Even in a new generation, the Shadow Paladins are a force to be reckoned with. The power of the Shadows is revived in "The Dark" Ren Suzugomori Legend Deck! Will their power envelop the battle in this deck?
The Shadow Paladins have been known to be a clan that is "Budget Meta." Of the three Paladin Clans, this clan has seen the least support and the least number or releases. But their limited releases seem to do better for their marketing. Having to only go through a few sets for the cards needed in a current Shadow Paladin deck made it easy to direct attention of buying the sets, making them spend more money to get every card.
In the G Series, the 5th and 6th Trial Decks were revealed to be Shadow Paladin and Link Joker once again. But Bushiroad threw the community a curve ball when they announced a new type of deck: The Legend Deck.
This type of deck rivals the Rise To Royalty deck in giving promotional cards that, unlike a trial deck, usually don't need further support to be considered good. The Legend Deck uses the faces of the original Vanguard fighters that Bushiroad claims will not make an appearance as a fighter in the G Series. And who better to start with than the master of the Shadow Paladins: Ren Suzugomori!
According to Bushiroad, this deck was made to be somewhat competitive right out of the box, giving 4 copies of the most important cards the deck needs. Each card has 1 foil copy and the rest common per deck, meaning to get your deck into the true spirit of the Shadow Paladins, buying 4 decks is needed.
This deck has been the buzz of the Shadow Paladin community, as they anxiously awaited the reveal of all effects of cards. And finally, with all abilities revealed, it's time to see how the deck will hold up!
I'll be looking at the units the deck has to offer. Some cards are overlook-able but I'm gonna include them for a complete look at them.
First, the two main cards the deck has to offer: The Diablo's. The first is the main unit of the deck that has given the Shadow Paladins it's life:
Dark Dragon, Phantom Blaster "Diablo"
Stride
[ACT](VC)[1/Turn]:[Counter
Blast (1) & Choose a face down card named "Dark Dragon, Phantom
Blaster "Diablo"" from your G zone, and turn it face up] If the
number of face up cards in your G zone is two or more, until end of turn, this
unit gets [Power]+10000/[Critical]+1 and "[AUTO](VC):[Choose
three of your rear-guards, and retire them] When this unit attacks a vanguard,
you may pay the cost. If you do, your opponent may choose two of his or her
rear-guards, and retires them. If he or she does not retire two rear-guards,
until end of that battle, your opponent cannot call cards from hand to
(GC).".
This is the return of Phantom Blaster as a higher grade than he has ever been. As a Stride unit, you'll see less of this in the Vanguard circle, but that doesn't mean he isn't a powerful force.
He is a Persona Flip Stride, meaning to use his effect, you must flip a copy of himself face-up in the G Zone, as well as have at least having 2 face-up cards in the G Zone afterwards. With a CB1 cost it's one of the more cheaper abilities, and this is just for the 10,000 power bonus and extra critical damage.
The second part of the ability costs a sacrifice of 3 cards, in typical Shadow Paladin fashion. This effect makes Phantom Blaster "Diablo" a tricky unit. You're opponent must sacrifice 2 units on their field, or else they cannot guard the attack with cards from their hand. Sacrificing those cards doesn't seem that bad, but the loss of several cards can be a dent to many players. A minimum of a Perfect Guard to guard a 36,000 power attack means losing at least 4 cards to guard this attack, and that's not including the Rearguard attacks. This ability is actually similar to Trans-Core Dragon for Aqua Force, but even more devastating as it limits what your opponent can throw away.
While this card may not seem too impressive compared to Abyss and Raging Form Dragon's restand abilities, but it's still an interesting card when you consider the combos Shadow Paladins are capable of.
Next is a card that people have been on the fence about, but was tailor made for Phantom Blaster Diablo:
Blaster Dark "Diablo"
[CONT](VC) Generation
Break 2: While you are paying the cost for Stride, if a G unit with
"Blaster" in its card name would Stride, cards in your hand get
grade+3.
[AUTO](VC): During
your turn, when your unit named "Dark Dragon, Phantom Blaster
"Diablo"" Stride, choose one of your opponent's rear-guards, and
retire it.
Blaster Dark is also taking on a higher position than this previous Grade 2 renditions. He becomes the main unit and engine of the Legend Deck, and was made specifically for Phantom Blaster "Diablo."
