Thursday, 26 November 2015

COTW (W/C:23/11/15): Original Deletor, Egorg


A new set is out. And it's one I actually know some stuff about and so with that Card Of The Week is back. It'll also give some filler content while I'm working on my current larger project.
The latest set, which came out last Friday is called Vanguard & Deletor. This booster falls into the same line as Comic Style. 1, Mystical Magus, Champions of the Cosmos and Divine Dragon Progression all of which were Extra Booster sets featuring units from the Cardfight Vanguard Manga. The fact that this new set is called a "Comic Booster" makes me hopeful that we will continue to see more of this trend.


On to the card.
Original Deletor, Egorg


[Stride] (Released when both players' vanguards are grade 3 or greater!)-Stride Step-[Choose one or more cards with the sum of their grades being 3 or greater from your hand, and discard them] Stride this card on your (VC) from face down.
[ACT](VC)[1/Turn] Generation Break 2 (This ability is active if you have two or more face up G units in total on your (VC) or G zone):[Counter Blast (1) & Choose one of your rear-guards with "Deletor" in its card name, and retire it] If you have a heart card with "Deletor" in its card name, delete all of your opponent's vanguards, choose up to one rear-guard in your opponent's back row, lock it, your opponent chooses a card from his or her drop zone, and binds it face down(vanish delete). Then, if the number of cards in your opponent's damage zone is four or more, and the number of face down cards in your opponent's bind zone is thirteen or more, you win the game.



Of course I've started with the GR of the set. Original Deletor, Egorg is a G Unit to support the Deletor Archtype. A highly technical aggression deck in which every play you make is crucial, a single misplay and your fragile advantage is lost. Perhaps one of the most difficult decks to play in the game and certainly the hardest build to play in Link Joker. Equipped with an auto-win condition by way of victory if the opponent has 13 or more face down cards in the bind zone. This being the second alternate win condition built into the game, the first being "World End" belonging to Star-vader, "Omega" Glendios. However you are much less likely to accomplish this win-con than "World End" unless you have a very specific field and even then, that's not why you run this card.

For just 1 Counterblast and a -1 to your field you delete the opponent's Vanguard. Since you're likely to be running Stand Triggers to take advantage of the power difference between the target and your lanes chances are you're aiming for 4 attacks a turn against a 0 base. Also, due to the deck and it's way of maintaining advantage your lanes won't be aming to meet the usual 16k power target to hit for 2 stages, even with trigger boosters, your lanes would still be hitting for 3 stages each, being above 10k power per attack against 0 defence. This means each attacks takes at least 2 cards to defend and damage dealt is 1.5 value average, in this instance though the usual maths doesn't apply. Damage is typically worth the same number of cards as it would take to prevent that damage, that means that if an attack takes between 2-3 cards typically to guard, that the damage holds the same value as the number of cards reserved. This however is true only when you can afford to take damage. If you can't afford to take damage, 3,7(+3),3 with another potential 3 stage attack. With two stages needing a 10k to guard and 3 stages 15k (meaning two cards at least), and the total stages being 13(+3) with another potential 3 stage attack, the opponent is going to be dropping 8 cards minimal to defend, with the potential to minus them further, their loss of cards is only reduced slightly by use of a perfect guard.

They aren't going to be dropping as much as Vs. Sanctuary Guard but the opponent is still going to be loosing a huge stock of cards as they try to defend against your advances, and that's why you play this card. If the opponent has to keep dropping cards to defend, that's cards they aren't using to attack and that is favourable for you. Oh, and you lock an opponent's unit to which makes your following defence easier, especially in combination with Juxtapose Deletor, Gaele.

It's a good card, for an under rated and under estimated, but extremely hard to use deck. For most people this won't get the job done, but the right deck in the right hands in this case, can make all the difference.