Friday, 20 January 2017

V-Deck: (THOERYCRAFT) The Attack Step


The Attack step and indeed the beginning of the attack step is an important timing for the Enigman series of cards. Even the Enigman burst support mostly differentiates itself from Cosmic Heroes by centring around this play time whilst Cosmic more heavily revolves around Main Phase.

Note: If all you want from this post is the deck, just scroll down until you see red text in bulk, that's the deck.

In this post I'm going to build an Enigman deck for Enigman Gigastorm. So what does Theorycraft mean? It means deck list I'm about to work on does not yet exist, rather it will take shape as we go. The question to be asked obviously becomes why am I doing this? Most of the time I'd do this part of the process I'd keep it much to myself but I figured for once I'd go over how I process and decide my build, since Gigastorm is an entirely new breed of Enigman build it makes for a perfect example to work on.

This also means this will be a post that can be more easily understood and applied to those still learning their paces.

So obviously we know our starting point, and main focus of the deck
Point of Review: Look at your focus card and brain storm off of that.

Early Game:
[AUTO](VC):[Counter Blast (1) & Soul Blast (1)] When this unit's attack hits a vanguard, you may pay the cost. If you do, choose one of your rear-guards with "Enigman" in its card name, increase that unit's [Power] by this unit's [Power] until end of turn.

You may only use this ability once in the game and that's only IF you hit on the turn in which you aren't yet open to Stride.

A key restrictive point of note you must target an Enigman Unit for to gift power (+11000 or more) to so what units does Enigman have that can go live or increase their pressure off or this? The instant answer to come to mind is Engiman Squall who sits at a base power of 7000, his ability is why he stands out among all other Engiman units.

For all the rearguards the deck can run he is the only one that can turn the initial on-hit from Gigastorm into his own advantage for providing additional on-hit pressure, this time with a much smaller buff, only a meeker +4000 that may or may not enable breaking into an extra stage all depending on on the state of the final lane and it's battle opponent's power.

So already based around an action that you want to occur on turn 3, two cards of the deck are decided already.

Grade 3:
4x Enigman Gigastorm

Grade 2:

n/a

Grade 1
4x Enigman Squall

Grade 0:
n/a

Squall counts as part of the Original Engiman Ride Chain due to his CONT ability to regard himself as Enigman Ripple but this means it's immediately time to ask the question "Do I run the Ride Chain?

Time to look at all the Grade 1 pool and decide.


There are 6 Enigman Grade 1's post Trinity Dragon.
Squall and Ripple obviously make up 2 of these.
Enigman Ripple is a 6000 power Grade 1 that when played you can ditch a Grade 3 in hand to grab the OG Enigman Storm. As another card is referenced it means looking at what the referenced card offers.
Storm is a classic he's been around the block and seen it all as one of the earliest aces in the game.

[CONT](VC):If you have a card named "Enigman Wave" in your soul, this unit gets [Power]+1000.

[AUTO](VC):At the beginning of your attack step, if this unit's [Power] is 15000 or greater, this unit gets [Critical]+1 until end of that battle.

If you've got a ride chain grade 2 it's +4000 to gain a crit but it resets at the end of each battle. No stacking here. If you do not have an Enigman Wave in soul you need to apply 2 lots of +4000 to reach the line. So his activation is very much reliant on external factors, also Storm only works as a vanguard and then only had one ability. To put it simply he's dated but more importantly lacking a rearguard ability to support our desired ace he conflicts with the focus on this theme deck.

It is thus already clear we will not be using the ride chain in this deck, this renders Enigman Ripple a 6000 power vanilla. That just isn't to do. He's out.

Only 4 Enigman Grade 1 cards remain to pick and choose from.
Enigman Blanc, Enigman Calm, Enigman Cloud and Enigman Swirl.


3 of these are new units with only Enigman Cloud being a remnant of the previous form for Enigmans being the Tornado deck. At his core he's a utility card used to fish for desired units while tuning the soul to be ready for making push plays.
[AUTO]:[Soul Blast (1)] When this unit is placed on (RC), you may pay the cost. If you do, look at five cards from the top of your deck, search for up to one grade 2 or less card with "Enigman" in its card name from among them, reveal it to your opponent, put it into your hand, and shuffle your deck. If you put a card into your hand this way, choose a card from your hand, and put it into your soul.

Given the nature of this unit offering opportunities to grab that key card needed to make shenanigans it's position would seem solidly held especially given the targets it can aim for placing into the soul.

There's the Critical Trigger Enigman Sunset that also carries over from the former build into the new form as a fitting target for Enigman Cloud but than can also be sent to the soul by members of the new support. Which I'll elaborate on when I get there.

