Don't worry, small insects can't kill anyone, but these ones slaughter and laugh at your demise.
Darkface has finally returned and made a major impact on increasing what Megacolony is capable of now more than ever. With skills that prevent your opponents units from being chosen by cards costs and effects, Megacolony could potentially shut down any deck like Revengers, Ahsha, Musketeers and even Nova Grappler and Bermuda Triangle (when things can affect Bermuda Triangle directly, the game just took a bad turn.). This deck is all about putting your opponent through absolute hell. As Megacolony is best known for Paralysing units and using their new Engine I'll call "Ultra Paralyse", there is no escaping their wrath. Also with all the new support, Darkface becomes an even easier deck to use counterblast with all their new CC (Counter Chargers). They also have a new keyword (if anyone remembers from my short Dark Device blog). Let's just get straight to the deck profile.
Insects of Calamity
Grade 0 x17
1x Childhood Command, Rosenberg FVG
4x Scissors-shot Mutant, Bomb Scissor (Darkface Crit)
4x Earth Dreamer
4x Makeup Widow
4x Cocoon Healer
Grade 1 x15
4x Machining Mosquito First Ride
4x Rebel Mutant, Star Shield G-PG
3x New-Face Mutant, Little Dorcas Darkface S-Fodder
4x Vulcan Lafertei
Grade 2 x10
4x Buster Mantis Second Ride
3x Charming Mutant, Sweet Cocktail
3x Punish Stag
Grade 3 x8
4x Intimidating Mutant, Darkface Final Ride
4x Sky-slicing Rending General, Superior Mantis
Grade 4 x16
2x Poisonous Spear Mutant Deity, Paraspear
1x Wild-fire Mutant Deity, Staggle Dipper
1x Dazzling Mutant Deity, Waspytail First Stride
2x Force Spear Mutant Deity, Stun Beetle Force PG Out
4x Merciless Mutant Deity, Darkface Main G Unit
2x Lawless Mutant Deity, Obtirandus Ace Unit
2x Mutant Deity Fortress, Gricefort
2x Dreaming Mutant Deity, Scarabgus
Overview
This deck is a deck that I made myself after quite a few tests. I had also gone through a lot of variations since there are wuite a few things one can do to change the structure of the deck. This deck is mainly about making sure your opponent has at least 2 paralysed units per turn to maximise the effects of a Darkface deck and also to leave your opponent unable to perform their main strategy as it will be shut down (probably) thanks to Ultra Paralyse. Now that we know what the deck is all about, let's get into the actul overview for each unit.
- Starting off the Grade 0 line up is our starting vanguard "Childhood Command, Rosenberg" who is actually a decent first vanguard because of the fact that he differentiates from all the other startes previous to this one. This starter has two ("techincally" three) effects. The first one is the Forerunner ability, nothing new. The next ability is his main skill which is "ACT GB1 Dark Device. You can put him into the soul and choose one of your opponents units and it gains "This unit cannot be chosen by your cards costs or effects and cannot intercept" and it cannot stand during your opponents next stand phase". It is a really good skill that starts off the shutting down of your opponents strategy that require to kill off their own rearguard or give power to other units. Also, since it puts itself into soul, it helps to use Darkface's GB2 skill. His last skill is "ACT You can rest himself to rest one of your opponents units." This is a good skill for setting up with things like Dark Device. Since it says units, if for some reason your opponent leaves their vanguard standing, you can rest himself and rest their vanguard. It helps because there are new strides that have Dark Device, so if their vanguard is standing, the Dark Device won't activate. I'm still currently deciding between this or Crimebug since Rosenberg doesn't paralyse but it seals off intercepting. However you can combo this card with Darkface's stride skill to fully paralyse the unit you chose from Rosenberg.
- The next card I use is the Special Crit for Darkface. "AUTOWhen your G3 or greater vanguard with Darkface is attacking, you can put it into the soul and give it +5000k and you can draw a card. It's just a crit that sets up for Darkfaces GB2 skill and gives it 5k in the process.
