Monday 20 June 2016

CFV - Dragonic Overlord "The X" UPDATE Jun16


Dragonic Overlord The X/End
UPDATE2

Just going to drop an update on my Overlord deck with the new support from set 7. Set 7 puts Overlords back in the radar again and is evident with multiple tops in Japan, there's no "core/skeleton" as long as Taiten, Defeat Flare and Denial Griffin are played. The deck is still based on The X, I just find The Legend still very lackluster. 
G4: 16
1 Supreme Heavenly Emperor Dragon, Vortex Desire
4 Supreme Heavenly Emperor Dragon, Dragonic Blademaster, "Taiten"
4 Supreme Heavenly Emperor Dragon, Dragonic Overlord "the Ace"
2 Transcendence Divine Dragon, Nouvelle Vague L'Express
1 Supreme Heavenly Emperor Dragon, Defeat Flare Dragon
2 Flame Wing Steel Beast, Denial Griffin
1 Dark Elemental, Dizmel
1 Metal Elemental, Scryew

G3: 8
4 Dragonic Overlord "The Ace"
3 Dragonic Overlord the End
1 Dragonic Overlord "The Legend"

G2: 11
3 Dragonic Burnout
3 Emperor Dragon Knight, Nehalem
3 Perdition Dragon, Dragonic Neoflame
2 Hulkroar Dragon

G1: 14
4 Protect Orb Dragon
3 Lizard General Conroe
2 Calamity Tower Wyvern
3 Spear of the Flame Dragon, Tahr
2 Lava Flow Dragon

G0: 18
4 Dragon Knight, Jannat (Critical)
3 Magnum Shot Dracokid (Critical) 
4 Gattling Claw Dragon (Draw)
1 Seal Dragon, Artipique (Draw)
4 Mother Orb Dragon (Heal)
1 Dragon Knight, Sadegh (Starter)


With the inclusion of set 7 Overlord's aggro/grind/control nature is massive amplified. The way to play this version of the deck is very simple. You want to survive the early game and begin playing the grade 3 game asap; if you can't stride, legion. Abuse your access to Vortex, Taiten and The End. What do they all have in common? Essentially what you do is every turn post grade 3 your smacking your opponent with stupid "on hit", your opponent literally has to guard every Vanguard attack or get punished hard. Generally they'll need to drop a minimum of 2 cards per turn for your Vanguard plus any additional cards if they choose you guard your Rear Guard. If your opponent chooses not to guard they'll be met with retired Rear Guards, at least 2 damage or a re-standing Vanguard. Combine this with Burnout, the new G Guardians and Hulkroar means you can easily make your opponent go minus 7 or more cards in between turns and because those Rear Guards were retired via Defeat Flare/Griffin you won't need to drop cards to guard therefore conserving resource for yourself, the theory is similar to Link Jokers "locking" the front row so that all you have to do is null the Vanguard. Basically it creates this stupid dynamic where your opponent always has to choose what cards to give up, what I like to call a "lose-lose" situation. Typical Overlords right?

The goal of the deck is to out grind your opponent which The X's grindy nature with legion looping excels at, eventually your opponent will run out of Sentinels and their own G Guardians; at that point all you have to do is end the game with a Taiten, Ace or Nouvelle stride.

I think I'll end the post here as the deck is honestly very pretty self explanatory, its a bunch of utility cards put together to make the deck consistent. If you like high pressure control decks like CBD/Messiahs this might be just right up your alley otherwise have fun playing against Kagero in upcoming tournaments lol...


*Notes*

Playing this deck:
- Be weary of which cards are important to your opponent's deck and not just retire random units because you can.
- The deck is counter-blast heavy, if you don't get your Conroes choose wisely which effects to use in order to maximise cost/resource efficiency.
- Always make sure to have access to a copy of The X; whether its in your deck or in your hand so that you can legion loop.
- Though I personally am not a fan of the Legend; he is a good ride if you're behind in damage, use those 6 drive checks in an attempt to hit HEALs.
- A copy of Conroe, Tahrs & Hulkroars are preference picks and can be freely changed.

Playing against this deck:
- Attempt to bait out the G Guardians, it sucks to lose units but it's easier to have them out of the way asap than to have them completely screw you over when you try to go for game.
- If you can play aggressive early to potentially force strong cards such as Gatling Claw, Conroe, Wyvern, Burnout and Neoflame out of your opponents hand to guard.
- Refrain from having too many units on the field especially 3 units in the back row. 2-3 units max in separate columns post grade 3 is a good number to have at once.



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