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Monday, June 4, 2012

Deep Clan: Pale Moon

Pale Moon
Fall into the Gap, Fall into the Gap
20% off select jeans!

Pale Moon is a set of circus demons and sideshows of horror. Their aesthetic is theater of the bizarre and their mechanic is Soul reliant, much like most of the other Dark Zone clans (Dark Irregulars, and Spike Brothers).

Just like Dark Irregulars, we have a starting vanguard available that is  crap. Underworld Manager is yet-another card that forces us to minus early on by not being called out when something rides over it. It does net us a soulcharge just like Vermillion Gatekeeper—because it's a clone. In fact, a lot of cards in Pale Moon are clones of Dark Irregulars cards. The difference is what each clan does with those cloned cards.

In each Dark Zone clan, soulcharging is a major component of the deck's ability to win. Whereas Dark Irregulars focus on keeping soul to be used passively, Pale Moon opt to rely on specific cards being in the soul, and use it actively. Most of our deck and its gambits will rely on one particular card. One great card to help facilitate this is the best starting Vanguard: Girl who Crossed the Gap. She lets us trade her in (for a counterblast), to get something from our soul. Pale Moon is a deck that combos and re-tools the field often to make big plays. Gap facilitates this nicely.

Crimson Beast tamer can save your
immortal soul. Just let her in.
One of the better cards available is Crimson Beast tamer. This card powers up itself by +3000 if a copy of it is in the Soul. It also powers up Turquoise Beast Tamer if it's in the soul. Keeping one of these in the soul is highly necessary for making the deck work. In order to do that, you must first get it into the soul. That can be a tall order that relies on chance, or you will need to search it (for one counterblast) with Dancing Princess of the Night Sky.

We will need to spam soulcharging and hope everything we need gets into the soul naturally sometimes. Once a Crimson Beast Tamer is there, we have a 9000 booster with Turquoise which we can put behind basically anything, especially another Crimson Beast Tamer (which is now at 11000) to attack for 20000 and punish a 10000 vanguard hard.

However, until we get that Crimson Beast Tamer into the soul, we should hold off on playing any of the others in our hand. Since it's only 8000 without the soul requirement, and Bicorn is not useful enough to run, it's best to just hold on to her. She's an absolutely precious card in this deck and we really can't afford to lose many of her. If you can Ride a Crimson Beast Tamer, then you're good as soon as Grade 3 rolls around. If you can't, just ride Elephant Juggler and then call cards like crazy to soulcharge for each called unit. There is actually one card who is a big help at getting Crimson Beast Tamer into the soul quickly and reliably.

Summoning Eldritch horrors from a hat
And not a single fuck was given that day
Dark Illusionist Robert's first skill is that you can soulcharge 1 to look at the top of your deck and then stack that card either on top or on the bottom of the deck. In addition to allowing us to trigger-stack like CEO Amaterasu, Robert also allows us to check and see if it's something we want in the soul (Hint: Crimson Beast Tamer) and then call something like Skull Juggler to soulcharge that card if we need it.

Robert seems like kind of a trash card because his Megablast only sends all of your opponent's Grade 1 or lower rear-guards to their soul, but he's actually good and it's not because of that terrible, terrible Megablast. Robert allows you to stack your deck, but most importantly: he allows you to soulcharge every turn. Now, that's no different from any other normal Megablast unit.

But in Pale Moon, the ability to massively soulcharge, increases our toolbox for free. Consider that most of the cards we want in the soul require us to pay some cost after calling them, and usually have an on-hit effect or similar just to get them there. Robert is invaluable for his ability to give us another shot at pulling what we need into the soul toolbox when we need it. Robert being "bad" is a horrible noob-trap that will suck you in and destroy your shot at winning with this deck. You want to see bad? I will show you bad.

Best idea ever: trying to pounce while
chained up.
I bet you didn't see that one coming. After all the hype that Barking Manticore got in the anime and among Pale Moon lovers, he just didn't pan out at all. For those unaware, Barking Manticore's first ability is that he gets +3000 power so long as Crimson Beast Tamer is in the soul. That's pretty good considering a Bicorn boosting him makes him 21000 and hits for 3 stages.

His second ability is when you ride him, you get to draw 1 card and send a card from your hand to your soul (like Crimson Beast Tamer). Now, okay, I did say it's "bad" just for dramatic effect; the card is obviously not bad. But it's certainly not good when we have so much competition in the deck for space. Something you may not realize about Pale Moon is that the deck's cards and copy counts are all balanced on a knife edge. Putting something unreliable like Manticore in the deck can throw everything out of whack. You may be asking yourself: "Why not use him if I think I might have Crimson Beast Tamer in my hand by then, so I can soulcharge her and start my destruction?" Well I will answer you, imaginary anonymous internet user: because there are only 2 times you should be riding Barking Manticore, and both are dependent on how many copies you run. If you run 4, you should be riding it at Midgame as your only Grade 3 ride all-game. Once you do, you have the opportunity to put a crimson beast tamer into your soul.

However, the problem with that scenario is you have almost no chance to get one between your Grade 2 ride and your Manticore ride. So if you had one in hand, you should've ridden it for Grade 2. The other possibility is that you run less than 4 Manticore and plan to Ride him in Late game sometime. If you do that, then sure, you can put that Crimson Beast Tamer into your soul. But now it's Late game or close to it; and you are too little, too late. Going the entire game without your power bonuses is going to throw you out of whack. I'm sorry, but if I want to be stuck with a vanguard-only Grade 3 that is chance-based; I'll stick with Robert since he at least gets more chances.

