Sunday, July 29, 2018

THE NEW ATTRIBUTES OF ACE!!!!! Part 2: Miracle Fighters ~Miko & Mel & Dan?!~

    Welcome everyone to part 2 of this 3 part series looking at every starting attribute that we know of for Buddyfight Ace. Last time we looked at the first four attributes from Gargantua Awakened, and this week we are focusing on the two attributes from the Miko and Mel Ultimate Booster. Miko`s <<Electrodeity>> and Mel`s <<Folktale>>. Also because I have no where else to put it, we are also going to focus on the OUT OF NOWHERE new attribute from Dragon World, Dragon Blood Division, used by the series only antagonist...for now, Dan Yamada. Why also add Dan`s deck in while it only has two cards revealed? Because someone`s gonna enjoy it, plus this is the best place to put it instead of the Hero Booster. If you are a brand new player and did not get a single word I just said, do not worry as everything will make sense soon. So I welcome you to Part 2 of the series! Welcome to the Trio of Miracle Fighters!!

Folktale
Waifu monster #1
     Folktale is the first attribute fully revealed for the Miko and Mel booster. Used by Buddyfights new archetypal "Has Food For Hair" Character, Mel Yumegatari. Folktale is based a lot on Fantasy and fairy tales, with the main buddy being Red Riding Hood, with other characters like Sleeping Beauty, the Big Bad Wolf, the hunter from some fairy tale, and more! They have a focus on calling multiple size 1`s to the field, but when they are destroyed, you can put them inside the pages of the Attributes most useful tool, the story itself Illusions Folktale, Echt Biblio, which stores all destroyed Folktale into its soul. Then on your turn, after you do a similar rush from hand, you can call monsters from soul through Counter Timing to gain ever more attacks. This also applies to your opponents turn when calling a monster to get popped which causes your opponent to maybe lose a monster or [>] a Gargantua before it can attack. Their big hitter though is a 7 crit Size 3 that can be counter called just like the other cards, but instead from the hand for massive damage. It is shaping up to be a fun attribute full of adventure and bliss. So if you find yourself always in a Fairy Tale world, then Folktale is the deck for you. This does not have a Start deck associated with it, so you can get all the cards by buying the Second S Ultimate Booster: Miracle Fighters ~Miko & Mel~ on September 14th.



Electrodeity
Waifu monster #2
The second deck in the Miko and Mel booster to be revealed in full from the show is the interesting new <<Electrodeity>>. Their play style is honestly the first thing I should talk about since it is what explains the whole deck. It is basically Hero World, but in Katana through the power of Spirit Medium. The main item in question being Kagura Bell of Worship, which allows you basically convert the big Size 3 <<Electrodeities>> in your hand, into Items to use in battle, known as "Buddy Possession". Based on various Shinto beliefs, a "Miko" (Get it?) has the power to conjure their body as a Spirit Medium to hold Spirits, which is what this deck strives to do. At the beginning of each turn, you Equip a Size 3 Electrodeity from your hand onto your item, sort of like Transform. Then your normal monsters do the damage along with you. It is actually really cool once they finally showed off the deck and it really brings up the "Spirit Medium" idea through the game in a nice way. The Spirits themselves however, also bring us to their aesthetic, with various Kimono and Robes of their lower power monsters, while the Deities themselves have very extravagant designs, befitting the Deity they are from actual history like the Sun Goddess Amaterasu, Her brother Susanoo, and possibly we may see Izanagi and Tsukuyomi as well. It is a fun deck for anyone interested in Japanese mythology and lore, as it perfectly portrays the idea of the Spirit Medium. So if you are of the Shinto Religion, appreciate the Japanese culture, or are those people who basically call this deck "OH ITS OTT!! ITS OTT!" Then Electrodeity, will shock you a bit! This does not have a Start deck associated with it, so you can get all the cards by buying the Second S Ultimate Booster: Miracle Fighters ~Miko & Mel~ on September 14th.


Dragon Blood Division
This might not even be the Buddy,
this is the only RRR Dragon we have
So because Corocoro decided to show it`s Dragon Fetish instead of the actual upcoming sets, we got a glimpse of a brand new attribute for the S Character Pack, which actually makes it worth it and not a pile of garbage, the Dragon Blood Division (Name Pending). The Dragon Blood Division will be used by Dan Yamada in the anime, and is more of an antagonistic deck, while all that we have seen now have been used by the good guys. Dragon Blood Divisions main trick is being tanks. They are basically the old Duel Dragon deck from the beginning of Buddyfight, brought up in a new way and given a bit of a power-up. Both cards revealed as of now, at the start of your opponent`s attack phase, can choose a monster, Nullify it`s abilities, and make it attack your monster first. The monster then is supposed to be destroyed by [CounterAttack] which procs the monsters second ability that when you destroy a monster on their field through a card effect, you get bonuses off of it. It`s basically a taunting deck that forces your opponent to either use effect destruction, or something else entirely in order to beat the enemy. Speaking of enemies, their designs are monstrous, focusing on combining dark, evil dragons with monster aesthetics, like Bloody Eyes here clearly having a Dracula vibe. Not much more is revealed about the deck, not even if it is a closed or open center deck. It is a nice concept and with the support coming, will turn out to be a good deck supported...on and off...for a long time in the Ace Era, much like their identity counterparts, the Dragon Knights, held in the OG Era. So if you like to hold your opponent down and make them hit themselves, Then come on down the Dragon Blood Division! 



Onto Hero World
The final part will begin soon! Hero World has finally been starting to get their reveals, and now at the time of writing, we can play Sky Machine Corp and Galaxy Defense Force. Battle Buildings still need to be revealed more, but they are <<Brave Machine>>`s so they will be easier to explain since theirs already so much support. I honestly was excited for the Hero World reveals, but playing them has been pretty weird. I am excited though to speak about them, and I hope you guys enjoy the final episode of this mini-series. Thank you everyone and enjoy your weekend! Now if I plan this right, this should come out on Sunday, and I will be at the Vanguard Sneak Preview...I like Megacolony.

Sunday, July 22, 2018

THE NEW ATTRIBUTES OF ACE!!!!! Part 1: Gargantua Awakened...23 years late.

     Welcome to the brand new segment on "How to make your Buddyfight Deck Relevant" Where instead of all the old archetypes that were made out of the Bushiroads uncontrollable need to find something to make that is not a Dragon. Today we will be switching from what this blog will be dubbing the OG ERA, to check out what is happening on the other side of the timeline in the ACE ERA! We need to look to the future as, for this moment, it does not seem Bushiroad will be doing support for the older decks down the line for a bit, more focusing on getting a ton of decks for people to join in now then for people to have to go find old stuff. So for people who might not want have the best jumping point to the incoming changes or are a new player looking to join buddyfight at this new landmark, well I am here to look at them with you and to see what deck appeals to you or if you find a deck to main for the new era, as everyone has to find something new to replace your TEF/Chaos Deck. Don't lie to me, you have a TEF deck or a Chaos deck somewhere in your collection, everyone did. So, let`s not waste anytime guys! Let`s GOOOOO!


