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[CFV][Celestials]Baby's first deck


Greiga

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I literally went to the wiki and looked at all the Celestials and used my 10 total hours of playing this game to decide what was good and what was not. This is also gonna be my IRL.

Be ruthless and use great detail.

I'm in America.

Every card name is a link.

G0(17):

4 Landing Pegasus (Draw)
4 Ramuel (Heal)
4 Samyaza (Crit)
4 Critical Hit Angel (Crit)
1 Peniel (Starter)

G1(14):

4 Aniel (Sentinel)
4 Narelle
4 Arabhaki
2 Battle Cupid, Nociel

G2(11):

3 Sariel
2 Danielle
4 Raguel
2 Million Ray Pegasus

G3 (Eight):

4 Яamiel
4 Ramiel

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Don't run stands and instead get rid of them for Critical Hit Angels. It's better to use a 4-8-4 method instead of 4x4. Plus, Critical Hit Angel can serve as Soul Fodder and +3000 in a pinch.

 

You're running Hesediel but not Zerachial.......why?

 

If you're running any of the things that require Zerachial without actually having Zerachial in your Deck, take them out for Thousand Ray/Million Rays. They actually help the Deck. I suggest taking out 2 Danielle as well. 4 tends to clog your Damage Zone for other shenanigans you might want to use.

 

Also try and find room for the G1 7+3.

 

You want to run at least 8 G3s so put in another Ramiel "Reverse", not only because of the 8 G3s but also because you have a better chance of getting her effect off.

 

I don't know if Angel Feathers have a SB2 to draw a card, but you should definitely look into that as well.

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-4 Tamiel +4 Critical Hit Angel

On the Яamiel turn, you want to be getting the most damage output possible. To do this, you're going to need your deck full of crits so that you can make sure that at least one of your columns is jamming in with 21~26 2 crits to force your opponent to guard quite a lot.

-2 Yeguon -4 Hesediel +4 Arabhaki +2 Battle Cupid, Nociel

The cards I'm telling you to take out do not actually work with Ramiel, only with Zerarchiel. This means that you're just playing vanillas in the deck, when they could be much better cards. Arabhaki is good for putting on early game pressure as it's a Grade 1 that can double up as an attacker, while also being able to move back later on to serve as a booster. Nociel just allows you to make sure you can fish whatever you want out of the damage zone during your opponent's turn, which can really throw them off in a tempo swing when you throw a G3 in their and add back a Perfect Guard.

-1 Sariel +1 Яamiel

Sariel is a very weak card, which can be boosted up by Яamiel but in most cases you definitely do not want to. As a result, I would recommend playing another Яamiel so that you can ensure you get one of her in the damage for the additional LB4 effect while also having an additional 11 that can bump up to being a 16 on the Limit Break turn and another ride target to put on top of OG Ramiel.

Not bad for a first try, but I'm sure a lot of your card choices were down to misinterpretation of the card skills.

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I ran 1 Zerachial but took her out because she needed multiple copies, then completely forgot Yeqon and Hesediel needed her.

 

I was talking with my brother about removing stands completely for a few reasons and it looks I was thinking properly.

 

My note for Sariel said "Searching" because I decided using YGO logic was better than using no logic, but I'll change that to another Яamiel. Now that I think about it she does look lower than the other G2s I've seen overall.

 

My note for Danielle said that she gets herself from the damage zone for another intercept but I can see how that can be bad since I don't wanna blindly throw things to the damage zone and it seems like I want my Grade 3s in there to easily recover them. I'll try out Million Ray Pegasus since it looks like a cool Vanguard and isn't exactly hard.

 

Recycling with Nociel looks great and Arabhaki looks better than Thousand Pegasus so I'll do those over the Zerachial support.

 

I think I didn't add Arabhaki the first time because I thought cool effects would be better than raw damage but reading again Arabhaki seems better than Hesediel anyway.

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okay, I've played angels since the start, and I know for a fact that reverse rem, is not meant to rush. it's an attrition deck, you want to conserve hand as much as possible.

my best rem build actually does run 4X4.

stands on a 21000 row becoming 26k, will wreck whatever you target, and has won me games. when people see the double use of the lock effect, they think it's only going to be strong attacks, so they let the RG go through, and block the vanguard. when the rearguard stands and swings again, it distrupts their plans, and makes it near impossible to catch back up on hand count or field size, and since you are going to keep locking every turn anyway, your depleting their field hard of good units.

I would suggest to start with this build.

penuel starter.

4 perfect, arabkai, narell

4 sariel, danielle, raquel

4 rem, 3 rem reverse, 2, zera.

you want to be pulling g3s out of your eck with sariel ASAP. in order to trigger danielle, and have your crossbreak ride ready.

things to remember about this deck:

your g2s are you best lock targets, throw sariel in the backrow to activate, then lock to turn her into effectively a +5k booster, with an extra +5 to another row total. then intercept with the unit infront, generally a danielle or another sariel. try to keep this "revovling door" trick going in order to thin out the deck of all g3s you can.

 

if you pull off a breakcross ride turn, fll your field and double lock. then swing for a rearguard fist with yours. then attack Vanguard to vanguard, if you hit a stand, great, kill the other lane. if you hit crits, your opponent should have perfect guarded, if they didn't your smacking them for all the damage. ether way, they are down at least 3 cards, and your up +1 from the crossride, plus normal draw and drives. that's a gap of at least 4 cards, if not 4 and PG. plus, if you keep locking, that means their turns are only +3-1. while yours are +3 + 5k to a row of your choice. not a huge advantage, but one that after that first turn, will spell death unless they attempt to burst you down after going to 5. your objective is to survive that burst, at all costs. then make your big play.

ride Zera, have a zera in the damage, CB all you got. swing for game. if they depleted their hand to give themself a field for that burst turn, they are likely sitting on no more than 4 cards total, and you just boosted all your rows by 6. and Zera usually gets at least 1 activated use, giving VG row an additional +5. drop a 0 if you have to on the revolving door row. this should win the game. very rarely does it not.

 

to put it simply, make your opponent desperate, survive the counterattack, and slam them for game.

 

once you get used to the deck's style, modify it for your own style.

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