She's not standing still. She's running
twice as fast as she possibly can.
This card is your workhorse for multi-attack decks. This is Nightmare Doll, Alice and her ability is that you can pay counterblast 1 to move her into the soul (only when her attack hits) and call any other Pale Moon that is not an Alice. This is the same effect as Midnight Bunny (Grade 1, 7000 power) and Mirror Demon (Grade 2, 8000 power). However, unlike Mirror Demon, Alice and Midnight Bunny are actually good.

Similar to Juggernaut Maximum (and Death Seeker Thanatos mostly), Alice has the ability to combo out for more attacks each turn. Her effect is on-hit, unfortunately which makes it not as good as the Juggernaut (however it is not on Vanguard hit), but if she does hit, you will be sitting pretty with yet another unit to either attack with or to boost another attacker that you have.

Now that Pale Moon has Stand Triggers, Alice will be able to Stand if she missed her first attack and try again. This will mean that your first attack should always be Alice followed by your Vanguard in case she can stand and try again. It forces your opponent to guard her to stop a huge onslaught, which subsequently nullifies the defensive gambit of letting the first attack pass and getting a trigger to increase your defensive power. Granted, your onslaught is stopped but once you check a Stand trigger, you'll have another shot. When you get to the decklist, something weird you will notice is that there are no Mirror Demons on the list. That's because Mirror Demon is complete ass. He only hits for Stage 2 if you have Bicorn (not in the deck) or a fully-powered Turquoise behind it.

He often doesn't hit at all if he gets called out with Alice or Bunny's effect. He only exists in case you can hit with Alice unboosted, use her effect, then call Mirror Demon out to be boosted and attack. It's very situational and we don't have a lot of room for that sort of Tomfoolery. The other situational gambit is hitting with Alice boosted by Bunny, counterblast 2 and put both into the soul, then use their calls to withdraw Turquoise and Mirror Demon for another attack. That particular gambit is hard to pull off but a bit easier than any other.

Hardcore sword deepthroating show
Speaking of Alice, we have a nice companion for her. With Set 7 comes very welcome upgrades to Pale Moon, making it a particularly terrifying deck. The first is a sort of General Seifried clone from Spike Brothers, although she acts differently. The strategy is still the same: spam lots of attacks over-and-over. So if we have Alice, a Juggernaut-like card, and Sarah, a Seifried-like card, you can expect that the deck will run similarly to Spike Brothers. A Sarah deck doesn't have the same power as a Seifried deck, but it gets far more attacks in on average.

Being able to hit with Alice, swap her for something else (Robert, Cerberus, or even another Alice if you get Purple Trapezist and have an open spot left), then attack with Sarah, possibly get a trigger or Grade 3, then move a non-Alice Grade 3 to the soul so the Alice comes back and wreaks more havok is devastating. Simply hitting with the first Alice and getting that check enables 5 attacks—more if a new Alice then hits. As you can imagine, a deck that's so reliant on Alice will need to be counterblast light. It is, but there's a card that should be added as a nice backup plan for a safer type of play in case you end up with lots of Grade 3s early on. You even have the possibility of dropping an excess Grade 3 into a booster slot that's empty, and if you check properly, you can swap it for a booster. Be very careful if you are using this to assign power from triggers to boosters, not attackers, just in case you get to swap one out on the second check. Use your best judgment if it's a card that's been swapped out, but it's good to know that you don't always blindly assign trigger power to attackers. Similarly to Seifried, you will also want to run 10 Grade 3s, as odd as that sounds. Considering her skill only can activate once she and another Grade 3 are present, that's minimum -2 to her chances, possibly -3 on average. You'll want as many chances as possible to swap.

If you think you understand Quantum
Mechanics. You don't understand QM
Throwing in a couple of Magicians of Quantum Mechanics will provide the backup plan you need. This card is synergistic with a crapton. His skill is the ability to swap him for a card in your soul, and then he and the swapped card swap back at the end. You get to do all that for a mere Counterblast 1. Though it's imperative that the swapped card remain on the field somewhere, or he can't come back out (it's a requirement of the skill).

This card lets you activate lots of "emerge" skills. This is a keyword I'm going to assign to the conditional that a Pale Moon card activates some skill upon being called from the soul to a rear-guard position. For counterblast 1, you can rotate him out with any card in the soul, preferably a card with some sort of emerge skill that you can abuse. The great thing is, you can do this every turn so long as you have 1 Counterblast to spare for the magician. This essentially means that you can put him in any position on your field so long as you swap him out each turn. He can be a "placeholder" like a wild card for an attacker or a booster. In a Sara deck, this can serve as an alternative to spamming a crapton of Alice if you draw too many Grade 3 early on. If the unit is somehow retired or put back into the soul, you still do as much as you can of the card text; meaning you would still get MQM back.

Those totally aren't clothes. That has
to be just paint-on "clothes"
A ridiculously good card to use with Magician of Quantum Mechanics is Jumping Glenn. Upon emerging, she gains +3000 power. She is a freaking booster. You'll have the choice of a 10000 booster or 10000 attacker that turn. Bumping pretty much anything to Stage 3. Using this in conjunction with MQM each turn will allow you to have a semi-permanent 10k booster.

Once you're no longer confident that you can keep Glenn's power going due to lack of counterblast, you can simply keep your MQM for later use of paying costs from other cards that also emerge. Pretty much no field in this deck is ever permanently screwed. Almost no card is wasted. Jumping Glenn will likely be a workhorse of many decks run. Riding her and calling her out later is a very easy 10k booster which can put you at Stage 3 for a turn. Usually pretty early too. In the Late Game, she does the same thing, bursting your field in such a way that you can go for Final Turn easily. If you run both Glenn and Turqoise, you'll likely be calling Turquoise any time you have a Crimson in the soul and some rear-guard at 11000 power or above. But for all other scenarios, Glenn is usually preferred.

