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Saturday, July 28, 2012

Deep Clan: Granblue


Granblue
Epic mount
The highly anticipated and long-awaited Granblue analysis. There is a lot to say about this clan—the zombie pirates that can be resurrected any number of times. For a lot of people, Granblue is both a difficult clan to build and execute. This is because the clan is based so much around synergy with each card that one misplay can pretty much cost you the game. I can confidently say this is the most technical clan to date and both the easiest to screw up and the hardest to master. It isn't through sheer power, spam, rushing, defense, or any one gimmick that Granblue pull victory. Nay, even contrary to what the theme might suggest, revival is not even the ultimate goal for victory. Granblue excel in every area and have an answer to most situations.

Because of the synergistic nature of this clan, many cards can be sprinkled into any of the other builds at 1-2 copies with no problem at all. Granblue also allows for some of the most bizarre Winning Images—that actually work, to exist in the game. Ever think about running one copy of only 4 Grade 3s? Howabout one Grade 3 total? Have you ever wanted to spam those soulblasting cards that let you draw, or just get advantage simply for riding Grade 3? Have you ever thought about running 10 critical triggers and 2 stand triggers? This is some pretty weird stuff, but that's Granblue for you.


Captain Shotacon
So we shall start at the beginning, with the starting vanguard selection. There are three viable choices: Captain Nightkid, Guiding Zombie, and yet another Grade 3 searcher—Skeleton Assault Troops Captain. Let's skip over the latter and talk about the first two. Starting with Captain Nightkid.

His effect is somewhat interesting. You'll have to pay a counterblast, which can be pretty devastating in Granblue, then you minus one, and get to drop a card from the top ten. The pros of this are being able to set up your drop as a toolbox without requiring the random drops of the "Shade" cards or without getting a Chappie early on. This set up can mean that you're opening the game strongly and helps you set up for mid-game quickly. Another upside is the 5000 power should you chicken out or not need the drop. Unfortunately, his two cons are pretty bad. The first is that you minus him; pretty typical. Most starting vanguards do this, but at least Conroe and his ilk try to make it a net +0. But none of our three starters can do that, so moving on. The second problem is that he costs counterblast. Which makes him an immediately bad card for Cocytus-based decks (and obviously rules him out for a megablast deck). Those decks need 2 unflipped damage by Turn 3. If they don't have that, they basically never get started (see more in Cocytus' section). Luckily, he's good enough that you can include him in other versions of the deck. Especially decks that need 1 very specific card in the drop before Mid game. If you run this, you should probably include Three-Star Chef Pietro. You probably will anyway, but your other cards pretty much rely on 1 counterblast to get off their effects. Nightkid will cut your total down by 1, which can devastate you, unlike in other decks.

I bet his name is Igor. Or Jeeves.
Or Jeegor. Or Bob.
Your second real option is Guiding Zombie. He needs more love. Guiding Zombie is pretty much the go-to vanguard for anything Nightkid doesn't fit into, like Basskirk or Cocytus builds, and even works just fine as a universal replacement in all but a few builds. His main advantages are, like with Nightkid, his great 5000 boosting capabilities. In most of the decks he is present in, there should be room for either Ruin Shade or Deadly Swordmaster or both. In that case, you can hit stage 2 with Guiding Zombie against a well-defended Vanguard. And if you run Cocytus and they only have a 10000 vanguard, you pretty much get a free 3-stage attack just from running this guy and not using the skill.

The other pro is that his skill can be used straight on the first turn. If you see a Kagero or Narukami vanguard, you might want to ninja-vanish your Guiding before it gets hit by a killing skill. In some decks, you can afford to take the minus early with this guy and start off your drop toolbox early. As for cons, the toolbox he gives you is indeed random. Thankfully it's 3 cards and not some awkward number, so your triggers stay in phase. As a rule, if the deck needs to counterblast early, run this vanguard. If it needs to counterblast a lot, run this card. No use in sealing off your resources just because you like Nightkid more.

Pictured: After his meal of Judas Iscariot
If you have your starter, you either have a build in mind or you want to use the starter as a jumping-off point. In either case, you should know by now to use Guiding Zombie with this guy, Cocytus. Necromancer Cocytus is played in full reanimator builds and half-reanimator builds. Sometimes, he's teched into other types of decks, but I'll explain why that's not really very good later.

Cocytus is probably one of the best power Limit Breaker we've gotten so far. He easily ties with Garmore for first place. Kiriel is limited by only face-up damage zone cards. Thunder Break isn't too limited since he gets the field, but he's redundant with a better card in his own deck. Garmore is amazing always, even if he can't get a Grade 3. But Cocytus; this guy is the real deal. If you want to negate your Ride minus, this is a great card for it. If you can set up the drop as a decent toolbox just before Mid game, he's one of the best rides. Riding him in late game really doesn't yield that well since you would -1 from your ride, overlaying some other useful Grade 3 that you could've just gone with, and then getting your plus. Still a +0, but the thing is, that late in the game, you probably would've ended up with a similar setup had you just called Cocytus. Either you call him for 10k vanilla attack, or call him and sac-to-regenerate a booster in the drop. If you ride him...those are pretty much the same options to get from the drop anyway. So it's pretty much the same no matter what, unless you absolutely need the Limit Break at some point. For this reason, it's probably not wise to tech him into a deck that doesn't have the free Grade 3 slots immediately open and unused.

2SPOOKY
Cocytus even has his own army of supporting cards. There's a Grade 1 persona-booster that is the pretty typical "Soulblast 1 to boost by +5000". It's okay if you really hate resurrecting things with that soul or really hate getting +1s with that soul, and just want to do a full power build. On the whole, Granblue needs their precious soul a bit too much to squander it on a persona-booster.

Then there's his Superior Ride line. Not exactly a "ride chain" as I've heard it erroneously referred to; and they are a bit of a wall-o-text. Essentially, you have a Grade 1, Grade 2, and Cocytus himself. Each one can superior ride the next one if it meets two conditions and you pay a cost. The conditions are, the next one must be in the drop zone, and your opponent must have a higher Grade than you already out. So unless they misride, you need to go second to get this off. The cost is that you must discard a Granblue from the hand, which actually makes meeting the drop-condition fairly easy if you drew the other piece(s). Doing this, ending with Cocytus, even ensures that whatever you discarded to the drop, Cocytus can revive. The good news is even if you superior ride the Grade 2 and Cocytus, you will still be in the same situation as if you rode normally, card advantage-wise. Since each discard means getting another from the drop. I don't really recommend these unless you have either a crapload of room leftover in your deck (fat chance) or have a bizarre build—and there actually is one that works for them.

His original name was "Kink of Demonic
Bedrooms, BDSMKirk"
Basskirk is a set of builds all his own. Lately, true megablast decks have been getting popular because of the neat mechanics for Narukami's Gyras and Gold Paladin's Agravain. Basskirk was a popular megablast unit before it was cool.

In the megablaster build, you would prepare your entire game for the final turn where you resurrect the a whole field at once. A perfect field. Since Granblue have no retardedly good attackers like Palamedes, they have to resort to the old tricks of 10000 vanguard bullying by using Nightstorm (+2000 when attacking vanguard) and Romario (8000 booster). That's 3 stages, but of course only against a midline vanguard. Basskirk himself would then become stage-3 with a Romario as well, or Evil Shade with the cost paid.

This is really just a for-fun build since it not only relies on getting off a megablast just to win, but it also counts on the opponent having a less-than-optimal defending vanguard. Remember guys, not including available 11000s means losing to crap like this! The other very good build is typical of abusing megablast units: ignore the megablast and spam your soul. This allows you to use the Deadly Nightmare/Spirit cards multiple times to re-situate your field, as well as having a 3-stage attacker with Evil Shade. So basically Basskirk is beatdown or spam.

Angriest. Dancer. Ever.
To compliment Basskirk (and later explained, Spirit Exceed), you'll want to actually run Dancing Cutlass. In most other decks, you're forced to run these awful things because their soulblasters are so bad. In Granblue, you actually want to run them despite having good soul use. It's just too easy to abuse it by soulcharging Rough Seas Banshees and having a Basskirk on the field. In a deck where every single card you draw is useful—due to the ability to trade it in for something that's from the drop zone, Cutlass is invaluable.

On top of that, the benefits are recursive: you can trade in Cutlass itself if it's not useful. Most importantly, you can do it for cards such as Deadly Spirit and Captain Nightmist since it's a Grade 1 that's no longer useful and not just a Grade 0 (because a good tactic is closing the game by calling unused triggers in hand, and converting them into boosters if you want to Final Turn). He's not bad at all in this clan just based on the fact that he can be exploited, is never a minus, and can be either traded for something more useful or used with your 11000 attackers for good numbers.

He's just offering you candy. Don't be a
pussy. This guy seems legit.
As has been alluded to, this deck focuses heavily on keeping your field perfect and spotless. The Deadly line of cards are an excellent mechanism for this as they make use of your otherwise not-Cutlass'd soul and non-useful fodder. For Nightmare, you can trade any Grade 0 in for a damn good booster, and that will definitely save your hide in the game. For Deadly Spirit, you can trade Cutlass or other unwanted boosters of any Grade to get a good vanilla interceptor. It even sometimes helps as a last guard resort when you can't afford to take another stage of damage but you can afford 2 soul and a booster. That may be situational, but Granblue is about creating situations or having an answer to all situations just waiting in your drop zone.

This card is a shoe-in for pretty much every deck with only a few exceptions. Its booster companion as well, since it's already a nice 7000 booster, and you can revive it to boot. Any time you get random card advantage such as drawing, you can convert it if it's unwanted into one of these guys. Or even a Spirit Samurai if you don't have the soul but you do have the counterblasts. Even Kagero's Goku can't keep a well-made Granblue deck from setting up a good field each turn, due to the ability to just trade in everything it gets that doesn't hit for good numbers for something that does.

Someone please kill me, it hurts to live...
Oh, right.
"Oh god why did she post this card?" you must be asking. It's pretty much a terrible piece of garbage in every deck—except Granblue. Now, with the exception of the specifically stand-based build, Granblues are terrible with stand triggers. So why then, should anyone run Steersman—an awful booster, stand trigger, and oh god the worst +1 ever?

Because he's only the worse +1 in every deck except Granblue. As you've just read, this clan is notorious for its ability to swap cards in the drop. So if you use two Steersman (probably not more than that) and ride Grade 3, you'll get him for free. Then you can soul/counter-blast for a better booster. The set up does require that he's in your drop, you're riding Grade 3, and of course, that you have something not-shit in your drop to trade with. It can actually be a decently tall order, which is why he is only run at two for the most part. It's great to just have 1 or 2 of these in case you drop a Cocytus Late game to get the delicious power from its limit break (and don't really have anything useful in your hand, so you need the drop call). It's also useful in the stand-based Granblue for the obvious reason that you can run 4 and not feel like you need to take a 3-hour long shower, scrubbing your skin with lye soap. But he does have another use...

HULK SMASH!
Oh god no, not another horrible card! Yes, another horrible card. Holy shit, counterblast 3 just to superior ride from the drop. Ouch! Except...not?

