![]() ![]() The majority of the meta with things like Gear Chronicle down to Aqua Force is swinging lots of times, until you eat your opponent's hand to smithereens. On the other hand, there are cards like Card Dealer, Jacqueline, Moonlight Melody Tamer, Betty, and even Dragon Masquerade, Harri that push Magia towards multi-attacking. But a lot of the column-building clans can do better. Cards like Cutie Paratrooper, Intensely Sweet Clown, and Darkside Princess (who are all essentials in the deck) are very good at building columns, but they don't reach incredible Neo Nectar numbers typically. Multi-attacking, and swinging for big numbers. But they fall into one of two categories. Something I've noticed is there are many, many cards out there that are intended to support Harri. These are as follows: Mechanical Inconsistency However, there's a number of issues that hold the Harri build back from true greatness. It's not a new tactic, but Harri is the deck that does this consistently. This is actually a pretty good backbone to work off of, as it throws a wrench at a lot of control decks that rely on retiring your opponent's field. Harri's main gimmick, the * Magia keyword, revolves around calling units from the soul, and putting them back in the soul at the end of the turn. Now as for Harri's place in the meta.he's actually the best deck in Pale Moon in terms of the entire game! That being said, he's not in a good spot at all. Kinesis Megatrick, Coulthard x1 (G-GUARD) Jester Demonic Dragon, Wandering Dragon x1 (G-GUARD) Scream Dragon Master, Droll Kimberly x1 (GB8)Ĭhainsaw Megatrick, Furnival x1 (G-GUARD) assuming one had infinity money, here's what I'd put together: While it has a tougher time against 11k Vanguards, once it has its rows setup itâs almost impossible to stop.Shameless self promotion of the video i have on this. It has no shortage of options in doing this against 10k vanguards and they can quickly find themselves overwhelmed. This deck is most definitely built for running over your opponent as fast as possible. He also allows you to get Crimson in the soul if you missed it or replace a dead card in your hand with a live one. Barking Manticore allows the deck to swing for 20k+ with any booster in this deck. Hitting 20 or 21k is definitely something I like to see. I only run 10 grade 2âs for the same reason as many decks where I run grade 3âs meant to be in the rearguard I like to keep those slots open.įor Grade 3âs, I run 4 Midnight Invader as it allows for those great attacking rows. 2 Barking Cerberus round off the grade 2âs with the classic 10k beater. 2 Fire Breeze Carrie is very useful as after Girl who Crossed the Gap and Dancing Princess, you still have enough counterblast open to use her effect at least once, and draws in this deck are very strong. ![]() In the Grade 2 department, I run 4 Crimson Beast Tamerâs and 2 Dancing Princess to allow for the highest consistency of getting Crimson to soul, providing that power boost to many of your cards. In a pinch it can allow for some plays with Girl who crossed the Gap, which I have used before to setup some great rows to win games. ![]() Midnight Bunny gives you some great pressure, as it can allow for some great combos using your soul. Turquoise Beast Tamer is very strong in this deck, as combined with Crimson Beast Tamer or Midnight Invader, she lets them hit 20 or 21k respectively. It makes it so you will almost always have 20k+ rows, easily reaching those 21k magic numbers as well. ![]() The Grade 1's are setup to allow the highest amount of offensive power possible. It contributes greatly to the overall consistency of the deck. Girl who crossed the Gap is pretty much the only choice for starting Vanguard right now, however, her effect is very strong and allows you to ride things you would like to use as boosters later on. There is no need for stand triggers as there is no other mechanic allowing them to stand in this particular build. ![]()
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