Grrrl Trapezist
Don't hit on me, silly ringmasters~
Speaking of ridiculous goddamn combos. Purple Trapezist is practically a staple in Pale Moon for its ability to swap your field (emerging) and at no resource cost. This means lots of early/mid game rushing and field changing to accomodate aggressive tactics. And it means it late game a quick burst of destruction to make use of things like Jumping Glenn or Turquoise/Crimson.

Common things you can do with Purple Trapezist: Swap something shitty for something good, permanently. Swap a no-longer-usable emerge for a fresh emerge. Have too many attackers? Get a booster! Have too many boosters? Get an attacker! Needed an Alice but you have some other attacker? Do it! I want to stress hard that this card has no actual cost. You lose no resources and your card advantage stays the same. You can get rid of MQM if you run out of counterblast and pull out a Turquoise for boosting. You can set up your field out of nowhere for Final Turn. Even calling Purples over other cards isn't really going to screw you since you can just make up the deficit later anyway. Especially if it's Final Turn. If you use MQM to bring something out, you can then call Purple, use her skill to push it back in and bring out something you actually wanted. You will NOT get MQM back. It turns out there was a translation error on the fan wiki that forgot to include the conditional "NARA" which means you have to put back the called unit with MQM's own skill for him to come back. Remember how you should hold off playing Crimson Beast Tamer if there are none in the soul? Yeah, no more. Purple puts one in there if you play her right then.

Electric/Ghost Type
Another combo card (sometimes free advantage) is Pee Ka Boo. His skill allows you to pull him out for a single soulblast. So if you have some sort of gap on your field, this is your guy. With the large souls you'll end up getting (sometimes full of trash cards that Purple Trapezist put there), you can simply get rid of them to have a free card each turn to do with as you please.

If you're low on attackers, you can put him in front of an active Glenn or Turquoise. Most recommended is to use Pee Ka Boo to pay the cost Purple Trapezist since he'd go into the soul at the end anyway. This means that combining Pee Ka Boo with a Purple is actually a +1 for anything in your soul that your little heart desires. It can just sit quietly in your soul until needed and not bother anyone if he's not needed. He's so patient and well-mannered. If you have excess trash in your soul, no worries, you can put it to good use by soulblasting 1 and combining Pee Ka Boo with Purple Trapezist. Be wary, however. If you simply call this unit, you must put him into your soul at the End Phase regardless if you used his skill to bring him out. Therefore, putting him in the soul is a -1 unless you use Dancing Princess of the Night Sky to search and soul him. You probably won't need to run more than two of this guy, and he almost unilaterally replaces Mirror Demon from existence.

Blue Eyes White Dragon Tamer
Luquier is the Pale Moon Limit Break. This card can grant you a +4 in the Late Game (not including ride minus) by simply paying counterblast 3 and having one of each Grade in your soul (very likely). It doesn't state that you must call them to open rear-guard positions, however, so she can simply call over existing positions. Now, a +4 sounds mighty fine, but let's really look closely at the circumstances under which you would actually get +4.
  • 0-1 cards on field before Limit Break: +4
  • 2 Cards: +3
  • 3 Cards: +2
  • etc.
In addition, the less cards you had to start with, the more behind you've been all game. Since you have to wait for Late game to use Limit Breaks, Luquier would have to be far behind on damage or card advantage to actually get the +4, which does little to even you back out at that point. Mostly, this full skill should be considered a "de-screw" wherein you can fill back up the field if Kagero/Narukami/Amon start nuking it or  if you got mega hand-screwed and couldn't call much all game. It also works if your opponent has been overly aggressive in murdering your attacking row. Worse is the cost of 3 makes it so that you're limited to using one to two other counterblast cards all game, usually meaning you choose either Girl Who Crossed the Gap or Dancing Princess. Even thinking of running Alice or MQM is suicide, unless you consider Luquier to be a tech.What really sets Luquier apart from the competition is the power boost she gains and the re-ignition of emerge skills. Plus 3000 for each called unit from the soul (at any time) can be pretty hefty. With a built in powerup of +12000 from her own skill (you can retire over your current cards), plus any further swapping you do to even out the field, Luquier can end up at 4-5 stages easily, which is perfect or no-guard. This makes her ideal for running alongside critical triggers. Because of the fact that this card is not a "ride ASAP" sort of thing, and you can even wait until Late game to bother with her, you can get away with 3 copies in a main deck of her, and 1-2 copies if you want to tech her into something.

Set 5 introduces Mistress Hurricane, which is another vanguard for Pale Moon. Starting with the second skill; it allows her to pay counterblast 2 cost and emerge 1 unit when ridden. This may sound familiar to anyone familiar with Power Breakers like Great Silver Wolf Garmore or Ice Prison Necromancer, Cocytus. The ability to pay 2 for +1 is pretty nice, though it means you need something worthwhile in the soul by Turn 3 so that your natural ride isn't wasted with a ride-over later. If you can get something like a Purple Trapezist in the soul in time though, this makes a pretty mean combination for trading out something useless on your field for something good in the soul along with a booster.

With 8 soul, she becomes an 11000 power defender which is pretty nice, but Pale Moon typically move things in and out of the soul a lot and don't just sit on it the way Dark Irregulars will do. This having been said, Mistress Hurricane actually does fit into a specific build of her own which focuses on spamming the soul quickly and then using beatdown tactics like Dark Irregulars. The difference is that in her deck, the power comes from the Tamers and they need specific units in the soul. So you're going to be spamming a lot. But this at least opens up opportunities to exploit that excess soul later. Being the first good defender, Hurricane should be seeing some play.