It's a pretty steep cost in any deck that actually uses counterblasts beyond a couple of 1-cost and maybe a single 2-cost. In fact, he happens to work quite well in a certain very bizarre set of decks for Granblue, that do just that. One of which includes running only Monster Frank. And just one copy. How does it work? Spamming the everloving hell out of drop cards and taking lots of damage early. It's pretty risky, but the advantage is you get to have all the delicious 7 slots left over for things like rushdown cards so you can destroy faces in the Early game with impunity. And unlike doing this with Spikes, you won't miss your Grade 3 ride just because you have too few of them.

The other way of running it is with just one of him and every other superior-ride-from-the-drop Grade 3. So 4 Grade 3s total, all different. It requires a lot of hard thinking and technical knowledge. If you can master the use of these two decks, you're well on your way to becoming a tactician in vanguard. It's basically Hard Mode and yet it can be done. This deck also requires the use of Hades Steersman to make up for the abysmal reliability it has with getting what Grade 3 skill you actually want. The free +1 after superior riding is very nice, and changes your usual net -1 ride into a net +0, while still giving you the Grade 3 and your Twin Drive. Just don't run him at all in any other deck besides bizarre ones like this. He actually is bad for those.

< S W A G >
Chappie the Swagmaster. Pretty much every Granblue deck needs to run this at one minimum. And for some builds, you need three to four. In the above-mentioned Hulk Smash deck, you'll absolutely have to run 4 Chappies in order to search him out early and get him in the drop. Memorize this number: 57%. This is the probability that you can get a Chappie in your hand, at four copies, given that you don't damage check anything. Even if you do, the chances get higher so long as you didn't damage the Chappie itself. That doesn't even include being able to mulligan for him; which I kind of recommend so long as you have a ridable Grade 1 and 2, and your Grade 3 is one that you can superior from the drop.

Now that you have him, it's all gravy. Guarding like mad, and then setting up your toolbox better than anything else in the whole clan. Have the Grade 3 you want to superior? Alright, grab a teched Nightmist, or Skull Dragon, or any booster that can be revived, or a Cocytus target, or Deadly Spirit. Hell, want a free +1 by the time you ride Grade 3? Get one of the damn Hades Steersman. The only limit to Chappie's usefulness is the structure of your deck. In Cocytus decks, Spirit Exceed, and the weird superior-Grade 3 decks, Chappie's pretty much the boss and the MVP in the Early game. He can also help you set up for getting anything you need from the deck later on. If your opponent keeps screwing you around, you can get "card x" that would exactly help, then just use freaking Cocytus to bring it out.

"Ichabod, stop stealing my pumpkins!"
Speaking of Spirit Exceed (about a dozen times), it's time to talk about this guy. Unlike most Superior Rides, this one is actually good. Why? Because it fills the soul like mad, is very easy to execute in Granblue, and can give you an expansive advantage in terms of power. Consider the following: You went first. That means you have the ability to superior ride Exceed on your second turn  (doesn't even cost counterblast or require a specific vanguard, like Blazing Flare or Aleph). Your opponent only has a Grade 1 out. This means you have a freaking Grade 3, the potential to call other Grade 3s (which would probably be 11000), and the potential to just completely rush them for almost guaranteed 3 damage and make up your minuses for superior riding him by the very next turn.

That's one hell of an advantage. And you typically want to do this alongside Deadly Swordmaster, to increase the probability that you will get to superior ride and pull off the power-rush gambit much like the Kagero Superior Riders build does. Swordmaster's may not be ideal, but at least it's a fallback. The best part about Exceed is you can just tech one into almost any Granblue deck except Basskirk. Since every Granblue deck runs 10-12 critical triggers and one of his requirements is a critical; along with one of the near-staple boosters—Samurai Spirit, also being in just about every other build. So you basically don't lose much at all by chancing that you might get a Chappie and pull him off in an unrelated deck (or even random-mill him and pull him off). He may seem pretty bad/vanilla at first, but there's a lot of deceptively hidden potential in Spirit Exceed. Sadly, he's very punishable, so you need to eventually ride the Swordmaster that you're packing in that deck so you can shut down the opponent's bad columns. Bear in mind, that deck burns bright but early. Once you ride, the rest of the game is pretty much just attacking with vanilla columns. It does work, and it does set you up for an early victory, but you have to keep it going manually.

I'm pretty sure Pirates do not resemble
Vikings or ...whatever this is.
We've been talking about this guy behind his back a lot. Deadly Swordmaster. This card gets a lot of flak for having a bad effect and is generally considered a vanilla by people who dislike the skill. I'm not really much of a fan of the skill, in general, myself but the fact that he has 11000 power means all the difference to me. You could print this card with 11000 power, remove his ACT skill, and I wouldn't bat an eye or change anything in the decks. Simply the ability for Granblue to be competently defensive is enough. His ACT skill is a bonus under extremely rare circumstances when you fail to get anything good going, can set it up, and can afford to pull it off. It's happened before, just don't count on it being often.

Try to think of this card as mostly being separate from the other Deadly cards. It often appears in decks that coincidentally happen to run the other Deadly cards because they're good for general-purpose swapping and he's good for vanilla beatstick and defense. As mentioned previously, he and Ruin Shade are your only good targets for pairing with a 5000 booster against an 11000 vanguard. This makes Cutlass and Guiding/Nightkid actually useful as boosters, should you choose not to get rid of them for a drop booster or use their skills. That pretty much goes without saying mostly, but since this card is so often overlooked, and Granblue has a special place for Cutlass, it bears going into. This card is also useful as a 1-of in the Bizarreblue deck mentioned earlier with Hulk.

Redundant redundancy attack!
Dragon Undead...Skull Dragon. Note to Bushiroad: that's redundant. Skull Undead Dragon Dragon is a very good card that can be teched in at 1 in just about any Granblue deck. This does have a couple of caveats. The first is that you should note, this is basically a fair version of Palamedes. Skull Eyes Dead Dragon is supposed to be hitting 3 stages for you, or at freaking least sealing the game with 1-2 because you can. Skeleton Zombie Undead Pirate Dragon will die once you attack with it (and you shouldn't be skipping attacks just to keep it), so it can indeed be risky at copies above 1. If you damage check Pirate Jesus Dragon, it's probably okay, since you're not losing much anyway.

It does technically only become Stage 3 with Romario, which means Basskirk or Basskirk. Romario is too redundant and unneeded in other builds that hit good numbers on their own, which means Skeletor Sinbad Dragon is going to sit his dead-ass in the drop if your opponent has an 11000 vanguard in most Granblue decks. However, if they get a 10000 out, Unliving Femur Wyvern will pretty much deliver the rage of a thousand tormented souls from Hades. Since, you know, you have 7000 boosters coming out of your ears. It's not bad at all to tech him in regardless, since he can sit there in your drop and not be screwing you over.  That makes him a great situational card. It's okay to use him if you need him, and okay to ignore him if you don't. No harm done either way. The cost is a bit steep, and sometimes you'll even finding yourself "leveling up" by swapping a 0 for a 1, and a 1 for a 2, then finally a 2 for him. That can happen a few times, so make use of it and go Final Turn. Most of the time it's much easier to get out Nonliving Tibia Carpal Lizard.

Aka Mr. Googley Eyes.
I have to say it. Thanatos is easily one of the least useful Granblue cards. He's trying way too hard to be Alice from Pale Moon or Sky Diver from Spike Brothers. Hell, even Sky Diver is actually better since he can be used for good defense riding, doesn't have to hit the vanguard specifically, and requires no counterblast. Alice is better since she can be re-used due to other cards like Midnight Bunny being able to pull her back out. With Thanatos, your options are Negromarl (why is this in your deck) and Cocytus to get him back and continue with his skill.

Additionally, his must-hit requirement is not actually pressure for your opponent. They can simply stop your combo gambit that you are relying on with a 2-stage shield at most. At least in Pale Moon, you're not totally reliant on that skill to drive the build home. He does at least gain some credit for working well in Standblue, where Thanatos can afford to fail, and where his skill can be put to more uses than comboing attacks, by setting up a good booster somewhere. He certainly looks cool at least, and his presence in Standblue is indeed staple, so he's not completely useless. You just plain do not run him out of a pure stand deck. Basically anything else is better. Tech in a Spirit Exceed; you'll probably superior ride just as often as you get Thanatos off, and at least then the rewards are better. Even putting in Deadly Swordmaster for his high power vanillaness is a good alternative. And you don't ever want to ride him since he just becomes a poor defense vanilla. Unlike Alice whom actually benefits if you have to ride her since Pale Moon never "loses" a card into the soul. That's where they go. Now, it is actually true that you can do neat stuff like ride Cocytus, superior call Thanatos, hit and use his skill to superior call something else like Nightstorm. Three to four nice attacks the moment you get Grade 3 is pretty cool. Except that the gambit requires 3 damage to pull off; that or 2 damage and a Pietro on the other side who also has to hit. Not guarding early, with rare exceptions = bad. At least Monster Frank can stop you from minusing on your ride, while Thanatos cannot generate any advantage.

He sparkles. No, really.
Welcome to Misconceptions Corner with Alice. Today, we will be talking about the most over-rated Granblue card: Captain Nightmist. Nightmist does have his uses. Namely, the second skill which allows him to trade a Grade 1 or higher for himself from the drop. It's a counterblast, which is nicely redundant with Deadly Spirit's soulblast. Unfortunately, that's where the good things end. Because he's 8000 power, Nightmist often just doesn't fit into the average Granblue deck, which is a shame considering the big deal they made of him in the anime, and his potential as a good card otherwise.

Why not? Because most decks don't run Romario. If you run Romario it means Basskirk or Basskirk. And you wouldn't run Nightmist in the megablast version anyway since that means giving up your megablast for his skill. In other words, the only real use for Nightmist is in Basskirk soul abuse. Similarly, the Special Interceptor is really not great anywhere else either. The first ability could be really good if it was usable from the rear-guard position. Unfortunately, this means Nightmist can only be 11000 on your Grade 2 ride, and only-if another copy exists in the drop zone. That's pretty much a waste of Chappie for this skill. There are much better 11000 Grade 2s, and they at least get a boost for being Vanguard, as well as being 11000 on a rear-guard position. If you have the room for Romario, and you can chance bad columns with Nightmist, he's not a bad run. This all having been said, he is a main target in Basskirk soul abuse since you'll want your soul a bit more freed up. Nightmist accomplishes this nicely by helping you swap out your used-up Cutlasses once you draw. It's a pretty nice way to ensure a good attacker after drawing a card. Essentially, that means +1 every two turns in that deck, provided you can keep the Cutlasses flowing. It must be said that Nightmist, just like Undead Skull Dragon Dragon Dragon, can be a 1-copy tech into most decks even if they only use a 7000 booster lineup since it does hit stage-2 against weaker vanguards. Unfortunately, I don't believe this is a good use of a Grade 2 slot, unlike our Grade 3 selection. And at least Undead Skull Dragon can hit Stage 3 for his tech. If you want to use single counterblasts, in most decks, it's better to use them with Spirit Samurai and Skull Dragon over Nightmist.

"You are already dead."
Let's talk about Shades. Ruin shade is probably one of the best Grade 2 selections you have available. Being a 9000, it fits naturally into any Granblue deck since they all run appropriate boosters. Even better is that it has the ability to become 11000 and either hit any English vanguard alone, or be boosted by your starting vanguard or Cutlass—as has been mentioned multiple times in the article. Just ignore Stormride Ghost Ship because she exists.