ENTERS ACE ERA

IS PUNCHED TO DEATH BY GODPUNK

    Well....that was extremely painful. Everything is seen to be either hyper-aggressive or a little more slower but still able to deal a ton of damage. Even with new reveals coming in from the Ace Ultimate Boosters and Corocoro showing a focus on aggression and damage rather then more burn or lock down. Yes, Linkdragon Order is not lock down despite all the times you see your opponent using them. In fact, we actually have results from Japanese tournaments regarding the impact (get it) of Gargantua Awakened to the Meta game. 
    Jerry show the clipboard.


     So yeah....Godpunks took 1st place in Japanese Tournaments 30%, with Astrodragons only talking 20%. Linkdragons and old man Chaos are also 20% and Sun Dragons, TE, and DDT, THE EPITOMY OF MIKADO.DEK only makes 18%. Also Other could be that Ein infinite loop people found (Which I hear is so boring to fight against), so yeah, this is insane. Its also to note that Japan Tourneys are best of 1, so it makes sense to see Astros and Godpunks so damn high. You play Astro`s like you are fishing in Chaos and you can make a winning board on turn 2 and Godpunks make me cry because they are so damn strong, possibly only beatable by Astros because they can rush so much that if you can get the second turn and a good hand, GGGodpunk. This is the changes done with only 4 attributes to the game, it has helped move some old garbage out of the limelight...what replaced it maybe isn't good but hey, what can you do. So I wanted to talk about the newest attributes here, and what I think about them and help raise interest for people still on the fence for the game. So today I present

THE OFFICIAL GUIDE TO NEW ACE ATTRIBUTES! (NOT ACTUALLY OFFICIAL EDITION)


So we are going to split this into three parts. The first part will hold the first 4 attributes from Gargantua Awakened because that is only a month away. The second one will be based on S-UB02, the Miko and Mel Booster, and then adding in Creepy Dan to the mix because Bushi HAD to reveal his deck instead of showing the Ultimate Boosters in Corocoro. So let`s start with the first 4 decks.

oh wait...forgot something.

WE`RE NOT COVERING YOU!

NOW ON TO THE SHOW!

----
Deity Dragon Tribe

So this guy just appears after 23 years,
and now when Gao or Tasuku kept using
his sword?
    Deity Dragon Tribe (or DDT) is the new "Gao" style attribute for Buddyfight Ace. Used by the son of the original Buddyfight Protagonist, Yuga Mikado. The aesthetic of DDT is a lot like classic Armordragons, but added in more regalia with jewels and fancier armor designs. Unlike Armordragons which had a basic overall beat down with a flexible amount of usage in its early days, Deity Dragon Tribe focuses highly on Gargantua Dragon, from the items even being locked primarily towards him, so Gargantua Dragon will be your main deck for the longest time. It is interesting however that Gargantua Dragon is not the usual Dragon World card, but is affiliated with no world. His deck for now is just Dragon World due to the support, but it is highly likely in the future that their could be Gargantua in various new Attributes in different worlds, or just Deity Dragon Tribe being a multiple world attribute like Thunder Empire, but without the flag to use it all at once. The playstyle however is also straightforward. Gargantua Dragon where you usually put Buddies, your choice of Garblade or Garchris, Lanze Gardragon and the upgraded Gargantua Punisher. THAT'S ALL YOU NEED....if that were true. Gargantua Dragon also has the iconic ability of <G-EVO> that whenever he finishes attacking, he can evolve into another Gargantua Dragon (Either a new base form or a mode) from your hand without paying the [Call Cost] of the upgraded mode. You swing with your 8 crit Blast Mode AND THEN hit them with the punisher to win. Simple game-play wise and it fits well with all over Dragon World Mikado style decks. If you need to choose the Main Characters deck, or you find the aesthetic charming, over find the mode gimmick a nice addition to the usual Dragon World snoozefest, check out DDT! You can get them by buying the first S Start Deck: Dradeity coming out (Supposedly) July 27th and upgrading with the first S Booster: Gargantua Awakened on August 31st!


Astrodragon

No, he is not the son of Tasuku, stop asking.

Astrodragons is the second new attribute introduced for Buddyfight Ace. Used by the first rival to Yuga (second if you counted Ranma), Subaru Hoshiyomi. Astrodragons, unlike Prism Dragons on release are not complete annoyance, but an actually fun, and fast Aggro deck based on keeping formation and maintaining a complete aggressive chain of attacks. Remember when TE can do 20 damage in a single turn...that's this deck`s bread and butter. The main unit this time is Skyseer Dragon, Cross Astrologia, who in similar vain to Gargantua Dragon`s <G-Evo> has his own ability. +Galaxy F> is activated when any form of Cross is in the center, you have an Astrodragon on your left, and you are equipped with an Astrodragon Item. This forms a Triangle on the field and Cross will then buff your entire field. Even your pathetic, horrible, disgraceful, shameful, pitiful right circle. Their disgusting in power, but beautiful in aesthetic, Trading Prism Dragons crystal designs and more color based typing to a more armored look, with predominantly various shades or purple and blue, making Cross pop in the center in bright yellow with rainbow wings. The Prism Dragons are more "Natural" while the Astrodragons are more..."Artificial". Not like the Chaos where its cyborgs, but more like how Armordragons are made, but instead of a predominant red, its a predominant blue. If your looking to deal more damage and use tactics like the Ace of Study (....why not just the Ace of Knowledge), then try out Astrodragons!  You can get them by buying the second S Start Deck: Triangulum Galaxy coming out (Supposedly) July 27th and upgrading with the first S Booster: Gargantua Awakened on August 31st!

Linkdragon Order
Baku, reincarnated as a Jock.
    The third attribute for the new series is for Ancient World, the brand new LINKDRAGON ORDER! Used by the "Ace of Sports" Masato, Linkdragon Order goes for a different approach from the usual Ancient World play style of "BIG SIZE 3! ALL DA TIME!". Instead of having 1 Size 3, they thought "what if...we have 3...size 1`s?!" This apparently blew the new R&D Directors mind, as he then went on to make Linkdragon Order as insane as it can be. BUT! Then he thought "What if...after they use the 3 Size 1`s...what if they could make 1 Massive Size 3!". Linkdragon Order, in a nutshell, is using Multiple size 1`s in the early game to set up pressure and ending with making a massive size 3 that will wall and keep up the pressure mid to late game. Their main mechanic is also the most complex of the Ace Trio. (D Share) is their ability, which allows all Linkdragon cards to share their abilities with other monsters with (D Share). So if one Linkdragon size 1 has the ability to pop a monster when it attacks, you choose a different monster, it pops something also. This also applies to your item so you would have a full field of monsters that can pop, heal, attack again, gain gauge, its all here. Each one has an effect that is decent, but that their on your entire field, it makes it all so much better. Once you hit that mid-game, you pull out the big bad of the deck, Spiral Thunderaxe, King Agito, who has the special (Spiral D Share) which instead of getting the abilities of all the cards on the field, gets all the abilities of cards in its soul. I remember DAY 1 when Ace got revealed and they teased a few cards. 5 Cards...and in a Testing Mirror Match, they were able to reach 100 life. I am not joking...
Do we have the footage of that? No? We don't...darn it.
     I sadly have to ask you guys to believe me when I said it could happen, and if you have a long match, it will happen. So all in all, Linkdragons are the most technical deck in the Ace trio and that's a good thing. One other cool thing about Linkdragon Order is the aesthetic, which instead of colossal dragons from the other attributes, focuses primarily on tinier dragons, small bi and quad pedal beings who have different, and distinct looks to each one. You see the green one and instantly know Jisen, you see the yellow one, you see Harahara. Each monster is distinct and each contribute to the overall deck as a whole when together or inside King Agito. If you are into a heavy deck, full of wacky possibilities and a ton of customization, I recommend to you the dangerous world of Linkdragon Order. You can get them by buying the third S Start Deck: Spiral Linkdragon Order coming out (Supposedly) July 27th and upgrading with the first S Booster: Gargantua Awakened on August 31st!

