Saturday, 21 January 2017

V-Deck (THEORYCRAFT): Full Burst

In my previous post I looked at Enigman Gigastorm as a themed build and my possible starting point for that from which I'll work from. This time around doing the same for Cosmic Heroes though this time I'll at least show the list first as there's no need to go over the bit by bit process, but there's several notes to make.


GRADE 0 (17)
1x Cosmic Hero, Grandhop (FV)
4x Cosmic Hero, Grandbeat (CRIT)
4x Cosmic Hero, Grandrescue (HEAL)
2x Cosmic Hero, Grandscold (STAND)
4x Operator Girl, Reika (STAND)
2x Operator Girl, Rinka (STAND)
GRADE 1 (15)
3x Cosmic Hero, Grandlady
2x Cosmic Hero, Grandleaf
4x Cosmic Hero, Grandrope
4x Enigman Blanc
2x Enigman Calm
GRADE 2 (12)
2x Cosmic Hero, Grandberet
4x Cosmic Hero, Grandrifter
4x Cosmic Hero, Grandvolver
2x Enigman Helm
GRADE 3 (6)
3x Bravest Rush, Grandgallop
3x Great Cosmic Hero, Grandgallop
G-DECK (16)
1x Air Element, Sebreeze
2x Gallant Incarnation, G-O-Five
2x Great Galactic Governor, Commander Laurel D
2x Super Cosmic Hero, X-carivou
4x Super Cosmic Hero, X-gallop
2x Super Cosmic Hero, X-lead
1x Super Cosmic Hero, X-phoenix
2x Super Cosmic Hero, X-tiger
As one who favours consistency over options when it comes down to it this list is an odd one for me. Running several cards at twos and threes instead of full play sets, this is typical of prototype. Run the options you're still considering after being able to get the deck count to all fit. What isn't a standard practice, even at this stage- or rather especially at this stage is cutting into the tried and tested regular stable ratios but in this case for me to be able to explore options and test a sacrifice to grade 3 ride consistency is a small price to pay.


This deck is all about central numbers, this is the very basis upon which Burst is built.


In the case of this deck specially the aim is to gain as much power as possible during main phase ramp through utilising several units in conjunction with one another, many of these are one time use, a regrettable shortcoming that is frankly holding the build back from relevance due to the difficulty this leads to with resource flow and management. Adding to this is that many of the larger pumps result in dealing yourself a hard -1, meaning the unit is gone not only from hand but board also.


The staple cards for this list are the multiple forms of Gallop and his personal entourage of support. I'm including Grandrope in this statement.
Air Element, Sebreeze being as the deck is GB reliant.
And of course the Sentinel of choice. Beyond that is where the recruitment process falls into debate.

Enigman Blanc carries over from the Enigman build due to flexibility but more so for the assistance it can provide towards cost management and counter blast, this opens up options to running either of the bounce PGs just as in the Enigman Gigastorm deck.
The same is true for Enigman Helm though I've yet to see how effective he actually plays out to be. On matter of effectiveness the statement also applies to Operator Girl Rinka. Given regular grade ratios I do not see here being a consistent or reliable output of pressure, and on this occasion I'm even running two less Grade 3's than normal making her even worse by extension. Chances her she'll be dropped as the development of this list progresses but on that point I'll have to see.

Cosmic Hero Grandscold and Cosmic Hero Grandberet give stronger ramps each (+8000 each minimum), however it comes at the cost of hard -1 per instance, as a result both of these cards are to keep an eye on as it is highly debated if the extra pump is worth the self neg. The concept in mind from R&D is likely that by pushing into 2 stage boosts it will equate to a -1 for the opponent as well, an equivalent exchange as it were. “Fair” and “Balanced” though in case of Vanguard saying that is admission of being below curve given how much there is that is “unfair” or over the top. I’ll be coming back to this point, though not necessarily in this particular session.


In the case of the PG's debated it remains to be seen if this deck can stay on top of it's cost management without Grandguard being around but I'd speculate that with Enigman Blanc and Cosmic Hero, Grandvolver, the latter of which has to spend to then recharge- with the additional condition of needing to hit, (be that as it may) that hitting cost throttling shouldn't be too much of an issue. Which allows for playing around with the two types of Bouncing PG the deck has access to.


