Monday, 4 July 2016

Archetype Review: Sanctuary Of Light


I attack, Limit Break, 3k to all Sanctuary of light so basically I give 3k everywhere, How much power in total? 24k VG, 22k columns. Byeeee hand. 

I've always appreciated ride chains for showing off what a clan is capable of but I have to say, this is one of my top 5 favourite ride chains simply because it rewards you so much for completing the ride chain. I ride grade 1, add a g2 to hand, ride the G2, call a dude for free, ride g3, CB2 to call a dude and Limit Break to give 3k to all SOL units! The final grade 3 for Sanctuary of light is Brightness Dragon who can unlock and also does a soul saver type skill for CB2 and SB2. Basically what this ride chain is about if you haven't figured it out, is calling units with Sanctuary of Light in their names to set up for Planetal Dragons free Limit Break. Planetal Dragon when he attacks gives 3k to all SOL units so this means you have to attack with him first to get the most out of his skill, which also means it would be a bad idea to use stand triggers. So using 6 draw, 6 crit, 8 crit, 4 draw or simply 12 crit would be the best options. This deck is aggressive so 12 crit would be best since it'll punish your opponents hand leaving them with barely anything left. 



I mean, cloning g3 is always nice. 

The stride line up for Sanctuary will have to be units that can call units from deck to make sure you have a field set up ready for when you use Planetal Dragon. Strides like Aerial Altmile, Gablade or Clotenus will help quite significantly to increase the advantage the Sanctuary deck will gain when you use Planetal. Aerial gives you a guaranteed call once you hit GB2. Clotenus would only be used if your opponent has lowered your hand to three or less if you recall from reading my Top 5 Strides from FC2016. Clotenus should only be used once as your G Zone can be filled with things like Gablade, Aerial Altmile and Saint Blow/ G Guard.

So by now it's pretty obvious that to maximise the potential of this type of deck, you need a have a full field so you can launch aggressive assaults, Stride or not. 


Protectors of the Sanctuary

Grade 0    x17
1x Sanctuary of Light, Planet Lancer First VG
4x Bringer Of Good Luck, Epona
4x Burning Mane Lion
4x Any Other Crit
4x Yggdrasil Maiden, Elaine

Grade 1    x15

4x Sanctuary Of Light, Little Storm Ride Chain
4x Holy Knight Guardian G-PG
2x Battlesong Angel
3x Toypugal
2x Jewel Knight, Sabremy

Grade 2      x10

4x Sanctuary Of Light, Determinator Ride Chain
3x Swordsman of the Blaze, Palamedes
3x Starlight Violinist


Grade 3     x8

4x Sanctuary Of Light, Planetal Dragon Ride Chain
4x Sanctuary Of Light, Brightness Dragon

Grade 4   x16

4x Aerial Divine Knight, Altmile
2x Shrouded Divine Knight, Gablade
4x Holy Dragon, Saint Blow Dragon
1x Dark Element, Dizmel G Guard
2x Holy Dragon, Laserguard Dragon G Guard
1x Metal Element Scryew G Guard
2x Divine Knight of Rainbow Brocade, Clotenus


Overview

Starting off with the overview of the deck are the grade 0s. Obviously your starting vanguard will be Planet Lancer because ride chain deck. The twelve crits used in this deck is because of how the attack pattern is most of the time. You'll attack with vanguard first to apply some level of pressure and if you get critical triggers you'd wat to give it to RG if the attack was blocked, then your rearguards can go and attack even more powerful. Nothing needs to be said about the Heal Trigger.

With the Grade 1s, I use 4x Little Storm because he is the main card you'd want to ride because of the ride chain which helps for searching for the Grade 2 or 3 SOL. Also if you happen to ride the wrong Grade 2 (Determinator) you can look at the top 7 and superior ride Determinator if he is among them. You can't activate Determinators skill if you do this however so make sure to get Determinator in your hand before then.
-I use 4x Holy Knight Guardian because this deck does counterblast quite a lot and you'll need counterblast for things like Brightness, Starlight Violinst and other important cards for this deck. 
- Next is Battle Song Angel who is a good card to use in this deck. What she does is "GB1, If the number of Grade 1 or less rearguards you have is 2 or more, this unit gets +2000 power and also Resist". With this deck, you'll want to call out the grade 1 sanctuary of light through determinator's skill to boost your forces without having to pay any cost what so ever. However Battlesong is GB1 so with this you may as well hold off on using her as soon as possible unless you can keep her on a rearguard circle which shouldn't be too hard. 
- Next I use 3x Toypugal because generally you'll need to be calling out a Grade 3 Sanctuary of Light to apply more power and Toypugal rewards you for doing as such. If you have 2 or more grade 3 vanguards and/or rearguards, she boosts for another +3000 power. She isn't a Sanctuary of Light but she does gain the same amount of power as if she was one. 
- Lastly I use 2x Jewel Knight, Sabremy because he (or she) is a Limit Break enable which massively increases the pace of this deck. Being able to hit 22k columns while you are just at 2 damage really helps for early game rush and during this time in the game, early game advantage is always best.