Enigman Blanc, a new brother to the band, is also a valid target Soul Charge target for Cloud given it has a skill to use from within the soul, but that's only half of the card but it is the half that is live at all times so long as your at the correct Burst points. I'll paraphrase in this case due to length of skill text.

[AUTO](RC) Generation Break 2:[Put this unit into your soul] At the beginning of your attack step, you may pay the cost. If you do, Counter Charge (1).
Burst-[ACT](Soul):[Put this unit into your drop zone] Burst 10000, choose one of your vanguard with burst ability, and until end of turn, it get [Power]+4000. Burst 35000, choose one of your vanguard and until end of turn, it get [Power]+4000

While early game, or even outside of stride in general Burst Phase 2 seems improbable it's still the point that this card can do something if put into the soul from Enigman Cloud even though given it's GenBreak 2 it would rather get there under the means of it's own Burst (which you'll notice is Main Phase as Burst typically is.

Enigman Calm is a PG that when used can be bounced back to Hand from Drop if the requirements can be fulfilled but we'll need to calculate how consistent that is likely to be the case before deciding on his inclusion.

This leaves only one Enigman card left to check. Enigman Swirl who is easily disregarded upon a quick glance, only active from Stride onwards while not contributing towards it, what does word towards stride though is some stride tickets, cush as Cosmic Hero, Grandrope so now our structure is beginning to take shape. But can't just max each our short-listed Grade 1 Deck Balance is thrown right off. If you do that. I'll number each grade at a typical ratio in comparison so the point is obvious.

Grade 3: (7)
4x Enigman Gigastorm

Grade 2: (11)
n/a

Grade 1 (15)
4x Enigman Squall
4x Enigman Cloud
4x Enigman Blanc
4x PG
4x Cosmic Hero Grandrope

Grade 0: (17)

n/a

For stable ratios we want 13-15 Grade 1's; typical number is 14, however I'm going to aim for 15. Right now there's 20. Way too many. So what can be cut and what keeps? Removing a short listed Grade 1 entirely still leaves 16 cards meaning one card will have to be reduced in occurrence as well. The power of Stride is indisputable and  thus Grandrope will earn his keep.
PGs are Staple so they remain.

This takes us down to 3 cards to debate over but we may need to look elsewhere as opposed to among themselves to get the answer, by else where I mean it's time to talk Grade 2s

Sticking to the Enigman Theme there's 5 Grade 2's bearing this name, 1 of which Enigman Wave is from the Ride Chain which has already been determined doesn't fit in this deck as the ride chain's end goal fails to offer a high enough reward and Enigman Wave like the rest of the chain is a vanilla on the Rearguard so if used it must be as a Vanguard.
Thus 5 prospects becomes 4, but we're only going to need 3 types so of the remaining Candidates who is removed?

Enigman Cresent and Enigman Night Sky were both present in Enigman's Tornado build and both remain solid cards with one offering a 1 time use but free +4000 ramp, while the other provides multiple use (1/Turn) for the cheap cost of a single counterblast, that is until consider what else 1 CB can get you but that's the price you pay for being live from the get go.

This leaves the new recruits Enigman Helm and Enigman Sirocco to compete with pre-existing for their spots.

For revision Helm's skill is follows;
Burst-[AUTO] GB2:When this unit is placed on (RC), if Burst 15000, until end of turn, this unit gets [Power]+4000. If Burst 30000, choose one of your vanguards, and until end of turn, it gets "[AUTO](VC):[Choose one of your rear-guards with the burst ability, and put it into your soul] When your opponent's unit is placed on (GC), you may pay the cost. If you do, your opponent chooses one of his or her grade 3 or less guardians, and retires it.".


Sirocco is the budget version of this and represents a heavily nerfed variation of the same principle just to drive the point home but
Burst-[AUTO]:[Soul Blast (1)] At the beginning of your attack step, if Burst 10000, you may pay the cost. If you do, this unit gets [Power]+2000 until end of that battle, if Burst 15000, choose one of your opponent's units, and that unit cannot intercept until end of that battle.

Neither of these units offer power directly to the vangaurd and each has it's pros and cons.
Of the two Sirocco is the more interesting choice but Helm fulfils the issue of controlling Guardian Circle for the entire turn. The interesting thing to note here is one prevents intercepts, while the other is worked around by intercepts, I wonder how many realise that as a means of getting around Helm though. In either case with neither unit providing power to add to the vanguard, which is the point of Dimension Police, it is a case of one OR the other with both Tornado members carrying over to the new build, Helm is the stronger card but lacks synergy with the Enigman build due to his need to be soul charging Burst skilled Rearguards.

To put this into perspective.