Now on a confessional note I did do some playing around with new support running all Enigman Calm, in one sparring session my opponent was using Cosmic Hero, Grandleaf instead, but the usage of it played out in their favour given they could board a temporary unit to use offensively and bounce it back to turn into defence if it had to be cast. This incident had lead me to going 2-2 and testing both for now until I decide which works better. In either case the important note here is how both cards can only bounce so long as there's soul to play with. I guess that means copying the deck list from above to do the same as last post. GRADE 0 (17)
1x Cosmic Hero, Grandhop (FV) 
[Burst] (P+4000U+1>SCs,CC1)
4x Cosmic Hero, Grandbeat (CRIT) (SCs>+5000VC,+1)
4x Cosmic Hero, Grandrescue (HEAL)
2x Cosmic Hero, Grandscold (STAND) (SCc+P4000VC,+P4000VC)
4x Operator Girl, Reika (STAND) (-1>+P4000VC,+1)
2x Operator Girl, Rinka (STAND) 
[Burst] (SCs>+1)
GRADE 1 (15)
3x Cosmic Hero, Grandlady (+P4000VC>+P4000RC)
2x Cosmic Hero, Grandleaf 
[Burst] (SB1>RBH)
4x Cosmic Hero, Grandrope
4x Enigman Blanc 
[Burst] (SCs>CC1) (SBs,+P4000VC,+P4000VC)
2x Enigman Calm [Burst] (CB1,SB1>DBH,CC1)
GRADE 2 (12)
2x Cosmic Hero, Grandberet 
[Burst] (CB1+P4000s,+P4000s) (SB1,-1,+P(OFs)VC)
4x Cosmic Hero, Grandrifter (CB1,SB1,P+4000s,P+4000VC,+1)
4x Cosmic Hero, Grandvolver 
[Burst] (CB1,+P4000s+P4000RC,sOHCC2)
2x Enigman Helm (SCn) [Burst] (+4000s,SCn)
GRADE 3 (6)
3x Bravest Rush, Grandgallop 
[Burst] (IFh<=2thenS(+1))(OS+P4000VC,CB+P4000VC)
3x Great Cosmic Hero, Grandgallop (OS+P4000VC,CB1>OH+1)
G-DECK (16)
1x Air Element, Sebreeze
2x Gallant Incarnation, G-O-Five (SB1)
2x Great Galactic Governor, Commander Laurel D [Burst]
2x Super Cosmic Hero, X-carivou
4x Super Cosmic Hero, X-gallop 
[Burst] (CB1>+1)
2x 2x Super Cosmic Hero, X-lead [Burst] (P+4000s*ru,OH+1)
1x Super Cosmic Hero, X-phoenix (CB1,OM+1)
2x Super Cosmic Hero, X-tiger (P+4000*FUG) I should explain my more bizarre keys as even though they may make sense to me I can't assume this true for anyone else. SCs is used to show SoulCharge Self, an action which is itself a -1 but can provide you with important fuel for additional plays, like both of PGs that are being tested. All instances of "s" in the key refer to self. Not to be confused with "S" in OS for On Stride. Helm's SCn is due to inability to quantify the soul charges you'll perform outside of an actual scenario and playing.
OH is On Hit, OM is On Miss RearBouncetoHand DropBouncetoHand X-Lead I'm referring to his skill of resting units and for each he rest gain +P4000. I acknoeldge how this is crudely written It's all a mess but it makes sense to me when I look at it which is all it needs to do for the purpose of me doing the work I want to do Anyway I should probably do some isolation.

GRADE 0
1x Cosmic Hero, Grandhop (FV) 
[Burst] (P+4000U,+1,SCs,CC1)

4x Cosmic Hero, Grandbeat (CRIT) (SCs>+P5000VC,+1)
2x Cosmic Hero, Grandscold (STAND) (SCc+P4000VC,+4000VC)
4x Operator Girl, Reika (STAND) (-1>+P4000VC,+1)

GRADE 1
3x Cosmic Hero, Grandlady (+P4000VC>+P4000RC)
4x Enigman Blanc [Burst] (SCs>CC1) (SBs,+P4000VC,+P4000VC)
GRADE 2
2x Cosmic Hero, Grandberet 
[Burst] (CB1+P4000s,+P4000s) (SB1,-1,+P(OFs)VC)
4x Cosmic Hero, Grandrifter (CB1,SB1,P+4000s,P+4000VC,+1)
4x Cosmic Hero, Grandvolver 
[Burst] (CB1,+P4000s+P4000RC,sOHCC2)
2x Enigman Helm (SCn) [Burst] (+P4000s,SCn)
GRADE 3
3x Bravest Rush, Grandgallop 
[Burst] (IFh<=2thenS(+1))(OS+P4000VC,CB+P4000VC)
3x Great Cosmic Hero, Grandgallop (OS+P4000VC,CB1>OH+1)
G-DECK 2x Super Cosmic Hero, X-lead [Burst] (P+4000s*ru,OH+1)
2x Super Cosmic Hero, X-tiger (P+4000s*FUG) All the units isolated and shown here are the means by which you can build power. But not every card here is capable of powering the vanguard so isolate again.
GRADE 0
1x Cosmic Hero, Grandhop (FV) 
[Burst] (P+4000U,+1,SCs,CC1)