Godpunk
No SP foil for you, all you get is
a BCS Promo.

Godpunk is the attribute that was revealed last out of the Gargantua Awakened set. A Danger World attribute based on entirely being a ruthless, heartless thief, Godpunks focus on actually disruption by using your opponents resources for their own [Call Cost]s. They have cards that use your opponents gauge, card`s that require your opponent discards, and even the Buddy Monster, Topfist Vainglory, Brawlzeus lets them basically take any card on your opponents field and put it into the drop zone. As stated in the beginning of this retrospective, this is the most powerful deck in Japan right now, because it can just waste away at your opponents resources and it does a damn good job doing it. Must be why their aesthetic matches the whole "Gangster" feel, with ripped clothes, biker jackets for items, a very big influence on punk attire and the idea of the "Japanese delinquent" that is seen in many animes in Japan. This deck does not have a special Ability box unlike the other three released, but they still have the overall ability of "Plunder". When they attack and destroy an opponents monster, or deals damage to the opponent, they gain a resource for you, in a way of stealing it from the opponent. They also have great gauge acceleration for their skills as they just beat the futility of facing them into your skull. Fighting them is like actually facing real life bullies. It may seem hard, it may seem frustrating, but in the end, you go tell a parent. So for you guys who love bullying your opponent into submission, making them feel hopelessness and overall making the game less fun to play (What...It's true), Godpunk is the deck for you. This does not have a Start deck associated with it, so you can get all the cards by buying the first S Booster: Gargantua Awakened on August 31st!


Moving on to part 2



     Thank you very much for reading all of this through! This was something different I wanted to write up since the Ace Era is going to be a brand new start to Buddyfight for a bunch of new people, so I wanted to do my part and help people look at a deck and find interest in the game or just bring back lost interest once the X season destroyed a lot peoples faith in the game. It certainly did mine, but I really like the new status quo and if Bushiroad keeps the balance as it is now, then we will likely have a healthy year for Casual Buddyfight, so I thank you again for checking out this episode. This is part 1 of a 3 part series. In the next episode, I will be focusing on the next two attributes to have enough support to be able to talk about them, as well as a tiny little review of the most recent revealed attribute for the game. It wont be as in depth as this one, since the attributes are not fully out, but enough to give the general idea and check them out. I`m signing out, thank you for reading and please have an excellent day. 

















Sunday, July 15, 2018

Akatsuki - No, not the cool ones from Naruto, but they are Ninjas.

     I do apologize for the long delay between the Burn Ninja episode and the "A" episode. I got floored with work, finals, and ER visits killed a lot of my mood for writing, so I am kicking in my butt (and in Blazblue Cross Tag Battle) in order to get me to write this chapter. So pretty excited to talk about this one because its utility and oddly amazing synergy is an enigma that transcends time and space and possibly rational reasoning, but this isn't the time to discuss my life choices. Today we are looking at the Set Spell Manipulating Dungeon World archetype - Akatsuki.
How did this happen and why does it work so well?
     Akatsuki is an archetype that Started in H-EB01, Miracle Impack with two cards. The Dungeon forms of Zanya and Akatsuki, cause seasons 1 and 2 gave everyone a Dungeon Form because WOAH! WACKY DUNGEON WORLD! Akatsuki and Zanya were not really a combo set, but they did work with the same thing. Once the X Dungeon Booster came out, it gave us a new card for Zanya and Akatsuki, so since we had two Akatsuki cards, and the original Zanya dungeon card had a archetype reaction to Akatsuki cards, so this made Akatsuki an archetype, despite no one actually realizing it! The three cards do not seem to be connected to each other, but they create this odd engine of a deck using the two Akatsuki`s together and the other Adventurer cards, in order to make a deck type that really surprises even me. There are only three cards to this archetype so I will explain the three cards, how they work with each other for once, and well...I guess show you how Akatsuki can be better, which still surprises me to say. So let`s start looking at little boys!!!!


That came out so wrong.
The Three Ninja Guardians of the Mission Cards
Apprentice Ninja, Akatsuki is a Size 1 3/1/3 Ninja/Adventurer that is free to call. His ability is that when he link attacks with another <<Adventurer>>, you choose a "Mission" card on your field and you can put the top card of your deck into it face down.  Pushes cards into a Missions Soul and since it isn't a OPT, multiple Akatsuki linking can push a ton into the soul very fast. Its a 3-4 of in the Akatsuki deck simply due to his it can be used to speed the deck. His attack power is now the best, but since Adventurers link attack, and the sword Etherstorm can help push his stat`s up, it isn't a big deal. He will help link attacks reach 10K power to hit walls while also applying link damage pressure

Swordsman of the East, Zanya is a 5/2/1 Dungeon World Vanilla, but he has an ability!!! ZOHMG THIS IS SO POWERFUL FOR SEASON 1 BUDDYFIGHT! He can only be called if his Buddy is an Adventuer, but I only say that just in case you decide to buddy the rock that you got the head injury from to give you that decision. His real skill comes in to the fact that he gains [Move] if you have a "Mission" card in your drop zone, or an "Akatsuki" on your field. Nice Vanilla body pumped by Etherstorm to a 6/2/2. Good move when you use a Tasuku turn to go from Closed to Open Center attacks. Protection on turns with lack of shields, since we can recycle our monsters in the deck through the drop zone. 2-3 of in the deck but is still pretty nice to have. 

NOW THE REAL GOOD CARD IS THIS! Princes from the East, Zanya and Akatsuki are a size 1 5/1/1 Dual Card with Ninja and Adventurer...this time it matters just in case you throw him in Ninja`s. When the duo attacks, you can put a <<Ninja>> OR a card with [Set] from your drop zone into your hand. This is not OPT Restricted, so you can use Thundering Gao to Re[^] him and allow a second attack, which let`s you have a second [Set] Spell return from drop. You can recycle [Set]s from your drop with Princes, and then use Akatsuki to put cards faster into the soul. This recursion system allows for the usability of multiple set spells and a good amount of drop zone recycling to put cards from deck into hand from field into drop back to hand. This is the preferred Buddy in the deck and amazing in this deck.