Grade 3: (7)
4x Enigman Gigastorm [Burst]

Grade 2: (11)
4x Enigman Cresent
4x Enigman Night Sky
3x Enigman Helm [Burst]



Grade 1 (15)
4x Enigman Squall 
4x Enigman Cloud
4x Enigman Blanc [Burst]
4x PG
4x Cosmic Hero Grandrope

Grade 0: (17)

n/a

The issue is clear. He can be fuel for his own ability but that's hardly ideal, and our Burst Target want to be in the soul through it's own volition, not at the orders of another, but the worst part about this? Enigman Helm can not utilse or support Enigman Sunset. Helm is an Enimgan by name only but does not very well support the deck. In an odd twist of irony the cheaper, weaker counterpart serves the theme's play style better but the dream play make no mistake would be CresentHelm and Sirocco all together, it's just so impractical though the means by which to achieve this that it's not worth considering. Might make for an entertaining LOLZ deck though. I'm on a tangent.

Given the options provided there isn't really a solid decision to be had but Helm of the two is objectivity the better card.

Now what does this mean for our Grade 1's?

Grade 3: (7)
4x Enigman Gigastorm [Burst]

Grade 2: (11)
4x Enigman Cresent
4x Enigman Night Sky
3x Enigman Helm [Burst]
Grade 1 (15)
4x Enigman Squall 
4x Enigman Blanc [Burst]
4x PG

3x Cosmic Hero Grandrope
Grade 0: (17)

n/a

It's not what I ideally want to do but Cloud drops and that by extension means we won't be using Enigman Sunset within this deck, but that does offer clarity of the triggers as a result. And within theme we also know the starter since there's only two Enigman Starters and one was eliminated when it was decided to not use the ride chain core.

Grade 3: (7)
4x Enigman Gigastorm [Burst]
???

Grade 2: (11)
4x Enigman Cresent
4x Enigman Night Sky
3x Enigman Helm [Burst]
Grade 1 (15)
4x Enigman Squall 
4x Enigman Blanc [Burst]
4x PG

3x Cosmic Hero Grandrope
Grade 0: (17)
1x Enigman Zephyr [Burst] [FV]
4x Operator Girl Reika (Stand)

4x Cosmic Hero, Grandbeat (Crit)
4x Enigman Foehn (Heal)
???

One trigger and our supporting Grade 3 is still missing. But the PG has yet to be decided either.

Well I'm going to come back to that after we take this moment to do some maths.
Assume 3 ramps is the most you'll stably manage in any given turn and bare this in mind as it is time to build G-Zone.

First things first, the obvious one given the inclusion of Grandbeat.

4x Super Cosmic Hero X-Gallop
1 ramp and a 5K booster is enough for Burst Phase 1, 2 Ramps and a regular Grade 1 6K-7K booster for Phase 2 (or 4 ramps if no booster)

Some number of Super Cosmic Hero X-Lead likely just 1. An interesting card that will provide a means to trigger itself with ease, it doesn't mesh well with Enigmans but it is a solid card, more so for Cosmics though. In fact that's what this G-Zone is going to be, the same as Burst Gallop because that's what new Enigman is essentially, the budget version of Burst Gallop, but when you must factor that most of the cost on a deck these days comes from the G-Zone.

So with that spontaneous decision made the G-Zone looks like this.

G-Deck
Strides (11)
2x Super Cosmic Hero X-Lead
4x Super Cosmic Hero X-Gallop
2x Great Galactic Governor, Commander Laurel D
2x Super Cosmic Hero, X-Tiger
1x Air Element, Sabreeze
G-Guards (5)
1x Dark Element
2x Gallant Incarnation, G-O-Five
2x Super Cosmic Hero, X-carivou

Very little work left now. All that's left is supprting Grade 3 which I will fill on now and Explain the choice in a moment, and then the PG type and the last trigger.

I'm going to mark the following deck to so all costs cards have in brief.

Grade 3: (7)
4x Enigman Gigastorm [Burst] CB1 SB1
3x Enigman Megacurrent [Burst] CB1

Grade 2: (11)
4x Enigman Cresent
4x Enigman Night Sky CB1
3x Enigman Helm [Burst] SCn
Grade 1 (15)
4x Enigman Squall 
4x Enigman Blanc [Burst] CC1 SCs SBs
4x PG

3x Cosmic Hero Grandrope
Grade 0: (17)
1x Enigman Zephyr [Burst] [FV] CB1
4x Operator Girl Reika (Stand)

4x Cosmic Hero, Grandbeat (Crit) SB1
4x Enigman Foehn (Heal)
???