4x Cosmic Hero, Grandbeat (CRIT) (SCs>+P5000VC,+1)
2x Cosmic Hero, Grandscold (STAND) (SCc+P4000VC,+4000VC)
4x Operator Girl, Reika (STAND) (-1,+P4000VC,+1)

GRADE 1
3x Cosmic Hero, Grandlady (+P4000VC>+P4000RC)
4x Enigman Blanc [Burst] (SCs>CC1) (SBs,+P4000VC,+P4000VC)
GRADE 2
2x Cosmic Hero, Grandberet 
[Burst] (CB1+P4000s,+P4000s) (SB1,-1,+P(OFs)VC)
4x Cosmic Hero, Grandrifter (CB1,SB1,P+4000s,P+4000VC,+1)
GRADE 3
3x Bravest Rush, Grandgallop 
[Burst] (IFh<=2thenS(+1))(OS+P4000VC,CB+P4000VC)
3x Great Cosmic Hero, Grandgallop (OS+P4000VC,CB1>OH+1)
G-DECK 2x Super Cosmic Hero, X-lead [Burst] (P+4000s*ru,OH+1)
2x Super Cosmic Hero, X-tiger (P+4000s*FUG)
There's the buffs we have to work with, what are the numbers needed to be reached? Firstly I'll refer to the one-off case here then get into standard targets.


Great Galactic Governor, Commander Laurel D
Burst-[ACT](VC):[Choose four of your rear-guards, and [Rest] them] If this unit's [Power] is 20000 or greater, until end of turn, this unit gets "[AUTO](VC)[1/Turn]:When this unit's attack hits a vanguard, [Stand] this unit." and then, if this unit's [Power] is 25000 or greater, this unit gets "[AUTO](VC)[1/Turn]:At the end of the battle that this unit attacked, if the attack did not hit, choose up to four of your rear-guards, and [Stand] them.".

Laurel D needs to be looked at separately due to his low base power of 4000+ comparatively to the 15000+ of most strides. This means at base he is only 15000 as opposed to the much high average of 26000.

His target figures are 20000 for Burst Phase 1 and 25000 for Burst Phase 2. Phase 1 is achieved in 2 pumps, taking this unit up to 23000. A third pump will knock it up to 27000 and into Burst Phase 2. This is considerably easy given the deck but it is far below the regular threshold many Burst abilities trigger at.


The commonly stipulated Burst points are 30000, 35000, 40000, 45000.

To show a point of escalation Cosmic Hero Grandvolver's Burst compared to Operator Girl, Rinka

Burst-[ACT](RC)[1/Turn]:[Counter Blast (1)] Burst 15000, choose up to one of your other rear-guards, that unit and this unit get [Power]+4000 until end of turn. Burst 30000, until end of turn, this unit gets "[AUTO](RC):When this unit's attack hits a vanguard, Counter Charge (2).".
Burst-[ACT](RC) Generation Break 2:[Put this unit into your soul] Burst 20000, draw a card. Burst 35000, choose one of your vanguards with the burst ability, and until end of turn, it gets "[AUTO](VC):[Soul Blast (1)] When your drive check reveals a grade 3 card, you may pay the cost. If you do, choose a unit with the sentinel ability on your opponent's (GC), and that unit's effects with "cannot be hit" is nullified.".

There's a big difference in the potential to countercharge and the potential to nullify a sentinel. (Even though we must acknowledge that Rinka is completely and utterly inferior to Daikaiser. Sorry lass.)
Let's look even higher. 


Cosmic Hero, Grandrifter oddly lacking the Burst Keyword mentioned anywhere in his skill but he certainly has an ability matching the description.

[AUTO] Generation Break 1:[Counter Blast (1) & Soul Blast (1)] When this unit is placed on (RC), if you have a vanguard with "Gallop" in its card name, you may pay the cost. If you do, this unit gets [Power]+4000 until end of turn, choose one of your vanguards, and until end of turn, it gets [Power]+4000, and "[AUTO](VC)[1/Turn]:When this unit attacks a vanguard, if this unit's [Power] is 40000 or greater, draw a card.".

Essentially to paraphrase this one the vanguard gains.
Burst 40000 [1/Turn] When this unit attacks a vanguard, draw a card.
Simply further: Burst 40000 [1/Turn] On attacking VC, gain +1 card advantage.

Point is at 40000 it's no longer situational, it is instead this is definitely happening. Let's go higher still...





