Sunday, September 9, 2018

Droids - Don't do Droids, M'kay.

     Hello everyone, and welcome back to basically the mediocre corner where I show you the vast and unparalleled domains of Hero Worlds bajillion decks. There are twelve archetypes according to Buddyfight Wikia, and that is way more then needed, and those are just speaking of archetypes, theirs also all the attributes Hero World has gotten over the years, if you thought of it, it's probably in Hero World somewhere. So because I am burned out from all the decks I had to review, let's look at something simple, something small, some random Hero World archetype Bushi put into a set and was immediately forgotten about! Sterdroids!

The Dangers of Sterdroid abuse
     Droids were an archetype of cards from D-BT04: Shine!! Super we wasted a lot of that set. From the Black Dragon support I did not ask for to the Trap deck that Bushi keeps forgetting to give their key monster a powercreep, Droids took a small slot in the massive Hero jumble of that set, along with all the Zetta support, and all the other Hero World decks under the sun. Focusing on being unaffected by card effects and focusing on vanilla beatdown with a good burn engine, Droids were seen as a nice budget deck to play while all the big boys played Zetta until the loop was cancelled and then was dropped faster then Bushiroads quality control department. In the almost two years since their release, Droids have gotten a total of 5 cards to their name and this means we can talk about the entire archetype in full detail, explain their core mechanic and game play, and see why Bushiroad possibly forgot about them and focused on the twelve other Brave Machine decks Hero World has to deal with.

Four Droids are all it takes to be a droid abuser
    Gigadroid Biggest is the main guy of the bunch, a 6/2/6 Brave Machine with a 2 gauge [Call Cost] and [Ride] cost. When you [Ride] into him, he puts one of your opponents gauge into the drop zone, and the true special perk of all Droids is that they cannot be destroyed by card effects. So when you ride into this guy, you got a pretty decent vanilla body that cant be destroyed that easily. Heck even newer Transforms and Rides have issue with card destruction like Cosmoman and Battle Buildings since they do not have destruction immunity. It's a good thing to have on, and for the time the 6/2/6 was seen a a nice vanilla statline, but the times have caught up and he needs some crutches to keep him going. Throwing in the Deity Trio into this guy`s soul helps a lot and is required to give this guy a wallop. He is still the main ride of the Droid deck...since he is the only one, and doing this turn 1 does help a bit since unless their deck is one of the newer decks that can generate gauge like its nothing, taking a gauge before they even started is something that was pretty powerful at the time. Run at 4, but remember to stack the deck with Saibird, Tigerthrust, Slashark can help a lot. Extends the life support on this sorry hunk of a droid.

      Gigadroid Gigantes is another Size 3, this time with a 7/3/6 in stats with a two gauge [Call Cost]. His main ability is that on your turn, you can pay a gauge and check top 5. If theirs three or more Brave Machine MONSTERS revealed, you deal 2 damage, however if five were revealed, you deal 5 damage. This guy is your main damage engine, check your top cards every turn and pray for a burn damage because Hero World can generate so much gauge that it does not really matter. You always have two or more Brave Machine monsters somewhere in your deck, and so getting three should be easy on most turns to trigger the two burn damage. With never support, this guy just has better consistency on getting the two burn then the five burn, but his three crit swing is good enough pressure also. All in all a decent beater of a machine. He also has the cannot be destroyed by effects, but it doesn't matter to say each time since all of them have this immunity. It helps when it swings for damage so they have to put up a shield or get hit hard. Run 4 for optimal plays and burn tactics.

     Megadroid Huge is their first size 0 of the deck, with a 2/1/1 base line. He cannot be destroyed by card effects, but when he enters the field, you can look at the top two cards of your deck and just put what you don't want on bottom, and what you do want on top. You use him to set up Gigantes plays, since it basically sets up two of the three cards needed for the burn. Plus since it is free to call, it does not tap into your resources like the other two, allowing for a nice beater once you use Gigantes and Biggest to get through there defenses. All in all, decent card and since you want to run droids, run 4.