G-Deck
Strides (11)
2x Super Cosmic Hero X-Lead 
4x Super Cosmic Hero X-Gallop CB1
2x Great Galactic Governor, Commander Laurel D
2x Super Cosmic Hero, X-Tiger
1x Air Element, Sabreeze CB2
G-Guards (5)
1x Dark Element 
2x Gallant Incarnation, G-O-Five SB1
2x Super Cosmic Hero, X-carivou

So PG's you'll notice I kept as many Burst Strides as possible.

Now the options really are Cosmic Hero Grandguard, Grandleaf or Enigman Calm.

Here's why I've marked costs in the deck, I want to know can Calm and  Leaf bounce frequently enough to use them.

The main means of filling the soul quickly is with Helm but that's not an ability you want to use too often as each use is a -1 so you have to ensure you are profiting when you do use it, however he does mean there's soul to go around should it be needed.

So Leaf and Helm can both be used. Counterblast isn't overly heavy either and is managed by Enigman Blanc

This allows the last spaces to be filled and we even know what the last Trigger unit we're going to use is

Grade 3: (7)
4x Enigman Gigastorm [Burst] CB1 SB1
3x Enigman Megacurrent [Burst] CBx

Grade 2: (11)
4x Enigman Cresent
4x Enigman Night Sky CB1
3x Enigman Helm [Burst] SCn
Grade 1 (15)
4x Enigman Squall 
4x Enigman Blanc [Burst] CC1 SCs SBs
2x Cosmic Hero Grandleaf [Burst] (PG) SB1
2x Enigman Calm [Burst] (PG) CB1 SB1 CC1


3x Cosmic Hero Grandrope
Grade 0: (17)
1x Enigman Zephyr [Burst] [FV] CB1
4x Operator Girl Reika (Stand)

4x Cosmic Hero, Grandbeat (Crit) SB1
4x Enigman Foehn (Heal)
2x Cosmic Hero Grandscold (Stand) SCs
2x Operator Girl Rinka (Stand) SCs

G-Deck
Strides (11)
2x Super Cosmic Hero X-Lead 
4x Super Cosmic Hero X-Gallop CB1
2x Great Galactic Governor, Commander Laurel D
2x Super Cosmic Hero, X-Tiger
1x Air Element, Sabreeze CB2
G-Guards (5)
1x Dark Element 
2x Gallant Incarnation, G-O-Five SB1
2x Super Cosmic Hero, X-carivou

Ok so we're using both PG's debated and both Scold and Rinka, I normally take consistency over options but when you're still in the theory stage keeping options open is a good idea, and you never know such mixes may stay into a final product.

One last card I need to explain. Why have I included Megacurrent despite initially being so critical of her? It comes back to the same combination of words found in Gigastorm so in a way we've come full circle, I end where I started. With a simple failure to read.


Burst-[AUTO] Generation Break 1:When this unit is placed on (RC), if your vanguard's [Power] is 15000 or greater, this unit gets [Power]+4000 until end of turn. If your vanguard's [Power] is 20000 or greater, choose one of your vanguards, and until end of turn, it gets "[AUTO](VC):[Counter Blast (1)] At the beginning of your attack step, you may pay the cost. If you do, this unit gets [Power]+4000 until end of turn.".


Let's look at that part in red specifically.
At the beginning of your attack step, you may pay the cost. If you do, this unit gets [Power]+4000 until end of turn.


Oh do I love to see that in the same sentence since I've started to notice it.



Compare to Cosmic Hero Grandmantle's Rearguard ability.
Burst-[ACT](RC)[1/Turn] Generation Break 1:[Counter Blast (1)] If your vanguard's [Power] is 15000 or greater, this unit gets [Power]+4000 until end of turn. If your vanguard's [Power] is 35000 or greater, choose one of your vanguards, until end of turn, it gets [Power]+4000.

I've got to say, despite objections at first due to only being live once and not across several turns. Mega Current helps contribute to that one turn push where it may count better than what Grandmantle does. She may only be live a single turn in comparison but the part of her ability in red can be used as many times in that turn as you feel it's needed. Though you'll have to work on resetting the spent counter blast afterwards.

That's this post done, sorry it's such a long and possibly boring one, also sorry for the lack of images throughout to break up all the text. Blogger is acting up again.

Anyway all this writing just to eventfully get to the point of where I'm going to start working from in regards to Enigman Giga Storm. Gallop next? Perhaps. Or shall I just cut to MAXON MAXON MAXON and come back to Gallop? Undecided yet.

Robos are the meta deck going forward, I would argue without the Legion, and anything else is just playing around with the scraps really.

V-Out.

P.S. I forgot to note Late Game implications of Gigastorm in this post but I have covered this at the end of a previous post.