Tuesday, 6 September 2016

Fluctuations Are Legit -Fenrir Deck Profile


Hand Advantage + Power + Extra Attacks + Magus Type Skills = Fenrir

OVERVIEW

So basically, what Fenrir-variation of the Genesis clan is all about is being able to gain massive power boosts from Soul-blasting or Soul-charging depending on the cards you have. Also, with the introduction of Revelation, Fenrir is more of a powerhouse than he was before. Being able to manipulate your deck is very nice and can help in the long run, being able to attack according to what is coming up in your drive check is also very nice. Now that we (sort of) know what this deck will be all about. Let's get straight into the deck Profile.

Deck Profile - Revelation of Heaven


Grade 0   x17

1x Maker of Fetter, Bahn  Starter
4x Dreaming Dragon 
4x Goddess of Deep Sleep, Tahro 
4x Stake Fetter, Thviti 
4x Any Heal Trigger

Grade 1   x15

4x Fetter of Shackles, Gelgja
4x Mythic Beast, Hati
3x Mythic Beast, Skoll
4x Goddess of Decline, Hel G-PG

Grade 2   x10

4x Battle Maiden, Kotonoha
3x Boulder Fetter, Gjoll
3x Unappeasable Biter, Gleipnir

Grade 3   x8

4x Mythic Beast, Fenrir
4x Ice Crest Goddess, Svava

Grade 4    x16

4x Great Angel, Doom Brace
4x Mythical Destroyer Beast, Vanargandr
2x Beast Slayer Military Deity, Tyr
2x Mythical Hellsky Beast, Fenrir
2x Goddess of Seven Colours, Iris
2x Dome War Shrine Maiden, Hanasatsuki


Grade 0's

- First off, I use the new starter "Maker of Fetter, Bahn" because he has two skills (all new starters tend to have two new skills) and also because he can do so much. His first skill is NOT GB, which is, whenever he is rested by an effect from one of your cards, you can give any unit +2000 power until end of turn. What makes this good is that it means early game power to deal with pesky rearguards that may get called. His other skill is GB, which is, after the drive check that your Vanguard revealed a Normal unit, you can put him into soul and draw a card if you do. This is a good hand advantage engine, now Genesis doesn't have to worry about less cards in hand with Bahn around. With a skill that gives power early game. What isn't there to love about Bahn? (RIP Leyding).

- Next is "Dreaming Dragon". By now we all should know what he does. If you do not, then what he does is GB, at the end of your turn, you may put him at the top of your deck, if you do, shuffle all cards from your drop zone back into the deck. Then, if 10 or more cards were returned, you get to draw an additional card. Wow! So basically this deck should not be able to deck out (unless you soulcharge a lot). Also, you get an extra card, so it prevents deck out and gives you advantage? Wow!

- Thirdly is "Goddess of Deep Sleep, Tahro". This card is amazing. It has the revelation ability and also another skill that is GB. Whenever she enters the drop zone from the soul, you can put her to the bottom of the deck and if you do, you get to stand a rearguard. Like wow! All of a sudden, Genesis can multi attack. This can also help with Revelation as she can stand a rearguard put to rest by revelation. She is a great card and she is the reason why I chose to run 8 stands anyway. Standing in this deck is more important than gaining crit because your rearguards will be gaining massive power.

- Next card is the Special Crit. When Fenrir attacks, put him into soul and give Fenrir +5k and draw a card. Nothing else to explain

- Finally is well... Any Genesis heal trigger you want really.


Now we move onto Grade 1's.

- The first card I use is "Fetter of Shcakles, Gelgja". He is a really, really good card to ride first as his non GB ability activates from the soul. Also, he has revelation. His main skill is, you put him to the bottom of your deck from your soul, you can stand a rearguard and give it +3000, then, if you have a Vanguard with Fenrir, you soulcharge 2 and give another unit +3000. Like look at all that power boost, It is an ACT ability but it is still awesome regardless. This card can help you boost up your columns or your Vanguard to new heights of power. He also helps fill the soul as well so he is like Dimension Creeper but a little better. His full effect requires you to have Fenrir, but even if you have Svava, you can still give a dude +3000 regardless if you stood it or not. 

- Next is "Mythic Beast, Hati". His GB skill is, whenever a card enters your drop zone from the soul, he gains +1000 power until end of turn. So again, combine this with other cards and you have a column that your opponent has to waste a Guard and 2 extra cards to guard against it. It doesn't matter if you ride Gelgja or Hati, both will benefit you in the end. 

- Next card is "Mythic Beast, Skoll". Just your regular stride fodder so nothing more to be said. I do use this card because I don't want to use Svava as stride cost. 

- Lastly is the G-PG, "Goddess of Decline, Hel". I use this card for the Counter Charge. Also, even though the new Sentinel that came out has the revelation ability, I still prefer the ability to Counter Charge because this deck needs it (even though I don't use Claimer Harry).


Next we move onto the Grade 2's


- Starting off is the MVP of this deck, "Battle Maiden, Kotonoha". She has the Revelation ability and this is the unit where Revelation will truly shine. Her non GB skill is, when a card enters your soul, she gains +1000, if that card was put into the soul via a Revelation ability, she gains an extra +1000. So she could turn into a monster if you can Revelate a lot of times. On top of being able to Gain +2000, through her own Revelation, she could turn herself into an 11k attacker just by Revelating once. She is amazing and despite being just a C, she is definitely what Genesis needed. 