The most important key feature of her though, is that she has the option of doing it or not. So you won't be stuck milling through your deck when you don't want to or when the trigger phasing is out of sync. We'll just ignore Greed Shade since Granblue rarely will have more cards in hand than the opponent, but Undead Pirate of the Frigid Night will work as an okay replacement to Ruin Shade until you can afford the cost of all those RRRs. As for Evil shade, it's a pretty good booster and doesn't un-sync your triggers given that you have to mill 3. It's also nice if you play Ruin Shade and Guiding Zombie and just don't care what ends up in the drop so long as there's a huge selection very early on. That's essentially the reason you run Evil Shade—not for it's 10000 boosting power since most Granblue decks just plain don't  need it. Cocytus can hit stage 3 as of the Late game, which is good enough. Deadly Swordmaster does benefit decently if you're running a build that actually rides him as a main, but more often than not you won't want to pay to use the skill each turn, making him a deadweight 6000 booster. Once again, the exception to the rule is Basskirk, who pretty much always benefits.

No comment.
>Negromarl
Did they mean Necromarl? Nope. That's his actual name. ネグロマール. Ne-Gu-Ro-Maa-Ru. Well then. So apparently he's the black witch doctor.

You may notice some artistic and mechanical similarities between Negromarl and Cocytus. But the similarities end pretty quickly. Negromarl sports an abysmal (get it?) 8000 power. The lowest of all the Grade 3 cards. This means, once again, that it pretty much only works in Basskirk. Even if you want to run full reanimator, this guy just isn't a good idea. Sure, he is a blatant +1, absolutely. Except that in most decks, you just don't have the room for Romario, making Negromarl a -1 anyway.

If he were Grade 2, this would be amazing since you could at least intercept next turn. Unfortunately, no opponent is stupid enough to just attack him and let you facilitate a field change-up because they know he's going to make bad columns for you. As usual, you can consider him a tech in at 1 in some decks, but for the most part I wouldn't recommend it. Once you have like a billion techs, your entire deck just becomes one giant mass of convoluted situational garbage. It's best to use him where he really shines: Basskirk soul abuse. Since that deck has plenty of free counterblasts and even runs Romario. Keep in mind, when you do actually have Romario to boost Negromarl, he's a true +1 for Counterblast 2, which is usually what we see in this game (a la, Berserk Dragon, Blaster Blade, etc). There's one very important feature of this card that you probably did not notice. His only clan requirement is that you have the Granblue vanguard. Think about it. Not the drop zone target. Just the vanguard has to be Granblue. So if you were thinking of crossing Granblue with some other deck, you should really consider Negromarl for it.

Now it's time for like a million deck lists.

Cocytus Reanimator Deadly Exceed
Grade 0: 20
  • 1 Guiding Zombie. Starting Vanguard. Mostly just keep this card on another rear-guard circle so that Ruin Shade or Deadly Swordmaster can use it. If you somehow have no targets for Cocytus by the time his ride comes up, you might have to use him.
  • 4 Knight Spirit. First Critical Trigger.
  • 4 Rough Seas Banshee. Second Critical Trigger. You mostly won't use the effect unless you're in a bind or can go for Final Turn.
  • 4 Ghoul Cannonball. Third Critical Trigger. Granblue benefits greatly from this wholly offensive set up. If you want, you can exchange 2 Cannonball for 2 Hades Steersman in case you want the +1s so long as you can set it up. Additionally, you can run 4 Hook Arm Zombie for draws, but in general, you want as much guard as possible and as many critical as possible.
  • 4 Rick the Ghostie/Doctor Rouge. Heal Trigger.
  • 3 Chappie the Ghostie. Running at least three is completely necessary for the deck to even function, unless you don't plan on properly using Cocytus or you just want to let chance do it for you. It's not as necessary as some builds to run 4, but you can if you remove a tech.
Grade 1: 12
  • 4 Gust Jinn. Staple perfect guard
  • 3 Deadly Nightmare.
  • 3 Samurai Spirit.
  • 2 Dancing Cutlass. Use only if you can afford the 2 soul. Usually you can, but soul is rather limited in this build.
Grade 2: 10
  • 3 Deadly Spirit.
  • 4 Ruin Shade. Put in front of 5000 boosters.
  • 3 Three Star Chef, Pietro. Try to use his skill a few times to make up for Cocytus. Not necessary, but we have a lot of room in our Grade 2 lineup.
Grade 3: 8
  • 3 Ice Prison Necromancer, Cocytus. Required for the deck to function. Unlike most decks, you do not actually have to ride this ASAP. Hence the reason for 3 copies and not 4. It's not always beneficial since your drop may not be set up yet. Better to wait and minus a card than waste a Cocytus and then minus a card. Riding Deadly Swordmaster is perfectly fine.
  • 1 Dragon Undead Skull Dragon. Backup for when the opponent has a 10k vanguard. Use Chappie if your cocytus and boosters are already set up.
  • 1 Spirit Exceed. It may seem odd but it's actually a really great tech given that you already have its requirements in high number and a chappie. Sometimes you can pull this off. Otherwise, no harm done, just call it and swap using the Granblue drop toolbox.
  • 3 Deadly Swordmaster. Mostly use as a vanilla defensive vanguard or attacking rear-guard. If you absolutely must, then you can superior ride.
Grade 0: 21
  • 1 Captain Nightkid. Starting Vanguard. You can run Guiding Zombie, but Nightkid ensures you get an Exceed in the drop more likely.
  • 4 Knight Spirit. First Critical Trigger.
  • 4 Rough Seas Banshee. Second Critical Trigger. You mostly won't use the effect unless you're in a bind or can go for Final Turn.
  • 2 Ghoul Cannonball. Third Critical Trigger. You can run 2 Hook Arm Zombie for draws, but in general, you want as much guard as possible and as many critical as possible.
  • 2 Hades Steersman. Stand Trigger. Use to help make up the minuses of the superior ride much earlier, which cause it to turn into a raw +1 within one turn. Make sure you swap him for a better booster from the drop.
  • 4 Rick the Ghostie/Doctor Rouge. Heal Trigger.
  • 4 Chappie the Ghostie. Running 4 is necessary. You HAVE to get Spirit Exceed in the drop for this deck to work. If your mulligan is ass, then at least get Swordmaster in and try for the Deadly instead.
Grade 1: 13
  • 4 Gust Jinn. Staple perfect guard
  • 3 Deadly Nightmare.
  • 4 Samurai Spirit.
  • 2 Dancing Cutlass. You should be able to afford these at just about any time due to Exceed's mad soul charging.
Grade 2: 10
  • 4 Deadly Spirit.
  • 4 Ruin Shade. Put in front of 5000 boosters.
  • 2 Three Star Chef, Pietro. Not necessary, but we have a lot of room in our Grade 2 lineup. If you want, you can just use 2 Commodore Blueblood. You probably won't use 5 counterblasts, but it's here just in case. The only advantage to Blueblood over this is that he can hit a 10k alone.
Grade 3: 6
  • 3 Spirit Exceed. Required for the deck to function. Only running as many as 3 because the deck needs Nightkid to be reliable most of the time. At 2 copies, Nightkid only has just over 2/5 chance to get him, and with 3 has almost 3/5 chance, then you have Chappies. You can run 2 and stick in another Cutlass/Deadly Nightmare/Undead Skull dragon. Usually it's better to stick with the 3 Exceed, however. You don't really want to draw him to normal ride.
  • 3 Deadly Swordmaster. Mostly use as a vanilla defensive vanguard or attacking rear-guard. If you absolutely must, then you can superior ride. You can also remove 1 for Undead Skull Dragon if you find you need the tech.


BDSM Abuse (Basskirk's Deadly Soul Management) Standblue
Grade 0: 18
  • 1 Guiding Zombie. Starting Vanguard. You can use Nightkid, it probably doesn't matter. Mostly, the reason for Guiding by default is that you want to guarantee the use of Negromarl, which is much more important than Nightkid.
  • 4 Knight Spirit. First Critical Trigger.
  • 4 Rough Seas Banshee. Second Critical Trigger. Don't be shy about the effect in this deck. You'll more than make up for the loss in shield when Basskirk is letting you get mad plusses and cycle well.
  • 4 Ghoul Cannonball. Third Critical Trigger. It's actually dangerous to run draws in this deck since you could end up decking out. Plus aggression is very good for it.
  • 4 Rick the Ghostie/Doctor Rouge. Heal Trigger.
  • 1 Chappie the Ghostie. Not super necessary, but it can help. Should be considered a tech in this deck. But it's probably the only reliable way of getting your lesser-copied cards in the drop.
Grade 1: 14
  • 4 Gust Jinn. Staple perfect guard
  • 2 Deadly Nightmare.
  • 1 Samurai Spirit.
  • 4 Dancing Cutlass. Spam the HELL out of this.
  • 3 Dandy Guy Romario. Vanilla booster for use with Nightmist and Negromarl. Also Basskirk if the opponent has a 10k vanguard.
Grade 2: 10
  • 4 Deadly Spirit.
  • 4 Ruin Shade. Put in front of cutlasses. They're precious until you can trade the cutlasses out, so try not to waste Ruin Shades.
  • 2 Captain Nightmist. With the exception of Negromarl, you'll have a lot of free counterblasts to use this card.
Grade 3: 8
  • 4 King of Demonic Seas, Basskirk. Ride ASAP and you pretty much never need to ride again. Extra Basskirks can be used for perfect fodder or as fodder for boosters, interceptors, and Skull Dragon.
  • 1 Dragon Undead Skull Dragon. You can easily afford to use this every turn in this deck due to the plussing. Put in front of Romario for essentially a Palamedes.
  • 1 Witch Doctor of the Abyss, Negromarl. Just one because you never want to get stuck riding this, and you probably can't afford using both and keeping up with Skull Dragon unless you plan to somehow fit Pietros in the deck. Make sure you put Romario behind it. In fact, Negromarl can even set up his own column if Romario is in the drop.
  • 2 Deadly Swordmaster/Fencing Master Nightstorm. This one is really your choice. I personally run Deadly Swordmaster since missing Basskirk likely means I'm riding whatever else I get. If it has to be something, I'd rather it be a good defender. Nightstorm is great if your opponent has a 10k vanguard. Put these in front of Cutlasses until they can be traded in. You can drop this down to 1 copy safely and put another Deadly Spirit, Nightmist, Samurai Spirit, or Romario in if you like.
Grade 0: 20
  • 1 Guiding Zombie. Starting Vanguard. Don't run Nightkid as it screws Cocytus.
  • 4 Skeleton Lookout. First Stand Trigger.
  • 4 Hades Steersman. Second Stand Trigger. Use to help make up the minuses of the ride , which causes Cocytus to turn into a raw +1 within one turn. Make sure you swap him for a better booster from the drop.
  • 4 Knight Spirit. Critical Trigger. Interestingly, you can run this, which increases your defense, threat level, and screws with your opponent hard. If you choose to run Hook Arm Zombie for draws instead, that's fine but remove Spirit Exceed tech for something else like another Thanatos or a Nightstorm.
  • 4 Rick the Ghostie/Doctor Rouge. Heal Trigger.
  • 3 Chappie the Ghostie. Running 3 just like the other Cocytus build.
Grade 1: 12
  • 4 Gust Jinn. Staple perfect guard
  • 3 Deadly Nightmare.
  • 3 Samurai Spirit.
  • 2 Dancing Cutlass. Use sparingly.
Grade 2: 10
  • 3 Deadly Spirit.
  • 3 Ruin Shade. Put in front of 5000 boosters. Great as a stand target since it can hit 11k.
  • 4 Three Star Chef, Pietro. Try to use his skill a few times to make up for Cocytus. This one is pretty much necessary since you're not getting far for Thanatos without him.
Grade 3: 8
  • 3 Ice Prison Necromancer, Cocytus. Required for the deck to function. Only running as many as 3 for the same reason as Cocytus Reanimator. Try to ride only this card as riding Thanatos is usually bad. You can also run 4 of Cocytus and 2 Thanatos if you want to increase the chances of riding, but then your opponent can shut your deck's Winning Image down pretty hard by killing Thanatos.
  • 3 Death Seeker, Thanatos. Really, don't count on this guy hitting like ever. But if you manage to get a stand trigger and he does hit, it's pretty nice since you can swap him out and keep attacking with something like the Skull Dragon. It can be pretty devastating of a combo. Alternatively, target a booster if you need one. The deck usually has no shortage of attackers to lay down next turn as replacement for Thanatos.
  • 1 Dragon Undead Skull Dragon. As usual.
  • 1 Spirit Exceed. Yet another Spirit Exceed tech since you basically have everything you need. If you ran draw triggers instead, replace with Thanatos, Nightstorm, or Deadly Swordmaster.


