assist (4):
Territory
Assistless x2
Fly
--------------------------------------
Deck notes:
- The key is to try and render many of the opponent's DEF cards useless by scoring 6-7 damage on 1-2 HP creatures with a single attack point (using Low-cost / Minor Slayer), making any 1 or 2 point def almost useless (except TP Def) as it can't block the damage.
This forces the opponent to use 3-point DEF cards and leaves your SC free to Virus / Tornado when the ATK dice are high. It also allows you to set a decent weapon and kill a creature on a roll of 5.
- Hence, Lock on 3 in the deck is very useful, always try and play it if the opponent rolls DEF 3+. It prevents 3 key cards: MC Guard, Companion, Weakness.
- The Sange is the preferred weapon, the low-cost slayer gets 50% additional damage on all creatures in the traditional cheap MC deck.
- The Yamoto is the secondary weapon of choice, due to both minor slayer and hitting 2 squares. A good weapon for a single hit after playing an attack card with the Sange.
- The MKB and the Saber are for the end of the fight - the Saber absorbs good damage (low-cost half), the MKB has good HP and Arkz players tend to fear AP growth. Don't necessarily expect to milk your MKB up to a high AP level, this is mainly a distraction / durability item (needed as all other weapons have relatively poor HP for 4-costers).
- The Mechguns are an absolute last resort, in the deck for when you have a just couple of points to spare in the set phase, either due to poor dice or going for the kill.
- Virus and Tornado are obvious, some may wish to switch the quantity around. I use 2 Virus as they are cheaper (3 cost as opposed to 4, can play 2 on a 6 or play and hit twice on a 5) and damage Gilchichs and Recoboxes. The one Tornado is usually enough, you need to roll a 6 to use it and hit with weapons twice, which is too luck-specific for my tastes (and my luck!).
- The other attack cards focus on giving you area affect options to clear multiple creatures / try and hit the Arkz SCs. Snipe can be a particularly good option for hitting Arkz with an AP increased weapon. Lock on 3 is vital for the reasons noted above.
- Your biggest enemy is use of Companion by the opposition, always take note of their def dice and think carefully how you attack when they have 3+, if you must hit use a damaged weapon not a fresh one. Very, very unlikely your opponent will bring Counter but be aware of it when they roll 4 DEF till you see what their card mix is.
- Be aware of a Recobox's Stall (aka Earth Bind) ability, sets all MV to 1 in the squares around it. This can *really* screw you up, if a Recobox is in your way both characters should remove ASAP, as few MC users carry Recobox x2 or 3.
- On defence, most cards are cheap(ish) due to multiple incoming attacks. Solid is excellent, but useless if things go badly and the enemy get lots of AP Boost down (Mine Brightness etc). I sometimes go with 2 Solid, my current version uses 1. Resist is a last resort card. At the start and very end (if you're attacking the Arkz SC) of the fight Grow Guard is very useful to raise weapon AP. Note TP defence does NOT cancel the affects of AP Boost assists, or the deck would be stuffed full of it. http://www.pso-world.com/psoworld/images/phpbb/icons/smiles/icon_wink.gif
- Companion is your best friend when defending. The opponent will nearly always surround and block you with creatures, use Companion to open up a gap in their lines to move through on your turn. Don't play automatically just because you can, use it wisely - remove a creature between you and the Arkz, not behind you.
- The assist cards are crucial. Never plays Territory without an Assistless to lock it down unless totally unavoidable, the opponents will have many assist cards and will set over yours. As soon as you get an Assistless, play it - don't wait for any current Mine Brightness / March of the Meek to expire, just play over what you can and live with the rest. Territory+Assistless can you win you the battle, if you can achieve this between you and your partner's cards you're away. Note that it will also stop you setting a second weapon of the same type, so communicate to your partner and play at the END of you team's set phase, not before you / your team-mate sets items!
- Fly is necessary against more skilled 12-year old MC-using opponents who won't attack with blocking creatures, preventing you from using Companion on them. Most effective in a team deck, play it on your team-mate allowing them their full MV3 allowance to close with the Arkz SC. Assistless isn't necessary if you can set Fly and your team-mate can move in the same turn.
- I can't stress this enough - play Assistless ASAP, stopping the enemy AP boost assist (Mine Brightness / March of the Meek) is crucial. If you don't have Assistless swap for Assist Vanish / Powerless Rain, but be warned the deck is significantly less effective.
- Final note: This deck is obviously very specific; if you want to give yourself a chance in the event someone on Vega actually uses something else (yer right), swap one / two Mechguns with Partisans and one Yamoto with a Rocket Punch - both are High-cost Slayer, and thus will combo up well with your attack cards. If you do this swap an extra Tornado in for one Virus as it doesn't hurt the Partisans whereas Virus does.
Tempest can also be useful, make sure any Sange you have equipped has lost at least one HP before playing it (Tempest damages all items with 8 HP or greater, Sange max HP is 8 ).
All other weapons and cards work ok, the main thing you're missing is a Rampage attack. On defence, the deck is weak vs. Techniques - swap Dodge / Seal in for Solid and Treatment in for Reduction if you want to boslter vs. techs.
Suggestions welcome, this deck is 100% so far vs. cheap MC but improvements can always be made. http://www.pso-world.com/psoworld/images/phpbb/icons/smiles/icon_wink.gif
--------------------------------------
Single player version:
Character:
Saligun (MV3, low-cost halfguard)
Items (9):
Sange x3 (Low-cost slayer, battle recovery)
Yamoto x2 (Minor slayer, multi)
Red Saber (Low-cost halfguard)
Monkey King Bar (12 HP, AP Growth)
Mechgun x2 (Minor Slayer)
Action (attack)(8):
Heavy Slash
Snipe
Round Slay
Stab
Lock on 3
Tornado
Virus x2
Action (defence) (9):
Guard x2
Resist
Reduction
Solid x2
Companion
Grow Guard
TP Defence
Assist (4):
Territory x1
Assistless x3
- Main change here is you don't have to put up with two opponents ganging up on one person, so you can be more aggressive with your Assistless. If you don't have 3xAssistless replace with Assist Vanish / Powerless Rain / Land Price (expensive, 4-cost - if you take this also use Squeeze) / Fix (Fix only for total emergencies when you're nowhere near the Arkz).
* Disclaimer - I hardly play solo, the few times I've tried this deck vs. cheap MC I've won but its less tested in solo.
--------------------------------------
This (team) deck is also effective against twin Orland characters as long as you prioritise killing AC Disruptors first (e.g. Gods Shield Genbu / Kaladbolg) - swap First Attack in for Snipe.
And now I've posted it Ibuki, you're DEFINITELY not getting to fight it with twin Orlands ever again. http://www.pso-world.com/psoworld/images/phpbb/icons/smiles/icon_biggrin.gif
If you're missing certain cards from the deck and want alternatives suggesting just post 'em in here.
- Risu
<font size=-1>[ This Message was edited by: Jazhara on 2004-09-27 08:00 ]</font>