 Golden Beast Tamer is an interesting unit that does many things. One of those things is an on-ride skill to emerge a Chimera, which is great because Chimera targets include Barking Cerberus, Mistress Hurricane, and Midnight Invader. The skill is also costless, which makes it versatile in the way you can spend your counterblast. She also has an always-on skill that makes your rear-guards into Palamedes if they're 10000 power, and slightly less for each thousand less. That +3000 to each attacker during your turn is a great way to set up 3 stage columns easily, especially with Midnight Invader.

Unfortunately, she has a downside. A big downside. Unless you soulblast 3 each turn, she cannot attack during that turn. And she's required to be the Vanguard to use her skills. Well, say you do have one as a Vanguard but you also have a rear-guard one. Unfortunately, she still has the restraint and still has to pay the cost. You're not going to want to ever call her as that's a huge waste of resources. This also means that she doesn't go well in decks that require specific units in the soul or work by temporarily having units in the soul (Other Tamers, Glenn, Jill, Quantum Magician, etc). The best bet with her is to spam the soul as fast as possible, ride her when it matters (it won't minus), and then start smashing faces for mean pressure. The cost may seem to make her highly risky or unusable, but it really doesn't. If you build properly and have extra ridable Grade 3s (that don't minus you), then she works out. But it does take a little practice to get the hang of if you're just used to normal beatdowns.

Lark Pigeon is an interesting unit coming in Extra Booster 1 whose skill allows him to be called from the Soul. Doesn't seem new for Pale Moon, but what's unique about Lark is that he's called from the Soul to the Guardian Circle. If he's in your Soul while you have no cards in your hand, you can just straight emerge him to guard. Now, while having no hand is the rub, it really doesn't matter. In Late game, your opponent can attempt to go for Final Turn, but with Lark Pigeon you can use up your whole hand guarding, and then guard with him from the soul. In fact, as many Larks as are in your soul while you have no hand.

This can make an opponent's Final Turn calculation wrong. It doesn't just open them up for a huge misplay (not checking the soul), but regardless if they check the soul or not, they have to realize you have at least 2 more stages, if not more, of guard ready and waiting to screw them and extend your longevity by possibly one turn. Having no hand can make his requirement difficult to meet while still continuing to guard. Woefully, his skill only activates at the start of the guard step, meaning you cannot guard from your hand, and during that same attack, add Lark from the soul. Though, unless Bushiroad starts some bizarre ruling that goes against their current rule set, you should be able to not only intercept from the field after calling a Lark, but also call any remaining Larks from the soul as well. The reason for this is because multiple skills can activate simultaneously (example: 2 Larks in the Soul both activate at the start of the Guard Step) but the Turn Player can choose the order they resolve in, so in reality they both resolve regardless of activation timing. This is a handy card in a soulspam deck or something packing Dancing Princess. If you draw it, that's 2 stages of guard and if you soulcharge it, that's 2 stages of guard.

Smiling Presenter
Smiling Presenter is similar to the Granblue card Captain Nightkid. You counterblast 1 and get rid of presenter to search the top ten of your deck for a unit to toolbox. However, it is strictly "better" in a general way, in that instead of being retired and the searched unit going to the drop, it both units become a soul resource. Though, if you're using Presenter as a soul engine, you're doing it wrong! Smiling Presenter is a useful way of setting up soul in decks that may have a tough time doing so. Luquier can heavily benefit from a unit like this (if you're willing to give up Gap) and placing in units like Nightmare Doll Alice, Jumping Glenn, Jumping Jill, and Crimson Beast Tamer can be a boon for starting off gambits.

However, Presenter has some problems. As to be expected, most starting vanguards are usually a minus (in exchange for some kind of other usefulness) but certain clans have access to starters that do not minus. Namely things like Lizard Soldier Conroe, Mecha Trainer, Barcgal, and Girl Who Crossed the Gap. Ahh so you can see a problem here immediately. While Presenter is a great card in most decks, it sorely lacks in Pale Moon simply because Girl Who Crossed the Gap exists. She doesn't generate a minus and still powers your emerge skills (as well as adding pressure and swapping out for more attacks/better boosters). So be careful and think clearly about adding Smiling Presenter to your deck, even if it requires tons of specific units in the soul. Consider if Dancing Princess of the Night Sky might serve the same purpose without ruining your formation.

Fire Juggler
A somewhat bizarre card, Fire Juggler adds more mayhem to the battle phase (as if Pale Moon needed more). Instead of a cost, she has the same conditional as Sword Magician Sarah—namely that she activates if a Grade 3 Pale Moon appears in the drive check. Under the condition, if she was boosting strictly the Vanguard, she can be put into the soul at the close step and emerge something else. By all acounts this sounds like it should be great stuff. Unfortunately, it can cause some issue with the order that things are done in Sarah decks specifically (any other deck just kind of has her sitting on her hands, usually even if you do check a grade 3).

