Showing posts with label Angel Feather. Show all posts
Showing posts with label Angel Feather. Show all posts

Wednesday, July 4, 2012

Deck Dissection: Shamsael Angels

Hey there guys, Homura here with a new post regarding one of the most-played clans out there - Angel Feather. AF gained a lot of popularity when they was first released, thanks to gorgeous artwork featuring females, and of course, angels. I noticed that even in my local community, new players (and some old ones) tend to start AF without much hesitation nowadays. I myself wanted to start, but their playstyle just doesn't appeal me at all. Plus, there's nothing much interesting to see from AF now, since most of their builds are the same (Kiriel + Ergodiel).

Remember I said that there were a few overlooked cards in AF that'll make some impact once proper support for them is out? For those that do not remember, here are those cards:




Guys, meet the flying horses. When they first came out, AF doesn't have much damage swapping skills to constantly make these guys a threat. But after BT-07 is out, they'll definitely be more viable to play as Shamsael will make them shine. Without further ado, let's have a look at a decklist, as usual.

Grade 0
Child of Hope, Turiel x1 (FV)
Critical Hit Angel x4 (Critical)
Rocket Dash Unicorn x4 (Critical)
Bouquet Toss Messenger x4 (Draw)
Sunny Smile Angel x4 (Heal)

Grade 1
Burst Shot, Bethnael x4
Pure Keeper, Requiel x3
Thousand Ray Pegasus x4
Battle Cupid, Nociel x3

Grade 2
Million Ray Pegasus x4
Doctoroid Megaross x2
Core Memory, Armaros x3
Gatling Shot, Barbiel x2

Grade 3
Chief Nurse, Shamsael x3
The Phoenix, Calamity Flame x3
Circular Saw, Kiriel x2

With the new cards available to AF players now, we can see that there are more deckbuilding options opened to them, since they will not need to rely solely on both of their ace G3s, namely Circular Saw, Kiriel, as well as Fate Healer, Ergodiel. And now, on to my analysis of the deck.

Grade 0


For this deck, we chose to use the new starter, Turiel. Turiel is our normal G0, where you can Superior Call it after you ride an AF unit on top of her. But the key point is her second skill. If you have an AF Vanguard (which you WILL have, unless you're mixing clans), she gains the ability to send herself into the Soul to swap a card from your hand with your Damage Zone by paying a Counterblast of 1. This skill is particularly useful to push up the damage count for your units with the power boost skills, an also to free up a slot for better boosters.

As for the triggers, I chose to use 8 Criticals, 4 Draws, and 4 Heals. This lineup has been quite standard for AF builds since their debut. For this particular build, you can also choose to use Stands in place of the Criticals, but I personally would not do so because even after you stand your units, their power is still weaker without a boost (which will be 17k for Calamity Flame, and 16k for Million Ray Pegasus under normal situations). Correct, this power value can still break through most Vanguards, but we're looking at 13k units all over the place for the Japanese metagame, hence there's still something lacking here. However, I'll recommend Stand Triggers to players that play AF in a more controlling way though, whereby you try to end your opponent towards the late game and controlling their Rear Guard count.

Grade 1
4x Bethnael and 3x Requiel is common in almost any AF decks, as 1 of them is a 8k booster, and the other one is a null guard. Nociel is also a staple in AF decks, as she provides double advantage for you. Firstly, she pumps up Calamity Flames and the Pegasuses during defense, as well as swapping a card that might be crucial for you out of turn.

The key card for G1 is Thousand Ray Pegasus. Being a 7k booster, there's nothing much to complain, as 17k is good enough to force guards when attacking anybody except for DOTE and PBO. But, when you have a potential G1 that can boost, or attack for more than 10k, now that's something to look out for! Whenever a card goes to your damage zone (whether you're doing a card swap, or taking damage), TRP gets a +2k power boost, and that's enough to break most magic lines already. Though lacking the ability to intercept, TRP can be a good attacker early game to harass your opponent. It is still useful even in late game as long as you can keep the damage swapping moving.

