Wednesday, 20 May 2015

V-Decks: Dimensional Robos (Justice)

Edit: made minor change to deck since original posting, due to reason of personal tastes, I do not claim it to be a performance improvement.

Throughout history, wherever there has been a crisis, heroes have always rose to the occasion to answer the call. Bringing hope to despair and light to the darkness.

The Brave answer the call of Justice, providing a giant solution, to a giant criminal problem. Bring on the monster of the week plot because these heroes have stood the test of time, and still remain willing and able to put down villains for many battles to come.

Deck Name: Kaizard's answer, the true justice awakens!

GRADE 0
1x Dimensional Robo, Daishoot (FV)

4x Dimensional Robo, Daibattles (CRIT)
4x Dimensional Robo, Daiwolf (CRIT)
4x Dimensional Robo, Gorescue (HEAL)
4x Operator Girl, Reika (STND)
GRADE 1
2x Commander Laurel
4x Dimensional Robo, Dailion
4x Dimensional Robo, Daishield
2x Dimensional Robo, Daitiger
GRADE 2
4x Dimensional Robo, Daidragon
4x Dimensional Robo, Daijet
2x Dimensional Robo, Kaizard
GRADE 3
4x Super Dimensional Robo, Daikaiser
2x Super Dimensional Robo, Shadowkaiser
2x True Ultimate Dimensional Robo, Great Daikaiser
1x Ultimate Dimensional Robo, Great Daikaiser
2x Ultimate Dimensional Robo, Great Daiyusha

G-DECK
2x 99th-gen Dimensional Robo Commander, Great Daiearth
1x Dark Superhuman, Omega (-1)
1x Super Cosmic Hero, X-falcon
2x Super Cosmic Hero, X-rouge
2x Super Cosmic Hero, X-tiger


This is my main deck, as such it's probably also the one with the most thought, it has no set plan, although all of them do start off the same way. Get to Grade 3 by riding Super Dimensional Robo, Daikaiser and prepare set-up the gambit you plan on going with using Great Daiearth, and even that is optional, but it certainly helps.

Gambit A: "Final Attack Ride!"
Wear the opponent down using Stride then Break Ride True Ultimate Dimensional Robo, Great Daikaiser and legion. This is the penultimate climax move. Swinging for 34000, Triple Critical and Double Guard Break long with any additional power boosts and skills stacked atop for good measure. This is a move that puts everything on the line for one attack that if it hits will almost always be an instant KO. You can go for the same gambit, but in a much weaker form if you have ride Great Daiyusha, but in that situation you should just use the Daiyusha to stride.

Gambit B: "Form Up! Shadowkiaser, ChoJigan Gattai, Great Daikaiser!"
Use a Shadowkaiser as superior called by Daiearth to superior X-Break Ride, not as explosive as Gambit A but provides a better defence any further Rearguard attacks. the X-Ride base will do squat to help with the Vanguard though, just putting that fact out there. But since most Rearguard lanes in the current meta have reverted back to 16k lanes you may be able to use this to your advantage. Alternatively, if you can normal Ride Great Daikaiser, just do that. Unfortunately though, it is highly improbable there will be any counterblast spare to use Great Daikaser's Limit Break as all the counterblast goes to Daiearth and Dark Superhuman, Omega. Which coincidentally is-

Gambit C: "Stride to Victory!"
First Stride will almost always be Daiearth simply due to the setup he manages to provide every other gambit, this one included. Since Daiearth superior calls a Grade 2 and a Grade 3 Dimensional Robo this can be advantageous for following up with Dark Superhuman, Omega. Between both Strides though that's 4 Counterblast gone already. If this deck was running PGG that might not be an issue, but due to this being my Main Deck and knowing first hand the consequence of a Commander Laurel of DOTX/DOTE hitting and the requirement of 3 Robos in soul or more for both Great Daiyusha and True Daikaiser I'm sticking to Dimensional Robo, Daishield. Thankfully our ace-in-the-hole, Super Cosmic Hero, X-tiger doesn't require counterblast giving the "Stride to Victory" gambit it's trump card.

There are a few other things I want to mention briefly, mainly that if running this deck, you may as well go for 12 Crit, I'm using Operator Girl, Reika for situations when I don't have Laurel so may as well attack R>V>R, but also, and this is the more important factor for me, her skill. I way to return to deck and increase trigger chance, even if only insignificantly slightly while not taking a neg to the hand count, however you may lose virtual advantage as you are dropping a 2 stage shield to most likely get a single stage back which can be considered a virtual -1 disadvantage. It's just a personal preference thing even if it turns out to be sub-optimal. But then again, talking of Sub-Optimal the Grade 3 line-up I've chosen, again it's just to be flashy but it's not the most consistent it could be. That said, I don't like going over 11 Grade 3's that's my safe limit because after that I feel you reduce your Grade 1 & 2 count too much to be reliable and G-Assist while it can save you from an instant loss, is still a -1.

The other thing I want to go into is the starter, during testing, I was using Dimensional Robo, Goyusha as my starter, probably out of nostalgic reasons more so than anything else, however he was barely used, or rather, his skill wasn't used ever. So I swapped over Dimensional Robo, Daimagnum telling myself Daishoot was too slow for the deck, but if I found during that phase of testing that if I had failed to meet the 3 Robo soul requirement for True Daikaiser and Great Daiyusha I still wasn't using Daimagnum till after my first stride of Great Daiearth anyway, so in the end I went with the last starter I thought I would, simply due to his GB1 restriction but Dimensional Robo, Daishoot turned out to be the best starter choice for the deck after all, providing not just power, which in of itself was insignificant when already hitting numbers that will be greeted by a perfect guard or non at all, but what it did add that is significant is the on-hit skill. "[AUTO](VC):When this unit's attack hits a vanguard, choose one of your opponent's rear-guards, and retire it."And it is the addition of this skill on Great Daiearth that makes all the difference. It's not about adding power, but about taking control. And it is that final word that will lead nicely into the theme of tomorrows deck....