In Sarah decks, you often need to attack with all your rear-guards first so that Sarah has maximum leeway to check stands and Grade 3s—you don't want one or more of them to fizzle. The problem is that you have to assume a full field for most situations since that's optimal. If you consider a Fire Juggler behind the vanguard, then the only place for her emerge to go most of the time is right back uselessly behind the vanguard! The only time this has any merit is to swap for a better booster (or I suppose to get Purple Trapezist out), but she's already 7000 power and that's pretty good by itself, and usually sufficient for a vanguard like Sarah. If you do have an open space, then Sarah herself also needs to activate. So assuming you have a rested attacker that you swap out, now you can actually bring some useful booster out behind them (Jumping Glenn, Midnight Bunny with Alice, etc) and go for broke. If you can't seem to get Fire Juggler behind your vanguard, trade with Gap or Purple Trapezist. Though this means you need her in the soul first (and since she's only useful for the vanguard boost, you probably shouldn't run more than 2, leaving her high and dry many times). All in all, she's a costless but highly highly restricted Midnight Bunny. I will say that a benefit of this unit is pulling out Purple Trapezist. With Juggler, Sarah, and Trapezist, you're pushing in any two units you want on the whole field and getting anything you need pretty much anywhere. Just exercise caution when playing Fire Juggler and practice often to get a feel for the caveats.

Starlight Melody Tamer, Farah
As is usual for the subpar Set 9 (and many newer Vanguard cards), Starlight Melody Tamer Farah is once again completely locked down to the specific and constricted subgame of late game by her limit break. Any time during the Main Phase, you can pay a counterblast of a meager 1, then persona blast, then soulcharge and finally emerge a Pale Moon unit and grant it +3000 Power. That sure is a lot of stuff happening all at once. Farah's Persona blast makes this unit highly overcosted due to its already hyper-restrictive late game only use. In addition, you gain no advantage from this: the unit called merely replaces the persona discarded. For a Persona Blast to not even gain some sort of advantage or intangible usefulness, or at least extra attacks in the battle phase is pretty low. Especially if it's also highly restricted.

Your emerge does gain the power, though it's probably not all that useful to it. Even with something like Alice and some good booster (bringing her to 3 stages), it's late game now so if she hits, she probably wins anyway. Thus using Alice or any other swapper for their skill is probably not going to affect the game any more than using a vanilla 10000 attacker or more. The soulcharging is kind of nice but...what do you need with soul that late in the party? All this really does is give you two random chances to possibly get something better from the soul. That doesn't warrant the heavy restriction placed on this card. But if you're looking for good defense in Pale Moon, look no further. As the only 11000 defender available, she does definitely put herself to good use in that respect.

Nightmare Summoner Raqiel
Nightmare Summoner Raqiel. This entry will be quite redundant as Raqiel is essentially a copy paste of earlier existing cards. You'll notice like the other power breaker units (Cocytus, Garmore, etc), Raqiel gets a stage of power in late game and if you've read Mistress Hurricane, you already know the second effect. If you ride him, you can counterblast 2 to emerge a unit from the soul. The important things to note, then, are not its similarities (since those are vouched for by Mistress Hurricane herself) but the slight differences. Mistress Hurricane becomes an 11000 defender with 8 soul—not exactly a difficult task in Pale Moon.

Raqiel only clinches his gains in late game. While Mistress Hurricane discourages opponents from making "10k hate" columns since you'll just bring your defense up too soon for it to matter, Raqiel doesn't. Instead, he is content to keep that weakness while only offering a moderate increase of power at a late date. If you really want to see the cavernous difference between those specific two effects, test them out. In testing, you'll realize the significant difference that 11000 defense makes on an opponent who now has to use different units (read: less combinations) to make proper columns. Meanwhile, Pale Moon is on no shortage of power with units like Midnight Invader and Turquoise Trapezist. Equally baffling is the intention to use his personal booster for another stage gained. This would surely provide 4 stages in late game (which is all but a complete waste) but would eat at the all-important units in the soul. It's plausible that there might be one or two in the soul that can be expended, but the most useful time and place for that combination is rear-guard in Midgame. And in that respect, you'd need far more expendable soul. The same result can be gained with the exact same probability by just using Turquoise and Midnight Invader as well as not having to pay any costs or run any risks. Not to mention the personal booster is a generic 6000 power booster (bad) that can't be used for any other purpose and takes up precious deck space. So that combined with his power weakness makes Raqiel usually inferior to Hurricane.

And onto the deck lists!