Wharrrgarbl Bizarroblue (Extreme budget deck)
Grade 0: 21
  • 1 Captain Nightkid. Starting Vanguard. Do NOT use the skill if you are having to use the Monster Frank route during a game. Only use his skill for the other Superior Rides. There's a very high chance of getting any given superior ride in the drop with him.
  • 4 Rough Seas Banshee. First Critical Trigger. Can use Hook Arm Zombie for draws instead since this deck wants lots of card advantage and rushdown. However, rough seas works just as well since its skill also allows cycling through the deck to help rushdowns.
  • 4 Hades Steersman. Stand Trigger. Use to help make up the minuses of the ride. If you want to make the deck a real mindfuck, run 2 draw triggers, 3 Hades Steersman, and 3 Rough Seas Banshees.  If it's the first time your opponent fights this deck, it can throw them off one or two turns, which can help you just long enough to get ahead.
  • 4 Knight Spirit. Critical Trigger. Required for the Spirit Exceed route.
  • 4 Rick the Ghostie/Doctor Rouge. Heal Trigger.
  • 4 Chappie the Ghostie. Any less than 4 and this deck is dead in the water.
Grade 1: 14
  • 4 Gust Jinn. Staple perfect guard
  • 4 Deadly Nightmare. Deadly Swordsman route. Bear in mind, this is a rushdown deck. Don't be shy calling boosters in front of boosters to get early damage. Just swap them for interceptors in the drop later.
  • 4 Samurai Spirit. Spirit Exceed route.
  • 2 Dancing Cutlass.
Grade 2: 11
  • 4 Deadly Spirit. Deadly Swordmaster route.
  • 3 Ruin Shade. Goes in front of Nightkid if you don't use his skill this game. Stand target for Steersman if it's checked.
  • 4 Skeleton Demon World Knight. Cocytus route only. Otherwise, use as a vanilla rushdown.
Grade 3: 4
  • 1 Ice Prison Necromancer, Cocytus. One possible route. Only choose if: You go second AND you get his Grade 2 in time. You can use chappies and Nightkids to set up the rest.
  • 1 Spirit Exceed. One possible route. Highest priority route in the deck. Choose any time you can.
  • 1 Deadly Swordmaster. One possible route. Only choose if: You have no other route to follow (except Monster Frank of course) and you did get the Deadly requirements.
  • 1 Monster Frank. The lowest priority superior ride route in your deck. Only choose if you get a dead hand. Absolutely under no circumstances should you use Nightkid's effect before superior riding Monster Frank. Taking 3 damage before Grade 3 is bad enough, but 4 is pushing it even in a rushdown deck. If you get this card or Exceed in the opening hand, mulligan them away. Only keep Cocytus or Swordmaster and ONLY if you can't superior something else with ease.


Estimated Deck Cost (in order): $120 / $105 / $120 / $113 / $80
Closing Notes: Basically, get everything from Cool Stuff Inc. Every Granblue deck starts with a base of $36 for the perfect guards and then goes up from there. Ruin Shade is staple in every deck and most run 4. She's $10, so save up. Granblue's costs have sunk like a ship since Set 6's launch, so get them while they're one of the best decks for cost-to-effectiveness ratio. The most expensive versions go for $120, and that's about the average price of an average Vanguard deck.

Now a little something about each build and who they're recommended for:
Cocytus Reanimator - Great for someone wanting to commit to Granblue wholly. It works like a normal aggressive deck and takes moderate skill to execute well.
Deadly Exceed - Very cheap for the Granblue enthusiast. Requires a well-working knowledge of Granblue and above average technical skills, due to deciding how to pull off the main features of the deck. Extremely strong rushdown capabilities if you go first.
BDSM - Specifically included for the Basskirk enthusiast. Lets you use a lot of underused cards as well as being quite fun. Requires more skill than most other Vanguard decks, but less than most Granblue.
Standblue - High skill required due to the odd mechanics. Only fit for those that love standing decks or want a fresh take on Cocytus Reanimator. Otherwise only suggested for Granblue enthusiasts.
Wharrrgarbl Bizarroblue - Pretty much only recommended for people with extreme levels of skill who want a challenge. It's also the cheapest of all the decks and can usually be made with what you have collecting dust in your trade binder. If you're new to Vanguard, don't play this unless you are a masochist. If you're new to Granblue, don't play this unless you're a masochist or want to get really good at Granblue really fast. You have to learn how to pick a superior ride "route" early on. The point of this deck is to make the opponent think "What the fuck I going on?" while you're busy stomping their guts out.

Pirates can be resurrected any number of times.

203 comments:

  1. Oh shit that's a long article...

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  2. Woot, another article, I thought you were dead.

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    1. Wait, you have a typo. You put Grade 4 instead of Grade 3 o.O

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    2. Hah! That's odd, I wonder how that happened.

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  3. Best article you've written so far. Definitely worth the wait

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  4. You should seriously get paid for articles like this. Amazing article as always, you gave me a whole new perspective on the clan.

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    1. Thanks. I have had people saying they want to support me somehow. I didn't want to put up like a donate button and look pathetic. I might do one of those "buy me a soda" buttons where someone can donate like 1-5 dollars if they liked the article. I just haven't decided how to tastefully do that yet.

      And I really don't want to do ads.

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    2. DO IT. I will donate

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    3. ^ Seconding this

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    4. If I vote yes, will you do it? Or will it take like 6 more replies?

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    5. So wait are you samefagging or what?

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    6. ;D i agree. dooo ittttt

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    7. No. I'm just asking how many people will have to support this before you decide to do it.

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    8. Welp. Okay then. So long as no one feels pressured. I'll work on setting up a donation account. Later on, I'll have tee shirts available. Me and the VMundi chat are going to be wearing them to locals and the regional qualifiers.

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    9. Why is there still no donate button?

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    10. Well there was, but the site that promised to keep me anonymous didn't, so it's removed now. Also that same site is being a dick about credit card verification since I didn't enter my legal name in the "personal information" part of my account, but it wants to force that as my credit card legal name.

      Pretty goddamn incompetent if you ask me. Google checkout merchant was my first choice, but as always with Google, it's erroring on signup. And the rest have so many verification hoops it's not even worth it. So until Google checkout merchants gets fixed, the site will be donate-free. I'll delete this ranty comment after you read it.

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    11. I was just about to post a foaming-at-the-mouth response until I realized that means I'm angry because I can't give someone on the internet money.

      God dammit google fix your shit!

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    12. Welp, donations work now.

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  5. Might want to change the title of that bassirk deck....

    besides that great article as usual

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  6. Hmm, I'm no expert or anything but wouldn't a draw trigger be great for your generic consistency issues as well as some of the best fodder for the Self-Revival units? Granted, Steersman can help quite a bit but I thought it might be worth noting.

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    1. Ah decking out is the main issue, I see especially with the Shades.

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  7. Great article, as always, but why go into so much detail with this and not other clans??

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    1. Because this one needs it. As stated, it's the most technical and the clan most easy to screw up. It's imperative that no stone is unturned when explaining them.

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    2. Yeah, it made me reconsider granblue... but i have to ask... why run the negromarl in BDSM (hehe name), when you need 5 counterblasts for basskirk, and negromarl uses 2?

      could you suggest anything else??

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    3. You don't use the megablast in that deck. As stated above, Basskirk has two builds. I didn't even have room for the megablast, and so I left it off due to being inferior. That's the soul abuse deck that spams soulcharging and soulblasting to get ahead.

      So in fact, you have tons of counterblast open.

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    4. aaah ok that makes more sense... thanks Alice, its great to know someone is writing all this stuff

      thanks again

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  8. Yet another amazing article, Alice. Now I know what to do with all of these damn spare granblues.

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    1. Thanks and yes, some of these do well with leftovers.

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    2. It looks to be a very fun clan and easy/a lot cheaper to build than my current OJTs.

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    3. It's certainly one of the cheaper clans like Spikes. And definitely fun. It will build your skill.

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  9. Your love for Granblue shines through. You've managed to make even an unapologetic OTT fanboy want to try the clan.

    That Wharrrgarbl Bizarroblue deck looks pretty fun... :|a

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    1. Glad I can broaden the appeal of other Vanguard clans to people. It's certainly better than if everyone just sticks with one.

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    2. I tested that whargarbl deck last night. My friend was so mad. 5 different games, and 4 different superior rides. Never misrode. It was glorious

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    3. Did you find it difficult to pick which route to go on?

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    4. yes very. but I did it for the most part. i;ll keep practicing

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    5. Wharrgarbl Bizzarroblue is so fun, i was playing just now- won in 4th turn with 2 damage, you're right about chappie needed at 4, it saved me twice from an MLB.

      thanks again for articles and awesome deck-building skills, they've helped my play style a lot!

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    6. Holy shit, not only did you get good with Wharrrgarbl that fast but you beat Majesty Lord? Who ARE you?

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    7. The best thing about that deck? My opponent can't counter it. Because they have no idea what route I'm going to take. And that's just if they've even seen it before. The look on new player's faces is priceless.

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    8. Yeah, i dont know how i beat MLB, and i am one of the people who love granblue to death, but couldnt find a good deck which actually needed skill to play.

      Now you gave me one, and i can make it from leftovers and a couple of individual cards i need to buy (tested on Byond btw)

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    9. I'd like to try and find more "scrappy" build like this that are super cheap and work with crap you have lying around.

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    10. go for it... seeing wharrgarbl, it just might work...

      still waiting for that donation button...

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  10. The BDSM deck list is missing a card. Also, for the Wharrrgarbl Bizarroblue deck, I found the g1 cocytus to be pretty bad because it's impossible to get the g2 in the drop zone without wasting precious chappies/nightkids.