- The next card is Earth Dreamer, a stand trigger that could deck you out by only if you aren't aware of how much deck you have left. What it does is, at the start of your opponents ride phase, if the number of rested rearguards your opponent has is 3 or more, you can put it at the top of your deck, shuffle and then draw 2 cards. This card is famous in my books for decking me out (only because I am an idiot) and forced me to reduce it by one for a while. It's a good card to give you hand advantage from your opponents misery. The fact it shuffles itself back into deck means that you can constantly use his skill. However, your opponent has to have 3 or more rested rearguards, so they could try and kill them off (somehow) to prevent Dreamers skill form activating (unless you Ultra Paralyse them). Generally, you'll be able to activate his skill, since by the time your opponent can do anything about it, it's already gone.
- The next stand trigger I use is Makeup Widow. It's a very interesting and useful card and made me change the way I use paralyse ever since I first tested it. What it does is "It puts itself in soul at the end of each turn and you are able to Counter Charge and paralyse a grade 1 or less unit." The fact it paralyses a Grade 1 or less, gives you more strategy on paralysing opponents unit (generally you'd want to paralyse back row) so that you can paralyse front and back row without giving it much effort. Keep in mind it is Dark Device but it shouldn't be too hard to activate.
- The last card we use is a heal trigger because heal trigger
Next we move on to the Grade 1's
- The first unit I use is Machining Mosquito. What it does is, when you ride it or call it to rearguard, you can Soulcharge 1. Why I use this card is it helps to activating Darkface's GB2 skill on the first turn (if you manage to ride it). Also, if you do call it, it's a good 7k booster.
- The next unit I use is the G-PG, Rebel Mutant, Star Shield. When you place it on GC, if there is another copy of him in drop zone, you can Counter Charge1 and he does the normal PG thing, discard a card to nullify an attack. I chose him because I tend to waste Counterblast so he helps me in the end.
- The 3rd Grade 1 I use is the Stride Fodder, Little Dorcas. He does what a stride fodder does, searches for the G3 and becomes grade 3 when payng cost for stride.
- The final Grade 1 I use is Vulcan Lafertei. He is pretty cool at comboing in this deck. What he does is "AUTO Dark Device: At the beginning of your main phase, you can put this unit into your soul, if you do Counter Charge1. His next skill is, if you have a vanguard with Darkface in its name. He can't be chosen by the effects of your opponents cards and all your opponents unit in the same column as it cannot intercept. Why I like this card is, no matter what kind of paralysing you do, the grade 2 in the same column as it on your opponents field cannot intercept at all and helps with Counterblast. If you have two on different columns, it makes Toxic Trooper completely useless since Lafertei is a permanent Intercept sealer unless he is removed from the rearguard somehow. The best time for me to use it is when a Grade 3 is in the same column as it on your opponents side of the field as Grade 3's obviously can't intercept (unless otherwise stated). So using its CC skill is good in that situation. This card may also make your opponent not want to call any g2's since they'll be useless when defending.
Now we move on to the Grade 2's.
- The first Grade 2 I use is Buster Mantis. Even after Aristoscythe, I still want to use Mantis. Sure it is GB1 but I'd wait for an almost definite 12k attack against a Rearguard and Vanguard. I like Aristoscythe as well and actually can't decide whether or not to use it. I'm just using Buster Mantis because I have 4 of it anyway. Aristoscythe is probably better. Buster Mantis is a 12k attacker if all your opponents Vanguards/Rearguards are at rest. He is GB1 but he is still a good attacker.
- The next unit I use is Sweet Cocktail. The next Grade 2 I will talk about does the same thing for no cost except Dark Device. What she does is, GB1 when she attacks a vanguard boosted, you can Counterblast 1 to rest your opponents unit and it gains a skill where, if it is rested at the end of your opponents turn, you can draw a card, and on top of it, it is paralysed. She is pretty decent because it is basically Darkface's stride skill for the same cost, sop if you don't activate Darkface's stride skill, she can act as your backup, except she only Gigaparalyses one. Regardless, a good card that has helped me a lot.