He has a Generation Break 2 ability people have considered to be underwhelming. Unlike other unit's that use this skill to hold their own without Strides, this Generation Break is made specifically /for/ Strides, and even more specifically, "Blaster" Strides. This is actually a very good skill, as it lets you mold your hand instead of banking on a Grade 3 or Stride Enabler to only have to discard 1 card for Stride. Dropping an unneeded card for a Stride rather than a multitude of cards is a great feeling when faced with limited options. The only real restriction is the ability can only be used when you plan on Striding a "Blaster" Stride, and the only one currently available is Phantom Blaster "Diablo."
His "Heart Break" ability also has a major restriction of only working with Phantom Blaster "Diablo," As when he Strides on top, you get the typical Blaster Retire for no extra cost. While restrictive, this helps set up a lot for Phantom Blaster "Diablo," As they will have one less unit they can use to sacrifice for the effect. In fact, retiring a back row unit and attacking the Rearguards with your own will put your opponent in a major disadvantage, losing so many resources on your attacks.
So far we have seen just the two main units, and they don't seem as impressive. The restand abilities of previous versions seem to still be superior. But of course this isn't where the Shadow Paladins leave off. Like all Paladins, the Shadow Paladins have their comrades to help with the battle. And not only the members of the Revengers, but some older faces return.
Dark Knight, Grim Recruiter
Dark Great Mage, Badhabh Caar
Intense Fighting Knight, Dorint Hard Fighting Knight, Claudas
Dorint:
[CONT](RC) Generation Break 1: During your turn, if you have a grade 3 or greater vanguard with "Blaster" in its card name, this unit gets [Power]+2000 and "[AUTO](RC):When this unit attacks a vanguard, if this unit is boosted by a unit with "Claudas" in its card name, choose a card from your damage zone, and turn it face up.".
Dark Knight, Grim Recruiter
Stride
[AUTO](VC): When this
unit's attack hits a vanguard, search your deck for up to one grade 1 or less
card, call it to (RC), and shuffle your deck.
This isn't a part of the normal Legend Deck, but is instead of a Promo card to be placed with the deck, so it counts as a part of it. This is a vanilla card for the Shadow Paladins, as when it hits a Vanguard, you may call a Grade 1 or less card to the field. This card works similar to Gablade, but is more used for general field setup instead of gaining another attack. It can be use to fortify a column for an attack, however. It's a good start or backup Stride, but nothing too special.
Dark Great Mage, Badhabh Caar
[AUTO](VC/RC)
Generation Break 1: [Counter Blast (1)] When this unit's attack hits a
vanguard, you may pay the cost. If you do, search your deck for up to one grade
1 or less card, call it to (RC), and shuffle your deck.
The Mage Badhabh Caar has returned, but even better than last time. He has a Generation Break that provides more pressure, due to his ability to call more units. However, since it is an on-hit skill, it's easy to dismiss and isn't worth planning a strategy with unless absolutely necessary.
Intense Fighting Knight, Dorint Hard Fighting Knight, Claudas
Dorint:
[CONT](RC) Generation Break 1: During your turn, if you have a grade 3 or greater vanguard with "Blaster" in its card name, this unit gets [Power]+2000 and "[AUTO](RC):When this unit attacks a vanguard, if this unit is boosted by a unit with "Claudas" in its card name, choose a card from your damage zone, and turn it face up.".
Claudas:
[CONT](RC) Generation
Break 1: During your turn, if you have a grade 3 or
greater vanguard with "Blaster" in its card name, this unit gets
[Power]+2000 and "[AUTO](RC):When this unit boosts a unit with
"Dorint" in its card name, the boosted unit gets [Power]+2000 until
end of that battle.".
Dorint was a staple
back in the days of the Revengers, but Claudas was rarely in the spotlight. But
now the brothers have teamed into a great combo. With a Generation Break, a
column of both Dorint and Claudas equals a 22,000 power column with the ability
to unflip damage. this is a 6000 power boost from a normal column, but with the
unflip effect of Dorint, you can manage your abilities a lot better, since a
lot of cards use one Counterblast. This is a must have column, much like
Blaster Dark Revenger and Dorint from before, but a lot more consistent in it's
power than being a one-off.
Dark Knight Maiden,
Macha
[AUTO](RC) Generation
Break 1: [Counter Blast (1)] When this unit attacks a vanguard, if this unit is
boosted, you may pay the cost. If you do, search your deck for up to one grade
1 card, call it to (RC), and shuffle your deck.
Yes! Yes! Thank you
Bushiroad for a Superior Call card that isn't a one time use!
Let me explain. A
main problem I had with Shadow Paladins was wasted potential. On Call Skills
that are used once but become vanilla, and most cards fell into a useless
beatstick afterwards. Mackart was one card that changed the formula, but
calling a unit at rest was only a plus to Abyss.
