Saturday, May 5, 2012

Grand Blue Deck - Cocytus Build Version 1

Hey guys! I'm back it's been one month since I last updated this blog. So here's my review for my upcoming deck, a Grand Blue deck! GrandBlue- Cocytus Build V1 Grade 0s: 17 Captain Nightkid x1 Demon Cannonball x2 Skeleton Knight x4 Rough Seas Banshee x4 Doctor Rouge x4 Hook Arm Zombie x2 Grade 1s: 12 Gust Jinn x4 Dandy Romario x4 Skeleton Gargoyle x4 Grade 2s: 14 Commodore Blueblood x4 Skeleton Knight of the Underworld x4 Ruin Shade x4 Skeleton Knight x2 Grade 3s: 7 Necromancer of the Ice Prison, Cocytus x3 Fencing Master, Night Storm x3 Review: Alright today I'll be reviewing for this deck it's my first ever Grand Blue deck! Yes Grand Blues first made their debut in BT02 and it have now involve! I'm glad I did not buy all of the old GB foils as they are useless IMO. The only great cards from the old sets are "Dandy, Romario", "Gust Jinn",  "Commodore Blueblood" , "Skeleton Knight", "Rough Seas, Banshee" and "Ruin Shade". Yep these six cards are the important cards that are needed for a GB deck! Alright back to the deck, my starter is of course Night Kid, a really great card which I could ditch ANY Grand Blue Unit to the Drop Zone! So I could send Cocytus or Skeleton Knight of the Undead to ensure safe Riding. And then here goes my trigger spread, I play 10 Crits, 2 Draws, 4 Heals. 10 Crits since I could surprise my opponent, 2 draws since I don't really need that much unless in a situational situation and of course 4 Heals a staple. And for the Grade 1s I play 4 Romarios, an 8K beatstick which give Cocytus a 23K power with Cocytus in its Limit Break State(That's the Magic Number against DOTE!!!). I also play 4 Gust Jinn to ensure a safe guard. Since she might go to the Damage Zone which its quite dangerous 3 isn't enough. And lastly of course it's Skeleton Gargoyle the G1 counterpart of Cocytus which I'll be going at 4. For G2,  I have 4 Commodore Blueblood the 10K beatstick, it really helps to clear out annoying RGs. Then, 4 Ruin Shade, a staple for Grand Blues in this current meta(The six cards I stated above are staples in the current Metagame), boast an 11K base power with a mill of two cards when really help us to mill our deck and control the deck size better. Having 11k means she can attack 11k base units which can be hard to slaughter like J.Max or Sky Diver(Although since EB03 it's gonna be uncommon in SB Decks). 2 Skeleton Knights, the reason being simple it's an 8K unit, which can be easily slaughtered, it's a great interceptor(the reason why I play him) and I only need to play 2 since I could fish him out from my Drop Zone with Cocytus. And of course Skeleton Knight of the Underworld the G2 for Cocytus! And lastly Grade 3s, I run 4 Fencing Master, Storm Night which is a great 12k beatstick(without boost) against an opponent's VG and a 10K beatstick against RG which is already good and with Romario backing his mates up I could always have a 20k against my opponent VG, which is a magic number against 10K VG which is great against Angel Feathers as they have no 11k base G3. Lastly, it's my favorite card, my avatar, Cocytus! He can be "Revived" from my drop zone as my VG. And he boast a 15k power at 4 Damage with no boost at all! And I could Counter Blast 2 and use Cocytus effect to fish out a death ally from my Drop Zone. And with 4 Damages it's enough for me to counterblast. But you can only activate it's effect when you ride it. That's why I play 3. 2 for safe superior ride and 1 to override or 1 for superior ride and to override with 2 of them. And Fencing Master, a great RG. Overall, this deck is great which I could fish out dead units from drop zone with Cocytus. And I could get from my drop zone skeleton knight when needed rather than wasting my handsize. Skeleton Knight is also a great decoy! Alright, the next update will be on Deck Reviews! This is CFV-Duels here signing off! NOTE: This deck is still Version 1 and needs further testing.

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