[DECK CHECK] FIGHTING WITH INSTINCTS AND GUTS! METEOKAISER, TRIBRUTE!

Hi guys, Ookami back with Meteokaiser, Tribrute which is introduced in G-FC 01! Its skill pressures your opponent offensive and defensively, which makes this card really good to play. This card has its own deck, which I'll show you in this opportunity. Lets jump to it then!


G0:
1x Transmigration Evolution, Miraioh
4x Red Lightning
4x Extreme Battler, Zanbara
4x Schones Wetter
4x Regenbogen

G1:
4x Lady Cyclone
4x Extreme Battler, Arashid
4x Clay-doll Mechanic
2x Energy Charger

G2:
4x Extreme Battler, Sazanda
3x Extreme Battler, Gunzork
2x Hungry Dumpty
2x Ultimate Raizer Dual-flare

G3:
4x Exxtreme Battler, Victor
4x Ultimate Raizer Mega-flare

G4:
3x Meteokaiser, Tribrute
1x Meteokaiser, Vic-ten
4x Meteokaiser, Victoplasma


Explanation:
To start off, our starter is our G3 searcher, Transmigration Evolution, Miraioh. At first, I thought that Extreme Battler, Runbhol is a nice one since it can also stand in the same column as a unit that stands, But when I use it, I feel no pressure from it and also I get many fail G3 ride, whereas my combo didn't work using Tribrute. The trigger line-up is 12 crits and 4 heals, because I find that the rush is working in this deck, and usually my opponent will no guard my re-standing high powered rear guard. So, to increase the chance to kill my opponent faster, 12 crits is very deadly.

The G1s I play are 4 Perfect Guard, Lady Cyclone.  Also 4 Extreme Battler, Arashid to help you find Victor and also used to help you Stride. 4 Clay-doll Mechanics to help you CC(Counter Charge) in this deck because this deck is somewhat CB heavy. 2 Energy Chargers to help you throw out souls and draw. It also helps you to Legion when needed/ fail ride.

Next, the G2s. 4 Extreme Battler, Sazanda to help you achieve big number in this deck. 3 Extreme Battler, Gunzock the 12k beater if you don't have Sazada or at least give a pressure 5k guard to your opponent. 2 Hungry Dumpty which is an on-call CC which is the same as Clay-doll Mechanics but in the from of G2. 2 Ultimate Raizer Dual-flares for early rush or Legion, because there's no point on your opponent to destroy this card when you're not in Legion, since it becomes a 9k vanilla on early game. It's also good to help you Intercept when you need to guard 5k since all your triggers are 10k shield.

The G3s are simple but crucial. 4 Exxtreme Battler, Victor which is the main boss card in this deck. If you somehow fail rides this card, this deck is almost crippled since there's no other stander in this deck which activates Meteokaiser, Tribrute's skill. 4 Ultimate Raizer Mega-flares because why not extra crits?

Lastly, G4s are 3 Meteokaiser, Tribrute to rush your opponent with +2k which help your rear to achieve magic number and also destroy their field. 1 Meteokaiser, Tribrute just in case you rode Ultimate Raizer Mega-flare or when your opponent don't give enough damage or you don't have any CB left. And 4 Meteokaiser, Victoplasma because re-standing Vanguards is still pretty strong. You might want to use this unit situationally like Vic-ten. This unit is more as a finisher . You can use this when you think that your opponent doesn't have enough shield on their hand or they don't have any PGs in their hand/left.
 
The Playstyle:
What this deck is all about is non-reliant on your field, high restanding rear-guard power and also minusing your opponent's key cards such as their starter, potential combo starter, and also their important booster, usually on boost attack hits booster. This deck constantly use 2 of your CBs every turn with Exxtreme Battler, Victor's skill and Meteokaiser, Tribrute's skill.With additional 1 CB from your starter to search for G3. That's why there is so much CCers in ths deck. 4 kinds of them. Red Lightning, Clay-doll Mechanic, Lady Cyclone, and Hungry Dumpty.  Getting Victor as your main ride is a very crucial things whereas his on Stride skill is the only rear-guard stander in this deck. Fail riding in this deck makes the rush 80% dead, which makes this deck's weakness.

This deck is not afraid with opponents that controls your field, but you may be scared with opponents that control theirs. The new Murakumo starter from GBT03 let itself brought back to its owner's hand, and their skill barrages you with several same units, which later brought back again to the deck, or hand. Not retiring with Tribrute is really hurting in this deck. So, use Vic-ten although we only uses 1. But 1 is enough.
 
There are some scenarios in this deck which you must remember.
Scenario 1: field only with Sazanda with booster, and Tribrute on your VG. You can strike Sazanda boosted with possible 14/16k power to your opponent. Then use Tribrute and Victor's skill by CB2 to Stand Sazanda . 9k+5k+5k+2k , total of 21k with only Sazanda standing. This scenario grants your opponent (10k) + (20 - 35k / No Guard) + (15k) guard this turn, not including the triggers.

Scenario 2: field only with Gunzock with booster( 7k), and Tribrute on your VG. Strike your opponent with Gunzock unboosted first, then Tribrute. CB2 and Gunzock gets (9k+3k) + 5k + 2k which makes him 19k. After that, attack your opponent wth Gunzock boosted, total power of 26k granting your opponent (5k) + (20-35k/No Guard) + (20k) guard this turn, not including triggers.

Scenario 3: If you have a full field, you must choose Sazanda or Gunzock's column first to attack. Scenario 1 or 2 may apply. after that use your Tribrute to Triple Drive Check, and also CB 2 to destroy your opponent's field. We attack with our VG first,because we have a full standing rear-guard now, and the most important: 12 crits. If you get 2 critical triggers, distribute each +5k and 1 crit to each front row. All the pressures on your rear guard.

Maybe you guys think what about using Cool Hank? First, It's almost never needed when you Stride on Victor. Well, sometimes when your opponent rush you on their Stride turn, yeah, maybe you can achieve 3-5 damage in that turn, But after you use 3 CBs or potentially 4 CBs when you use Tribrute's skill to retire 2 of your opponent's unit, what will happen on your next turn? Cool Hank always need a booster to use its skill, which if you have Sazanda on the other rear guard circle, it won't get a booster. Sometimes you don't always have 2 booster on your Stride turn, which is really confusing if you pick to call it to Cool Hank's back rather than Sazanda's possible rushing power. On your next turn, you probably have 2 options which : Intercept using Cool Hank or call Clay-doll. Which if you have a full field, needs to replace 1 of your rear guards.

To be short, Cool Hank doesn't work with Tribrute. What about not running Victor and run 4 Cool Hanks? Well, there's no G2 searcher in Nova Grappler, which if you somehow use it to ride on your G2 turn, you have chance to take 3 more in your deck, and Cool Hank can be killed in your opponent's turn by retiring or your opponent pushes your Cool Hank. It's even worse when you don't have Cool Hank in your Stride turn, OR a booster. So, My opinion, Victor all the way, Vanguards cannot be retired. Stride, use rear guards that strike hard and achieve your victory.

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