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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.

196 comments:

  1. In proxying PM I've actually had pretty good success not even using the Tamer cards. Often times finding myself stuck until I can get Crimson into the soul.

    But I definitely look forward to Set 7. Will make PM much more consistent. Still hoping for that 11k G3.

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    1. Not running them kind of screws us into "Well what the hell else should I run?"

      Not to mention, yeah, set 7 makes it super consistent. Put ANY Pale Moon directly into the soul? Yes please

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  2. mm interesting read their ALICE XD though I have to ask why no Purple Trapezist in your list? as she will be getting a RE-print come set#7 also point of fact we do have 2 sets of stands and more CRITS to work with by the way. http://cardfight.wikia.com/wiki/Pale_Moon Will be looking at making the pales my second deck that I will XD only thing being I am not sure if I want them in japanese or English?????

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    1. I think this article is currently only covering Set 3 cards. When set 7 actually releases Alice will probably add Purple in.

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    2. Jesus Christ I've been asked this about SIXTEEN FUCKING TIMES now and It's getting old. Read the article. It says SET 3 ONLY. I will revisit it the moment Set 7 is out.

      Why would I add any Set 7 cards to this when they're not all revealed and I'd just have to change it again anyway?

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    3. my bad I guess I just got a little ahead of my self after seeing a deep clan artical for my number 1 clan XD. I really truely did not mean to ruffle any feathers or upset anyone. Just was nice to see Alice covering one of my all time favorite clansXD. So I take it that the us will be getting Japan's set 3? before we get set 7? or am I missing something?

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    4. No we're getting set 7 first. I just can't write anything about it yet and nor can I sit on my hands and wait for Bushi to finally release set 3. So I'm giving an idea of Pale Moon/Tachikaze/Dark Irregulars here so that people can understand them. I don't really think set 7 will sell in English very well since half the cards (DI/PM) are not legally usable in decks until a month from its sale date when we get Set 3. Kind of stupid if you ask me. They better have a ton of unannounced cards including full legal sets for all these clans and appropriate triggers.

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  3. AH ok thanks for clearing that up for me.

    As I play more in the Japanese meta then US it really bothers me very little when and if the other sets come out! the only clan I do play in English is Granblue.
    However for those that are waiting for Bushi to release the other cards/sets outside of JAPAN, I can see why things might seem kinda stupid ETC. As for set#7 the only clans I am interested in are pale moons (of corse) and great Nature.

    All that aside I am still very grateful to you ALICE for your blogs and indepth clan articles, as they have helped me out a lot.

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  4. Really dislike Elephant Juggler, Set 3 or Not. Probably one of the first things to take out in lieu of Night Sky Dancer come BT07.

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    1. Yeah I'm not a happy camper that all we get to start is freaking Elephant Juggler. There's a lot I want to change about Set 3 Pale Moon. Set 7 is invaluable to English and is going to really fix Pale Moon. Especially the Grade 2 lineup. Juggler is coming right the hell out ASAP. It's not like Spikes where you soulblast or DIs where you beef up, you're trying to get specific cards in the soul. So really, the only way to do that in just August is to spam soulcharge as much as possible :|

      And if you don't, you'll be high and dry for the stuff you need.

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    2. That's what I generally tell people unlike those apathetic soulless emotional feckers that are DI, PM actually care about it, Quality > Quantity. Was thrilled to see Night Sky Dancer released, basically our Akane (as in best recruiter available).

      Though Set 7 brings a lot to the forefront, Both the Tamer build & the Performer Build seem to have a strong level of consistency. The other unit besides NSD that I'm particular fond of for Set 7 would be Quantum Magician to help tool-box what we need.

      I remember you, err freaking out might be the term over Lequier on the Vanguard Rider COTD, I'm wondering if your opinion has changed any about it since then? It's a good card no doubt but that Limit Break doesn't seem over-all feasiable without limiting what your other Units can do. I find there is more over-all use with her second ability, place a Quantum behind her, CB for Tool-boxing (Grain or Purple usually) and hit for 20K+

      Another card that might be worth looking at is Nightmare Doll Amy, it's megablast is incredibly terrible but that 2K it gains from the Soul-Charge coupled with Turquoise Beast Tamer is quite a note-worthy force. It allows for not-so-recommened soul-spam if you really want to deck Peek-A-Boo (who I'm sure has some use but I haven't found an efficient one yet).