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    1. It's really not there because it's good. It's there because it's a superior ride route if available. When you take cocytus out, you're left high and dry with only 3 Grade 3s. You could just add another copy of Exceed/Frank or something, but there are rare times Cocytus will work. It has a probability and it has happened. Just don't shoot for it unless you're certain. Getting him in the drop if you draw him is as easy as using the Grade 1 period. If you already have the G2 in hand, just ride it. No need to be all convoluted about it. You can actually remove the G1 line entirely and just stick some other randoms in there, but it's Wharrrgarbl, it doesn't really need anything special. The G2 is mandatory though.

      Thanks for pointing out the typo in BDSM. I copied the list and all the others have 3 Deadly Spirit, when that one uses 4.

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    2. I cut skeleton colossus for 2 dancing cutlass, a ruin shade and a deadly nightmare and I'm liking the results. I'm really getting a hang for the deck. Last game I played I started by superior riding spirit exceed(first time I have ever kept a trigger in my opening hand lol). Then late game, I rode deadly swordmaster to fuck up my opponent's 20k column while calling triple hades steersman and sacrificing them to rise deadly nightmare, deadly spirit and samurai spirit. My opponent hit triple heal triggers and I still won with 4 damage.

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    3. That was my exact thought for what to put in if I tested the deck without Colossus. The funny thing is, that deck was never supposed to work. It was an accident born of probability calculations.

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    4. That's funny, cause it works really, really well

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    5. At first it was just Monster Frank. Which spookily, worked well. I just got tired of CB:3 for vanilla. Past the not-having-to-minus-my-ride and getting free+1 from Steersman, there wasn't anything going for it. So I just added single cards until I got that build. It was hilolrious.

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    6. So basically, you are a genius.

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    7. I don't know about that but funfact: the Granblue article has only been posted for just over a day and it's already in the top 10 most viewed articles on my entire site and number 7. And the 5th most viewed Deep Clan.

      Apparently people like Granblue. Or college dissertations. Or both.

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  11. Great article, btw, when are you gonna update your royal paladin article? It's pretty much obsolete by now...

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    1. How is it obsolete? It's not like Pendragon added anything spectacular. And Set 3 is not out in English yet, not has the Barcgal restriction kicked in. Until such time, it does a disservice to the people who are currently using that deck. In order to update Paladins, I'd have to replace the current builds instead of add new ones, and that leaves people without a deck list for a month.

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  12. Hey their Alice,
    I see you decided to do an Article for Granblue after all.

    Was a really good and informative read regarding GB! I wish to thanks you as it has opened mine eyes to the full possibilities that Granblue has to offer. Know I just have to go back to the drawing board and see were I want to go from their XD

    2 things I would like to ask though if I may?

    #1.. regards Evil Shade, was considering trying him out at 2 in a Basskirk soul build! was wondering if you could lend many any thoughts /ideas in that regards?

    #2.. completely unrelated in any way to GB, was wondering what your views are on this unit for Dark Irregulars? http://cardfight.wikia.com/wiki/Flirty_Succubus

    please and thanks

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    1. 1: You can do it, I just wouldn't bother since everything else is crowded already. There's nothing worth taking out. Evil shade (combined with Guiding Zombie and Ruin Shade) are best in Basskirk megablast and I didn't have the room to include it.

      2: It's a good card and exactly what English will need since we lack Dark Soul Conductor. Certainly better than Blue Dust since it's guaranteed and Blue Dust only hits an average of once before he somehow exits play anyway.

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  13. Ahh thanks alice for your replay mate.

    MM thats kinda what I was thinking regarding Evil shade that it was, however I have had many people at my locals critique me for not running him?? (also of note is that none of them run GB Smile) when I first looked at Granblue I considered the Basskirk megablast build, however I was more interested getting the most use out of Dancing Cutlass XD

    As regards the Flirty Succubus I agree fully that she is a good card, only thing I am wondering is weather or not to run 3 or two? maybe 4 but I do not think that will be necessary.

    thanks again for your input mate

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    1. There's a lot of unnecessary "critique", as you put it, in Vanguard communities. Likewise there's a lot of people who need to be critiqued that go unchallenged. This is mostly because the game is new and has no official tournament scene yet. Once the end of this year comes, hopefully most of the catty arguments will die down because enough published empirical data will surface.

      Succubus is a filler card. A really good card—but DI have a lot of good cards. So put in what you absolutely need first like your Emblem Masters or Aspiring Amon. But she certainly deserves a place in English decks as long as she gets released in a set soon.

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    2. I could not have phrased that any better myself ALICE "wink" words wisely spoken that they were.

      yes I agree (again LOL) DI'S do have their share of good cards, Succubus being no Exception. However I did want to inquire as to weather or not running her at 2-3+ Emblem Master's ETC would be a welcome(or bright) idea if I were going to try my hands at a bloody rose build??
      I am quite aware that she is not the sharpest tool that DI'S have in their arsinel! however I do find her quite appealing.

      As always I am guided by your clear views insight's and understanding!

      SUNA

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    3. I am not sure since the entire point of Edel is to get a Werewolf Sieger. That pretty much means you only have 9 places left for your Grade 2 line up, at most. But I dunno what the hell else you'd even put in since I have no idea how to make a deck like that not suck. I'm not sure that it would necessarily focus on soul charging though.

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    4. no worries Alice Xd just thought I would ask is all. Am not really sure as regards her deck build ether........ may end up going with ether no life king or AMON in the end though! however I want to at least give her a try. Will keep you updated if you would be interested to know how well I do with her?

      thanks again for your help ALICE

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    5. Feel free to post how you do on the forums. That's why they're there~

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    6. AHH good idea Alice XD I might just do that.. however the last time I did I got criticized for running her! am not really looking for a repeat. Constructive criticism is more then welcome however.

      thanks again for your help and ideas

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    7. Well, people should be criticized after all.

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    8. MMM??? specking about me Alice? or others?

      All I was getting at was the fact that I am do being criticized ETC for wanting to try something new and out of the norm! regardless of weather it will work or not. As form my point of view you never know if something will work or not, unless you try it out your self.

      thanks again ALICE

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    9. I was talking about everyone.

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    10. AH OK got ya mate XD.

      Maybe I will take a chance and post ERR up for some comments ETC.

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  14. lol Shit, Alice, this article is damn long. Probably one of your longest, if not THE longest, article on your blog ever. I'm glad you got to do this article, though.

    -Kaji

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    1. It is actually the longest, yep. Thanks.

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  15. Oh god. I wake up this morning and before my eyes is a Granblue article at last! Thank you

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  16. Amazing article as always. I guess there's more than meets the eye with these pirates. About Negromarl, which are the clans that work best with him and his resurrection? I was thinking Royal...

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    1. You mean "There's more than meets the eye" to the Super Robos in Dimension Police ;)

      One possibility with Negromarl is resurrecting Juggernaut (or Brakki after intercept) to soulblast. You could play it with Basskirk or something.

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  17. Oh, teching-in Spikes in GB? That's quite nice. Now that you mention Dimension Robos, when can we expect the DP article?

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    1. Probably close to December since that's when they're legal in English. I write for English only.

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  18. You mentioned that a Granblue deck with only one grade 3 unit could work, but you didn't post the list. Why is that?

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    1. You might have notice I posted 5 lists. I had 3 builds I had to leave out due to just space constraints and it being a pain in the ass to make all those lists.

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    2. Oh, I see. I did notice that, yeah. Would it be possible for you to post those decks in the future? Perhaps a sort of "Deep Clan: Granblue, Part II" sort of thing?

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    3. I don't want to make any part 2s ever. This is supposed to be a site that's closer to a repository of guides than a typical blog. I'll just add to it when I can. Perhaps I'll come up with some sort of build catalog system and link them all in order of which is most recommended.

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  19. May I requesting for Deep Clan : Murakumo ?

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    1. No, I only write for the English format. Any Japanese clans or builds are only added 1-2 months before they are released as a way to help people prepare. Murakumo is set for release next year some time.

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  20. For the Wharrrgarbl Bizarroblue you say to use the cocytus line if you go first and have the grade 1 in hand, don't you want to be doing this if you go second, so as to not miss a ride?

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    1. No, you do it if you go second. I was just very sleepy when I wrote the deck list notes. Thanks for pointing it out.

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  21. I disagree with a bit here, I'll go by card though.

    Chappie is both a weird card, hard to place in the deck (ie, warranting the space) and I don't think he's particularly good. He's a glorified Draw Trigger, sacrificing being set off whenever and taking up a spot from another grade, to search for a specific card. I think the reliability of 4 Cocytus, ie, draw into it, and 2 each of your RG G3 of choice, is better than the skewed ratios Chappie creates. If one was not forced to run exactly 16 triggers, I may have a different opinion on Chappie.

    Let's just say you run 2, what would be the minimum to actually use him, you've probably sacrificed a combination of Grade 1, 2 or 3, for essentially, another 10K blocker that happens to be a Grade 3. I understand why it could be perceived as good, but without a ride chain to speed up riding, you most as well use 4 to draw into it and save the spot for a G1 or 4.

    I also don't think Dancing Cutlass is good post 6. I actually think it's a waste of space, no better than Captain Nightmist. I think I might have to look again at Chappie.

    I don't think Cutlass is good because of Banshee. Banshee is your Crit Trigger, and can double as a Draw card on your turn, for the reverse of what Cutlass is asking. Put it into the Soul, Draw 1. Yes, you don't keep the RG, but 5K isn't exactly offensive anyway and you will likely need the soul. You say it yourself, if you can afford it, if you're using the Deadly Nightmare/Spirit, you probably can't and Banshee becomes a better option.

    Let's look at Chappie again, I am totally rethinking it getting to Cutlass. Banshee gets Cutlass' place, and you have 4, probably would use 2 max as Soul+Draw. Chappie takes Banshee's place defensively, being a 10K guard, and it gives the search.

    I kind of understand why you have 3 of both revival cards, but I think 2 of each, giving space for max Romario and allowing for both Soul and CB situations, is a bit better and offensive.

    Nightkid too, I don't think you give a fair look to. 1CB. That's a pretty cheap cost. Chances are you'll hit 4 Damage by games' end. 1 for Kid, 2 for Cocytus and 1 for Samurai. Pietro and Heal Triggers can give you more, might get 1 for the Dragon. But 1 search and 2 revives, plus maybe 1 Soul2 cost revive, 2 if you use a Banshee? If you're on the offensive, fully, 4 revives, maybe 5? Probably more than enough by Game's end. However, I can see the preference for Guiding Zombie+Chappie, I just don't think Nightkid should be fully counted out.

    They're the biggest things I disagreed with. On whole, I just wonder if you're playing into the Revival so much that it doesn't take into account how many units you will loose and how many times you will revive over the average game, letting the offensiveness of the deck suffer. The first build, the one I was particularly interested in, doesn't feel... assertive, for lack of a better word.

    That said, you did mention 'Semi Revival' Cocytus decks at the beginning, and guessing what you mean by that, I believe the Semi Revival ones are a tad stronger as they are not preoccupied with what you may or may not mill or the idea of the opponent targeting Rear Guards

    ReplyDelete
  22. Chappie is not a draw trigger. I don't think you quite understand how vital he is to most builds. Ride chains do not speed up riding, I don't even know what you're talking about here. You do not have to run draw triggers in Granblue, that's entirely preference. Usually not recommended if you think you'll run any milling cards like Ruin Shade.