An Extra Section to explain how this works
     First we start our turn by [Set]ing "Party Formed" and an additional Mission (Either The Teamwork or Defeat Monsters for Pressure or Rest at Naziro for Recovery), which activates Party Formed to search out an Adventurer (Either Item or Prince Akatsuki) from your deck and gain some nice life. This puts Party Formed into the drop zone. Then call Princes Akatsuki to your side, Thunder Brave Gao, and Messiah Tasuku, as well as having equipped either Etherstorm for wall clearing, or New Brave Seeker, for draw power. Give Crit ALWAYS to Prince Akatsuki. Attack solely with Tasuku, let him die. Now link with Prince Akatsuki and your item. It will deal 4-5 Damage on first link, and fuel the soul. You then use Prince Akatsuki to pick up any Misison Card you used before hand. Next you link with Gao and the second attack of your item, This will activate Gao to pay 1 gauge, and stand Gao AND Akatsuki. Second Link will fuel Teamworks soul and Second attack to destroy a center monster will fuel Defeat Monsters depending on Situation. Then swing by themselves to maximize damage, or one final link. The second attack of Akatsuki will allow you to put back "Party Formed" into hand to reuse on your turn again. Each turn, recycling cards from drop, getting back your monsters and Mission spells, searching them out if something goes wrong. Repeat over and over as you keep stacking cards in your hand and recycling all these cards. It`s an oddly fun and refreshing deck experience that rewards an unorthodox way of playing. Most decks like to go aggro and focus solely on their monsters for the engine, The Missions in this case act as the engine and the monsters act as the cogs while all work together. If you have BFA Or a couple loose cards around, the deck can be very budget friendly and is a total blast to play in a casual environment. They were never made to be seen together, but since they are together, they make a nice picture of a consistent deck that holds the original image of <<Adventurer>>s that the deck moved away from a bit. So let`s go from me rambling to me explaining the obvious.
Why is Krillin not viable for EVO? I-I mean...Why is Akatsuki not viable for BCS?
     If you actually decide to read this section with legitimate questioning on why Akatsuki isn't meta, then I just recommend getting off now. Akatsuki was an accident of a Meme deck that is just fun to play and offers a unique play style. It doesn't have card draw or pressure up the ass like Chaos or Sun Dragons (By the way, Got damn Suns are going crazy). It`s the definition of an meme-deck. A clump of collectible cards carrying confidence cradling crazy combinations. If this deck wants to succeed (which it humanly cannot), it would need legitimately BROKEN cards, I`m talking cards made to be as unfair as possible. Chaos Territory on the Sides so you can have 4 AKATSUKI`S! Perfect plan.

     Just kidding, that is stupid. In short, the support they need is just more power to get past the new power creeped decks. Since their link attacks already provide the numbers and their main win condition is soul manipulation through the set spells, it is more likely to just give them something that gives their damage potential rather then power.

(WOW IT TOOK SO LONG TO EVEN THINK OF A BASIC IDEA! JESUS!)



      Boom, I decided to make universal, so everyone can enjoy moving cards around like a money trafficking deal. Oni Assassains can use it when you move cards from soul to soul. As well as when using Akatsuki`s main gimmick of moving cards into your Mission Cards, the critical helps regarding adding pressure to center monsters, and on link attacks to do massive penetrate damage as the deck is not made to do pressure but just win through resource gaining so the critical pressure helps in the more aggressive gameplay.


I Suck at keeping promises, also in retrospect
     I do not believe the guy who developed the new Akatsuki and Zanya card for the X Booster knew about the other two Akatsuki cards and just made a pretty good splashable card to make the quota on the booster. Again, this was likely when the new R&D Director for Buddyfight likely was trying to get his feet wet to see what worked and what didn't, and seeing how early the set came in Japan as opposed to the west, it's just a hunch to assume that the guy got lucky and made something intentional. Whether you agree on the new directors card design or not, guy has the ideas and a lot of decks are fun to play with, albeit not against...Godpunks...
     If you want a fun, casual deck that has an interesting play style and overall win-con, I recommend Akatsuki as your choice to play. The deck is super cheap all things considered since all the key pieces are commons, and the extra half of the deck is made of bulk commons you probably have in your storage. So try it out and see how it does, it could surprise you as it did me on its fun, unique, and unconventional play-style.
     I think the next episode will be a bit different...I want to show my thoughts on all the new Ace decks that are out, and with so many decks being released at once (At the time of this video, 10 new Attributes), its clearly a new time to start Buddyfighting, and with the massive delays for the English release of the new cards, you have a ton of time to try the decks in BFA and see what you find fun and if you want to join the game. I hope you leave a like below, a comment, or just how you feel. Thank you and have a Rockin Summer!!




Sunday, June 17, 2018

Finals are coming up...better ACE them!

    So let`s say for example, You were a nostalgia beating Fox Box 90`s kid, you realize you need to start finding a job in order to pay for those car bills, and you happen to notice an ad on YouTube for this "Buddyfight". Look stupid, sounds stupid, and is something not interesting, but the recent episode that is on Youtube shows something interesting that catches the eye. A boy with long white hair, holding a weapon in his hand, a beast he commands flying towards him, as you then see the spirit of the beast behind the white-haired male in a shroud of light, his aura coming over the weapon. As the battle goes, you have to realize to yourself.
            "IS THAT OVERSOUL FROM SHAMAN KING?!"

      Hello everyone, and welcome to the 3rd episode of "How to make Your Deck relevant", We go over the first Danger World archetype ever created. Starting off in Booster Set 03: Drums Adventure (Technically) But actually getting support in the second Extra Booster: Great Clash!! Dragon VS Danger, Ace (or "A" in named text) is an archetype of the <<Armorknight>> Attribute used by Danger World Poster Boy Rouga Aragami through the first two seasons of the anime. Ace, unlike the first two decks in this series, actually has been getting support throughout the entirety of the Gao Era of Buddyfight and they actually had viability from competitive to casual throughout its lifetime. So again for this episode, we will talk about all of Ace, how their play-style works, what caused them to lose their footing, and how much more consistent support could bring them back into a spotlight, however in a case like this, since the deck can already work effectively on its own, the Fan-card section will be more towards fun, innovative ideas rather then missing essentials. With that out of the way, let`s "Ace it up!"

I apologize for that small bit of cringe.

The Lineup of Spiky Animals
     We start off with Armorknight Cerberus "A", A Size 2 Armorknight with 6/3/6 in stats with the usual 1 gauge [Call Cost]. It is the example of what I will call for the sake of speeding this blog up "Gen 1 Aces". Gen 1 Aces have the issue that in order for them to go into soul from field, you need to be on 5 life or less. While in said <<Weapon>>, the item gets +2 Critical, and on top of that, you can pay 3 gauge to add an additional +3 Critical for the turn. The main goal is to get to 5 life, shove your Aces from field into soul, then use your beat sticks and your item to just smash your opponent in. Adding a permanent 2 crit to your item in the early days of buddyfight was essentially a massive power boost. Since the main item of Danger back in the day was the 3 Crit Demonic Swirl and the 3 Crit Ricdeau, having a 5 crit always on board was a threat in and of itself for a good two years. It is still run in the deck at least 1-2 of for the static crit boost that it provides, which the evolved version of this card has issues keeping the two crits until late-game.