      I think the only thing Pale Moon are really missing to tie the whole thing together is a Grade 2 on hit flipper to ease the amount of counter-blasts from your Units so often. I know Sky High Walker exist or rather will exist in English but I still feel it's bit of a weak enabler for the deck. It tends to burn out quickly enough in my experience but I'm still working on it so I'm not 100% sure.

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    3. I'm using my time before Set 7 hits English to test EVERYTHING

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  5. Happy to see the update. I pretty much agree with you on MQMs and Peek A Boos with Purples to plus up the field. But Jumping Grain I haven't had much success with. Maybe I'm just unlucky in needing other things, lol.

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    1. She's a 7k so you're pretty much never screwed calling her. No Grade 1 screws you by riding it except the perfect guard, due to the nature of the deck. And Grain just becomes an amazing stage 3 column for a turn, which helps push game.

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    2. Guess my only other question is Robert in the first deck.

      Is his soulcharge needed for anything other than Peek A Boo fodder? I can see it giving options for Purples and MQM but I feel it's not too necessary.

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    3. It's really not that necessary. I might go and recommend Midnight Invader over it but I just didn't want a deck full of rear-guards to ride.

      Delete
  6. The Greatest Show on Earth build you put down 8 grade 3s but the count is 9

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    Replies
    1. Just a typo. Robert is 2 copies, not 3.

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  7. Really like your article here, as well as the other articles you have written. They are exceptionally informative and extremely helpful to a rookie cardfighter like myself.

    I just have a question about your newer deck builds.
    In the first build (which I use in RL), it requires quite a lot of soul charging to put key cards into your soul. However, in your newest deck builds it seems that the only way to soul charge key cards (with the exception of riding) is through Purple Trapezist and Dancing Princess of the Night Sky.

    My question is; How would you address soul charging in your newer decks to specifically put key cards into your soul? (for example: Alice, Purple T., Jumping G., and etc.)

    Or would this all be accomplished through Purple Trapezist?

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    1. You just use Purple Trapezist and riding. Really. There's no more room or reason for spamming your soul. The entire point of that was that set 3 had no searchers.

      Delete
    2. Just as I thought! Thank you for clarifying.

      Keep up the good work! :)

      Delete
  8. For all your deck builds especially Alice in Nightmareland, I can't help wondering why you don't have midnight bunny. You thought it was pretty good as well and the Alice in Nightmareland deck doesn't use that much CB and I don't really see why you need that much soul charge with the jugglers since you will be riding Robert most of the time for the soul.

    Might be best to replace them with Midnight Bunnies? Or is it for those times when you never ride Robert so you don't have any soul to do anything?

    ReplyDelete
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    1. The actual reason is seriously that bunny only gives space to swap for a booster if you have a full field, meaning it only works when comboing during the same battle phase. Now that we have purple trapezist and jumping grain, midnight bunny is much less necessary to the deck. With Purple trapezist being pretty much staple and Grain being much more likely to allow on-hits to go off. It really is just that. You can still use bunny, but it has not tested to be as optimal as these so it's not in my builds.

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    2. Oh I must add this: if you do decide to run bunny and you have a full field, hopefully you have a Purple Trapezist in the soul. Swap for purple, pay the cost with the attacker who's rested, and swap out a new attacker like Cerberus or Alice.

      It was either Bunny or Turquoise with Invader and I chose to make the more consistent Stage 3 invader column.

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    3. This comment has been removed by the author.

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    4. So your justification on running Skull Juggler is that if you check top card with Robert and you want that card in your soul you play Elephant Juggler to soulcharge it in?

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    5. No, it's because you need soul in that deck. That's the old version of Pale Moon and it's included because a lot of people haven't switched over to Set 7 yet. Namely: the entire population of International English players. And you'd just use it by itself, you don't need Elephant Juggler. Nor can you even do that if you've just checked the card with Robert since Elephant has to be on the Vanguard spot.

      Delete
  9. How do you make a +1 with magician of quantum mechanics?

    The official Bushiroad ruling on the card states:



    Question
    If the unit called is not in the Rearguard Circle at the End Phase, due to the wording of the card saying (translated) "...Place that called unit to the Soul...", does that mean wherever the card is, it must be returned to the Soul?
    Scenario:
    - Quantum Magician uses skill to take out Midnight Bunny.
    - Nightmare Doll Alice is called on top of the Midnight Bunny and is then have to be sent to the Drop Zone.