Megadroid Larger is the newest size 0 with the same stats as huge, but with a slightly better ability! When he is called, you can put two "Droid" monsters from your drop zone on top of your deck. You would obviously be saying "Isn't this basically Huge?", and yes you would say that, however, the main difference is in two ways. He GUARANTEES the top cards being Brave Machine monsters, but at the cost of needing a drop zone filled with Droids to work. Even first turn that would be hard unless your two gauge to call Gigantes or ride into Biggest are both Droid monsters. So in a sense while Huge can be used in the early game, this gives you more advantage but you need to wait a turn to apply his effect. Still works simply for Gigantes plays, or if you need to get a card lost from drop zone and can draw it back with a draw spell. So again, run this at 4, to increase Brave Machines in deck, increase Gigantes`s burn potential, and because what else are you going to use?


Why is effect destruction not enough?
   
     So you are wondering why a Hero World deck focused on a mix of burn and aggro with all the support Hero World has, isn't topping everything you saw back in the day? Well it is very simple my friend. Unexpected accidents. See, the DDD Metagame wasn't as well received as it should be, with many decks topping due to their higher power with supposedly no downside or a variant born from the community outshining intended builds. Executioners were so powerful since they had such good synergy and all you had to do was run 70 cards. Neodragon Zwei was big since it had big Neodragons and the monster spells to make the engine work. Plus Style of Justice was just around the corner and OH BOY! That was definitely a form of oppression if I ever saw it. So it did not help Droids case to become something fully playable. Since they relied entirely on the luck of the top deck, they still had a bit of error on their side to not get the burn damage off and without a good consistent engine, the deck does not have the horsepower to apply the burn or the damage to make up for it when Plan A fails. OH and remember the Zetta loop accident.....yeah DDD had a weird Metagame. So what do you think should be needed for the deck to succeed. Well honestly something to make it stand out from the rest, a good beater with an effect that doesn't rely totally on luck and helps overall game image. It also would just be a good Ride or Size 0 because you WANT to proc Gigantes (whether you like it or not) to just kill them faster before they can set them their ridiculous 20 crit field...or Lost World. SO from Kota1908 (Cause no one from the TCGBuzz Discord sent in any Droids)





     So let us go over this guy. An evolution of biggest with a nicer, more up to date base line with an actual ability, unlike most of the Droids which cannot do jack. You get a +2 for 1 gauge and a top deck, top deck guarantees a 1 on top for Gigantes, combined with something like Huge or Larger to filter more to get a more consistent two burn damage off before going into the vanilla attacks makes him a nice option to have, plus giving him Double Attack, Penetrate, a +1/+1 in stats from the other Gigadroids put into soul really puts in the work to make a defense for the guy.


I got a lot planned

     So as we wrap-up this little thing, let me just say that Bushiroad really needs to just boost everything in Hero World for the love of Gao. They have made Hero World so massive, that it has basically a deck for everyone in terms of aesthetic or playstyle, that it would be fun to see everyone play the world. Theirs budget friendly decks, competitive decks, decks based on childhood properties, decks based on kancolle. Hero World can be a very friendly world for players to join into without the stigma placed on Dragon World since it has so many decks to choose from. Maybe Buddychronicle may fix that issue with good Hero World cards, but more then likely the Hero World cards there will be for the bigger boys like Gao.Hero, Darkheroes, Zetta, etc. We'll have to see.

     I have two more episodes already in progress, one is just started which is the shorter one, and another one which has taken months to write due to how much I need to talk about in it, so expect that one in a month or two depending on how my schedule comes up. I might want to do one more smaller archetype to fill the void as the two I am working on now are bigger projects that require more then two weeks at a time for them. So even I have no idea what I am doing next, so it may surprise you a bit. I thank everyone for reading and to leave a comment is always appreciated! Circulate the links if you enjoy and as always


                                                           Pet your Ranma`s.

SEND HIM ALL THE LOVE!!!






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