Touchdown. Alice! The Greatest Show on Earth
Grade 0: 17
  • 1 Girl Who Crossed the Gap. Starting Vanguard. Use to get out whatever you need, whenever you need it.
  • 4 Candy Clown/Popcorn Boy. Heal Trigger.
  • 4 Poison Juggler / Dynamite Juggler. Critical Trigger. Keep in mind you are not forbidden from using this skill. If it pushes an Alice into Stage 3, all the more likely for her to hit. That's paramount in this deck. If you need a quick and dirty behind Sarah for 2 stages, this also works.
  • 4 Sky High Walker. First Stand Trigger.
  • 4 Cracker Magician. Second Stand Trigger. Required to make as many attacks go off as possible, especially Alice.
Grade 1: 13
  • 4 Hades Hypnotist. Staple perfect guard.
  • 3 Jumping Glenn. Allow it to sit in the soul to be used repeatedly with MQM or call it out with purple for a big hit with Alice.
  • 4 Purple Trapezist. Use to combo the entire deck. Especially getting out more Alices and Glenns.
  • 2 Magician of Quantum Mechanics. Use to replace for what you need that turn. Do not use the skill unless you burn through Grade 3s too quickly to make big plays with Sarah and Alice.
Grade 2: 10
  • 4 Crimson Beast Tamer. Not required at a large number for this deck. Paramount is simply having proper attack power. Not needed with Turquoise since it's simply being used for an extension of big attackers like Cerberus for continuing your onslaught.
  • 4 Barking Cerberus. Used for combos in the deck so that you always have a strong attacker.
  • 2 Pee Ka Boo. Not completely necessary, but a useful tech to get rid of soul trash for a free card and pay with Purple for a legitimate +1. Not really used for any other reason.
Grade 3: 10
  • 2 Midnight Invader. Makes heavy columns in case you can't get an Alice out right away. It also makes a good swap-into if there's no free Alice in the soul. Makes any booster in the deck good, but a Glenn behind him is murderous.
  • 4 Nightmare Doll, Alice. Use to switch out with Sarah for combo attacks that never end. Try to save all your counterblast for this if possible. If you have an Alice on the field, attempt to attack with it first and hope for a Stand. If you ever can, always try to make her 3 stages. If she swaps, get another attacker like a souled Grade 3 or a Grade 2 of 10k+ power.
  • 4 Sword Magician Sarah. Never attack with this card first since the deck both runs Stands and attempts to swap the first card out. Attacking with it last can leave you prone to being perfect guarded, however you can swap either Grade 3 column after it attacks, allowing a hit-swapped Alice to not have been in vain. Checking a trigger first means power should sometimes go to a booster and not the attacker. If you put it on the attacker and check a Grade 3, it will go into the soul and lose the power (or waste your swap).
Grade 0: 17
  • 1 Girl Who Crossed the Gap. Starting Vanguard. Use to get out whatever you need, whenever you need it.
  • 4 Candy Clown/Popcorn Boy. Heal Trigger.
  • 4 Rainbow Magician. Draw Trigger. When he boosts and hits, you can soulcharge 1 then recycle him to the deck. Unlike other clones of this card in other clans, this card is actually not bad because it's just a Draw Trigger. You only lose 5000 shield when you use the effect.
  • 4 Dynamite Juggler. First Critical Trigger.
  • 4 Poison Juggler. Second Critical Trigger. Try not to use this skill unless absolute necessary.
Grade 1: 14
  • 4 Hades Hypnotist. Staple perfect guard.
  • 3 Jumping Glenn. Workhorse of the deck which usually gives us a Stage 3 column.
  • 3 Turquoise Beast Tamer. Try to put Cerberus in front of this card until you can get Crimson Beast Tamer in the soul and have her boosting for 9000. Then you can just intercept Cerberus away.
  • 4 Purple Trapezist. Use to combo the entire deck.
Grade 2: 11
  • 4 Crimson Beast Tamer. Get into the soul at all costs. After that, call them with Turquoise behind it to hit for 20k.
  • 2 Dancing Princess of the Night Sky. Use to get Crimson Beast in the soul, or if you already have it, get Glenn or some other useful emerge card. DO NOT use this more than once if you plan to Limit Break later.
  • 4 Barking Cerberus. Really only used for when Turquoise isn't 9000 yet. Once she is, just intercept it out of the way and put something better down. Also used for Stage 3 column beatdown.
  • 1 Pee Ka Boo / Big League Bear. Used mostly for free cards in conjunction with Purple Trapezist and getting rid of spare soul we don't need. Bear is optional alternative if you just don't care about Pee Ka Boo and want the occasional extra Luquier fuel.
Grade 3: 8
  • 3 Silver Thorn Dragon Tamer, Luquier. Ride around Late game, no rush. Use the Limit Break wisely to try for Final Turn.
  • 3 Midnight Invader. Great in front of Turquoise for perma-Stage 3. Jumping Glenn as well.
  • 2 Dusk Illusionist, Robert/Nightmare Doll Amy/Barking Manticore. Getting more soul is pretty nice but not really required too much in this particular deck. Robert is recommended above others, but Amy allows you to scale boosters up that are usually pretty low (such as Gap if the opponent has an 11k). Manticore is for budget and shouldn't be your first choice.