    Answer
    No. If the unit is put in another zone during the turn, it is treated as a different unit and loses the ability.
    In your scenario,
    - "Magician of Quantum Mechanics" ability is activated and "Midnight Bunny" is called to the field.
    - "Nightmare Doll, Alice" is called on top of "Midnight Bunny" and "Midnight Bunny" retires to the drop zone. At this point, it is treated as a different unit as it is now in a different zone, and any abilities gained are reset/lost.
    - As such, "Midnight Bunny" will not be sent to the soul, and "Magician of Quantum Mechanics" cannot be called back to the field.

    Would you still recommend it after this? I mean, he still can start one of your combos.

    ReplyDelete
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    1. I don't see what that has to do with MQM not being able to plus unless you're implying that it also applies to the specific situation where MQM's target is prematurely put into the soul by Purple Trapezist, and MQM is now "stuck" somehow due to his target being in the soul. If that's true, then MQM is the only card where the "do as much as you can" rule doesn't apply for some arbitrary reason. From every ruling Bushiroad has given that I've seen, vanguard is "do as much as you can left to right". So all those statements in his skill separated by commas would be things you can do. True, we don't have an official translation yet, but that still makes it confusing.

      I'm curious of what Bushiroad has to say about this because, while what I read above makes sense in regards to the outcome, the reasoning itself doesn't make sense. Either because it's wrong, poorly explained, or I'm misunderstanding. As for his skill, I'm going to treat it the same as every other ruling I've seen and "do as much as you can". I'd like to get Bushiroad on answering this, though, so we know for sure. I don't want any sort of wish-washy answer, and I don't want any bizarre contradictory reasoning. If vanguard is "do as much as you can", then you'd:
      -and at the beginning of the end phase of that turn, put that unit into your soul,
      -choose a card named "Magician of Quantum Mechanics" from your soul, and call it to Rear-guard Circle.

      In that order and only if possible. It makes perfect sense that you don't get to put the unit itself into the soul if you move it around. But it /doesn't/ make sense that MQM doesn't come out of the soul (which is where the +1 comes from) since he can in this hypothetical situation. It doesn't even say that part of the skill is explicitly reliant on the other unit going back in.

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    2. I've found the problem and why the ruling makes absolutely no sense given our translation of the card. The translation is WRONG. I even checked the wiki just after this to see if they noticed the error, they did, and they have a corrected translation. When I checked the Japanese card text of MQM, I originally just looked for と and だと. と means "sufficient" and resembles the English "if" statement. だと means "necessary" and resembles the English "only-if" statement. However, I had forgotten to look for the contextual なら which appears to be the exact same error everyone else has made.

      なら is more like "if given", in such that "if X has happened, then Y". Checking just before the second comma on the second-to-last-line of the card text, you'll see "なら," which does indeed indicate that the originally called card must be placed back into the soul using MQM's own skill in order for the following to happen: MQM is called out of the soul.

      Thanks for bringing it to my attention so I could investigate this. I'll be changing the article to reflect it and if they remove the conditional in English, I'll change it back.

      Delete
    3. Funfact, the one that got overlooked (なら NARA) is the least used conditional.

      Delete
  10. uhm , what if i am planning to build " alice in nightmareland " deck, but i only have 3 robert ,
    anyway, your blog is really great :D

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    Replies
    1. For now, you can throw in a Manticore. Once Set 7 releases, if you need filler G3s just use Midnight Invader

      Delete
  11. Quick question Alice about your Touchdown, Alice! decklist..

    What are the pros/cons of running 10 Grade 3's instead of the usual 8?

    Thanks in advance.

    ReplyDelete
  12. It makes it so you have sort-of the same thing as nova grapplers focusing on Asura Kaiser. The extra grade 3s essentially all become stand triggers (sort of, its a twist), and checking a grade 3 gives you your advantage. If you cut 2 of them, cut the Midnight Invaders since they are simple beaters and don't flow with the decks winning image directly. But running less than 10 will actually make your Sarahs much less consistent, and therefore make the deck less consistent and lower its power level. Running this many grade 3s is fine when you actually want them to turn up on drive checks, just don't do it with a deck that doesn't want to check them.

    - my 2c (and no I'm not alice)

    ReplyDelete
  13. It's more of the cons of running 10 G3s vs the cons of NOT running 10 G3s. If you look at it in this way, you'll see why running 10 is preferred.