- The final Grade 2 I use is Punish Stag. What it does is GB1 and Dark Device. When you call it to RG, if your vanguard has Darkface in its name, you can Gigaparalyse a RG. This card is good because, other than Dark Device, it has no cost, unlike other Glimmer Clones before it. It's a good card that gives you even more Gigaparalyses when you want to pressure your opponent into getting rid of the units you Gigaparalysed, otherwise you get hand advantage. It's a pretty good card to Combo with. With this unit, as long as you have Lafertei behind it, you can freely Paralyse a front row rearguard.
Now we finally move on to the Grade 3's.
- The first unit is Intimidating Mutant, Darkface. His GB2 skill is, when your opponent calls a unit to RG, you can Soulblast 2 and rest that unit. This is pretty good as it could prevent a good attacker from attacking. Also, with the way it is worded, this skill can also affect Resist units as it doesn't necessarily "Choose" a unit. With his stride skill, for a CB of 1, you can rest two of your opponents rearguards and they also gain a skill where, if they are still at rest at the end of your opponents turn, you can draw a card. This is a nasty skill as, if your opponent doesn't do anything about it, you gain hand advantage. It makes your opponent waste cards from their hand to replace their unit that was Giga Paralysed. What makes it bad is that unit may have been their ace card and they have to get rid of it. However, this is completely wasted if your opponent just calls the same unit over the unit Giga Paralysed.
However, this skill is a nice skill and I like it.
- The next Grade 3 is Sky-Slicing Rending General, Superior Mantis (what a mouthful). He is a pretty good card that, regardless of what circle he is placed on, he can still activate an effect. With his first skill which is CB 1 and Dark Device, he is able to paralyse a unit in the same column whether or not he is placed on VG or RG. This is pretty helpful as, if he is ridden, you can paralyse your opponents VG booster which could cause problems in your opponents attacking power next turn. With his 2nd skill which is GB1 and Dark Device, he can paralyse any unit if he is called to RG. He is better than the new G3 Megacolony in my opinion because he doesn't gain any power, just paralyse, and does what Megacolony is best known for. He is also very useful if he is called to RG as he can paralyse 2 units. Which helps because if you strode this turn, you are just one unit away from paralysing the whole field. The only think I think could be improved on for this RRR card is that it should Giga-Paralyse as well. That would be good honestly but it's still a good card either way.
Now we move onto the Grade 4's.
- The first stride I use is "Poisonous Spear Mutant Deity, Paraspear". Why I use him is because he easily sets up for Dark Device as he rests the entire board, and if there are three or more units at rest, you can draw a card and gain +5000. This effect takes place when you stride with him so you can also activate Darkface's stride skill to Giga-Paralyse two units. The face it sets up for Dark Device, literally punishes those who tries to escape from Megacolony's strength. I use 2 because he gives you a draw and power. A good first stride for Megacolony.
- The next stride I use is Wild-fire Mutant Deity, Staggle Dipper. For a CB 1 and a G Blast, you can choose up to three units and they gain +1000 power for each of your opponents units at rest. You can just choose your front row and gain power. I use one of this because I'd rather use it when I can gain 6 for even 7k. The fact he G Blasts, means you can flip Darkface in the G Zone and be able to Ultra-Paralyse 2 units and gain 10k from just his first stride. So, Staggle Dipper is a situational card, depending on how much units your opponent has and how much units your opponent has at rest. All in all, it's a pretty decent card.
- The third stride I use is "Dazzling Mutant Deity, Waspy Tail". She is also a situational card. Her skill is for a SoulBlast of 1 and a G Blast, if her attack hits a vanguard, you can choose one of your opponents units and paralyse all rearguards in the same row and column. What makes this card a little bad is that it has to hit a vanguard and there is no way that will happen if your opponent has a PG in hand. Also the fact that she soulblasts, it takes away a little of the soul intended for Darkface. However, the fact it can paralyse four units is worth the soulblast, and also the fact that it can be used as first stride is nice.