- Next we move onto Grade 2s. I use 4x Determinator because ride chain. He would probably the card you'd want to ride anyway since you get to call a Sanctuary of Light for free. with determinator, you could even call a Grade 3 to rearguard, there's no stopping that. However you'd want to call Little Storm because you'd want to be able to boost either your vanguard or rearguard because of the trigger line-up. Calling a Grade 2 puts it at risk of being attacked next turn but it offers you both an extra attack and more cards to defend with. It is better to call the Grade 1 however because it sets up for Battlesong Angel. 
- Next I use 3x Starlight Violinst because with a CB1 and SB1, you get to call out a grade 2 other than himself and we all know who the general target is, Determinator, because he is a Sanctuary of Light and thus you can set up for Planetal Dragon. Also as I indirectly mentioned with Sabremy, you can use Starlight Violinst to launch an aggressive early game rush which really helps.
- Determinator isn't the only target however, you can call Palamedes (the last grade 2) which can sort of help for the rush down. 3x of Palamedes is pretty nice because he indirectly helps with early game rush. What Palamedes does is basically the same as Toypugal except it is when he attacks. With Palamedes and Toypugal supporting each other and making sure their conditions are met, even without being Sanctuary of Light, the column hits for 20k without triggers. The grade 3 Palamedes would be better for this but it takes away the options for Planetal Dragon or Determinator and reduces the maximum power potential for Planetal anyway. But because of the attack pattern, Palamedes/Toypugal column could hit for 25k and going critical.

- Lastly for the main deck is the Grade 3s. I use 4x Planetal Dragon because he is the final ride chain card. As soon as you ride him, you can CB2 and call any Sanctuary of Light unit. This definitely helps for his rush. However the CB2 is pretty costly so it really is up to you if you want to use it. Looking over that, his free Limit Break really makes up for it in the end to give 3k potentially every unit on the field. As I keep explaning, making sure to have as much Sanctaury of Light cards on your field is a must. Also, You could potentially make Palamedes even stronger by pairing him up with an SOL card boosting him for a maximum of 21k. Same with Toypugal boosting a G3 SOL, the column becomes 23k. This card is really good andd this is why SOL is one of my favourite ride chains. 
- The final Grade 3 is SOL, Brightness Dragon which has a somewhat of a less cost than soul saver but does the same thing as he gives +5000 to three Royal Paladin rearguards which is a Limit Break skill. It isn't a bad card but because of the cost, this makes staying on Planetal Dragon more worthwhile. However, Brightness is not completely useless, his second skill for a CB1 you can unlock a locked card on your side of the field. This actually helps because you'll want to have as less Locked units as possible to keep up the pressure, however unlocking through Brightness is mainly the only reason you would want to ride him. He isn't bad but he isn't as good as Planetal. Anything that is good about Soul Saver are probably the same reasons for why this card is good honestly.

Now we head into the G Zone. Using 2x Gablade gives you a good choice for the first few strides. When Gabalde hits a vanguard, you can call either a Grade 2 or a Grade 3 unit to rearguard. At this time, your attack pattern can switch to RG, VG, RG because Gablade obviously doesn't have a "When this unit attacks a Vanguard" skill so this way you can safely get more attacks in without losing any kind of pressure except for Gablade having to hit. Overall Gablade is a nice first stride. 
- The second unit of choice is Aerial Divine Knight, Altmile. He is probably one of the best strides in this deck as after you stride Gablade, you can activate his full potential. When he is stridden, you can G Persona Blast then he gains a skill where for the rest of the turn, the front row gains +3000 power and then if you have two or more face up G Units in the G Zone, you can call a Grade 2 and it gains +5000. Talk about a good power boost! This is basically a good substitute for Planetal and could tear through your opponents hand if used right. Just in case of a Kagero or Narukami face off, you can just replenish the rearguard you lost and add +8000 to it at maximum. Turning most of your columns into 21k+ is worth striding Gablade first (or G Guarding). 
- The third G Unit, Saint Blow Dragon is your main finisher for this deck. For a G Persona Blast, he gains +3000 for every rearguard you have, and if you have two or more rearguards, he goes critical. Pretty nice and also your attack pattern will switch to VG, RG, RG because of the pressure Saint Blow applies. If he fails to hit but you get critical triggers, your opponent has to deal with a mini Saint Blow. Using this card wisely is how you will win the game, but if your first one fails, you always have one more to use. 
- For the first G Guardian, Dizmel, is really good at protecting your rearguard you need. Dizmels skill is when he is placed on GC, you can give any rearguard a nullify and resist until end of the turn. It helps for protecting your precious rearguard unit. It's really your choice whether or not you want to use more.
- For the second G Guardian is the 2 Laserguard. If you have at least one grade 2 Rearguard he gains +5000 shield. It rewards you for keeping Determinator or Palamedes on the field. Nothing much more to be said honestly.
- The final G Guardian is Scryew and he really helps when you need that little more defence. When he is placed on GC, if you have one or more G Units face up in G Zone, by discarding one card from your hand, he gains +10000 shield. Pretty sweet defence which easily allows you to guard a high powered attack (except Gurguit stride, nothing will save you from that 101k monster). Other than that, Scryew is a nice card to have as backup.
- Final G Unit is Clotenus who can also be considered your last killing unit. What he does is (if you don't remember from reading Top 5 Stride) Brave (which activates if you have three or less cards in your hand), for a CB1, SB1 and a G Blast, for each copy of him face up in the G Zone, you can call a Grade 2 unit to RG and then he gains a GB3 skill where, if you have 5 or more rearguards, he gains +10000 and +1 critical. This card is like Saint Blow where if you use him right, he almost guarantees victory since you'd want to use Clotenus last. He replensishes a Rearguard and for a condition gains power and crit. Pretty sweet and dangerous for your opponent if you have basically no cards in hand. 

So that was my Deck Profile and Review of the Archetype known as Sanctuary of Light. I hope you all enjoyed reading this and I shall see you all in the next post whatever that may be.

~RiRi/Leafey Fanboy

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