As mentioned, you'll need 4x Victoplasma as your main G-unit to make your vanguard stand again. 2x Meteokaiser Tribute that burns your opponent's rearguards for whenever your rearguards stand and 2x Vic-Ten that pressures your opponent into guarding in order to prevent your rearguards from standing.
If your opponent play clans like royal paladin, gold paladin or aqua force which requires a full field most of the time, striding Meteokaiser Tribute is the best way to burn down their rearguards. While if they're the type to solo whack you such as Dimension Police, Shadow Paladin and Kagerou, you'll need to force them to waste their hand size just to guard your Meteokaiser Vic-Ten's attack (if attack hits, stand one of your rearguards and it gets power +5000).
Your grade 3 units are still the main cards that you'll need for playing this deck. Since it's a hybrid deck, a little bit of the Raizer series is added into the play style.
Your main grade 3 avatar would be Meteokaiser Victor which allows you to stand a rearguard whenever you attack with your vanguard while in your G-unit. Just think of the sweet combo you can do with Victoplasma as your G-unit (stand your vanguard and your rearguards). Now meet Mega-Flare, the Ultimate Raizer which Legions with Dual-Flare. This unit takes advantage on it's units when 4 of them are rested, it gets critical plus 1. What's worst, if it's attack hits, stand one of your rearguards. This attack would definitely caused your opponent to waste one of his/her null guards. Combo it with Cat-Butler, they're screwed (we'll cover that later.)
Your grade 2's aren't important since I made this deck to purposely use grade 3 as your rearguards. But still, they are needed until mid-game and they are useful to at least guard for you.
With the new units from G-BT01, you'll only need 3x White Hank and 4x Sazander to maximize your standing abilities. Although you can bet most of your standing abilities from your vanguard's skill and stand triggers sometimes, White Hank can be a great unit to help you in this play style. 3x Dual-Flare (we'll need the mates for Legion). A little bonus that I think it will be a good combo to gain your hand size early-mid game, Street Bouncer. The skill requires you to rest 2 of your units in the same column and you get to draw a card with it.
Grade 1's are pretty standard at this point. I mean I used the same formula in most of my deck profile and I'm sure you guys will do the same thing as I did (4x null guards, 4x stride-assist....).
Nova Grappler are known to be a counter blast-heavy deck since the day it was born. Thus, you'll need at least 3-4 Clay-Doll Mechanic to make sure you don't run out of tricks in the game. you can change one of your stride-assist if you want to play safe with 4x Clay Doll Mechanics. But I preferred 3x of them since I got a special critical trigger to compensate back. The extra 2x cards would be Cat-Butler and since "Bullshitroad" wants to make sure we don't stand our vanguards too much, they'll only allow 2x Cat-Butler to be used per-deck. That brings us to have these 2 cats fill in as our last spot in the deck.
By sacrificing Cat-Butler, it allows your vanguard to stand again if your attack doesn't hit and your vanguard must be in grade 2. The skill does apply to you when you Legion since you have a grade 2 unit in your vanguard circle as your mate. With Mega-Flare's critical still online after your opponent guarded it, kill the cat and your vanguard stands again which makes your opponent think "what's the point -_-" (you can end the game with this combo when your opponent is at 4 damage XD).
Now for your trigger line-up...
As I said about a special critical trigger that compensates Clay Doll Mechanic's skill, Red Lightning allows you to counter charge 1 when you put him into your soul. You'll need 4x Energy Girl as your stand trigger to help you increase your standing abilities. After she boosts a unit, put her back into the deck and you can stand one of your rearguards (you'll be so lucky if you were able to drive check her again when your vanguard attacks). 4x draw triggers are essential to keep a good hand size. Up to this point, you can choose whether you want heal triggers or more stand triggers. For me, I prefer to have 2x Turboraizers replacing 2x heal triggers in my deck to get a good 6k boosts and then returns back to my deck which increases my drive check chances (Note: Turboraizer and Battleraizer's skills are the same). If you guys want to play safe, 4x heal triggers are standard to avoid you from taking too much damage (I just randomly put 2x Ring Girl Clara as my heal triggers. Any heal triggers is fine for this deck).
Believe it or not, your grade 0 starter is actually one of the important aspect of your deck.
You can either A: go for a grade 3 searcher which increases your hand size and saves your starter from getting burned from decks like Kagerou. Or if your opponent is using decks like Royal Paladins and Aqua Force, you'll need your rearguards to maximize your stand burning-stand power from your Meteokaiser Tribute. In which case, Extreme Battler Runbhol will be useful since you can stand him as long as the unit in the same column as him stands.
Through this deck profile, I hope you guys find a good play style for your Nova Grappler decks. With WGP coming soon (November 1st), this should be helpful to all Nova players out there that wished to "stand" a chance in this tournament. My next deck profile would probably be covering the Deletor series in the Link Joker clan (since G-Comic Booster 01 came out, it should be interesting to see a different variation play style with their new units). Until then, hope to see you guys soon :)
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