Grade 2
Similar to TRP, Million Ray Pegasus share the same skill with its G1 counterpart, topping up with a 2k increase in base power, and the ability to intercept. As what I said earlier, as long as your damage manipulation keeps on running, MRP is actually a good unit, sometimes even better that your standard 10k vanilla. We have Core Memory, Armaros here at 3x because since this deck doesn't use a lot of CB, you can freely use them for Armaros' skill to increase your hand size, since you'll get more unflipped damage through your swapping ability. Barbiel at 2x is to give you some extra punch against 10k Rear Guards of Vanguards if you're finding yourself lack of boosters.


An interesting addition here is actually Doctoroid Megaross. Upon entering play, Megaross allows you to pay CB1 to put the top card of your deck into the Damage Zone, and shuffle a card from there back into your deck at the end of your turn. This might sound weird: "Why I want to take damage?" You see, there are actually a few hidden advantages by taking this point of damage. I'll give some examples:

#1
The most simplest, and common situation. You're at 3 damage, and you want to gain access to Shamsael's LB, so by taking this damage and making it 4, you can utilize LB skills instantly.

#2
Your opponent has 4 damage, while you have only 3. You use Megaross' skill, making your damage same as your opponent. You attack, and Drive Checked a Heal Trigger, recovering one damage (3 damage). Then Megaross' skill allows you to shuffle another damage back to your deck (2 damage). See the math there? This mitigates some situations where if you Checked a Heal Trigger, you're not able to heal because your opponent has more damage than you. And not forget to mention you'll be gaining more unflipped damage for future CB as well.

Grade 3


Chief Nurse, Shamsael is our star of the deck. With a Limit Break that can abuse the Pegasuses and Calamity Flame without paying any cost, she's what AF needed to make the latter units shine. On top of that, she also shares those units' skill, hence when boosted by Thousand Ray Pegasus, she can 21k with one activation of damage swap, and more insane numbers if you swap more than once.


Calamity Flame is the G3 version of the Pegasuses, so I think further explanation is not necessary. Kiriel is our secondary Vanguard, at 2x. If you can't find Shamsael, Kiriel is good to bring back those Pegasuses or Calamity Flames back into play if they accidentally went into the Damage Zone. Being able to attack for 15k when you hit LB threshold is not bad too. Just make sure that never ever ride Calamity Flame unless you have no choice as she is better serving as a Rear Guard.

Here you go, a sample of a Shamsael build AF deck and a brief analysis on how the deck was built and played. Though I have yet to try it out as BT-07 is not out until the weekend (plus I don't have an AF deck myself), but this nonetheless provide you guys with a rough idea on how to utilize the Chief Nurse's Limit Break. Hopefully we'll be seeing more variety of AF decks now onwards. Once the deck is out, for those that planning to build this, try it out and do let me know how the deck is performing for you.

That's all for now, happy brainstorming!



Thursday, May 24, 2012

Defining the Metagame: Angel Feather

Good day to all of you out there, this is Homura with my daily (only sometimes...) post in Cardfighters Unite! Today, I'll be attempting to analyze one of the clans that I seldom play in the game - Angel Feather. In this post, I'll be giving a rough idea on how AF is played, it's state at the current metagame, and hopefully a decklist as I write till the end (fingers crossed!).


AF is getting lots of hype when it is first previewed. Besides having nice shoujo illustrations, this specialty of the clan - Damage Zone Manipulation also cause AF to gain popularity as this kind of skill is never seen anywhere before this.


Unlike other clans, AF does not have an 'autopilot' version of the deck. Instead, AF appeals more towards players that like to play skill-based decks, whereby you need to think a lot before applying your move. This is reflected in AF's ability to swap cards from the Damage Zone, where you really need to think carefully which card to swap out to maximize the profit made from the swap. For those players that has been playing non skill-based decks (like me for an example, heh!), AF might be hard for you to pilot.