    You do not constantly sacrifice your 10k shield banshee just to cycle a card. She doesn't even plus you like Cutlass. Cutlass does plus you and should not be compared to banshee. Cutlass is not bad in Granblue because he can be swapped out. Cutlass is actually really good in several soulcharging builds. Cutlass' 5000 is fine given that you're running Deadly Swordmaster or Ruin Shade (every single deck does) or both. Not to mention it's never dead since it can become anything in your drop zone, but even has the option to plus you for unused soul. I really don't know what you're getting at here.

    Why are you comparing all these unrelated cards? Chappie is not related to triggers. Cutlass is not related to Banshee. What am I even reading?

    Why do you want Romario when none of the decks run Nightstorm? Why do you want Romario when there's really no reason to put 8k Grade 2s in the decks? You're making a lot of general statements for "Granblue" as a whole, and they're fallacious because Granblue has a lot of very specific builds that are all different.

    CB:1 for Nightkid is cheap in every other deck. It's expensive in Cocytus Granblue where you specifically need 2 damage before Grade 3 ride. As a rule, you should be guarding as much as possible in early game since the guard is easier. Cocytus already makes that dangerous. Adding in nightkid just to pull him off is suicidal. I don't want 3 damage before Grade 3 and I cannot, in good conscience, recommend it to my readers. You can't just look at the total counterblast, you have to think about when it happens.

    If you want to know how many units you can lose, take this: Against Goku Kagero, my deck lost 1 or more cards per turn. With my draw and drive check, I was able to make up the losses (swapping in the drop) and still guard important hits, every turn until I won. Revival is important because it means Granblue can reconstruct an ideal field even if you tear it down.

    The first build was actually the reason I waited so long to write this, as it was my tournament haymaker. It never failed me.

    ReplyDelete
    Replies
    1. Sorry if I sounded abrasive, it wasn't intended. I'll go through what I meant, and where I back down and will agree with your opinion;

      Chappie as a Draw Trigger
      A Draw Trigger activates when you 'check', and adds 1 to the hand. You use Triggers as Shields. Chappie activates when you Guard, he sends 1 Card to the Drop Zone. Neither needs to be 'used', ie, played on the mat, and add 1 card to the tools available for Granblue, both the hand and dropzone.

      But, as I said, I can see the reason for Chappie twofold when I think about it more, not only is it +1 to tools available, it doesn't draw a trigger, it sets up plays and has a 10K shield opposed to 5. I'm partially hung up on how it alters the grade ratios, something you did neglect. Running 20 G0 is very unusual and really should be gone into, you have to grant me that.

      Cutlass
      It's the Soul. Your deck can't add to the soul aside from Banshee. I think you really need an in-depth on soul use for this deck to explain it, because on paper, you are given 2 Soul, a third putting Guiding Zombie back in, you might get a fourth through 1 Banshee, you can draw 1 and revive 1. Or you do 2 Banshee. I'd rather use Banshee to charge up the Soul and Draw, allowing Chappie to take over Guarding duty for Banshee, allowing space for something that doesn't take Soul or CB.

      I think I understand where you're coming from, but at the same time, I just feel it's more 'Well, it can be useful, at times, kind of, and everything else kinda sucks' and less 'This is actually good', and that doesn't sit well over shear force of 8K.

      It's the Soul, the Deadlies and Banshee as to why I am so conflicted over with the 'worth' of Cutlass, particularly Deadly Spirit.

      I think what I should ask here, and what I believe you should talk about, again, is Soul use. You say why you are using things, but only individually regarding a resource as vital as Soul, not together. What do you prioritise, Hand or the ability to revive?

      Yes, that is my true question regarding Cutlass, how does one handle both Soul and CB, Cutlass and Revivers, Banshee's use in hand?

      Nightkid
      I concede. I still don't think it's bad, I'm probably overestimating Pietro and that CB is vital.

      Again, I'm sorry if I was a bit curt.

      Delete
    2. Let's move this to the forums since it's getting really long and blogger just isn't made for this sort of thing:

      http://vmundi.forumotion.com/t65-deep-clan-granblue-article-discussion

      Delete
  23. Hi Alice, this question is with regard to the Whargarbl Bizarroblue build. I notice u made some changes to it and it now no longer has the 4 Skeleton Colossus but instead 3 cutlasses in the grade 1 lineup. Is that correct?

    Regards,
    Benjamin

    ReplyDelete
    Replies
    1. Correct. They were unneeded. The bizarre part is, that deck was thoroughly tested and the colossus never got in the way of it winning.

      Delete
    2. Thank you Alice

      Delete
  24. This comment has been removed by a blog administrator.

    ReplyDelete
  25. This comment has been removed by a blog administrator.

    ReplyDelete
    Replies
    1. Look dude, if you want to disagree, that's fine. But if you want to post long walls of text multiple times with detailed analysis, make your own blog instead of flooding up mine. I let this pass the first time someone did it, but I don't want this to become "COMMENTS - THE BLOG".

      Besides, I've heard all those disagreements before, refuted them, and none of them move me.

      Delete
  26. Wow I was hoping to get a reason as why you made some of the choices you made. I'm so surprised you took it soo offensively. I was just happy that I found someone who had a analysis of this clan.

    "Besides, I've heard all those disagreements before, refuted them, and none of them move me."

    Great way to lean there bukko. You can learn a thing or two from other people.

    And I wasn't trying to flood anything, I was happy and replied back. So clam yourself woman, it's just an opinion

    ReplyDelete
    Replies
    1. My reasons are in the article. I didn't take anything offensively. I told you exactly why they were deleted. Learning from someone is different than reading the exact same dissent that you've already refuted once. It's extremely tiring doing this. For more examples see the Tachikaze comments where I've independently refuted Dinochaos 3 times. I don't have to repeat myself every time someone brings something up.

      Stop acting as though I'm not calm, as if that makes me look bad.

      Delete
  27. Have you ever considered running both basskirk and cocytus in one deck? I found they work good together since you can use basskirk early game to manage your field and support multiple cutlass', and then ride cocytus late game for a final push or need to an extra unit to call from the drop zone.

    ReplyDelete
    Replies
    1. That was actually the first thing I tried. It doesn't work very well as neither have good synergy and both are vanguard-only. Dropping Cocytus in the late game is something I explained in the article; he's not a good tack-on card.

      Delete
  28. It seems the extreme budget deck has 1 extra card, I count 51. What would you take out?

    ReplyDelete
    Replies
    1. It was an extra cutlass due to me screwing around with the decklist after publishing.

      Delete
  29. Replies
    1. Cool card, let's you get stuff you need into the drop while cycling. You need to run Bluebloods if you run it. Hence why it doesn't appear in any of my builds

      Delete
    2. Personally, the Ruin Shades could stand in for the Bluebloods so King Seahorse can hit good numbers. Don't you think?

      Delete
    3. In what build? Granblues are cosmically different in each build.

      Delete
    4. If I had to answer that, I would recommend the Bizarroblue build since that deck could use the frequent cycling. I was asking if King Seahorse can be universally helpful in Granblue because of its skill. You mentioned in your article on field scaling that Aermo and its clones are popular because they provide a use for in-hand grade 3's while boosting. Granblue in particular could benefit more from this cycling for obvious reasons. At its worse, you can trade it in for something from the drop. If the issue with the card's playability comes from the potential bad columns it makes, that is why I suggested Ruin Shade. My question to you is this: Is there another reason why King Seahorse doesn't deserve more love? Also, I am expecting a better answer than "no room." Thank you.

      Delete
    5. Ah, no. Sadly Granblue is way too tech oriented and Seahorse didn't well-fit many of the builds I could post. I actually had him (and Blueblood) ready in a build, but it was part of like 3 others that I didn't even bother to post since they were all inferior to the current ones and there are already so many. If you use Aermo, you need a set of Grade 2s that can best match with 6k (10ks), and having 7-8 vanillas in most of those current decks didn't do them any favors. Neither did paying Ruin Shade's cost every turn.

      Granblue don't even benefit that much from dropping things from the hand. You can guard with them, or in the case of Grade 3s, drop with Gust Jinn. Usually, you won't need Grade 3s in the drop except for Skull Dragon (which mostly gets Chappied).

      I'm sorry if you wanted some magical answer, but "no room" and "doesn't really help" are the truth. If you feel like teching in 1-2 in a deck, go for it. But most decks have absolutely zero wiggle room, especially in their Grade 1 lineup. Cutlass provides actual advantage, nightmare/samurai provide 7k anytime boosters, gust jinn is staple, chappie is required for the decks, etc.

      Delete
    6. Thank you. Just a heads up: I felt Granblue deserved more support regarding accumulating soul. For all the cutlasses and 'Deadlies' reanimation tricks for the clan to get ahead, at least Granblue could do better than the move-to-soul starters and Rough Seas Banshee. Oh, and Basskirk but he doesn't count.

      Delete
    7. I find that I'm usually not left wanting for soul. It's about making as much count as you can. Know your deck's limits and don't overstep them.

      Delete
  30. Now why don't you put Blueblood in any of your builds?

    ReplyDelete
  31. I love your Wharrrgarbl Bizzaroblue Deck. Giving me something fun to play till the Dec 15 TCG Release of my Shadow Paladins. I would like to add that that deck has won me all of my local, non official (as in, win and go to nationals) tournys. Keep up the amazing work!

    ReplyDelete
    Replies
    1. That's pretty awesome. I'm glad to hear you can take a technical challenge deck to the top!

      Delete
  32. my favorite thing about your blog is not the wide verity or the great incite it has to be the puns make me laugh every time

    ReplyDelete
    Replies
    1. Oh come on, the puns are bad. Purposefully so

      Delete
  33. Wharrrgarbl Bizarroblue only have 49 cards, need 1 more card to play

    ReplyDelete
    Replies
    1. It actually had 50. There were 11 Grade 2s but it was typoed at 10.

      Delete
    2. If i put 2 perfect guard in this build, which cards do you think i should add?

      Delete
    3. You don't run 2. You always run 4.

      Delete
  34. Just want to ask if there is any feed back on the Cocytus Reanimator Deck.Has anyone used it? Is it better than the other ones?

    ReplyDelete
    Replies
    1. Cocytus is the deck that gets the best results and the one that I recommend the most.

      Delete
    2. how often do you superior ride to spirit exceed during the second turn?

      Delete
    3. But you have pulled it off right? (superior ride 2nd turn).

      What about the win rate against the leading clans? (gold, royal, kagero, ott, etc)

      Delete
    4. In what context? If I had the data, it would be meaningless without controlling for other variables such as skill and chance. So I wouldn't even want to give data unless it was something like 200 games against an opponent we can somehow prove always plays exactly as well as me. Otherwise it'd be a fallacy of induction. Safer to just use calculation and I have an article on Superior Rides coming up soon that hopefully won't disappoint.

      And of course I've pulled it off numerous times. Just comparatively not as often as other things. It merely exists as an option.

      Delete
  35. This comment has been removed by the author.

