Last time
we took a peek at Fighter's Road 2012' Japan Regionals and we spotted the “birth”
of a new Tier deck that proved its strength successfully at its first crash
test. I am talking of course about Gold Paladin. We have already review the
winning deck lists but today I would like to analyze the “Dark Side” of the Paladins,
the fearsome Black Knights a.k.a Suzugamori Ren’s Gold Paladins.
As soon as
the cards were announced I took an immediate liking to this deck. Essentially
it incorporates the control-swarming abilities of the Ezel Gold Paladins but in
a more aggressive-rush way. Before I realized I have started playing and
experimenting with them and soon Black Knights become my “second” main deck.
I will now present you my list and justify my
card selections.
Grade 0: 17
1x Black
Dragon Whelp, Vortimer
4x Flame of
Victory
4x Elixir
Sommelier
4x Silent
Punisher
4x Falcon
Knight of the Azure
4x Jet
Black Vanguard Vortimer
4x Gareth
Knight of Elegant Skills
4x Halo
Shield, Mark
2x War
Horse, Raging Storm
1x Player
of the Holy Axe Nimue
Grade 2: 11
4x Black
Dragon Knight, Vortimer
3x
Flash-Edge Valyrie
2x Mage of
Calamity, Tripp
2x Sacred
Guardian Beast, Nemea Lion
4x Spectral
Duke Dragon
2x
Battlefield Storm, Sagramore
1x Great
Silver Wolf, Garmore
First
things first. The trigger lineup
is focused around pushing power that’s why the 8 criticals. I found it
really effective “cornering” your opponent early at the “danger zone” (4-5
damage). Also there is potential for double crit which can lead in OTK because
opponents don’t tend to guard when being at 3 damage well most of them, instead
they prefer saving up their guards for the “right” time. Draw triggers are
there as little “help” regarding hand advantage while at the same time covering
some of the “expense” needed for Spectral Duke Dragons Limit Break ability.
Heal trigger is self explanatory. Last a lot of players seem to ignore flame of
victory skill but it’s rather a very useful ability that lets you pump one of
your monsters, really helpful when it comes to setting up your “Final Turn”.
Next we
have grade 1, Jet Black Vanguard is there for the ride chain, and couldn’t be
less than 4, pulling this chain off is nearly guarantee you a +3 advantage.
Gareth is a beatstick booster and Halo is a much needed defense especially when
you are facing 30k+ attacks from Ezel, or MLB , DOTE and PBO, so “running” 4 of
them is essential for a good performance and a safe “trip”. Nimue is a 7k
booster which can grant you a plus 1 when you successfully activate its ability.
A rather annoying fellow. It could be substituted for a Viviane but while I was
playtesting the deck I found that I needed more boosters than attackers.In
addition don’t forget the war-horse. It might seem a little “off” but this guy
can really “fix” your late game, giving a much needed +1k to your Spectral Duke
Dragon that will practically save you some cards, and place you in a much
favorable spot.
Grade 2.
Dragon Knight’s presence is for the same reason as Jet Black Vanguard. Mage of
Calamity, Tripp is a “recycler” of flipped damage, mainly letting you re-use
your counterblasts. Flash-Edge Valkyrie is a nice addition to your swarming
engine, adding another +1 to your advantage pool. Last my hybrid agro-control “safety-measure”.
Nemea lion is a great defense while it can get easily to 15-16k powerline when
combined with Jet Black/Gareth. It could be substituted by some more Tripps or
Vivian or even Beaumains but since it doesn’t make a difference when it comes
to powerlines (15/16 is essentially equal to 18/19 when it comes to vanguard
pushing) being a little “careful” do no harm.
And here we
have the star-leading units of this deck, Grade 3s. The pinnacle of Black Knights,
Spectral Duke Dragon. The final unit of the ride chain, a potential 11k
vanguard with an incredible Limit Break ability which allows you to “sacrifice”
3 units of yours and gain 1 more attack.
Garmore, a
very stable unit. Strong limit break, and a counterblast that can fetch a
valuable unit from deck to field. A really must-card in any Gold Paladin deck.
If I I found an opening I would really consider play 2 of them. He is a really
good back-up plan.
Last, Sagramore,
our key-pushing unit. The Battlefield Storm can easily break the 20/21k
powerline with its counterblast ability. A fearsome combination with Spectral
Duke’s Limit Break, especially when you further combine it with 8 criticals and
having your opponent at the “Danger Zone”.
This deck
is really up to its game. It has many tricks up to its sleeve, and has nothing
to be jealous off of other Tier Decks. Its main weakness though is its
stability. Playing units such as valkyries and war-horse while your main engine
depends on a ride-chain, things can get ugly. Also sometimes you may “get” more
triggers than you want, mainly with your Black Knights’ skills, a rather
discouraging fact to happen. But great power requires great skill and risk, so
if you want to tame the Black Dragon and its Cavalry you need to struggle your
way to it.
This was a
general introduction to Black Knights and Spectral Duke Dragon, in order to get
a first idea of the “trunk” of the deck. Next post we will put side-to-side the
two versions of Gold Paladins, review their pros and cons and their main differences.
Until then, Let’s Imagine! Let’s Vanguard!
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