| | Pale moon starter deck, getting into the game | |
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+5Alice 3XXXDDD junri Lockon Stratos PaleMoon 9 posters | Author | Message |
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PaleMoon
| Subject: Pale moon starter deck, getting into the game 2013-03-28, 20:56 | |
| i've known all the rules but still havent play a single game, but i know how it works.... there is no trial deck for the clan i like so this build is adapted from the trial decks available, pale moon cards are kinda expensive... so it sorta budget, like a starter deck Grade 0: innocent magician 4 rainbow magician 2 spiral master 3 dynamite juggler 3 poison juggler 4 popcorn boy Grade 1: 4 purple trapezist 4 midnight bunny 4 bicorn 2 bulls eye mia (don't like skull juggler period, i already have robert) Grade 2: 4 elephant juggler 3 dancing princess of the night sky 4 barking cerberus G3: 4 darkness magician robert 4 midnight invader | |
| | | Lockon Stratos
| Subject: Re: Pale moon starter deck, getting into the game 2013-03-28, 21:28 | |
| Try Skull Juggler. Trust me, it works better than you think. On-Call is almost always better than On-hit. At least, I think that's right, someone correct me if I'm wrong. | |
| | | junri
| Subject: Re: Pale moon starter deck, getting into the game 2013-03-28, 21:31 | |
| You are right. It works well with Robert as you can use his divination to see if its something you want to soul charge then soul charge it all in the main phase. | |
| | | PaleMoon
| Subject: Re: Pale moon starter deck, getting into the game 2013-03-28, 21:43 | |
| what to remove then? im reserving the 4 bicorn for the pg's and 2 mia for quantum mechanics | |
| | | PaleMoon
| Subject: Re: Pale moon starter deck, getting into the game 2013-03-28, 21:43 | |
| i can't remove 4 of ea trapezist and bunny, its the main engine | |
| | | Lockon Stratos
| Subject: Re: Pale moon starter deck, getting into the game 2013-03-28, 21:59 | |
| Well, personally, I'd say replace Midnight Invader with Alice, and ditch the bunnies. | |
| | | PaleMoon
| Subject: Re: Pale moon starter deck, getting into the game 2013-03-28, 22:04 | |
| alice can reset columns, trapezist and bunny can | |
| | | PaleMoon
| Subject: Re: Pale moon starter deck, getting into the game 2013-03-28, 22:05 | |
| where is the edit button... sigh correction: alice can't reset columns, a combo of trapezist and bunny can reset the entire column | |
| | | junri
| Subject: Re: Pale moon starter deck, getting into the game 2013-03-28, 22:13 | |
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| | | PaleMoon
| Subject: Re: Pale moon starter deck, getting into the game 2013-03-28, 22:18 | |
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| | | 3XXXDDD Admin
| Subject: Re: Pale moon starter deck, getting into the game 2013-03-28, 23:35 | |
| Re: Alice vs Bunny - Quote :
- Except Quantum likely puts more pressure on then Bunny due to Stage 3 Alice with Jumping Glenn being scarier than Stage 2 Bunny with any 9000.
- Quote :
- The beauty of this is Alice doesn't have to hit the Vanguard. Aim for a Rear with supporting Glenn and you will more often than not be getting +2 minimum. (You kill a rearguard and then kill another card at least or they block for 15000).
It still doesn't change the fact Alice can be Stage 3 while Bunny can never be stage 3.
As a side note, this isn't a particularly optimal move (though may work well as a finisher) is if you grab Purple with Alice to the front and push the supporting Jumping Glenn back in and out for Stage 2. As I said not always optimal but it still exists as an option and could help finish your Opponent. Alice > Bunny with since BT07. | |
| | | Alice Admin
| Subject: Re: Pale moon starter deck, getting into the game 2013-03-29, 00:57 | |
| - PaleMoon wrote:
- where is the edit button... sigh
correction: alice can't reset columns, a combo of trapezist and bunny can reset the entire column Doesn't exist in the newbie forum for transparency reasons. | |
| | | PaleMoon
| Subject: Re: Pale moon starter deck, getting into the game 2013-03-29, 03:42 | |
| - Alice wrote:
- PaleMoon wrote:
- where is the edit button... sigh
correction: alice can't reset columns, a combo of trapezist and bunny can reset the entire column Doesn't exist in the newbie forum for transparency reasons. i watched a video of soul shennigans feature pale moon... thats where i got my foundation in deck building | |
| | | Jabberwock
| Subject: Re: Pale moon starter deck, getting into the game 2013-04-04, 09:59 | |
| Mr/Mrs Pale Moon, are Crimson and Turquiose Beast Tamers expensive in your region? If not, might I suggest to replace bicorn with Turquiose? It's a 9k booster if CBT is inside the soul. Besides, you already have Dancing Princess in your deck, so you might as well use her effect to put CBT into the soul. Turquiose works well with Midnight invader for the 21k column against 11k vanguard. | |
| | | WingZero
| Subject: Re: Pale moon starter deck, getting into the game 2013-04-04, 12:40 | |
| Running Invaders over Alice is generally a good idea. Tamers are basically the reason Pale Moon can be considered Viable... 4 of each are basically required... | |
| | | BlackManticore
| Subject: Re: Pale moon starter deck, getting into the game 2013-04-04, 15:47 | |
| Mmkay. Let's dissect this while keeping it rather cheap.
For starters, well, your starter. Generic G3 searchers are generally bad. Alice has a good explanation as to why. I can think of maybe a few uses for Innocent Magician, but not in this build. He gets outshone by Smiling Presenter in BT09 (not yet in English) if you simply must have a Pale Moon grabber of some sort. For now, replace with Gap, who is also a common.
I find it odd that you say you don't like Skull Juggler, but seem to like Mia (and Elephant Juggler) a fair amount. Consider switching both Mias and one Bunny out for 3 Skulls. Start with just switching out the Mias if you feel uncomfortable running 3 Skulls. Skull Juggler is more reliable than both Mia and Elephant Juggler in the long run. Jumping Glenn is also quite good if you aren't that big on soulcharging, and combos with your Trapezist and Bunny amazingly well.
Another thing that you might want to try: Jumping Jill. She just came out in English EB01, and is a common. If you're familiar with Glenn, Jill is like a Grade 2 Glenn with a 9K body. When she's emerged from the soul, that 9K becomes 12K. Switch three Elephant Jugglers out for Jill, and then later switch all 4 Elephant slots out for CBT. (Do not attempt to use TBT without Crimson; if you can get a Turquoise or four, just hold onto them until you get at least 2 (preferably 4) Crimson Beast Tamers. Then put them both in.) Jill is a "for now" swap, but a swap nonetheless.
And now for a more profound question: exactly where do you plan to go with this clan? There are several perfectly good builds for Pale Moon that, aside from the "emerge" mechanic, work differently. Alice has a good description of what, 6 different Pale Moon decks? I understand that you're making a fairly basic starter here, but also know that you went in knowing exactly which clan you wanted beforehand. The question is what you want to do with your emerges in the long run.
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| | | NightmareDraw
| Subject: Re: Pale moon starter deck, getting into the game 2013-04-04, 20:04 | |
| i think he wants a rboert deck... tamers would be the best for him | |
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