Armorknight Gargoyle "A" is a Size 1 2/1/4 with terrible stats, the Gen 1 Ace field restriction, but instead of an outdated ability, It is a shield that can go from soul into the drop zone to nullify any attack. Good protection on a budget, but since your Aces are focused on combat and pumping up the soul, doesn't really help out. Plus since the 5 life restriction makes this thing not as easy to use, you would need to use more of the modern ways to put Aces into soul, which takes time of putting your play makers in. Sadly do not recommend unless you are in an older format where they use Season 1 and 2 cards since the game speed  makes the 5 life break for a shield seem completely utterly useless. We have better shields in Danger now, so you do not need to worry about this.


Armorknight Eagle "A" is a Size 1 Armorknight with Stats that no one gives a damn about them. The thing that matters is that he is a Gen 1 Ace, so 5 life to get from field into soul, however, when in said soul, the <<Weapon>> cannot be destroyed or returned to hand. So your weapon gains automatic immunity from all card effect destruction and bouncing. Still nice to have at least 2 of in the deck due to possible item mishaps, as well as some decks not using the Tyrant Item that has built in immunity. 
Armorknight Tiger "A" is a Size 1 Armorknight with the same stats as -you do not care. Generation 1 Ace and his ability is that when in soul, you can remove him through his [Act] from soul to gain [Double Attack] once....The "A" team really needs to get new team members if I am seriously hearing that they still use this guy. Since the deck is about stacking pressure into the item, and since no "A" specific item exists, giving any item you like Double Attack when you know your opponent is low on shields is reassuring, as it means less need to run the elusive Fanged Dragon Declaration (does anybody even run that anymore...back on topic), this is nice to have since it doesn't clash with most items, and until a cheaper way to get Demon Ace exists, then this guy is a pressure machine packed into a tiny pupper.



We shall not be talking in depth about Demon Ace or Black Drake Ace as while Demon Ace is very good and Black Drake Ace is a better monster then when it was released, they are either too much time investment, or has some form of crutch that makes it not as worth it in the faster form of the game over something weaker but more likely to help in the now.


      So now we can begin a new form of "A" support, the GENERATION 2 "A" Support!! Gen 2 is "A" cards that finally realized that the 5 life or less restriction is dumb, so they finally got rid of it and the world celebrates, so the first Gen 2 Ace...."A" card is the Impact Monster, GIGA Armorknight Cerberus "A". A Size 2 7/3/5 with stats that actually matter because you actually are going to use this...on the field. Shocker, I know. [Call Cost] is to put an <<Armorknight>> monster from the field into the drop and pay 2 gauge. After it attacks, you may [Stand] your <<Weapon>>. If you do, put this card AND a card from your drop zone into the soul of your <<Weapon>>.  The Weapon can then attack in the final phase and it gains full Destruction immunity. Can still be bounced so that's where Eagle comes in, but hot pippity gumdrops, this guy is here to push the pain train to the station. Second turn is where this baby shines as the gauge cost could help filter a card you want to put into your items soul, but you had no way of putting the card in, allowing you to gain gauge all while planning soul management. Stack and Swing the item and allow this guy to strike, and move anything you want to use on your next turn, or just an extra OG Cerb Ace to gain some more crit for the final push. It helps speed up the soul gain and it is usable anytime since "A" is such a SMORC deck.




So in order to power creep "A" into the modern light, they decided to finally bring Cerberus out of the Tyrant attribute back to his Armorknight roots, with Armorknight Buster, Cerberus "A". Buster Cerberus "A" is a Size 2 7/2/7 for 1 gauge. It has the Gen 2 "A" ability to put itself from field into soul. Then instead of a continuous 2 crits, it gains a critical for each card in the <<Weapons>> soul. Then if the soul of the item reaches three or more, the Weapon gains [Penetrate]. While writing this blog, I was going to sing the praises of this card and how it is superior to the original, however, as I like to do research on things I do not understand, I discovered from Danger World players that the original oddly beats this card. In a deck focused around getting the kill as fast as possible, sometimes you only need 2-3 cards in soul, which would count as a fluctuating 2-3 critical via Buster. The static 2 critical of the original Cerberus "A" helps when planning and allowing for a much more focused strategy of easy beat-down. It is a very good card and if your deck does allow for more flexibility and ramp in a slower format, Buster "A" would be the more preferred card, but since Buddyfight has become faster then the upload speed of a SolemnVanguard video, the slower but more overall pressure from Buster Cerb is deemed less effective then the weaker, but faster payoff version.

And now the final "A" card to talk about and it is the most recent, coming out in EVERYONE'S FAVORITE SET, Buddy Legends, is Armorknight Cougar "A". Cougar "A" is your standard Armorknight, but he is also an <<Executioner>>, DUN DUNNNN. Cougah goes into soul like any Gen 2 "A" and has 2 abilities! The first ability gives your weapon +3000 power which is a nice bonus to give to the item, but the main draw is that when your <<Weapon>> attacks while this card is in the soul, you gain a life and draw a card OPT. First off, both skills stack so you can gain more power and more card draw when attacking. Plus the life gain is amazing to splash it into Tyrants since it procs Skypierce. The issue again is the same as Buster Cerberus. Its made for slower decks when "A" needs to do as much damage as possible. If you top deck this on a turn 2, this will not help in the slightest as life and draw do not boost crit damage, as hard as that is to believe. So if your build is slower, doesn't go for the kill as soon as possible, this is amazing. If your build is based on just ending the game fast, then this is not worth it.

Animal Shelter for the Spiky Furries 

So from the beginning of time to the end of time, "A" has gotten support that actually stays viable even with Buddyfights festive power-creep. "A" has been able to stay viable in casual environments and still be a budget friendly Danger Deck where their versatility comes through. With all the Armorknights left to make "A". theirs a lot of possibilities to make new "A" cards, especially with Ace Booster 01 having Danger support. An odd noticing feature is that the latest "A" Support is made for a slower format in mind, which is why in Buster Cerberus`s ability is slower and in more of a OHKO Build is less then effective, despite being supposedly the stronger version of the OG Cerberus "A". Armorknight Cougar "A" is also good regarding its life and draw, but since "A" is supposedly this OHKO SMORC Deck focused on Rushing and soul charging your item. You can possibly make an "A" Build using the Tyrant Item and Cougar "A", but at that point you could just use the full Tyrant deck and use their engine for pressure and just getting an item, which brings into the first problem of the deck. When you have new decks like <<Tyrants>> and the even NEWER <<Deity Dragon Tribe>> that can search their items, why can't an ITEM FOCUSED WORLD give good based items for their ORIGINAL TWO ATTRIBUTES?! First set Tyrant came out, boom, Item Searcher, and then Duel Golems gets one in their intro set. Duel Dragons? No Item. Armorknights, HA!!!! You get a Top 3 check Spell not even for an "A" Item, for a Demon Slay, cause that is something for another time. This deck just needs a faster way to shove things into soul, a searcher to go turn 1 Item, and just a good item that bonuses off of the using "A", as Armorknights still do not have their own deck focused item like Tyrants or Duel Golems. So from competitive player and former Buddyfight Wikia admin InvictusKris, we have his suggested item choice.


     So okay, is their any other way to shove "A" cards into the soul other then Kaari, and even then your friends will likely castrate you for even thinking that`s an idea? So just build the damn engine into the item. Simple, effective, and since the item gives most of the power, a lot of room is put into actually using the "A" cards that do not help the rush-down but still are good to stack into the soul. Plus if you actually somehow make a deck to stabilize around the 5 life mark, you can control your life by paying the cost of this card`s ability. You still need an item searcher for just Weapons in the world, but thankfully they`ll get one someday......hopefully...I pray for that day.