- The fourth stride I use is "Force Spear Mutant Deity, Stun Beetle". He is probably the worst nightmare for everyone if he hits a vanguard. For GB2, a CB of 2 and a G Persona Blast, you can paralyse your opponents vanguard. Pretty usual right? You can just ride and done. Well prepare to be wrong, for if his cost and conditions are met, your opponent cannot ride during their next ride phase, however they can still superior ride (which isn't too common today) and be fine. It also paralyses Legion since it says paralyse all of your opponents vanguard. This card is pretty insane if he hits, and same for Waspy Tail, no one will let this hit. Who wants to not be able to ride, stand or stride next turn? That is why I use only 2 so that when he strides, I can force out a PG and set up for every other stride hitting later on in the game. He is probably my 2nd favourite Megacolony stride so that is why I just had to include him in my deck.
- The fifth stride I use is "Merciless Mutant Deity, Darkface". The main stride for this deck who can be used as first stride because he isn't GB restricted. However it would be a bad idea to use him first as he won't be able to do much. What he does is for CB 1, G Blast and Dark Device, you can choose one of your opponents rearguards and it gains a skill where that unit cannot be chosen by cards costs or effects. They also cannot intercept and Darkface gains +5000 for each unit chosen by his effect. It can be a massivepower boost of +15000 because he can choose up to a maximum of 3 units. This is the best stride as, making sure you choose your units wisely, you can completely stop your opponents full strategy from working on their turn. Also since a unit cannot be chosen by cards costs or effects, it cannot choose itself as it is still being chosen by an effect or cost (mainly staring down Sacrifice Messiah). So it can stop Bermuda Triangle (which is horrible) from boucing rearguards back to hand since most of their bouncing comes from effects or costs. It can also finally stop Nova Grappler at some level. Also Revengers. So Megacolony finally has something that could push it into the Meta.
- The sixth and final stride I use is "Lawless Mutant Deity, Obtirandus". What he does, for GB2, a CB of 2 and by Discarding a card from your hand, your opponent cannot call units to RG at all during their next turn. Catastrophic? Pretty much. Dangerous? Very. The second coming of an Apocalypse? Quite so. Not being able to call units (or even superior call) to RG can definitely stop anything your opponent will try to throw at you and they have to work with what they have (if they can). The bad thing about this is that you have to play your Ultra-Paralysing right so that your opponent literally cannot do anything next turn. Ultra-Paralysing will make this card destructive. Also you have Giga-Paralysing going for you, so you are definitely going to draw if they don't kill their own RG's. If they do try to kill their own, if will be bad for you as you won't have anything to Paralyse, but this is also good as you can just beatdown your opponent to force their hand advantage to blow up. Pretty fun, I have yet to use this card actually so I haven't seen it's full effect and what it can really do. When that day comes, I'm 100% sure I'm using it against Bermuda Triangle.
Now we move onto the G Guardians.
- The first G Guard I use is "Mutant Deity Fortress, Gricefort". When he is placed on GC, for a CB of 1, you can rest your opponents entire backrow and gain +5000 shield for every 2 of your opponents units at rest. Using this card when it is your opponents last high powered attack for the turn can really help as just by using him, it'll be like using 6, 5k shield cards from your hand to block the attack. Very nice but the CB hurt. However, if you use this when it is your opponents first attack, means that the rest of their attacks won't be as effective since the won't have any boosters. However, this means that you might be sacrificing a little shield for a strategy that might blow up, but it is still worth it to try.
- The last G Guard I use is "Dreaming Mutant Deity, Scarabgus". What he does is, when you G Guard with him, if your opponent has two or more units at rest, he gains +5000 shield. It's a pretty nice card that gives you advantage when your opponent attacks. I use 2 because it is still a +5k shield. Nothing much more to be said really.
So that was my Darkface deck profile. I hope you all enjoyed reading this. So I will see you all in the next post whatever that may be.
~RiRi/Leafey Fanboy
- The next card is Earth Dreamer, a stand trigger that could deck you out by only if you aren't aware of how much deck you have left. What it does is, at the start of your opponents ride phase, if the number of rested rearguards your opponent has is 3 or more, you can put it at the top of your deck, shuffle and then draw 2 cards. This card is famous in my books for decking me out (only because I am an idiot) and forced me to reduce it by one for a while. It's a good card to give you hand advantage from your opponents misery. The fact it shuffles itself back into deck means that you can constantly use his skill. However, your opponent has to have 3 or more rested rearguards, so they could try and kill them off (somehow) to prevent Dreamers skill form activating (unless you Ultra Paralyse them). Generally, you'll be able to activate his skill, since by the time your opponent can do anything about it, it's already gone.
