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[CFV] Hail the Nightmare ~ Post-FC Glendios


Althemia

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[media]https://www.youtube.com/watch?v=NlQcKBUcgmA[/media]


1 Star-Vader, World Line Dragon
3 Star-Vader, Apollonel Dragon
3 Star-Vader, Null Chameleon
3 Star-Vader, Nebula Captor
3 Star-Vader, Scouting Ferris
4 Star-Vader, Pixie Powder

4 Star-Vader, Ruin Magician
4 Refusing Deletor, Evil
2 Taboo Star-Vader, Rubidium
2 Star-Vader, Volt Line
1 Engraving Star-Vader, Praesodymium

4 Companion Star-Vader, Photon
3 Star-Vader, Colony Maker

4 Star-Vader, Omega Glendios
3 Star-Vader, "Reverse" Cradle
6 different "Reverse" Units

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4 Death Star Vader, "Omega Loop" Glendios
3 Miracle Element, Atmos
1 Snow Elemental, Blizza
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Some commonly asked questions I think I'm going to get asked:
Q: Why are you playing 4 Glendios? Playing 3 is just as good as removes redundancy!
A: Playing 4 of Glendios is no longer a bad thing due to the ability to discard him as stride fodder in order to pull out Death Glendios or any of the Cray Elemental for a triple drive check instead. It also gives you the absolute best chances of getting it so that you don't have to be stuck riding "Reverse" Cradle.
Q: Why are you only playing 2 of Rubidium now? That card's really good!
A: The correction to that is WAS really good, but now it's honestly just a good card and nothing exceptional. Due to the format shifting heavily away from what it currently will be soon and orienting toward Shadow Paladin, Judgebau still triggers off of hitting a Rearguard and that is one of the absolute worst possible results in this scenario. DOTX also triggers off of hitting a Rearguard, an equally disastrous result for the match-up.

Any more questions'll be answered when they come up
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The deck is correct in its way. I was gonna write that why aren't you using 3-4 Rubidiums, but then I realized that DotX doesn't have to hit a Vanguard anymore, so your reasons are completely understandable. I'm not a fan of "Cradle", however. Is that really needed in the deck, even nowadays when your plays rely on Glendios solely? I guess it's only to draw and ride a LJ unit instead of a Reverse G3. How about dropping them and adding 2 Infinite Zero Dragon instead?

 

Other than that, it's really solid. I wonder if Glendios will get another support card, like a G1 "Strider".

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I'm not a fan of "Cradle", however. Is that really needed in the deck, even nowadays when your plays rely on Glendios solely? I guess it's only to draw and ride a LJ unit instead of a Reverse G3. How about dropping them and adding 2 Infinite Zero Dragon instead?


My main problem with this is that Infinite Zero, while making a better back-up Vanguard, also does not accelerate the deck toward it's goal. Glendios will obviously always be the main card wanted on your Vanguard Circle, but Infinite Zero kinda makes you wait until you're able to actually play Glendios on top of him. You should be capitalizing on the early game advantage of being able to rush down with a bunch of super strong guys that can lock things for free, but IZ doesn't really do that. Also you do ideally want to play around 8ish Reverse units if possible, since Death Glendios is one hell of a win condition.
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My main problem with this is that Infinite Zero, while making a better back-up Vanguard, also does not accelerate the deck toward it's goal. Glendios will obviously always be the main card wanted on your Vanguard Circle, but Infinite Zero kinda makes you wait until you're able to actually play Glendios on top of him. You should be capitalizing on the early game advantage of being able to rush down with a bunch of super strong guys that can lock things for free, but IZ doesn't really do that. Also you do ideally want to play around 8ish Reverse units if possible, since Death Glendios is one hell of a win condition.

 

Thank you for the detailed reply. That's what I actually thought about. Instead of using Cradle as an early game aggro card, I'd use Infinite Zero as a "stall", or at least to build up my huge Glendios play, since in my opinion, the death really relies on Death Glendios now. The win condition is not to beat down your opponent anymore. In fact, you can easily just attack the rear-guards and sometimes hit the Vanguard. I think you *may* want to try Death Glendios's effect to work, omega lock, then bring out Glendios in the next turn and win the game with its effect.

 

But my idea may be a completely different deck than yours. :) (For example, it needs 4 Cold Death Dragon to make it work surely.)