    ReplyDelete
  36. In case it hasn't been brought to your attention, Granblue got 1st place at the Anaheim WCQ in California. It was their best performance since their release. The dude must be one of the most 'skilled and tactical' players in the country. Props to him! I can post the list here if you can't find it. If you had seen it already, what do you think?

    ReplyDelete
    Replies
    1. Yep I saw that. I even commented on the author's video. I thought it was a pretty good Cocytus list but it kind of lacked one or two things like an Undead Skull Dragon. That having been said, it was by no means a bad or subpar deck. The guy seemed pretty good as well.

      Delete
  37. Question what it you dont want to use chappies skill is that possible? Just as a defensive card

    ReplyDelete
    Replies
    1. You mean is Chappie optional? No, the skill activates. But if you read carefully it states "search for /up to/ one". Zero is a number you can choose.

      Delete
  38. Question are triggers considered normal units or special because they have trigger effects??

    ReplyDelete
    Replies
    1. Neither. They are considered "Trigger Units" as the card states next to its name.

      Delete
  39. As a n00b who knows next to nothing forced to play Granblue, I'm going to sound stupid but...
    For someone who plays a revival beatdown deck, which one would be best?
    The Cocytus Reanimator is interesting...but it uses pretty costly cards doesn't it?

    ReplyDelete
    Replies
    1. Yes. Cocytus is about getting a consistent field, rather than caring about reanimation itself. You set up early. You set up perfectly. And you drill them with good columns and 12 crits all game. The LA winner had the same idea.

      If you really like reanimation, Vanguard doesn't have the typical kind. You have to pay some hefty cost and it's usually situational. BDSM is probably the most "reanimatey" of them though.

      Delete
  40. Can you use Ruin shades skill twice in one attack??

    ReplyDelete
    Replies
    1. No, you can't. It's auto skill. All auto skill can only be activated once per turn. If the skill is act, then yes, you can.

      Delete
    2. I dunno how I missed this comment but Anonymous is correct. AUTO skills may only be activated once per /conditional/ though, not once per turn. If you attack with Bors, counterblast 1 for his AUTO and gain +3000 (and finish the battle so he's back to normal), then get a stand trigger to stand him, you can pay the cost to activate it again when he attacks.

      CONTs persistently occur so long as the conditional is met
      AUTOs occur once during the time a conditional is met, but no other times
      ACTs occur any time during Main Phase that the cost can be paid

      Delete
    3. But with Cocytus as long as i can pay the cost i can revive two units from the drop zone right?

      Delete
    4. Read the card text, Laurence. Cocytus effect can only be activated the turn you ride him. So you can only use his effect once and that's it.

      Delete
    5. Are you insane? Not only is it on-ride only, you can only revive ONE unit.

      Delete
  41. Then would it be the same with blaster blade right? because i have fought people who use his effect twice Cb2 and retiring two of my rear units

    ReplyDelete
    Replies
    1. Blaster blade only had on ride or on call effect. If people keeps using its eff, they cheat you.

      Delete
    2. Hate to break it to you but those people are cheating. Blaster Blade is AUTO and can only be used once: on call. on ride.

      Delete
  42. I just start to use Whargarbl Bizarroblue build, would you mind tell me how to choose the route that you are going to use?

    ReplyDelete
    Replies
    1. It's based on your opening hand. If you get a Grade 3 naturally, just ride that. If you don't, from there you need to figure out how many "pieces" of each superior ride you have and go with the one you're more likely to complete. In a dire situation, having a single Chappie can let you use Monster Frank.

      Delete
  43. Hey Alice, Im making a budget deck for a friend and would be extremely grateful if you reviewed it and told me how to make it better.

    Grade 0: 20
    1 Guiding Zombie
    3 Chappie the Ghostie
    4 Knight Spirit
    4 Doctor Rouge
    4 Rough Seas Banshee
    2 Hades Steersman
    2 Ghoul Cannonball

    Grade 1: 12

    2 Evil Shade
    3 Deadly Nightmare
    2 Gust Jinn
    3 Samurai Spirit
    2 Skeleton Colossus

    Grade 2: 10

    2 Stormride Ghost Ship
    2 Skeleton Swordsman
    3 Skeleton Demon World Knight
    3 Deadly Spirit

    Grade 3: 8

    3 Ice Prison Necromancer Cocytus
    2 Dragon Undead Skull Dragon
    2 Spirit Exceed
    1 Deadly Swordmaster

    Is there any easy way to make the deck more focused?
    Or is it ok the wat it is currently?

    ReplyDelete
  44. Triggers look legit.
    -2 Evil Shade, +2 Gust Jinn. Evil Shade isn't that useful and budget or not you need 4 perfects
    -2 Skeleton Colossus, +2 Romario or Dancing Cutlass.

    -2 Ghost Ship, you'll almost never get this off so forget it. You don't even need 11k since your boosters are all good. +2 Pietro

    -1 Undead Skull Dragon. You can chappie it so no need for 2. You don't want to ride him.
    -1 Spirit Exceed, there's no need for two especially when you're not running 4 Samurais. +2 Deadly Swordmaster instead.

    ReplyDelete
  45. granblue decks are really weak, their columns are really really bad compared to other clans. they need more support and card skills, because eventually granblue just becomes a normal vanilla deck late game.

    ReplyDelete
    Replies
    1. Yep, that's one of their listed weaknesses. They need more support badly. There is something to be said for them being really consistent though. Playing Bizarroblue will show you just how much you can increase your chance of properly riding. And pulling off a Monster Frank nets some nice plusses relative to your opponent.

      Delete
    2. I wouldn't say they're weak. They're about the same as any other deck without a game ender..... The one thing they do great is consistency, Cocytus is probably the second most consistent deck I've played, with royal paladin garmore being #1

      Delete
    3. They go 2/3/2 at most unless you can get an undead dragon. Royals get 3/3/3, and as you said, more consistently. BT04 really ruined Granblue's competitiveness. Which makes me sad.

      Delete
  46. Deck is still amazing imo and really like it now more than ever. It does fairly well against a lot of decks and won a National Competition. Yes it needs support, but I'm making due with what we have just fine.

    Great job girll, awesome read.

    ReplyDelete
    Replies
    1. I've found that the BDSM build actually seems to be doing better on average. The increase in resources allows me to practically use the deck in such a way as to gain shielding.

      Delete
    2. Tried BDSM, it's really surprising how much card advantage and synergy Granblue can muster just from increasing the resources available

      Even after miss-riding for two turns, i survived against Death Warden's megablast with only having to call over one card and losing one stage of attack, and managed to win after he double healed.

      Goes to show how tiny advantages like that can add up in the long run. Great work btw Alice, some of the most well structured and thought out guides I've ever read.

      Delete
    3. Yeah I agree about BDSM. I don't think Cocytus vanilla-spank holds up anymore and Granblue needs tricks to win. And I think Basskirk is just what the doctor ordered. Tachikaze is definitely proof that little invisible accretions of something can turn into major advantage over the long run.

      Thanks for the compliment about my guide :D

      Delete
  47. Hey Alice, love your guides but I can't help but feel a little bad. Would using your builds be considered netdecking. You see I play Granblue and Bizarroblue by far is one of the trolliest builds and my favorite and I'm thinking of using that instead of my Cocytus-beatdown. However, that would mean I would have to use your build because I think the way you made it is too perfect to change anything (I was thinking of including running 2 Cocytus instead of Monster Frank and include Dragon Spirit but I think that might screw things up). I never was a netdecker since I played Yugioh and never will be, but the builds in Vanguard seem like they have to be extremely similar in order to work which I dont like because I encourage originality. But let me know if Im overthinking too much on this one >_>

    ReplyDelete
    Replies
    1. I've always hated the stigma placed on players who copy decklists for their own use. I don't know if this is just childish Yugioh player mentality or a general TCG flaw but it needs to stop. If you ever play competitive Pokemon, not only is netdecking encouraged, it's practically required because of the way decks basically build themselves. There's not a lot of usable options in that game per format and that means the best thing to do is either jump on it early to innovate or wait until the innovators do the work and jump on the wagon after.

      Vanguard is similar to Pokemon TCG in that a lot of its decks build themselves. Some of the more creative builds like manguard and bizarroblue are unique, but for the most part decks can end up building themselves if you have a good head on your shoulders, some experience and follow simple rules.

      In addition to that, I take issue with anyone who thinks netdecking is inherently bad (even if they accept Pokemon/Vanguard as exceptions to the rule) because not everyone chooses to build the skill of deckmaking. Sometimes people either don't want to, don't care, don't have the time, or prefer looking up the information for optimal use of their time. It's not like playing the game is the same as handing in a term paper to your professor, and you get docked for plagiarism. It's a goddamn card game, which is more akin to looking up stuff in an encyclopedia and telling your friends about it without changing the wording.

      There's something to be said for originality but there are a lot of problems with it too. Originality does not guarantee something works. There's a reason you can't cite original research when writing; because it's not peer reviewed. Netdecking is essentially the same as either peer reviewing someone's original work or using something that is known to have been tested repeatedly and works well (that's called science). Originality is also not always possible for everyone, and certainly not always needed. Pioneering something is great, but only if you're the first one to do it. That's where originality shines. But in a game like Vanguard, lots of people jump on it and make as many pioneer attempts as possible as quickly as possible so that's not always practical.

      I personally do make all of my decks mostly from a vacuum (with occasional input or inspiration from my community). While some people find it easier to use the decks of others as a springboard for their own, I don't. To me that's like a Brute Force attack on the problem by testing as many other decks as you can and hoping one is better than others; and that's before you even begin changing it. And especially in Vanguard where the format makes it easier to create decks, and at the same time the overall quality of decks you'll find posted by players is going to be low. While this works for me, it doesn't work for everyone and that's why I /encourage/ people to netdeck me. In fact I dislike people asking me what to change in builds I post because I already did all the research I could for it, and that build is the most optimal that I found (with deck notes on the side that give approximate alternatives). So yeah, netdeck away.

      Delete
    2. Thnx for the words of wisdom srry if I came across as childish. I admire you and your work alot so I'll think of running your Bizarroblue build as a form of representing you and the V-Mundi community ^^

      Delete
    3. No, no you didn't. Thanks for running my original builds :D

      Delete
  48. I want to try Bizarroblue, but can you tell me what difficulties do i face?

    ReplyDelete
    Replies
    1. Assessing the probabilities of whatever ride path you take.

      Delete
  49. Sigh I so fkin luv this clan. But I hate how they deck's ratio has to have 20+ in the Grade 9 department. Is it obligatory or is there some other way to make the deck abit more structure balanced? I'll admit that its handy for gettin key cards into the drop zone to make use of combos but IDK. I get the feeling all of us here missed something that can be betr...

    ReplyDelete
    Replies
    1. >Grade 9
      OH GOD WHAT.

      Apocalyptic typos aside, it really doesn't mess up your ratio so much. Chappie is practically required to get an optimal Granblue deck going. If you want a deck with the least number of him, use BDSM. If you want a deck where Chappies don't "decrease" the Grade ratio, use Bizarroblue.

      Delete
  50. hello im a huge fan of this clan and i have 4 of each granblue that ever existed, but it gets really hard for me to master this clan, now im playing BDSM and many people tells me to use brakki rather than immortal skull , chappie , and nightmist, could it work? I'm sick of always losing from an SDD, DoTE, MLB and PBO deck... could you help me with my deck ?

