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[C!!V] Grand Blue


Miror B

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Haven't tested, working on more theory.

Grade 0 : 20
3x Chappie the Ghost
1x Guiding Zombie (Starting Vanguard)
4x Knight Spirit (Critical Trigger)
4x Licking Ghost (Heal Trigger)
4x Rough Seas Banshee (Critical Trigger)(<3)
4x Skeleton Lookout (Stand Trigger)

Grade 1 : 16
3x Dancing Cutlass
2x Evil Shade
4x Gust Jinn
3x King Seahorse
4x Samurai Spirit

Grade 2 : 9
4x Captain Nightmist
3x Commodore Blueblood
2x Ruin Shade

Grade 3 : 5
1x Monster Frank
3x Spirit Exceed
1x Undead Dragon Skull

So for my choices, I prefer the cheaper CBs to Basskirk's pay 5 swarm, mostly because I enjoy more defensive tactics and don't like taking too much damage that I might not even need (by too much I mean more than 4 :P)
So for that I use Undead Dragon mixed with Nightmist to bring out my beater, and Spirit Exceed is an obvious choice. Chappie sets up the Grave with what I need, and King Seahorse, Dancing Cutlass AND Rough Seas Banshee gives me quite a bit of drawpower already. Decking myself out is an issue, and as I recall there's a deck that focusses on killing the opponent's deck so if I remembered that correctly that deck could be quite the problem.
Any ideas? Considering dropping Frank for second Dragon for more summonablilty.

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Looks like you'd want more Grade 2s/3s, tbh. But I have no clue what you should drop. Especially after I went to read Chappie.

I'd keep Frank for the sake of having Backup. Though I'd neg like, one of your Jinns (4 Nulls is cloggy imo, that's just me) or some other Grade 1 for your second Undead Dragon.

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In all honesty just dumping 1 Spirit Exceed or Monster Frank is enough for a Grade 3, so I never really need more Grade 3s, but I admit I've once had a problem with going Grade 2 since there's no Ride from drop zone Grade 2. I see your point in the null so I might cut it out for another 2, unsure which though.

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