Alice in Nightmareland Whip Crack
Grade 0: 17
  • 1 Girl Who Crossed the Gap. Starting Vanguard. Use to get out whatever you need, whenever you need it.
  • 4 Candy Clown/Popcorn Boy. Heal Trigger.
  • 4 Rainbow Magician. Draw Trigger. When he boosts and hits, you can soulcharge 1 then recycle him to the deck. Unlike other clones of this card in other clans, this card is actually not bad because it's just a Draw Trigger. You only lose 5000 shield when you use the effect. Use as a fodder card for Purple Trapezist when you have nothing better to pay with.
  • 4 Sky High Walker. Stand Trigger.
  • 4 Cracker Magician. Stand Trigger. Needed to make sure Alice gets as many opportunities as possible.
Grade 1: 14
  • 4 Hades Hypnotist. Staple perfect guard.
  • 3 Skull Juggler. Call him to soulcharge. Use this to great effect after you check the top card with Robert, or double up on the effect by calling it after Riding Elephant Juggler.
  • 3 Turquoise Beast Tamer. Try to put Cerberus in front of this card until you can get Crimson Beast Tamer in the soul and have her boosting for 9000. Then you can just intercept Cerberus away.
  • 4 Purple Trapezist. Use to combo the entire deck.
Grade 2: 11
  • 4 Crimson Beast Tamer. Required for our deck to even work. Get into the soul at all costs. After that, call them with Turquoise behind it to hit for 20000. Can be called with Alice, Mirror Demon
  • 1 Elephant Juggler. RIDE IF YOU CAN'T RIDE CRIMSON. Spam the living hell out of your field after you ride it and enjoy racking up soul like no tomorrow for your toolbox. Call Skull Jugglers to double-up on this effect. Unfortunately there is no room to run a ton of this. Mostly count on it being a vanilla or randomly soulcharged.
  • 4 Barking Cerberus. Really only used for when Turquoise isn't 9000 yet. Once she is, just intercept it out of the way and put something better down.
  • 2 Dancing Girl of the Night Sky. Use to get Crimson Beast in the soul early. Other than that, not much use. Running more than 2 is dangerous to the deck's formations.
Grade 3: 8
  • 4 Dusk Illusionist, Robert. Ride ASAP and use to stack triggers/soulchargers and do not use his megablast. His divniation gives you a 75% chance of getting a trigger each battle phase if used properly. This is the main focus of the deck.
  • 4 Nightmare Doll, Alice. Sadly at some point, you will end up having to Ride this. Try to avoid that as much as possible but it's really not the end of the world. Just Ride Robert over her eventually and she's now in the soul where she belongs. Use to switch out for combo attacks.
Grade 0: 17
  • 1 Girl Who Crossed the Gap. Starting Vanguard. Use to get out whatever you need, whenever you need it.
  • 4 Candy Clown/Popcorn Boy. Heal Trigger.
  • 4 Rainbow Magician. Draw Trigger. When he boosts and hits, you can soulcharge 1 then recycle him to the deck. Unlike other clones of this card in other clans, this card is actually not bad because it's just a Draw Trigger. You only lose 5000 shield when you use the effect. Use as a fodder card for Purple Trapezist when you have nothing better to pay with.
  • 4 Dynamite Juggler. Critical Trigger.
  • 4 Poison Juggler. Critical Trigger. Having a second set is very nice, however I've also tested the deck with 8 Draw Triggers and it worked marvelously as well. Consider running that version if you'd like a change of pace.
Grade 1: 14
  • 4 Hades Hypnotist. Staple perfect guard.
  • 3 Skull Juggler. Call him to soulcharge. Use this to great effect after you check the top card with Robert, or double up on the effect by calling it after Riding Elephant Juggler.
  • 4 Turquoise Beast Tamer. Try to put Cerberus in front of this card until you can get Crimson Beast Tamer in the soul and have her boosting for 9000. Then you can just intercept Cerberus away.
  • 3 Purple Trapezist. Normally, I'd say you must run 4 Trapezist however this deck doesn't have a lot of emerge options. So mostly you'll be stuck using her as on-call instead.
Grade 2: 11
  • 4 Crimson Beast Tamer. Required for our deck to even work. Get into the soul at all costs. After that, call them with Turquoise behind it to hit for 20000.
  • 3 Big League Bear. Spamming up soul quickly is pretty necessary. While not the primary function of the deck, getting 8 soul so you can defend properly is pretty key in this deck. It's also nice to have proper targets for Mistress Hurricane.
  • 2 Barking Cerberus. Really only used for when Turquoise isn't 9000 yet. Once she is, just intercept it out of the way and put something better down.
  • 2 Peek-a-Boo. Pretty nice given Turqoise as a booster and allows you to make use of that excess soul. Since it's free as long as it was already in the soul, it won't matter if you just spam this so long as you don't go under 8 soul. You can use 2 more Cerberus if you don't feel comfortable with Peek-a-Boo.
Grade 3: 8
  • 4 Mistress Hurricane. Ride ASAP and use to emerge and tank with 8 soul. The goal of this deck is severe beatdown but with the consistency of Pale Moon's ability to trade units or emerge.
  • 4 Midnight Invader. Use to make easy 3-stage columns.


Kinjuu (Gold Beast Tamer) Gold Hurricane (GoldTamer+Hurricane)
Grade 0: 17
  • 1 Girl Who Crossed the Gap. Starting Vanguard. Use to get out whatever you need, whenever you need it.
  • 4 Candy Clown/Popcorn Boy. Heal Trigger.
  • 4 Rainbow Magician. Draw Trigger. When he boosts and hits, you can soulcharge 1 then recycle him to the deck. Unlike other clones of this card in other clans, this card is actually not bad because it's just a Draw Trigger. You only lose 5000 shield when you use the effect. Use as a fodder card for Purple Trapezist when you have nothing better to pay with.
  • 4 Dynamite Juggler. Critical Trigger.
  • 4 Poison Juggler. Critical Trigger.
Grade 1: 14
  • 4 Hades Hypnotist. Staple perfect guard.
  • 3 Skull Juggler. Call him to soulcharge. Use this to great effect after you check the top card with Robert, or use to set up for Gold Tamer.
  • 3 Darkmetal Bicorn. Put behind printed 10ks for Golden Tamer's skill.
  • 4 Purple Trapezist. Great for getting extra Prisoner Beasts and still hits 3 stages behind a Goldened Invader.
Grade 2: 10
  • 3 Fire Breeze, Carrie. Counterblast burner to gain +2 total in a game. Also used with Golden if they have a 10k defender and you have a Bicorn booster for a 3-stage on-hit.
  • 3 Big League Bear. Intercept or guard to help with Golden's soul requirement.
  • 4 Barking Cerberus. Chimera target and 10k target.
Grade 3: 9
  • 3 Dusk Illusionist, Robert. Ride if you can't get Invader or couldn't soulcharge decently for Golden by the end of Mid or start of Late game. His divniation gives you a 75% chance of getting a trigger each battle phase if used properly. While not the main focus, it at least provides another 10k for use with Golden+Bicorn.
  • 3 Midnight Invader. Counts as a Chimera for Golden Tamer, so don't be afraid to ride this as your first ride; it won't minus when she rides over it. This works as a great way to get 3 stages with any 6k or above once Golden goes live.
  • 3 Golden Beast Tamer. Ride at the opportune moment when you expect a game to be wrapped up in X turns where X is your (Soul / 3) ignoring the remainder. You need to plan ahead and set up the soul for this card. Get either Invaders (preferable) or Cerberus ready to be emerged using her skill. The ultimate goal is setting up 3 stage rear-guards with ease. Robert takes the pain off of not having them soon by giving us Divination. Invader allows an interim vanguard until Golden is ridden. Since this is an always-on Dark Dictator, learn to treat it as such. Swapping around what vanguard you use could take some practice.
Grade 0: 17
  • 1 Girl Who Crossed the Gap. Starting Vanguard. Use to get out whatever you need, whenever you need it.
  • 4 Candy Clown/Popcorn Boy. Heal Trigger.
  • 4 Rainbow Magician. Draw Trigger. When he boosts and hits, you can soulcharge 1 then recycle him to the deck. Unlike other clones of this card in other clans, this card is actually not bad because it's just a Draw Trigger. You only lose 5000 shield when you use the effect. Use as a fodder card for Purple Trapezist when you have nothing better to pay with.
  • 4 Dynamite Juggler. Critical Trigger.
  • 4 Poison Juggler. Critical Trigger.
Grade 1: 14
  • 4 Hades Hypnotist. Staple perfect guard.
  • 3 Skull Juggler. Call him to soulcharge and set up Golden.
  • 4 Darkmetal Bicorn. For use with 10ks to set up for Golden's eventual ride.
  • 3 Purple Trapezist. Normally, I'd say you must run 4 Trapezist however this deck doesn't have a lot of emerge options or an Invader to maker her hit 3 stages. So mostly you'll be stuck using her as on-call instead.
Grade 2: 10
  • 3 Nitro Juggler. Builds up soul more quickly for Golden and Chimera targets as well as setting up Hurricane.
  • 3 Big League Bear. Spamming up soul quickly is pretty necessary. While not the primary function of the deck, getting 8 soul so you can defend properly with Hurricane, gives Chimera targets more often, and sets up Golden's cost.
  • 4 Barking Cerberus. Chimera target and 10k target.
Grade 3: 9
  • 3 Mistress Hurricane. Ride to emerge and tank with 8 soul. It's a great use of the deck's seldom-touched counterblast, and ensures no ride minus. It also helps set up Bicorns and 10ks while keeping your vanguard protective.
  • 3 Golden Beast Tamer. Ride late-ish in the game, but a bit sooner than Kinjuu deck; makes your 10ks into Palamedes at the cost of 3 Soul per turn. Make sure you either have a Hurricane/Robert to ride over it, or ride when you have a large amount of soul. Make sure to plan ahead.
  • 3 Dusk Illusionist, Robert. Divination increases trigger chances, and soul increases Chimera setup, Hurricane tank, and Golden's cost coverage. This is a good interim Vanguard to sit on if you don't get 8 soul quickly or don't get a Hurricane quickly and can't afford to ride Golden yet.