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Thank you for the detailed reply. That's what I actually thought about. Instead of using Cradle as an early game aggro card, I'd use Infinite Zero as a "stall", or at least to build up my huge Glendios play, since in my opinion, the death really relies on Death Glendios now. The win condition is not to beat down your opponent anymore. In fact, you can easily just attack the rear-guards and sometimes hit the Vanguard. I think you *may* want to try Death Glendios's effect to work, omega lock, then bring out Glendios in the next turn and win the game with its effect.
 
But my idea may be a completely different deck than yours. :) (For example, it needs 4 Cold Death Dragon to make it work surely.)


Yeah, I think the approach you're aiming for is purely to win by the effect of Death Glendios by using IZ in combination with a bunch of other locking cards to ensure World End goes off. This deck wins a lot of the time through damage, however it forces really aggressive decks to lay off the aggression due to Death Glendios existing. The best example of this is Aqua Force, as it forces them to either leave you at 4/6 or get locked out of the game for the rest of it's duration. Another great example is Revengers too, since just being able to call more than 3 cards off the top really screws it over since RPBA becomes a glorified vanilla.

Thank you for the suggestions though, they're much appreciated.
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Yeah, I think the approach you're aiming for is purely to win by the effect of Death Glendios by using IZ in combination with a bunch of other locking cards to ensure World End goes off. This deck wins a lot of the time through damage, however it forces really aggressive decks to lay off the aggression due to Death Glendios existing. The best example of this is Aqua Force, as it forces them to either leave you at 4/6 or get locked out of the game for the rest of it's duration. Another great example is Revengers too, since just being able to call more than 3 cards off the top really screws it over since RPBA becomes a glorified vanilla.

Thank you for the suggestions though, they're much appreciated.

 

No problem at all, I also thank you for taking your time for replying. One of my friends got 4 copies of Glendios (I suggested him to buy them as I *felt* that they will reveal a Glendios Stride - he ordered them, then bamm, next day, they revealed Death Glendios) and we want to make sure to build for him the best build possible for this deck. In my opinion, the World End ability is just too good to not build the deck around it, however, an other friend suggested that it should be more about being an aggro-control deck, and the win condition should be just secondary. That's why I replied to this post, to start a conversation about it. You seem really familiar with the deck and its playstyle, so anything you said about the deck just got into my knowledge about it. The *possibility* of using Glendios's effect may frighten some aggro deck and they may won't use their big plays, making them a better match-up.

 

So you mentioned that DotX is the worst match-up for the deck. Is it true for any kind of Glendios build, even the World End variant? (Fortunately, no one built that deck in our local.)

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No problem at all, I also thank you for taking your time for replying. One of my friends got 4 copies of Glendios (I suggested him to buy them as I *felt* that they will reveal a Glendios Stride - he ordered them, then bamm, next day, they revealed Death Glendios) and we want to make sure to build for him the best build possible for this deck. In my opinion, the World End ability is just too good to not build the deck around it, however, an other friend suggested that it should be more about being an aggro-control deck, and the win condition should be just secondary. That's why I replied to this post, to start a conversation about it. You seem really familiar with the deck and its playstyle, so anything you said about the deck just got into my knowledge about it. The *possibility* of using Glendios's effect may frighten some aggro deck and they may won't use their big plays, making them a better match-up.
 
So you mentioned that DotX is the worst match-up for the deck. Is it true for any kind of Glendios build, even the World End variant? (Fortunately, no one built that deck in our local.)


The World End ability is good when it goes off, but before Death Glendios it was incredibly difficult for it to ever truly resolve without creating an entire deck around it. The problem with that deck however is that you are required to be at 5 damage to win and that is your only real win condition since a lot of the more aggressive options found in Colony Maker and Volt-Line won't really exist in that kind of deck. The best way to play it is definitely as a more aggressive control deck, using the lock abilities to be able to make guarding a lot easier on your hand so that your hand eventually snowballs out of control. Death Glendios will mainly be an intimidation factor, where people will be way too scared to actually put you to 5 now due to the very real possibility of just losing the game.

DotX is the worst match-up that I've found for the deck in testing because it does both of the things that Glendios really doesn't like playing against: Vanguards that you are forced to guard in order to avoid massive penalties and decks that have incredibly efficient rearguard removal. Your Reverse units are incredibly powerful but you need them to stick on the board in order to use things like Ruin Magician so that you never run out, which really sucks when DotX detonates them with his persona blast. Then there's the problem of DotE just being a huge pain to guard without a Perfect Guard, of which you only have so many anyway due to no Legion. It's just a generally very lopsided match-up oriented toward DotX, though Death Glendios may be one of the saving graces if you manage to hold out until 5 since you could theoretically just snatch the win from them
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