    Having 13 G1s is common for decks with 12 G2s, meaning you have the chance of grade stuck for G1 the same as those decks. That's not often at all.

    Having 10 G2s is common for decks with 15 G1s, meaning you have the chance of grade stuck for G2 the same as those decks. That's not often either.

    Basically, in this deck, you just combine those two very tiny chances to get something only moderately tiny. Every single deck will get grade stuck, but in the long-run, your deck's win ratio does not suffer from this.

    The con of NOT running 10 Grade 3s are that by the time you ride Sarah, you'll have taken out an integer average of 2 G3s from the deck. Once you start your first twin drive, there are now 6 G3s left in a standard 8-count. So you only have a 29% chance approximately, to pull one during a given check (which should scale the same with the deck for a good while). With 10 total, you have a nearly 38% chance. Much higher and much more doable; as it's closing in on 2/5.

    So running 10 has a low risk with a high benefit. A simple cost-benefit analysis shows it's fine to run 10 for this type of Vanguard. In addition to increasing probability, this directly increases the number of chances to pull another one. To calculate the expected number of times Sarah goes off in a game, you just take a guess at how many turns there will be from mid game to the end, then multiply it by the probability of getting one during a given turn's check. Remember that it scales approximately even if it's not exact, so you're getting a rough estimate here.

    If you do that, then the expected value of running 10 (8 effectively) is 8 * 0.38 = 3.04 or 3 times. If you run 8, (6 effectively), it's 6 * 0.38 = 2.28 or 2 times. Do you really want to even bother with a card that only goes off twice on average per game? Not me. Given that running the lower ratios of other grades is evenly distributed and barely effects grade-stuck situations, running 10 G3s is weakly dominant to running 8.

    ReplyDelete
    Replies
    1. TLDR; 10 of them = 3 times, 8 of them = 2 times.

      Delete
    2. Thank you thank you.. I really love your probability analysis.. :)

      Delete
  14. Sorry, the second example should be 6 * 0.29 = 1.8 or roughly 2. Which is actually a bit worse than 2.

    ReplyDelete
    Replies
    1. how about in guarding ?
      what if his vg , is 23k, and >> and << are 20k
      then we have 2 g3's at hand , 2 10k, and a null
      =3= it's a little hard

      Delete
    2. I'm not even sure what you're asking.

      Delete
  15. why not bicorn instead of glenn in Touchdown Alice? with bicorn, both midnight invader and sarah hit for 20 and 21k respectively and permanently, instead of hitting for 22 and 23k for 1 turn?

    ReplyDelete
  16. Your field needs to be modular to keep moving around. And 20k is not the ultimate goal for every deck since that's easily stopped. It's just a vanilla thing a deck might happen to do or strive to do only if it doesn't have much else.

    ReplyDelete
    Replies
    1. Another problem I had was a lack of soul available for pee-ka-boo and MQM to use properly... it just seemed like a waste of counter blast/hard to pull off

      Delete
    2. 1 Question: Why don't you run 4x Torquoise in your "The Greatest Show on Earth" and "Alice in Nightmareland" decks??

      Delete
    3. For Nightmareland, it's only used with Robert on the Vanguard and has no real other uses but filler. Midnight Invader is in Show so it makes 3-stage columns. If Sarah's deck could afford more Invaders, it would have them too. But probably not at 4. Grade 1 space is super cramped in PM. 9k is oddly not as important due to lack of 11ks and 12ks.

      Delete
  17. So, I've trying out the grade ratio 17-13-10-10 with Sarah.
    But most of the time I get too many G3s before I even can ride Sarah.

    Just bad luck?

    ReplyDelete
    Replies
    1. Definitely, TehNACHO and I did a collaborative effort to find the best ratio for maximizing just your chances at riding. The most possible chance you can have to ride all 3 grades is 83% at 13-11-9. This is 13-10-10. Not much different.

      Delete
    2. Wow, I'm relieved. Thank you for your helpful articles^^

      Delete
  18. Hey, was wondering what you thought of the build that recently came 2nd during Manchester WCQ?

    I think it was a Luquier beat teched with a pair of Fire Breeze, Carrie.

    Thanks

    ReplyDelete
    Replies
    1. I saw it and while I'm happy for the fighter that made that space, I saw that the deck was very bland and vanilla. I get the idea he's going with which is if he can't get off Lequier he should use the firebreather to at least get some advantage, but in practice it really makes the deck very vanilla. Pale Moon just doesn't have the type of support for a vanilla build to do as well as something like Kagero or Royal Paladins. That having been said, it is by not means a "bad" build. Mine just helps get Crimson in the soul better, so better focuses on other things.