    ReplyDelete
    Replies
    1. Wow, I'm getting really tired of this splashing Brakki fad. It doesn't actually work in most decks. BDSM is probably Granblue's best chance at beating other NORMAL decks, and even Duke. I have no idea why you'd lose to Duke, since I never have. But as for the big three you just listed? Hahahaha good luck with that. Because only chance can beat crossrides without another crossride.

      Delete
    2. maybe because im minusing too much because of brakkis? haha okay i'll take him out, but can you give me some advice on what card i should tech in other than nightmist? i think it's to weak for a grade 2 and hardly goes to stage 2 attacker...

      Delete
    3. I really don't know what to even tell you. You're trying to play Granblue against Crossrides. That's a "throw your hands up" kind of situation. If you stop doing that, then I can easily tell you that copying the BDSM build above will give good results.

      Delete
  51. Alice. I play in Australia and I've made acquaintance with a player who made it to the Top 8 in last year's Nationals. When I asked him a few questions about Granblue, he said Chappie isn't really necessary and that Ruin Shade and Evil Shade is enough for most Granblues. He even said that if u have a good understanding of the clan and experienced with it, it's not obligatory.

    Would u agree with the guy? Or are u against it? If so, could u explain y u disagree with it? I can understand ur posts indicating that it is really helpful in gettin keycards into the drop zone but Idk. U couldve missed something.

    ReplyDelete
    Replies
    1. That's the reply. You already read my explanation of why you want Chappie. Chappie opens up the plays of Granblue. It's ridiculous to start peeling off 3-5 cards from your deck just to hope you get something good in them. Repeatedly. And hope to not deck out in the process. Yeah no. OR you can just put a little guy with big shielding in your deck that enables all of your plays automatically! And Evil Shade, are you kidding me? There's no room in Granblue for Evil Shade. In hardly any deck. Ruin Shade isn't going to get your set ups ready by herself.

      I think the valuable lesson to learn from this is: Never listen to someone just because of their reputation or perceived authority. The words coming out of someone's mouth should be evaluated based on their own merit, and substantiated by legitimate reason or evidence.

      Delete
    2. Hmm True. Even before reading ur article, I was like 'what?' when he said Chappie wasn't even needed and this was before I read this Granblue analysis. Thank God I didn't heed his words.

      THanks!

      Delete
    3. Yes, definitely a good idea to only listen to arguments based on their own merits, rather than perceived credibility. Glad to help.

      Delete
  52. Would you say that the BDSM build is currently the best?

    ReplyDelete
    Replies
    1. I would say BDSM is currently the most unique and gives Granblue their best chance to shine. I don't know if it's the best deck.

      Delete
  53. Bushiroad, pls

    Need new GB cards

    ReplyDelete
  54. need advice alice pretty pls? :) gb draw power

    SV nightkid/guiding zombie

    G0:
    4 hook wielding
    4 rough seas banshee
    4 knight spirit
    4 rick the ghostie

    g1:

    3 dancing cutlass
    4 deadly nightmare
    2 gust jinn
    2 samurai spirit
    3 undead pirate rifle

    g2:

    3 skeleton swordsman
    4 ghost ship
    4 deadly spirit

    g3:
    4 basskirk
    1 deadly swordsmaster
    2 thanatos
    1 *****marl

    ReplyDelete
    Replies
    1. Draw Trigger: Unnecessary. Cutlass + Basskirk is enough.
      2 perfect guards: Get 4
      Rifle Pirate: Remove
      Ghostship: Use Ruin Shade. Better in every way that matters.

      Just look at BDSM Basskirk.

      Delete
    2. I would prefer if people would take decklists to the forum. They're needlessly long in the comments and plus you'll get more help there.

      Delete
  55. Great work on the Granblue builds. BDSM Basskirk was my first proper deck. (I just couldn't resist the possibilities that came with soul stacking.) The thing I was wondering about was if it's possible to remove the negromarl in exchange for another deadly swordmaster or possibly a samurai spirit, to increase the chance of getting a counterblast booster in the toolbox? Also. If negromarl is changed should perhaps the redundant dragon be switched to as it is less frequent to get a romario behind him without negromarl?

    ReplyDelete
    Replies
    1. Yeah you can totally nix Negro. But Undead dragon doesn't hurt anyone. He just sits there in the drop if you need him. I wouldn't remove it.

      Delete
    2. Sounds great. I hardly ever found him usefull since the Granblue has no problems setting up a proper field.

      Delete
    3. You mean Negro? I only use him in decks that could use a revival boost but can't afford ride-overs with Cocytus. Read: not often.

      Delete
  56. A question for you....I'm just wondering why do you put deadly spirit/nightmare on most of your granblue build instead of Romario/Blueblood? I think they're more solid booster/attacker.

    Plus, when you don't run many soulcharge card like banshee/spiritExceed/basskirk, you won't get much chance to use their effect. while loosing 1000 point if used as vanilla.

    ReplyDelete
    Replies
    1. Depends on the build you're talking about. Basskirk uses Romario because it has the room and Skull Dragon/Nightmist/Negromarl benefit from it. The only reason to use 8k boosters is if you have 8k or 13k attackers. Otherwise it's just taking up deckspace (there are a few exceptions but they're not in Granblue).

      Blueblood isn't useful unless you run a lot of 6k boosters which you don't see me running like at all. So there's your answer on that one. Usually if I could run a Blueblood, I could run a Ruin Shade better.

      As for Nightmare and Spirit in non-soulcharge decks: it's for options. For example, that Cocytus deck doesn't soulcharge except for Banshee, the starter, and its ride sequence. You get about 4 soul in a given game from all sources, so you can split it between revival of one or more of the Deadlies. But it makes a combo with your revival gimmick because soulblasting puts the units in the graveyard. For example: I ride Samurai Spirit and need to swap for him later. Not a problem as I can just soulblast him out with Cutlass or a Deadly, then use his revive technique (probably switching the cutlass).

      Delete
    2. Thanks Alice, I see your point there. so basically we should aim at 16k or 21k whenever possible.but how about against units that crossrides (13k)? or does people don't play them that often?

      Delete
    3. People play them constantly and they have a really high chance of being 13k. But good luck building a non-CR deck to properly hit 13k without losing all of your uniqueness and edge over it. On top of the fact that it's nearly impossible to hit 23k.

      Delete
  57. Is bizzare consistent enough without running draw trigger? And whats the least amount of Hades Steerman should i run if i want to maximize critical triggers?

    ReplyDelete
    Replies
    1. It's like...the most consistent deck. You surely don't need Draw triggers for that :V

      2 Hades at least. 10 crits is great, 12 is better but not necessary. 2 stands doesn't really hurt. And as a minor subgambit, when it pays off, it does so very well.

      Delete
    2. wait? i thought it is necessary to run hades in this deck, so when you superior ride, you get +1 and a good sacrifice to revive the deadly nightmare or samurai spirit?

      Delete
    3. It is...I just said that. But even at 4 it's still a subgambit since you won't get it every time. Some people prefer making it a minor subgambit at 2 copies.

      Delete
    4. you mean the probabilities between running 4 and 2 is small?

      Delete
    5. No, it's large. But he didn't ask me about the optimal way to play it. His exact question was "And whats the least amount of Hades Steerman should i run if i want to maximize critical triggers?"

      You should run 4 if you're not trying to get crits in.

      Delete
  58. About Bizarroblue: I've been really trying to keep an open mind about this, but I can't see the use of Monster Frank. He's the least priority ride, yet, like Swordmaster and Exceed, I also assume I'm still trying to ride him by turn 2? This means I have to be at 3 damage (so I'm taking 2-3 attacks during the opponent's first battle phase) and Frank has to be in the drop zone (by means of Chappie or Nightkid, both of whom require another attack). And taking 4 damage that early is severely pushing it, as you pointed out. It alls seems extremely unlikely to happen. Then again, I haven't tested this deck out yet, so maybe I'm missing something. But I'd like to know if there is better card to replace him with.

    Also, in Basskirk Soul Abuse, would you say Spirit Exceed is a good tech choice? Samurai and Knight are already available, allow an early ride, and add to the soul. Next turn ride over with Basskirk as usual.

    ReplyDelete
    Replies
    1. Monster Frank is in there because he doesn't rely as heavily on chance, but puts you at a bad tempo so it's not the top priority. The point is to never miss-ride even with the low grade 3 linuep.

      BDSM: I already removed that tech from the list months ago for falling short.

      Delete
  59. This comment has been removed by the author.

    ReplyDelete
  60. Greetings. I play Granblue, and I want to be able to play it competitively in my local tournaments. I had a few questions I was hoping to get answered. What build of Granblue is most tournament viable? I currently have a Deadly Exceed build, that is almost finished. I have not played in tournaments, but I would like to start, and I would love to hold my own, because only one other is playing Granblue, but he typically does not do too well. The other question is how would I go about handling certain decks? I see a lot of Paladin decks, OTT, and few Dark Irregulars. I hope to hear from you soon. =)

    ReplyDelete
    Replies
    1. Basskirk will probably give you your best chance at this time. Not that it's a very good solution, mind you. Granblue unfortunately hit a wall because Set 5 was released and they got nothing to take care of themselves. If you can guarantee you won't be staring down a 13k body, then go with Basskirk. And there's really not a way to counter any specific decks with Granblue so you just need to play as best you can.

      Delete
    2. Hmmm, I guess Cocytus Reanimator is not going to be a good build for now? Deadly Exceed seems to put on a lot of pressure fast, and it has served me well, however I am struggling to maintain that presence once opponent's Grade 3 hits the board. *scratches head* I may have to fetch more Basskirks. Any other options perhaps? I am not too fond of dismantling Deadly Exceed. -.-

      Delete
    3. I was wondering. How about putting Cocytus (at least two) for the later game? The limit break will ALWAYS kick in with Deadly Exceed (at least for me), and I would have a toolbox-of-a-dropzone that can help set up my field when entering towards end-game, with Pietro helping with damage counters. I only run two heals, two stands, and 12 Crits. And how about Evil Shade? What do you think of that? O.o

      Delete
    4. Right now everything Cocytus can do, Royal Paladins can do better. Power in late game? Check, as power allgame with Garmr and Lohengrin. 3 stage rear-guards sometimes? Try all the time with Garmr and Lohengrin. Extreme field consistency? Double fucking check. Those two decks search themselves. Calling for advantage? Check, and check. 12 crits? Big fat green check. But they do all of that far more consistently :|

      Delete
  61. Regarding the BDSM Abuse, what would you consider subbing in for: Skull Dragon, 2x Dust Jinn (I only have two), 4x Ruin Shade, and Witch Doctor? I know that is quite the tall order, but currently, I am unable to get this. I use Undead Pirate of the Frigid Night to sub for Ruin Shade, but the others, I have no clue where to go. >.<

    ReplyDelete
    Replies
    1. I honestly have no idea. With the exception of Negromarl, that deck is pretty much a well-oiled machine that fails spectacularly if you change anything.

      Delete
  62. What ever happened to your 1 Monster Frank decklist? I can't seem to find it.

    ReplyDelete
    Replies
    1. Very last list. Wharrrgarbl Bizarroblue.

      Delete

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