December 14, 2012

Amaterasu

Decided to post my takes on Amaterasu deck in this blog.


Grade 0:
1x Little Witch, LuLu (Starting Vanguard)
4x Psychic Bird (Critical Trigger)
3x Oracle Guardian, Nike (Critical Trigger)
3x Victory Maker (Draw Trigger)
2x Dream Eater (Draw Trigger)
4x Lozenge Magus (Heal Trigger)

Grade 1:
4x Oracle Guardian, Gemini
4x Battle Sister, Chocolat
3x Battle Maiden, Sayorihime
2x Weather Girl, Milk
2x White Hare of Inaba

Grade 2:
4x Oracle Guardian, Wiseman / Battle Sister, Tart
4x War God, Susanoo
3x Maiden of Libra

Grade 3:
4x CEO Amaterasu
3x Goddess of the Sun, Amaterasu


Now for the card choice.

Use LuLu as starter to gain additional hand and field advantage upon riding to grade 3. As for the Trigger choice, 5 Draw is definitely a must here since this deck doesn't have any inherent draw power like CoCo and Tsukuyomi. I've tried using 6 Critical and 6 Draw before, but it doesn't seem to give me higher hand advantage compared to 5 Draw (or my Trigger luck is just really bad).

The grade 1 and grade 2 lineup are quite standard. Only three Sayorihime since the grade 2 and 3 are enough for attacking. Inaba to Soul-Charge CEO right from hand in case I missed it or allow me to skip riding CEO at all, while Libra is only here for extra draw.

Also, I've tried to mix Tsukuyomi engine with Goddess (discussed this engine with kazuya666 from Infinite Dueling before) and get a rather decent result. Being able to access eight 12k attacker is amazing. Maybe I'll post about it later after I get more opportunity to discuss and testing the engine.

Other than that, this deck current engine works pretty much like BT01-BT02 era Oracle deck with higher defense and power.

That's all for now and see you later~

- Aeris -

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