Estimated Deck Cost: $190 | $175 | $160 | $130 | $??? | $??? USD
Closing Notes: Each Pale Moon deck is balanced pretty carefully. Changing the number of cards present can really screw it up. Any deck that contains Alice gets very expensive very quickly since you'll want to run all 4 of her. Same goes for Crimson Beast Tamer. There's a tamer beatdown deck with the upcoming Mistress Hurricane which is a pretty budget build for Pale Moon. Golden Beast Tamer has two of her own builds, each built for beatdown with similar lists, but each play slightly differently.

  • Touchdown Alice! - Plays very similarly to Spike Brothers in that a main point of the deck is extra attacks. The checks by Sarah and the hits by Alice play into the extra attacks. Know when and where to apply your trigger effects because Sarah can change the flow of the battle. The deck's strong suit is setting up the field for a multiple attack frenzy and that applies high pressure throughout the game. Three stage rear-guards are also possible and semi-frequent.
  • The Greatest Show on Earth - Is a one-gambit sort of deck. Start by setting up your field and soul how ever you can. Then use Luquier to get the exact field you need. The deck's strong point is being able to recover from field destruction heavy metagames as well as using both the field and soul as potentials to set up your attack, thus increasing the chances you have a consistently good attacking line. It does lack a certain punch that other decks have though, and is mostly recommended to combat heavy destruction metas.
  • Alice in Nightmareland - Combines the efforts of Divination to greatly increase checked triggers with Alice's ability to hit and combo attacks. These feed directly into each other as more stands means more chances to hit with Alice, as well as indirectly by both being beneficial on their own. Essentially a mix deck of Spike Brothers and Oracle Think Tank in one clan.
  • Whip Crack - A tamer-based beatdown deck that plays far more similarly to Dark Irregulars. It has fast soulcharging and specializes in getting 3-stage rear guards easily to provide heavy pressure. It differs from most Irregulars builds in small ways, but is good enough that it stacks up to the leading pressure deck which is Royal Paladins' "Swan Soul". It's essentially a combination of a Garmore Gold Paladin deck with Swan Soul Royal Paladins and an 11k defender. Certainly a formidable deck.
  • Kinjuu - Much like Whip Crack this deck specializes in high pressure, but goes about it by having multiple outs which allows the deck to morph and contort to multiple different strategies. One being that you can ride Invader and get it out later with Gold Beast Tamer (it's a Chimera), another being riding Robert and sitting on a gold mine of higher-checked triggers with his divination until you get the soul to ride Gold Tamer late and ramp up the pressure. The deck is pretty onslaught, but what it lacks in Whip Crack's defense is makes up for in contingency plans.
  • Gold Hurricane - Almost identical to Kinjuu, and has a similar winning image but with a slight twist. You spam up your soul just like normal, use any divination available, and call 3-stage rear guards if possible. However, You take advantage of the fact that Mistress Hurricane is a Chimera which balances out the lack of defense in Kinjuu. This deck has both worlds of Kinjuu and Whip Crack, but not as much offense as Whip (has to wait until later in the game) but more outs like Kinjuu, however not being dedicated to easy and early high pressure like Kinjuu which uses Invader.
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