Dear god why did this take so long? 
     I just have to apologize for how long this take. From finals to multiple hospital visits to work, it has been a bit busy, thankfully this isn't the only blog I was making in the month, I had another one I was starting up which I will spoil so you guys can come back, is Akatsuki. Their is a great blog made that explains the Akatsuki archetype and how it tricked the system and how it oddly synergies with each other so I do recommend looking up that blog when you want to build the deck. I do thank you all for sticking with me this long, I appreciate all the support given, even if a little comment is all you can do. It really brightens up my day to see people comment and read the posts. I promise it will not take a month to make the next one and I thank you all for your patience. Please have a nice day everyone! 


Sunday, May 6, 2018

Burn Ninja`s - We will build a wall, and make Katana World pay for it all.

     Now that I got you interested with a click-baity title, let us go over one of the weirdest example of decks that should seem to be supported, but in Buddyfight`s way of giving support, got shot down the toilet for not being rush as the second Ninja deck in buddyfight history (before Ninja`s became a boring aggro deck), Burn Ninja`s.
Burn Baby Burn-Degozaru
     Burn Ninja`s, as they are subtitled, is a branch off of the <<Ninja>> Attribute that was introduced in BT03: Drum`s Merry go round of inconsistent ideas...I mean Adventures. BT03 was known at the time for being an "Okay" set. Not horrible but not a big step forward, was just a ton of ideas and gimmicks that either worked well or was as good as my health records. From the RNG based ideas of Dungeon World, to making an entire series of Dragon Knights who would eventually become the crown of all memes, BT03 was weird, but fun and it introduced these bad boys.
     Burn Ninja`s were introduced in the anime by the Third Katana user in the anime, Kanahebi. A real life ninja who actually led to one of the better episodes of the Sengoku Arc, his deck even having a similarity to his backstory and his character. But lets get back on topic. The overall play style of Burn Ninja`s was simple, Set up your [Set]s, have your Snake Gazes on hand, use your monsters to burn your opponent for the simple act of [Rest]ing, and do all that while being in a card game based on a slow game...
Oh wait how long are games usually now? 2 turns at most? So in general today this deck is...well....
This is all of those players now.

   So yeah, the deck is, just like Ninja`s in general, a relic of the past without any real support for their original playstyle. I guess we have Athora but Athora is something that shouldn't be talking about here in our sacred casual realm. So instead of crying about the slower days of Buddyfight, let`s talk about their original play-pieces and play style before the thought of Athora re-ignites my crippling fear of Prisms.
Ninja Snipers...NINJA...SNIPERS!

Sniping Ninja, Yoichi is a size 1 Ninja with a 2/1/5 in stats. While at first the stats may come off as odd for a modern day player, the stats were actually pretty okay at the time since Katana was getting on its feet and the burn variety more focused on defense. His ability is that when a monster in front of it [Rests], you deal 1 damage. It isn't Once per turn so if your opponent had the rare and almighty [Double Attack] at the time, it could do a nice chunk of damage for simply allowing the opponent to try and attack. Never put him in center because while that defense was not horrible back in the day, it certainly is not the Berlin Wall the deck was using back in the day. In the devoted deck around burn (for all three hopeless saps who cannot take a hint) run 3-4.


Fire Steak Ninja, Gokuen is another 2/1/5 Size 1 Ninja, but instead of burning your opponent, he burns you! at the cost of 1 <<Ninja>> in your hand, he can increase his defense by an astronomical 3000!! Look`s terrible today, but 8000 was actually a viable defense back in the day. You would need a hefty size 3, and even then, size 3`s from the bigger power worlds like Dragon, Danger and Dungeon (The Pre Triple D Team). While Magic and other Katana decks would either need some form of spell to deal with them or a big link attack which another card would not let you do as easily. His cost was steep though for the time, but the payoff was still worth it for his time. However all he is going to defend you from now is any form of victory as well as just clog the deck. Do not run him unless you are a Season 1 bonehead.

Sky Ninja, Yamigarasu is a Size 1 Ninja with 4/1/1 in stats. with the exact same ability as Yoichi, however this card has [Move] to compensate. Same idea for the most part as Yoichi, keep him on the left or right, wait for an opponent to try and attack, and then do another burn damage. The move here however allows him to enter two circles on the same turn, allowing you in a sense to burn 2 on one turn instead of 1. He would be in one circle during the main phase, the Ninja player would cast The Best Katana Spell Ever, force your opponents first to rest, deal one damage, then move to another circle, snipe again another damage when your opponents left or right tries to push through center. While this would have worked if you had an open circle, the natural formation of these guys would have Gokuen in center, and both circles occupied by Yoichi and Yami so that way your chances of burning go faster. The [Move] became more of a situational ability then an actual full mechanic as it cannot move once the battle phase started, locking your Yami into a specific circle and trapping your burner in a circle where the opponent wasn't going to use the monster anyway, making you have to use another card to even get Yami off. Still used at 4 as the key burner in the deck. Now to talk about this specific decks [Set] Spells and how they contributed to BURRRRRRRRNNNNNNNNNNNNN.

The Great Set Spells that totally aren't relevant any more
     Final Showdown on the Great Gojo Bridge is a 1 gauge <<Ninja Arts>> [Set] that allows either players Left or Right to be attacked. This does not mean that the left and right can't attack. It just means that they cannot be targetted for an attack. The left and the right can still be destroyed by effects and the left and right can still attack, but only the Center and the Fighter. This in combo with the two snipers would make the left and right [Rest]ed to attack the center, Gokuen stops it because 8K was a wall back in the day, and then Yoichi and Yamigasaru sniped you for trying, then if you didnt want to use your monsters to attack, The Best Katana Spell Ever would just [Rest] your monsters, making them lose an attack. Setting this up and the next set was an ideal turn, as these two are what made the combo play out even without your opponent needing to attack.

So Dark Ninja Technique, Poison Mist Technique is a long name in English as well as a 2 gauge [Set] <<Ninja Arts>> that burns your opponent for 1 at the beginning of each main phase. Again, during the slow beginnings of Buddyfight, this would have been a fine card. Poking a damage on your turn while your Monsters did 1-2 damage per side of the field would still be a nice amount, and again, this was before people started to learn more complexities of the game so it was simple and more relevant than how it was before, especially since all of your Burn Ninja`s had 1 critical meaning the damage output while minimal, was not fast enough even at the beginning times. Plus this allowed for burn even your opponent was being actually intelligent and just passing for resources until something came up.