Macha changes the
dynamic of being useful while not being a one time use and not having a real
disadvantage to her call ability. She needs Generation Break as well as a
booster, but her ability is useful for more than just a sacrifice. Calling
cards into columns that can fortify attacks as well as replenishing a field
when Phantom Diablo has sacrificed other units. And you don't have to keep
calling her. Just attack with a booster. And working with the Claudas and
Dorint combo makes the ability even more manageable.
Outlaw Shield, Mac Lir
[AUTO]:When this unit
intercepts, if the number of rear-guards you have in your back row is one or
less, this unit gets [Shield]+10000 until end of that battle.
This is one of the
few cards that is underwhelming. a 15,000 shield is nice, but compared to other
options the deck has, as well as the fact this card will be a target anyways,
This is one card the deck can live without.
True Black Sage, Charon
[AUTO]: [Choose a
grade 3 card from your hand, and reveal it] When this unit is placed on (RC)
from hand, you may pay the cost. If you do, search your deck for up to one
grade 3 card with "Blaster Dark" in its card name, reveal it to your
opponent, put into your hand, shuffle your deck, choose a card from your hand,
and discard it.
[CONT](RC): While you
are retiring your rear-guards with the cost from one of your unit's ability, if
you have a grade 3 or higher vanguard with "Blaster" in its card
name, you may treat this unit as two units.
One of the new mechanics in Stride is the Stride Enabler, which not only searches a copy of the main unit of the deck, but can be used as a Grade 3 for a Stride cost. Charon breaks this formula for the better use of the Shadow Paladins. He instead can be used as 2 sacrifices for a Grade 3 or higher Blaster's sacrifice cost, which all Blasters use 3 sacrifices. Charon only searches for a Grade 3 "Blaster Dark," which is only Blaster Dark Diablo, but I't still a card that has uses even after it is called, which all Shadow Paladins can be thankful for.
Darkheart Trumpeter
[AUTO] Generation
Break: [Soul Blast (1)] When this unit is placed on (RC), if you have a grade
3 or greater vanguard with "Blaster" in its card name, you may pay
the cost. If you do, search your deck for up to one grade 1 or less card not
named "Darkheart Trumpeter", call it to (RC), and shuffle your deck.
It was once speculated that this card's cost would be 1 Counterblast and 1 Soulblast. But now with confirmation this card isn't as cost heavy, and it works a lot with the deck. By being called, you can Soulblast 1 card to superior call a Grade 1 or lower card except for him. This works wonders with Macha, because you can call Darkheart for one Counterblast, then call another unit, such as Claudas or Charon, Fortifying the field in such a short time makes the game go a lot faster.
Young Skull Witch, Nemain
[CONT]: Sentinel
[AUTO]:[Choose a card
from your hand, and discard it] When this unit is placed on (GC) from hand, you
may pay the cost. If you do, choose one of your vanguards that is being
attacked, and that unit cannot be hit until end of that battle. Then, if you
have a card named "Young Skull Witch, Nemain" in your drop zone, draw
a card, choose a card from your hand, and discard it.
Just like Charon, Nemain is breaking boundaries of the G Series cards. While the new Perfect Guards have the ability to unflip damage, Nemain instead has the ability to drop and draw, This proves that the Shadow Paladins are all about offense and resources, as Nemain helps you get what you need for a small cost. Dropping a card for another when you guard can get you the guard you need or even a card to help you next turn.
Fullbau Brave
[AUTO]: Forerunner
(When a unit of the same clan rides this unit, you may call this unit to (RC))
[ACT](RC) Generation
Break: [Counter Blast (1) & Put this unit into your soul] Search your deck
for up to one card with "Blaster" in its card name, reveal it to your
opponent, put it into your hand, and shuffle your deck.
This is Fullbau's return to the Shadow Paladin's, and it's a bit underwhelming. It's like Gunner Gear Dracokid for Gear Chronicle, but instead of a Grade 3, he searches any "Blaster" card in the deck. I'ts not the worst effect, but it's weakness is the Generation Break. At this point you will have used 2 Grade 3's just to Stride, and you won't really be in need of Blaster's at that point. Creeping Dark Goat is a more fast paced searcher of Grade '3s in this deck.
Howl Owl
[ACT](RC):[Put this
unit into your soul] Choose up to one of your units, and that unit gets
[Power]+3000 until end of turn.
This is one of the 2 Special Triggers for Shadow Paladins, the other one being a Witch-specific stand trigger, and is the equivalent of Margal of the Shadow Paladins. It can help fill the soul for Darkheart Trumpeter and can give a boost to units who need it. I can see promise for this card with Darkheart and future Shadow Paladin support.