- The next stand trigger I use is Makeup Widow. It's a very interesting and useful card and made me change the way I use paralyse ever since I first tested it. What it does is "It puts itself in soul at the end of each turn and you are able to Counter Charge and paralyse a grade 1 or less unit." The fact it paralyses a Grade 1 or less, gives you more strategy on paralysing opponents unit (generally you'd want to paralyse back row) so that you can paralyse front and back row without giving it much effort. Keep in mind it is Dark Device but it shouldn't be too hard to activate.
- The last card we use is a heal trigger because heal trigger
Next we move on to the Grade 1's
- The first unit I use is Machining Mosquito. What it does is, when you ride it or call it to rearguard, you can Soulcharge 1. Why I use this card is it helps to activating Darkface's GB2 skill on the first turn (if you manage to ride it). Also, if you do call it, it's a good 7k booster.
- The next unit I use is the G-PG, Rebel Mutant, Star Shield. When you place it on GC, if there is another copy of him in drop zone, you can Counter Charge1 and he does the normal PG thing, discard a card to nullify an attack. I chose him because I tend to waste Counterblast so he helps me in the end.
- The 3rd Grade 1 I use is the Stride Fodder, Little Dorcas. He does what a stride fodder does, searches for the G3 and becomes grade 3 when payng cost for stride.
- The final Grade 1 I use is Vulcan Lafertei. He is pretty cool at comboing in this deck. What he does is "AUTO Dark Device: At the beginning of your main phase, you can put this unit into your soul, if you do Counter Charge1. His next skill is, if you have a vanguard with Darkface in its name. He can't be chosen by the effects of your opponents cards and all your opponents unit in the same column as it cannot intercept. Why I like this card is, no matter what kind of paralysing you do, the grade 2 in the same column as it on your opponents field cannot intercept at all and helps with Counterblast. If you have two on different columns, it makes Toxic Trooper completely useless since Lafertei is a permanent Intercept sealer unless he is removed from the rearguard somehow. The best time for me to use it is when a Grade 3 is in the same column as it on your opponents side of the field as Grade 3's obviously can't intercept (unless otherwise stated). So using its CC skill is good in that situation. This card may also make your opponent not want to call any g2's since they'll be useless when defending.
Now we move on to the Grade 2's.
- The first Grade 2 I use is Buster Mantis. Even after Aristoscythe, I still want to use Mantis. Sure it is GB1 but I'd wait for an almost definite 12k attack against a Rearguard and Vanguard. I like Aristoscythe as well and actually can't decide whether or not to use it. I'm just using Buster Mantis because I have 4 of it anyway. Aristoscythe is probably better. Buster Mantis is a 12k attacker if all your opponents Vanguards/Rearguards are at rest. He is GB1 but he is still a good attacker.
- The next unit I use is Sweet Cocktail. The next Grade 2 I will talk about does the same thing for no cost except Dark Device. What she does is, GB1 when she attacks a vanguard boosted, you can Counterblast 1 to rest your opponents unit and it gains a skill where, if it is rested at the end of your opponents turn, you can draw a card, and on top of it, it is paralysed. She is pretty decent because it is basically Darkface's stride skill for the same cost, sop if you don't activate Darkface's stride skill, she can act as your backup, except she only Gigaparalyses one. Regardless, a good card that has helped me a lot.
- The final Grade 2 I use is Punish Stag. What it does is GB1 and Dark Device. When you call it to RG, if your vanguard has Darkface in its name, you can Gigaparalyse a RG. This card is good because, other than Dark Device, it has no cost, unlike other Glimmer Clones before it. It's a good card that gives you even more Gigaparalyses when you want to pressure your opponent into getting rid of the units you Gigaparalysed, otherwise you get hand advantage. It's a pretty good card to Combo with. With this unit, as long as you have Lafertei behind it, you can freely Paralyse a front row rearguard.