 So THE BEST KATATA WORLD SPELL EVER (Name one that is better) is a Spell....Spell Attributed <<Ninja Arts>> That lets you pay a life to [Counter] [Rest] an opponents monster. From what I have been explaining throughout this blog, this card is amazing in any Katana deck. Just the ability counter rest as such a cheap cost is amazing enough, and it has just gotten better with time! Unlike older cards which are either now, garbage, amazing, or a shield, this guy was seen as a mess of a card since Katana World and Life Gain was about as true from the fact as saying Gao doesn't deserve all the criticism he gets. As Katana decks got more life options, guess what card just filled the void so easily. He is so good that they gotta write in their abilities that they cannot be Snake Gazed, cause its just so good. Blah Blah Blah, it was used in Burn to force rest an opponent, basically trading life for life which in hindsight sounds incredibly stupid but when you got higher life, it works. Play this at 2-4 in all Katana decks, because this card is just so good. I say 2-4 though because your decks spell lineup can be a mess all on its own.
   So for some reason, they decided to make a basically...portable Gokuen in Katon, Blazing Armors...in Triple D...way after the Ninja Burn deck basically died...yeah I do not know why you are here Katon, but you a good card so you can stay. Katon, Blazing Armors is a <<Ninja Arts>>, Fire that can only be cast when your monster is being attacked. Your KATANA WORLD Monster gets +5000 defense and deal one damage. I like how it has the Katana World condition, because at this time, a lot of Katana World users splashed in Dark Miseria into the deck for the life gain. Nice in the burn deck since when used Yoichi and Gokuen, 10K Defense and even with an added burn which while is not much, is better then nothing and added to rushing the burn. Run 2-3 as a Pseudo shield. Wow, that was a lot more cards I needed to write about then I expected...but with a ton of cards...what went wrong?

What went Wrong? The answers may shock you.
    Okay, so you guys know how I mentioned at the beginning of the blog all the way up their that the game became so fast that the deck basically became worthless. Yeah, the game itself did not want a slow-burn deck focused on mild size walls for the time proved to be a harder and harder thing to pull off when the game just kept going faster and faster. When watching over the episode Burn Ninja`s were focused on, you could see how their play style works in the longer, slower environment, but we in X territory, where most decks couldn't make the cut and some shined. Heck, most of Katana World kinda died in X. The only decks that survived in X was the new Oni`s, Water (Which by the way, oh my god water is good now), and to some extent the new aggro Ninja`s, but even then...are Ninja`s alive? So what in the world does a deck with so many pieces but not enough power need?
     Resources. Katana has been gotten so many good spells in the last four years, and while some are more offensive in response to the growing change of the world, a lot of good cards are defensive as all get out. If their was a way to gain resources based on actually doing your decks job, then burn can get a lot more done for their overall image then just doing nothing but waiting for your opponents moves. So a resource engine submitted by Buddyfight Youtuber Cobaltclaw, he sends in.

Hitofuri`s weak stats again are mitigated by the Kosher effect placed into the item. Any closed-center Katana deck runs some form of either Makiarashi, or Urahonekui. Or your Oni`s and you do not give a damn. In order to use a lot of the new spells, we are going to need tons of more gauge accel as well as draw power for discard resources for Gokuen, as well as getting your essential piece in hand faster even when you have only one sniper on field. You can still gain advantage even on your turn now, since now dropping Snake Gaze isn't a minus in this sense but gives a positive thanks to giving out more resources now. 


    My personal issue that could help the deck is being with Gokuen. Look. he was fine in Season 1 and 2 when the power levels were not so high, but this is X we are in, going into a new series. This guy is just bringing the deck down, and with so many <<Ninja Arts>> Discards to use, Gokuen cannot be so lacking on defense when he is supposed to be the wall. So my submitted idea will be.

Again, giving an available outlet for the new Spells to give resources while on your opponents turn to ramp pressure, plus the deck can burn through hand if the deck has enough cancer...I mean aggro potential to deal multiple attacks. Since Katana has as much consistent draw power as Chaos has won peoples hearts in competitive, the burn being slower but still consistent, combined with needing to keep the high aggro output of most decks in check, a Gokuen that can actually do its job would be more specific. 


So in Retrospect
     Cool concept, okay execution, terrible momentum. If everything this deck could do was not basically absorbed into the nightmarish Prism Dragons, then I would like to see Burn Ninja`s and Traps taking their place as dominant, budget burn and control decks that focus on different roads to get to the same conclusion. Sadly however, the Ninja Attribute was oddly shifted into an aggro style, the deck has been trying to find a natural identity with its support just branching out into many directions without a clear win-con. If Bushiroad finally kicked themselves in the butt and just chose a play-style for these guys like they did Sun Dragons, then we could see Ninja`s get support that not only has access to Ninja`s entire library of monsters and spells, but allows a bunch more versatility and deck building for that said win-con since Ninja`s have a lot of options to get their, just not a clear path.
    Wow this just had me going off on a tangent a bit, but look at it this way. Ninja`s have the potential to be something great, we just need the right man making the cards, and the right loyal Katana World Fans carving the way. So next time on Buddy Relevant...Oh wait...It`s May? Oh god, my final exams are coming up...I gotta ace my tests or else my brother is gonna be so mad!!!!

S-SEE YA!!!




Friday, April 20, 2018

Systemics - The Legacy of the Danse Macabre!!

So, Welcome back to the true Episode 1 of How to make "Your Deck" Relevant". To start off this series of unnatural machinations, let me start off with an archetype that I actually have been having a bit of fun with recently and a great example of an underdog archetype perfect for the format of this series. The unnatural Systemics!

Explanation
     Systemics are an archetype that started in H-BT02: Galaxy Burst, but its` origins were from the original Dragon World Trial Deck. Systemics throughout the entirety of what I am calling the "Gao" era (At the time of Writing this, Buddyfight Ace was just announced yesterday and specifying to make sure I date this blog as much as possible) were kind of mish-mashed parts with no real focus and just seemed more of an evolutionary path of the original Systemic Dagger Dragon (Ignoring Systemic Sword because I have no idea what went wrong in the genetic pool), until a certain card made in X-BT01A: Crossing Generations made the scrap of cards into a pretty fun and interesting archetype with not only a clear image, but a nice flexibility. Time to explain the Key Pieces of the Archetype before we explain their winning image.

The Four Dragon-things of the Archetype
   We are just looking at the original card just because in the overall archetype image, he still has some uses. The original Systemic Dagger Dragon is a Size 1
 Armordragon with 3/2/3 Base stats that does NOTHING ELSE! The card is a Vanilla from the first trial deck so it has very terrible base stats. Most people just chose Thousand Rapier for the added power since an extra two thousand power didn't do as much as it did originally back in the day. Still is used in the deck for name and for being a free attacker in a deck with some [Call Cost]s.  Use 2 to 3 copies in your deck in order to get 1 into the drop zone for our decks strategy and then 2 on hand for a free monster, once the deck has its pieces set, a free 3000/2 is a very nice beat-stick once it becomes mid to late game.


Released in H-BT02 was Systemic Dagger, "Black Edge", A size 1 3/2/3 Armordragon/Hundred Demons with a 1 gauge [Call Cost]. His ability is an [Act] which lets you pop a "Systemic" on your field to give it a critical and [Double Attack]. For the time, a Size 1 Double Attacking 3 crit was actually threatening, if you could keep it around for long. His weak stats made is susceptible to Counter Destruction, and at the time, killing off one other card just to fuel another card was a bit too much of a cost. If it was a [Counter] [Act], then it would be so much more usable in that once niche of making a closed to open center formation. Another issue is that the best targets for this at the time was himself...and the original Systemic Dagger, so no good Size 0 options to tag with a Size 2 buddy to get past walls. That was the one big issue with it, It is a Size 1 that needed another Size 1 in a time when we still had more bulk then 3000 Defense. Armordragons never used it, Hundred Demons sure would never use it. It was just a gimmick of its time and would certainly not be usable in two years. Nope, Absolutely not. Give me a good card Bushi.

