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[CFV] Burn My Dread ~ Knights of the Blue Flame


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https://www.youtube.com/watch?v=kjV13aPYNhg

 

1 Fire Passion Liberator, Guido

4 Flame of Victory

2 Great Wish Liberator, Esus

4 Falcon Knight of the Azure

4 Liberator of the Holy Tree, Elkia

2 Catchgal Liberator

6 | 4 | 4 | 2 

 

4 May Rain Liberator, Bruno

4 Physical Force Liberator, Zorron

2 Curved Blade Liberator, Joseph

4 Shine Formation Liberator, Eldol

 

4 Liberator of Destiny, Algovale

4 Liberator of Oath, Algovale

3 Cloudy Sky Liberator, Geraint

 

4 Bluish Flame Liberator, Prominence Core

4 Bluish Flame Liberator, Prominence Glare

 

i'm not a liberator expert but damn am I in love with this deck. Koko-sensei halp me pls =[

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IIRC

Prominence Core is the best of the three, PerciVal is the worst.

You can run extra Guido, and you need Catcgal and the G1 that filter the deck.

The point of the blue flames is to just filter through the deck until you hit the cars you actually want to hit.

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IIRC

Prominence Core is the best of the three, PerciVal is the worst.

You can run extra Guido, and you need Catcgal and the G1 that filter the deck.

The point of the blue flames is to just filter through the deck until you hit the cars you actually want to hit.

 

replaced percy with core

 

also, can't find catcgal or the g1 that filters, not sure if the names were changed or something

 

edit: found them. Catchgal and Zorron, right? I'll add them next time I edit the post.

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Needs more bruno and zorron/catchgal. Also phalon is not that good, you should take it out and put something like Cloud Sky Liberator or Liberator, Lawful Trumpeter to create morr combos.
4 Yosephs are not needed. I believe 1 or 2 is ok. All you want is a faster way to get the units from your deck so add 4 zorron asap. You should take out marron too.

 

This one is optional, but it has saved me a lot of times when i ran out of CB. I run 1-2 Throw Blade Knight, Maleagant. It really helps at late game, considering Libs are a heavy CB deck and despite it not being a Lib it can still be used as the cost for Prominence skill after you just unflipped dmg.

 

EDIT: btw, i personally think coronagal is the best starter for this deck. Sometimes i find Guido cloggy and not that useful. And it helps glare reaching high numbers so...

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Made a lot of changes.

 

Updating thread now, will edit this post with the summary of the changes once I make them.

 

edit:

 

In short, added Catchgal and 4 Zorron, replaced Phallon with Geraint and replaced Percy with Core, bumped Bruno to 4, dropped 2 of the Joseph to make room . So far it's working much better. I prefer Guido over Coronogal because I usually have a Bruno behind my VG anyway, and I like to consistent start to the spam call chain that Guido gives you. Coronogal is nice, I just prefer the consistency in my starters rather than just a huge booster (Which to be honest is why I have 4 Bruno).

 

 Also, I'm using Core more than Glare just for merit of Core not having to murder your hand to gain critical. Also somehow managed to get Core up to 4 crit in one of my tests, don't ask me how.

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This one is optional, but it has saved me a lot of times when i ran out of CB. I run 1-2 Throw Blade Knight, Maleagant. It really helps at late game, considering Libs are a heavy CB deck and despite it not being a Lib it can still be used as the cost for Prominence skill after you just unflipped dmg.

 

I want to try this, space for them? I'm considering cutting Joseph down to 1, it really feels kinda mediocre to me, I've never found it instrumental in winning the game, nor have I ever wanted to call it over a Catchgal, Zorron or Oath Algovale.

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Yea you should place it instead of yosephs. But keep in mind most of your units skills wont be able to call this from the deck making this useful only if you draw it.

 

Considering I've literally looked at my top 4 and legitimately never consider seeing Joseph in the top 4 as "good", I would honestly rather have access to the unflip. I'm not sure what exactly I'm doing "wrong" if anything of not liking Joseph, it just doesn't really seem to... Do anything. All it does it end your call chain unless you're starting on a Guido, in which case you're retiring the Joseph you just called anyway.

 

 I don't know, in a deck where you can just call everything you need from topdeck, drawing that extra one card doesn't feel very useful. I mean this game of all games is the one where draw effects are the weakest due to draw triggers, drive checking and especially in ____ Paladin decks that call from their deck. I don't know, sometimes I feel Joseph actually harms me because I pick it up wishing it was a Catchgal, Zorron or Bruno. It just never seems to make much of a difference. I think keeping the call chain going and hitting that huge number on your Bruno, stacking crit onto your Core or Glare is much better than calling Joseph and drawing a card and then having to pay a counterblast, something this deck clearly favours more over a single card, just to get the chain started again.