Now we finally move on to the Grade 3's.
- The first unit is Intimidating Mutant, Darkface. His GB2 skill is, when your opponent calls a unit to RG, you can Soulblast 2 and rest that unit. This is pretty good as it could prevent a good attacker from attacking. Also, with the way it is worded, this skill can also affect Resist units as it doesn't necessarily "Choose" a unit. With his stride skill, for a CB of 1, you can rest two of your opponents rearguards and they also gain a skill where, if they are still at rest at the end of your opponents turn, you can draw a card. This is a nasty skill as, if your opponent doesn't do anything about it, you gain hand advantage. It makes your opponent waste cards from their hand to replace their unit that was Giga Paralysed. What makes it bad is that unit may have been their ace card and they have to get rid of it. However, this is completely wasted if your opponent just calls the same unit over the unit Giga Paralysed.
However, this skill is a nice skill and I like it.
- The next Grade 3 is Sky-Slicing Rending General, Superior Mantis (what a mouthful). He is a pretty good card that, regardless of what circle he is placed on, he can still activate an effect. With his first skill which is CB 1 and Dark Device, he is able to paralyse a unit in the same column whether or not he is placed on VG or RG. This is pretty helpful as, if he is ridden, you can paralyse your opponents VG booster which could cause problems in your opponents attacking power next turn. With his 2nd skill which is GB1 and Dark Device, he can paralyse any unit if he is called to RG. He is better than the new G3 Megacolony in my opinion because he doesn't gain any power, just paralyse, and does what Megacolony is best known for. He is also very useful if he is called to RG as he can paralyse 2 units. Which helps because if you strode this turn, you are just one unit away from paralysing the whole field. The only think I think could be improved on for this RRR card is that it should Giga-Paralyse as well. That would be good honestly but it's still a good card either way.
Now we move onto the Grade 4's.
- The first stride I use is "Poisonous Spear Mutant Deity, Paraspear". Why I use him is because he easily sets up for Dark Device as he rests the entire board, and if there are three or more units at rest, you can draw a card and gain +5000. This effect takes place when you stride with him so you can also activate Darkface's stride skill to Giga-Paralyse two units. The face it sets up for Dark Device, literally punishes those who tries to escape from Megacolony's strength. I use 2 because he gives you a draw and power. A good first stride for Megacolony.
- The next stride I use is Wild-fire Mutant Deity, Staggle Dipper. For a CB 1 and a G Blast, you can choose up to three units and they gain +1000 power for each of your opponents units at rest. You can just choose your front row and gain power. I use one of this because I'd rather use it when I can gain 6 for even 7k. The fact he G Blasts, means you can flip Darkface in the G Zone and be able to Ultra-Paralyse 2 units and gain 10k from just his first stride. So, Staggle Dipper is a situational card, depending on how much units your opponent has and how much units your opponent has at rest. All in all, it's a pretty decent card.
- The third stride I use is "Dazzling Mutant Deity, Waspy Tail". She is also a situational card. Her skill is for a SoulBlast of 1 and a G Blast, if her attack hits a vanguard, you can choose one of your opponents units and paralyse all rearguards in the same row and column. What makes this card a little bad is that it has to hit a vanguard and there is no way that will happen if your opponent has a PG in hand. Also the fact that she soulblasts, it takes away a little of the soul intended for Darkface. However, the fact it can paralyse four units is worth the soulblast, and also the fact that it can be used as first stride is nice.
- The fourth stride I use is "Force Spear Mutant Deity, Stun Beetle". He is probably the worst nightmare for everyone if he hits a vanguard. For GB2, a CB of 2 and a G Persona Blast, you can paralyse your opponents vanguard. Pretty usual right? You can just ride and done. Well prepare to be wrong, for if his cost and conditions are met, your opponent cannot ride during their next ride phase, however they can still superior ride (which isn't too common today) and be fine. It also paralyses Legion since it says paralyse all of your opponents vanguard. This card is pretty insane if he hits, and same for Waspy Tail, no one will let this hit. Who wants to not be able to ride, stand or stride next turn? That is why I use only 2 so that when he strides, I can force out a PG and set up for every other stride hitting later on in the game. He is probably my 2nd favourite Megacolony stride so that is why I just had to include him in my deck.