Ha...Hahahahahha, Good one Bushiroad. This is not real. You totally could not have made one of the most well designed cards ever made...Whisper Whisper Wait...this is before the new director? Whisper Whisper This is...real...◉_◉. So Blue Sky Knights, Perfect Card Dragon. A Size 1 2/2/1 with the ability that once per turn, when a "Blue Sky Knights"  or a "Systemic" entered the field after it, gain a life and draw a card. At first you see it as some form of Blue Sky Knights Flarefang clone, seeing as it draws a card and a resource when a deck type is involved. What makes this more amazing then the Flarefang is its condition. In the Buddyfight Competitive scene (Joel don't kill me), this is referred to as a "Soft" Once Per Turn. A Soft Once Per Turn is different then other Once Per Turns as it does not specify an ability that is unable to be used like how Flarefang does, meaning that the specific action of the life and draw is locked to that specific card of Systemic Dagger, meaning that if you were able to say...bounce the card back over and over, you could re-use the card over and over, since each time it is called, it is treated a fresh new Systemic Dagger.
I remember the day this card came out, that night people were awe-struck about it, it showed a bright future of support for the deck, and while it never happened, this card basically JUMPED Blue Sky Knights from a literal joke to an actual deck to take a bit seriously. Here is a screenshot of Former World Champion Austin Somers, and how much life he got in one game (The Original Systemic Dagger is in place of BSK for testing)


Jesus...In just one night...
He was able to get to over 50 life in a separate game, but you see my point. This was before the Errata`s on some of the Return Spells like Force Return and The Skies in Your Hands, so they were so splashable inside the deck. This was an instant 4 of in both Blue Sky Knights and in Systemics, where it became an excellent fodder for Black Edge, as well as giving it a nice bit of draw power. All the deck was missing was a boss, a figure head to give all the cards true synergy and purpose. A Commander if you will.


So Systemic Commander Dragon is a Size 1 3/2/3 Armordragon with a gauge [Call Cost]. He gives all Systemic "Cards" [Penetrate] and then for each different Systemic "Card" in the drop zone, all monsters get +1/+1 for each. Let me just say that this was such a fun card to see. In such a polarizing Dragon World Booster, seeing a card creating basically an archetype is fun in and of itself. He synergizes so much with Black Edge and his ability to power up all Systemics just helps so much to get past walls as well as make defensive plays by having it go +6/+6 on a size 1. This makes OG Systemic a free 9/2/9 free wall breaker, it makes Black Edge a 9/3/9 Double Attacking Penetrater. Even Commander becomes a 9/2/9. He is necessary as the buddy in the deck. He is why the deck is what it is today and his future proofing further shows how much thought was put into the card.

How come Systemic is only a meme?
     Two words my friends. DRAGON WORLD. Dragon World is known for being the best and for being the biggest deck to casual players and by that I mean VERY CASUAL PLAYERS. The set it came out in was basically a glorified Gao booster, so Gao fans went for the TE, SunDrag, and Drum stuff. While all the other stuff was just seen as booster filler. However, I do not know if this was made by the original director or the new director, but if it was the original, he clearly had a passion for Systemics and this was a fun final piece before he left. If it was the new guy, then this card shows more his ability to make quality legacy and casual cards. The new directors power-creep was not the best for the game, but this card (if made by him) was a preview of why the company likely chose him to be the director and saw his potential. He just needed some refinement before making a full blown deck made just for a more casual environment Cough Cough Shadow Dragons Cough Cough. It also kinda fell into a spot of "Wrong Place, Wrong Time". If this was released maybe D-BT03 or D-BT04, I can see the deck taking off as a very budget-friendly Dragon World Deck that can be fun to play in casual or semi-competitive play, but this was X season, it was the start of an unnatural amount of power creep that would heavily divide the game forever. In this case however, we have a lot to work with, but more in a clear way. The deck most of all is using drop zone manipulation in order to put the specific Systemics into the drop to pump up the powers on these guys. A Systemic Item would fit right into the deck, seeing as how Commander would give the item [Penetrate]. The deck mostly needs what Dragon World originally lacked (UNTIL THUNDER EMPIRE CAME IN), Draw Power. A nice way to filter the hand for gauge to call said Systemics, as well as get said draw power, would be very helpful for the deck as well as give Systemics a nice edge when dealing with link situations and keeping penetrate damage on field. So, submitted by Buddyfight Wikia user Guardian Fira, he shows off an idea he had on a fitting weapon for the archetype. An actual "Systemic Dagger".
While the low stats seem to balance the card out. The items mill and discard cost would seem like a massive detriment for a simple charge and draw, but since the deck focuses on having a set drop zone, the cost balances out because you are still exchanging a card from hand for a once per turn gauge and draw. While it will not get the power boost from Commander, the online Penetrate helps when link attacking since hitting 10K Walls with a link would certainly help. 

One thing that would genuinely help the deck get a lot of power is a retrain of the original "Black Edge". If instead of having an [Act] it had the ability to [Counter] [Act], then the deck can do a nice Size 1 Closed to Open Center formation from attacking with the center monster, popping it with the new Black Edge for pressure, then Commander and your dagger does their own damage. One final thing the deck can also use is a way to filter the drop zone. Dragon World is listed as a world for Guardians so Dragon World has amazing spells that needs a small drop zone. Since Systemics also are drop zone focused while lacking on the defense, a combination of defense, filtering, and versatility could be something that pushes this deck back into players hands, so my suggestion is.


In order to filter the drop zone to be only Systemics, a way to filter out cards would be necessary, and since Sky Dragon Divinity is amazing but hard to use in this deck. This card fixes a bunch of problems as well for Guardians, making them able to survive rush a lot better. Systemics as they are size 1`s are heavily susceptible to Counter Destruction, which while it has not been as effective due to Batzz and Athora, still is something to have in mind when some bosses now have built in monster nukes. It makes a great target for a better Black Edge retrain, as well as being a free beat stick for the deck, bringing the Systemic Count in drop higher for Commander to plus off.

In Systemics...I mean Conclusion
     Systemics have a long way to go before reaching relevant status, a few more filter pieces, and a way in order to use Dragon Worlds diverse resources will allow the deck to stand out. Maybe when the Yuga Era starts, legacy support can become a nice factor, since any Systemic card is better then nothing. Also can hope that the card with Systemic Dagger in the art for Final Chief is a Systemic card. All we can do is pray, or pretend everything past X-BT02 didn't happen. Ignorance is bliss as they say. So in terms of viability in a casual setting, I would highly recommend playing it as it is. It is still something budget friendly, and it has that same sort of feel when you play Shadow Dragons, a sense of fun and simple game play for everyone. So on the next episode of "Why am I reading this?" We are about to get...Political.

Make sure to comment below and tell me what you think. Join the TCG Buzz Discord and send your ideas for fanon cards in the #fancards section. Please have a nice day and remember



Chaos was a mistake.