Enigman Calm
[CONT]:Sentinel
[AUTO]:[Choose a card from your hand, and discard it] When this unit is placed on (GC), you may pay the cost. If you do, choose one of your units that is being attacked, and that unit cannot be hit until end of that battle.
Burst-[AUTO](Drop Zone) Generation Break 2:[Counter Blast (1) & Soul Blast (1)] At the end of the battle that your vanguard with the burst ability attacked, if that unit's [Power] is 40000 or greater, you may pay the cost. If you do, return this card to your hand, if that unit's [Power] is 45000 or greater, Counter Charge (1).

Burst 40000 pay cost (CB,SB1) to regain a PG. Burst 45000 refund that cost... partially. (CC1)


The point is the same as Drifter, it's no longer down to chance, the ability is reliably live. And being able to bounce a PG from Drop is generally more powerful than a bounce from being used on board as you can loop that same PG.

Now with Laurel you're never going to get this high but that's part of the point I'm pushing. With these higher bursts you'll be using a more typical 26k base to build from when making the push. The numbers chosen for Burst do remain questionable. Why at 10s and 5s?
10000, 150000, 20000, 25000 30000, 35000, 37000, 40000, 45000, 60000 This marks every burst figure so far, even though I realise not all these numbers have been directly attached to a burst ability. Now I won't go beyond realistic ramping here so.
From an 11k base (I guess this can work for Luarel D also as he'll start at 15k in most cases) 11000, 15000, 19000, 23000, 27000, 31000 and I guess if you get this high you can manage another 8k but then you're probably pushed as far as you can go. So- 35000, 39000 and cap. If start from a 26k base; 26000, 30000, 34000, 38000, 42000, 46000, and if you have the parts in play you can push further, probably 4 more ramps depending but certainly no more. I'd cap really at 2 more. 50000, 54000 and cap. Though if you can go further, eh. There's one burst I certainly do not advise aiming for, but instead just allow it to happen of it's own accord if it does.

Burst 60000. This only applies one unit currently. Bravest Rush, Grandgallop Burst-[AUTO](RC) Generation Break 3:When your vanguard attacks, if your vanguard's [Power] is 30000 or greater, until end of turn, this unit gets [Power]+4000, and if your vanguard's [Power] is 60000 or greater, this unit gets [Critical]+1. [AUTO](VC):At the beginning of your ride phase, if the number of cards in your hand is two or less, until end of turn, you may Stride without paying the cost the next time you Stride. [AUTO](VC):[Counter Blast (1)] During your turn, when your G unit Stride, choose one of your vanguards, and it gets [Power]+4000 until end of turn. If that unit has the burst ability, you may pay the cost. If you do, that unit gets [Power]+4000 until end of turn. It's not worth pushing so far and likely over extending just to get a critical on a rearguard, it's not worth it for even doing this for two rearguards. Though I must ask if in that possible position why are there 2 grade 3 rearguards when stride is so vital?

There's only 2 ways you will likely achieve Burst 60000 and one of those methods is X-Tiger who himself lacks burst, locking away some of the most power/advantageous moves Burst has available to it, of key now, being able to retrieve a spent Enigman Calm. The other way, though not as simple is Super Cosmic Hero X-lead. Excluding the Grade 3's which really can't help ramp other than start you off when you stride, there's 24 units with the ability ramp the vanguard's power within the deck. Of these only 3 are reusable after their initial cast while 4 others cycle back into the deck and you may or may not see these again. This means of the 24 ramps, 17 are single use ramp. Of these 17; 4 provide a +1 that makes up for the singleton use which means that really it's a flat trade (all of these are the same card.) 8 provide at least +P8000 but require a -1 to get there. 4 are a +5000 with a break even exchange 1 is the starter with only a single ramp and a flat trade. So for all the work the deck has to do it doesn't get rewarded as greatly as it could do, and simply if the opponent isn't having to toss a ton of hand to guard then you're really just driving yourself backwards and into a disadvantage of your own volition. I want to make this deck fun, I want to make this deck playable, while I will tinker and test I don't see that second criteria plausibly coming to fruition. I must frankly admit that when it comes to burst I feel you are playing a deck that will burn itself out, it doesn't get overwhelmed by an opponent, it gets held off. But whilst it is pushing it is driving itself closer to it's own demise, simply by playing burst you've already lost. You can win some games but the games you win proportionate to those you lose will lead to discarding the deck aside and leaving it to collect dust in favour of something with better results.

There's no summery or conclusion to write here, and from my last sentence you already know where this is going. Raw power alone isn't enough, we need more, we need a bigger gun, more fire power, more daka. We need more bang for buck. And where to go to find that hasn't changed in the slightest. So again I shall repeat; you know where this is going. And again blogger struggles with the volume of content in a single post. What shows true on the editor doesn't show true on the final page. -_-