There are 3 different types of decks that you can make in AF, as they have 2 distinct units that need to have a deck specially tailored for them, and another unit that can have a deck of her own or be splashed into the other decks. Here are the 3 cards that I'm mentioning:




First card that I'll be talking about is Cosmo Healer, Ergodiel. This is a Persona Blast unit from AF that can heal damage outside of Heal Triggers. Upon hitting the Vanguard, Ergodiel can Persona Blast to recover one damage. She comes together with a Chain Ride system, where the G0 shares the same skill as Bermuda Cadet, Rivere; the G1 and G2 shares the passive power-up when the previous grade is in the soul, as well as a damage swapping skill. This skill ensures that you will always have the card you need at that point of time while continuously ride to G3 without much problem. And backed with Ergodiel's 11k power, this is the most defensive deck AF offers.




The second card is Mobile Ward, Feather Palace. This one displays the Damage Zone Manipulation of AF through a Megablast skill. This 10k Golem (why a Golem?) has a auto SC1 that buffs it up to 12k, making a 20k line boosted by Besnel (the 8k vanilla). its Megablast allows you to heal 1 damage from your Damage Zone for each AF Rear Guard you have on the field, to a maximum of 5 (duh!). Imagine that you have 5 RGs on the field, essentially you just used a Megablast for free and you can take another 5 more damage before you lose the game! However, the downside of this card is there's not many ways to effectively SC at the moment, and the 10k base power will get raped for sure during defense. Verdict? Not so viable ATM.




The last card is a very utility-based G3. Enter the Limit Breaker for AF - Circular Saw Kiriel. Among the 3 different types of G3s I mentioned here, Kiriel can be considered as the best one here. Nonetheless she's just a 10k base, but she has a very good LB effect that can help her to form 20k, 21k, 22k, 23k, and 25k lines which are very impressive IMO. Also, she also has a very good CIP skill. For a cost of CB1, you may Superior Call a face-up AF unit from your Damage Zone, and put back a card from the top of your deck face-down. Technically you're paying CB2, but for that cost to call a unit that may change the tide of the battle to your favor, why not? And it also help to trigger skills of units that has 'when a card is put into your Damage Zone' abilities. The most important thing is she's splashable in every AF deck you make, making her the most versatile card in the entire AF arsenal.


Besides the main 'stars' of your decks, AF also feature a 'sub-star' which are very important units for AF's strategies. Please welcome Nociel!





The 3 Nociels plays a very crucial part in an AF deck due to their skills to swap cards from your Damage Zone and Hand. The G0 Nociel is a Stand Trigger that allows a swap by Soulcharging her. The G2 Nociel swaps through a CIP skill. The G1 Nociel is the highlight here. You can see the other 2 Nociels has a ACTIVATE ability, while this one is an AUTO ability. Yes, Battle Cupid, Nociel's skill can be used during your opponent's attack phase to surprise your opponent when they thought that you won't have enough guard by suddenly swap out a 10k shield from your Damage Zone. Sweet~

Thinking of just stop here, but still feel like continuing. DECKLIST TIME!!

Grade 0
Miracle Feather Nurse x1 (FV)
Critical Hit Angel x4 (Critical, duh!)
Rocket Dash Unicorn x2 (Critical)
Happy Bell, Nociel x2 (Stand)
Bouquet Toss Messenger x4 (Draw)
Sunny Smile Angel x4 (Heal)

Grade 1
Heavenly Injector x4
Pure Keeper Requiel x3
Burst Shot, Besnel x4
Battle Cupid, Nociel x3

Grade 2
Fate Healer, Ergodiel x4
Love Machine Gun, Nociel x2
Gatling Shot, Barbiel x3
Core Memory, Armaros x3

Grade 3
Cosmo Healer, Ergodiel x4
Circular Saw, Kiriel x3

The deck here is a Ergodiel-main with a splash of 3 Kiriels in it. Basically this deck gives you a basic roundup of AF's damage swapping skills with Nociels and the Ergodiel chain allowing you to swap whatever you want (swapping Heal Triggers sounds tasty...). Maintain the early to mid game with Ergodiel (hopefully Persona Blasting a few times), then reride into Kiriel for the finishing blow.

So far I would say that AF is at tier 1.5 now, but given the first wave of cards in BT-06, AF already has a strong base of cards. Whatever that's left to make AF a good deck that can compete with the other metagame decks out there is the pilot's skills. Have fun!