January 29, 2013

Artemis Series

With the addition of new clan, here comes the new ride series.

Star Shooting Bow, Artemis
Grade 0 / Genesis - Noble / Power 4000 / Shield 10000
[AUTO]:When a card named "Bowstring of Heaven and Earth, Artemis" rides this unit, look at up to seven cards from the top of your deck, search for up to one card named "Battle Deity of Moonlight Night, Artemis" or "Twilight Hunter, Artemis" from among them, reveal it to your opponent, put it into your hand, and shuffle your deck.
[AUTO]:When a <Genesis> other than "Bowstring of Heaven and Earth, Artemis" rides this unit, you may call this card to (RC).

Bowstring of Heaven and Earth, Artemis
Grade 1 / Genesis - Noble / Power 7000 / Shield 5000
[CONT](VC):If you have a card named "Star Shooting Bow, Artemis" in your soul, this unit gets [Power] +1000.
[AUTO]:When a grade 2 <Genesis> other than "Twilight Hunter, Artemis" rides this unit, if you have a card named "Star Shooting Bow, Artemis" in your soul, look at up to seven cards from the top of your deck, search for up to one card named "Twilight Hunter, Artemis" from among them, ride it, and shuffle your deck.

Twilight Hunter, Artemis
Grade 2 / Genesis - Noble / Power 9000 / Shield 5000
[CONT](VC):If you have a card named "Bowstring of Heaven and Earth, Artemis" in your soul, this unit gets [Power] +1000.
[AUTO](VC):When this unit's attack hits a vanguard, [Soul-Charge 2], and if you have a card named "Bowstring of Heaven and Earth, Artemis" in your soul, [Soul-Charge 2].

Battle Deity of Moonlight Night, Artemis
Grade 3 / Genesis - Noble / Power 10000 / No Shield
[AUTO](VC)[Limit-Break 4](This ability is active if you have four or more damage):[Soul-Blast 3] When this unit attacks a vanguard, you may pay the cost. If you do, draw two cards, choose a card from your hand, put it into your soul, and this unit gets [Power] +5000 until end of that battle.
[CONT](VC):If you have a card named "Twilight Hunter, Artemis" in your soul, this unit gets [Power] +1000.

If we follow the scenario below:

- Ride grade 1 Artemis (1 soul)
- Ride a random grade 2, Superior Ride grade 2 Artemis (3 soul)
- Attack the vanguard, hits, Soul-Charge 4 (7 soul)
- Ride grade 3 Artemis (8 soul)

That's more than enough soul to pull out the Limit-Break twice and racking up hand advantage. Since 1 card must be put from hand into soul during each Limit-Break, you will be able to pull out the third while still having 11k defense. Even if you ride the grade 2 Artemis normally, you can still get the additional soul for the third Limit-Break without sacrificing your 11k defense with their own Alluring Succubus clone, Cat Witch, Cumin. Not to mention that you can put the grade 2 Artemis into the soul directly from hand during the Limit-Break.

If you think that pulling out the Limit-Break three times is still not enough. Then Battle Maiden, Saohime (their own Emblem Master clone) or Battle Maiden, Tatsutahime (Counter-Blast 2 to Soul-Charge 3 if the attack of Genesis unit she boosts successfully hits the Vanguard) is able to help you. Of course, you need to be careful since you might end up decking out yourself.

Regarding the ride mechanic, now the only thing that you need to secure on your first hand is the grade 1. You still have the chance to ride the grade 2 even if you missed it out. And riding the grade 3 is optional since it doesn't grant any direct advantage like other third generation ride mechanic does, making the Break Ride mechanism very viable in this kind of deck.

- Aeris -

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