- Next is the Glimmer clone for Fenrir "Boulder Fetter, Gjoll". When you call him, if your vanguard contains Fenrir, for CB1 and is GB1, he gains +4000 and an extra skill where, whenever he attacks. for Soulblast 3, you can draw a card. I don't know how to feel about this one, he can make plays and give you hand advantage but, I haven't actually used him enough to see his worth, I've generally used Kotonoha over him way more. However, he can give you hand advantage and also can make a powerful column so he is very nice.

- Lastly is "Unappeasable Biter, Gleipnir". He is an Amber clone for Genesis. His GB skills is, upon attack, you may pay the cost of a CB1, if you do, Soulcharge 3 and then, if you soulblasted this turn (or placed a card from soul to drop zone) you can draw an extra card. He is good because he can help fill the soul and gives you hand advantage as well. Nothing much to be said about Gleipnir, also he can help with Kotonoha's big number.


Now we move onto the Grade 3's

- The first Grade 3 is the boss card of this deck (and on lesser notes my Avatar!) and is the card you must ride to make sure the entire deck works. 

That card is "Mythic Beast, Fenrir!"
The Beast Of Ruin Shall Now Be Unleashed!





His Main skill is GB2. For a soulblast of two, when he attacks a vanguard, you can pay that cost, if you do, your opponent cannot guard with Grade 1's or higher and Fenrir gains +1 critical. It is really good whenever you know your opponent can't G Guard or guard for high numbers with G0. His second skill is, when your G Unit strides on Fenrir, you Soulcharge 3 and that G Unit gains a new skill where, when a unit from your soul enters the drop zone, you can CB1 and call that unit to RG. It really helps for filling the field and you don't have to worry about a unit being useless when it happens to be in the soul since Fenrir can rip it out and call it as a rearguard. So it helps fill the soul, fills the field and with his GB2 skill, can be almost hard to deal with? A perfect example of what can be done if you unleash the Mythic Beast.


- Next is "Ice Crest Goddess, Svava". This new Grade 3 almost saved Fenrir and became a deck that is as dominant as it is now. She has the revelation ability and another GB skill. For a soulblast of 3 normal units, she gains +5000 and if she happens to be on VG, you can draw a card. He is the main unit you want to use when making a massive column full of power. She also activates Hati's skill which helps make the board that much more powerful. If not for Svava. honestly i wouldn't be using this deck (I wasn't a fan of Neiros or Hestia). 


Now we finally move onto strides (Grade 4's)

- The first card is "Great Angel, Doom Brace". His skill is, by soulblasting two, you can give two Rearguards +5000 power, then if you have two or less cards in your soul, soulcharge 2. This card is really good as it can power up rearguards and also can activate both Hati and Kotonoha's skill for an even greater boost. This card is really good as trying to lower your opponents hand on first stride. He is just such a "Great" first stride and worth $15! (RIP wallet)

- The next card used is the main killer of the deck (but not the main stride) "Mythical Destroyer Beast, Vanargandr". What he does is GB2, for a soulblast of 6 and a G Persona Blast, when he attacks a vanguard, you may pay the cost and if you do, he gains a new skill where, at the beginning of the Drive Step, you look at four cards from the top of your deck and put any number of them on the top of your deck in any order and put the rest on the bottom of the deck in any order." This card is extremely good at accessing what cards you want for the drive check. Also, this can combo with Bahn by putting 2 normal units on the top of your deck so you can add them both into your hand. Some people get the timing wrong though, I know most people don't but some do. Drive Step comes after guarding so you have to pay the cost, wait for your opponent to guard THEN activate the gained skill from Vanargandr. This card among with other cards teach people about timing, (good example is Burnout) so be careful.

- Next is Beast-Slayer Military Deity, Tyr. He has a nice skill that is mainly used to fill the soul again for things like Vanargandr or Fenrir's GB2 skill. His skill is an ACT, Soulblast 3, you look at the top card of your deck and choose whether or not it stays at top or goes to the bottom, then he gains a new skill where, when his drive check reveals a Grade 1 or higher unit, you may choose to soul-charge 3. So, at maximum, he can put 9 cards into the soul and power up Kotonoha for 9k boost. I rarely use Tyr but I should use him more. Doom Brace is just my most preferred stride I guess.

Now we move onto the Main Stride Unit. "Mythical Hellsky Beast, Fenrir". This GR changes everything about Revelation with his GB2 CONT skill. I have spoken about Fenrir in the last post so there is no need to talk about him again. I have chosen to use 2 because I have never used any more than 2 Fenrir ever. 



Time for the G Guards

- The first G Guard is "Goddess of Seven Colours, Iris". She is a G Guard that helps out the clan by putting up to three cards from your drop zone into soul when you place her on GC. If you do put three cards into the soul, she gains +5000 shield. She helps when you don't have any soul for Fenrir or skills like that. She is a nice, easily gained 5k shield and is therefore worth running 2 of.

- The last card in this deck is "Dome War Shrine Maiden, Hanasatsuki". She is a new G Guard for Genesis and boy does it reward you for keeping track of what is in your soul. When she is placed on GC, you can choose one of your Rearguards and if a copy of that unit is in your soul, she gains +10 shield. So with this, you definitely need to watch what you soul blast, or you could just use Iris to put a copy of your rearguard into soul and then Hanasatsuki. She is a good G Guard and worth running 2 of.


So that was my Fenrir deck profile. I hope you all enjoyed reading and I will see you all in the next post, whatever that may be. Bye
~RiRi/Leafey Fanboy


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