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pale moon, 20 stands on the drive.


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a deck based around taking sara and stardust and seeing what I can do with them together. overall, pretty effective. but I end up running 10 grade 3s before I feel I got enough going for it.

so I take advantage of innocent magician and it's ability to search for them. and pale moon's ability to bring it back out in case I feel the need to do it again.

G0

1 innocent magician

4 heal (popcorn boy)

4 sky high walker (stand) (unflips damage.)

(2 cracker musician (stand)

2 hoop magician (stand) using multiple stand triggers to hide actual numbers.

2 dynamite juggler (crit)

2 poison juggler ( crit) again, multiple to hide the numbers. it's more effective than most like to admit.

g1 13

3 fire juggler ( 7k, switches into soul when vg drives a g3, AFTER the battle is over.)

4 purple trapezist ( 6k, because this card is basically the key to any good play in pale moon.)

4 hades hypnotist (perfect guard)

2jumping grain ( 7k, 10k when pulled from soul)

g2 10

4 jumping jill ( 9k, goes 12 when called from soul.)

3 nitro juggler ( 9k, soul charges)

3 dancing princess of the night sky. (8k, grabs purple.)

g3

4 sword magician sara ( preferred first ride for g3, switches a  g3 rg with soul when g3 is drive checked.)

4 starlight melody tamer fariah ( 11k, lb persona blast that calls any unit from soul and powers them by 3k, very useful for the end game push, usually hold  onto it till I hit 2-3 in hand.)

2 nightmare doll alice (because she's a busted RG that has the instant death combo with purple when you can catch your opponent lacking enough guard. the sheer threat of additional attacks makes great pressure on the opponent too.)

 

trying to balance out the deck, since this is a rough build. thinking of removing a sara to add another g2, maybe change out nitro juggler.

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