- The fifth stride I use is "Merciless Mutant Deity, Darkface". The main stride for this deck who can be used as first stride because he isn't GB restricted. However it would be a bad idea to use him first as he won't be able to do much. What he does is for CB 1, G Blast and Dark Device, you can choose one of your opponents rearguards and it gains a skill where that unit cannot be chosen by cards costs or effects. They also cannot intercept and Darkface gains +5000 for each unit chosen by his effect. It can be a massivepower boost of +15000 because he can choose up to a maximum of 3 units. This is the best stride as, making sure you choose your units wisely, you can completely stop your opponents full strategy from working on their turn. Also since a unit cannot be chosen by cards costs or effects, it cannot choose itself as it is still being chosen by an effect or cost (mainly staring down Sacrifice Messiah). So it can stop Bermuda Triangle (which is horrible) from boucing rearguards back to hand since most of their bouncing comes from effects or costs. It can also finally stop Nova Grappler at some level. Also Revengers. So Megacolony finally has something that could push it into the Meta.
- The sixth and final stride I use is "Lawless Mutant Deity, Obtirandus". What he does, for GB2, a CB of 2 and by Discarding a card from your hand, your opponent cannot call units to RG at all during their next turn. Catastrophic? Pretty much. Dangerous? Very. The second coming of an Apocalypse? Quite so. Not being able to call units (or even superior call) to RG can definitely stop anything your opponent will try to throw at you and they have to work with what they have (if they can). The bad thing about this is that you have to play your Ultra-Paralysing right so that your opponent literally cannot do anything next turn. Ultra-Paralysing will make this card destructive. Also you have Giga-Paralysing going for you, so you are definitely going to draw if they don't kill their own RG's. If they do try to kill their own, if will be bad for you as you won't have anything to Paralyse, but this is also good as you can just beatdown your opponent to force their hand advantage to blow up. Pretty fun, I have yet to use this card actually so I haven't seen it's full effect and what it can really do. When that day comes, I'm 100% sure I'm using it against Bermuda Triangle.
Now we move onto the G Guardians.
- The first G Guard I use is "Mutant Deity Fortress, Gricefort". When he is placed on GC, for a CB of 1, you can rest your opponents entire backrow and gain +5000 shield for every 2 of your opponents units at rest. Using this card when it is your opponents last high powered attack for the turn can really help as just by using him, it'll be like using 6, 5k shield cards from your hand to block the attack. Very nice but the CB hurt. However, if you use this when it is your opponents first attack, means that the rest of their attacks won't be as effective since the won't have any boosters. However, this means that you might be sacrificing a little shield for a strategy that might blow up, but it is still worth it to try.
- The last G Guard I use is "Dreaming Mutant Deity, Scarabgus". What he does is, when you G Guard with him, if your opponent has two or more units at rest, he gains +5000 shield. It's a pretty nice card that gives you advantage when your opponent attacks. I use 2 because it is still a +5k shield. Nothing much more to be said really.
So that was my Darkface deck profile. I hope you all enjoyed reading this. So I will see you all in the next post whatever that may be.
~RiRi/Leafey Fanboy
Hey I feel like you would be able to answer this question. If my opponent only has 1 rearguard can I use g3 darkface stride skill to stun that 1 rearguard? Or is it not possible since it has to be 2 rearguards?
ReplyDeleteHello and thank you for your question~
DeleteYes you can. With Vanguard, you do as much of the skill as you possibly can. Even if your opponent has 1 Rearguard for you to stun, you can still activate Darkfaces' Stride skill to paralyse that one Rearguard. I hope this helped you :3
Thanks for the prompt response. That does answer my question. Also for your play on cfa? I'd like to fight with you!
DeleteSorry about that last sentence. Do you play on cfa?
DeleteIt's fine~ I do play CFA
DeleteWhat's your username?
DeleteMy username is LeafeyWitch470
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