The Deck:
Grade 0 x17
1x Creeping Dark Goat
(Starting Vanguard)
4x Revenger, Wounded
Angel (Critical)
4x Jumping Knight,
Ligand Lumina (Critical)
4x Howl Owl (Draw)
4x Flatbau (Heal)
Grade 1 x14
4x Young Skull Witch,
Nemain (G PG)
4x Hard Fighting
Knight, Claudas
3x True Black Sage,
Charon
3x Darkheart
Trumpeter
Grade 2 x11
4x Dark Night Maiden,
Macha
4x Intense Fighting
Knight, Dorint
3x Knight of Nullity,
Masquerade
Grade 3 x8
4x Blaster Dark “Diablo”
4x Gust Blaster
Dragon
Grade 4 x8
4x Dark Dragon,
Phantom Blaster “Diablo”
2x Dark Knight, Grim
Recruiter
1x Snow Elemental,
Blizza
1x Miracle Element, Atmos
1x Miracle Element, Atmos
This deck is meant for you to end the game either time you
Stride Phantom Blaster Diablo, and it’s meant to fortify yourself in the
mid-game during the first Stride. It’s mainly offensive as you want to beat
your opponent to at least 4 damage before Phantom Blaster Diablo can deliver
the kill.
This deck is already set in its trigger lineup, with 8
criticals and 4 draws for a good defense and resource buff. It may be practical
to use 12 critical, but that will need further testing.
Fullbau Brave may seem good, but Creeping Dark Goat makes
getting a Grade 3 in a more dire time a whole lot faster. It may be less
consistent, but sometimes you do have to take risks. Judgebau, while it is a
staple in the Revenger’s field, isn't a threat as your Phantom will only want
to hit for the kill rather than set up.
For grade 1’s, the deck had a good number of them, but I
decided to tone it down for balance issues. Charon will only be used a few time’s
with Phantom Blaster Diablo’s skill, so maxing it out isn't priority. Claudas,
however, needs to be maxed for any chance of a column with Dorint. Darkheart
will only have a few soulblasts to work with if you don’t use Howl Owl, so
using him at 3 will be fine. You may not want to use Nemain, and instead you
Mac Lir, but You won’t to have rearguards to protect, so it’s more of your
choice of preference.
For Grade 2’s, Macha and Dorint are already explained. The
only part that is questionable is Masquerade. There will be a promo card called
Fiercebau that will be a lot more beneficial to the deck when it releases, but
until it is released and other support follows, Masquerade is a good backup.
Some may instead use Mackart and Cormac for a Legion, but that’s for later
testing down the road.
For Grade 3’s, I chose Gust Blaster Dragon. While by itself
the card is underwhelming, it has a better overall consistency than any other
Blaster Grade 3’s. Phantom Blaster Dragon’s 10k body isn’t as promising, unless
you replace Masquerade with Blaster Dark, but even then Stride does not gain
the 1000 boost. Phantom Blaster Overlord uses a large Counterblast and Personal
Blast, so other than the 11k body it won’t be useful as a backup. And Phantom
Blaster Abyss only works with Revengers, and would require Blaster Dark
Revenger Abyss as well. These aren't particularly terrible choices, as it needs
testing for the most part, but I wanted a more stable card for now. You might
even think of using Badhabh Caar, but again his ability isn’t worth stressing
for.
While Phantom Blaster Diablo is needed to be at 4, Blizza is a must have in this deck. It automatically get's Blaster Dark Diablo's Generation Break active to make for easy Stride fodder for 2 turns. Grim Recruiter may not be a prime Stride, but its a good backup, and Atmos seems to be a good Beatstick for the really long fights.
While Phantom Blaster Diablo is needed to be at 4, Blizza is a must have in this deck. It automatically get's Blaster Dark Diablo's Generation Break active to make for easy Stride fodder for 2 turns. Grim Recruiter may not be a prime Stride, but its a good backup, and Atmos seems to be a good Beatstick for the really long fights.
Final Thoughts
Many people seem to think that this deck is underwhelming. Phantom Blaster Diablo and Blaster Dark Diablo seem to be all that most people think about when they see this deck. I personally see the potential in this deck, as it's given a lot of new options that could previously only be used in Revengers. Out of the box, is this deck ready to compete? No. A few tweaks are needed to make the deck a much more consistent build.
I hope to see more improvement to the Shadow Paladins in the next set and beyond.
This is my honest opinion.
Daltorus.
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