 

 I might just cut Joseph entirely, it feels like a huge trap card to be playing. Also, debating going up to 4 Catchgals for the extra ability to Critical Mass call chain.

 

 The way I'm currently considering going up to 4 Stand is a 5 Crit 3 Draw 4 Stand 4 Heal Trigger lineup, it's hella ugly but it seems to be the best spread because as stated before, this deck's top 4 cards are in it's hand, and while I think draws are universally the best Trigger, Catchgal is just so damn good. I want more than 4 crits as I hate running Rainbow Triggers, it feels like you've never got the balance of triggers you want, so I think I'll just invest slightly more trigger space into crits and take out a draw for the extra Catchgals. It's just theory for now, but considering the idea of this deck is to just chain call to hit ridiculous numbers and Core/Glare gain critical by themselves, I think it's a good choice.

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2 Draws do enough for you when you need them. Catchgal at 4 will make your deck all the more potent and you'll still have the desired critical power.

also tfw burn my dread isnt french enough for bluish libs

 

 

You should really be playing 7-8 crits in this deck to maximize damage potential. Draws don't do enough a lot of the time due to them only netting you one card that the deck already can find easily anyway.

 

This was the solution I was slowly coming to after suggesting the 5/3/4/4 trigger spread, I don't see why just doing 6/2/4/4 isn't superior. I'll update this thread tomorrow, I plan to take out Joseph entirely, add in Maleagant, bump Catchgal to 4. Any other changes I should consider? I feel like I'm getting pretty close to having the list how I want it, but as I'm not entirely the most knowledgeable person on this deck (or Vanguard as of recent in general), I figured I'd ask just because.

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More Critical chances is what you want. One extra makes a significant difference.

 

Yeah, I was also thinking of cutting the draws entirely and just going 8 4 4, I dunno, I'll test 6 2 4 4 and 7 1 4 4 as well, I really like draw triggers as a whole but the whole experience I have had with Joseph as a card has kind of highlighted why I should be running more Crits. I can't really decide, I like having at least 1 Draw in there just for when you do hit it, as well as the mindgames of hitting an ambiguous draw turn 2 and your opponent having to work out your Trigger lineup. I think it's a pretty underrated or not discussed mind game in general, although it could just be me thinking too hard and assuming my opponent is trying to work it out.

 

 I guess I'll try all 3 of those options and see which one I like best. 

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I mean, people run more than two different Critical Triggers (unless especial counterblasts and the archetype only has two of said trigger) for said mindgames to make the opponent wonder if they're playing 6 or 8 or 12.

It's a matter of preference if you want to keep them or not. Even if just 1. I liked 2 myself for Glare, but I don't really like Glare itself. Logic dictates more crits are more beneficial, but sneak attack draws can alter advantage in your favor imo.

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I mean, people run more than two different Critical Triggers (unless especial counterblasts and the archetype only has two of said trigger) for said mindgames to make the opponent wonder if they're playing 6 or 8 or 12.

It's a matter of preference if you want to keep them or not. Even if just 1. I liked 2 myself for Glare, but I don't really like Glare itself. Logic dictates more crits are more beneficial, but sneak attack draws can alter advantage in your favor imo.

 

That's why I'm probably going to go 7 1 4 4. 

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4 Flame Passion Liberator, Guido

4 Liberator of Ambition, Asus

4 Flame of Victory

4 Catchgal Liberator

4 Holy Tree Liberator, Elkia

20

 

4 May Rain Liberator, Bruno

4 Light Formation Liberator, Eldol

4 Physical Force Liberator, Zorron

12

 

4 Liberator of Oath, Algovale

4 Liberator of Destiny, Algovale

3 Liberator, Lawful Trumpeter

11

 

4 Bluish Flame Liberator, Prominence Glare

3 Bluish Flame Liberator, Prominence Core

7

 

I apologize for being 3 days late, I said I'd update quicker. I've been testing a few things and this is what I've come up with. I decided to add additional Guido because honestly it feels like Guido is one of the best cards in the deck.  I would like to try to fit some Blade Throw Knight, Maleagant in here, but I really just cannot find room. As for how the additional Guidos have been testing, pretty good, actually. I very much like the flexibility of unit choice this deck has with all the topdeck calling, and adding extra Guido just helps that. It also really helps when you go off and it's possible to get Bruno to some stupidly high numbers more consistently than the deck with 1 Guido. I trimmed down the Grade 1 Lineup because honestly, these 12 feel like the only ones I really need, everything else was just a commodity. I took out Geriant because it felt really winmore and I have enough Brunos anyway, usually. Replaced it with Lawful Trumpeter, which actually has been really nice with helping me go off into call chain spam.

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