      Delete
  19. Alice, I just finished making my very first deck, it focuses on Sword Magician Sarah's effect with Midnight Invaders in the front row.
    I have 2 questions I'd be grateful if you answered.

    1. How useful the cards Fire Breeze, Carrie and Drawing Dread because they seem like useful cards to me and I like both their arts.

    2. Right now 4 of my grade 3's are Nightmare Doll, Amy's ( since I needed the deck to be pretty cheap). Would it be better to replace those 4 with Barking Manticore or Dusk Illusionist Robert?

    ReplyDelete
    Replies
    1. 1. Carrie is pretty good in a deck that isn't counterblast-reliant. Drawing Dread is good only-if you run 4 Turquoise Beast Tamers.

      2. Well obviously I say use Alice since that's what's in my Sarah build.

      Delete
  20. 1. Thank you for the tips. Im going to put like 3a Fire Breeze's in my deck.

    2. Are their any cheaper substitutions for Alice besides Midnight Invader ( I already use 4 of him.)

    ReplyDelete
    Replies
    1. This isn't a phone you know :P
      There are no substitutes for Alice. If you want the deck to work, you need her.

      Delete
  21. Is Dusk Illusionist Robert a better Luquier back up then Barking Manticore? If your not using the tamers?

    ReplyDelete
    Replies
    1. It's more of Robert vs Amy since Manticore is for budget. Amy if your local meta has a crapton of 11ks and you need to put Gap behind the vanguard often. Robert if your local is mostly 10ks or you don't put Gap behind the vanguard. Robert is preferred if possible because of his Divination skill, which is one of the best in the game. Protip: If you always place the top card back down instead of cycling it out, they will think it's a trigger and can't take the chance that you're bluffing.

      Delete
    2. Is Manticore ever useful without the tamers? Because I really like his second skill.

      Delete
    3. It's really not that useful. You're better off getting things into the soul with Purple Trapezist and leaving room for better G3s. You can do a Manticore build though, it's just really budget.

      Delete
    4. How would you do a Manticore Build?
      I've got plenty of friends who've seen me play with my Pale Moon's and also want to try the clan.

      Oh, and do you think that Mirror Demon would be more loved if he had 9000 power and not 8000?

      Delete
    5. Yeah he'd be a lot more useful but sadly he mostly needs 10k power (I know, unfeasible) due to 9k not even hitting 1 stage by itself if he gets called alone.

      A Manticore build would be a just for fun sort of thing. So mostly whatever you want.

      Delete
  22. Can Skull Juggler be the only soulcharge unit in a deck with the Tamers, Sara (main v), Luquier (final turn v) and Alice (rg)? Or are others needed?

    ReplyDelete
    Replies
    1. Well that's not really one of my decklists so I don't have much of a comment. Why not run some experiments?

      Delete
  23. Regarding your "Touchdown. Alice!" build. Are riding CBT and Purple Trapezist the only possibility to get her into soul?

    ReplyDelete
    Replies
    1. Yep. You don't really need any other ways. High chance to ride. If you fail, high chance to call Purple after calling Crimson. No big deal and I didn't see any reason to use valuable space and CB on a searcher.

      Delete
    2. Thx.
      I tested my own build with Crimson and Purple Trapezist and I have to say it works well without Dancing Princess. Now I can fill 2 more slots with more useful cards.

      Delete
    3. Yep. That's why I didn't bother with her.

      Delete
  24. Alice, can you make me golden beast tamer deck, please?

    ReplyDelete
    Replies
    1. Sorry but she's not out in English.

      Delete
  25. I really love pale moon and I really am sick of people overusing gold paladin and winning the national. Alice, if I use your pale moon idea, can I win the world championship?

    ReplyDelete
    Replies
    1. Depends on which one you use and how skilled you are. (And if you're even in the championship). Heck you probably could win with either the Sarah or Luquier build if you're good at Vanguard.

      Delete
  26. What do you think about the new Pale Moon cards in BT09?

    ReplyDelete
    Replies
    1. I absolutely love all of them. They are exactly what PM needed and Laquier was what I predicted. Farah is going to be a finally defensible vanguard for PM. Fire Juggler is going to make Sarah explosive. And they even get a Nightkid clone for setting up G3s or Crimson Beast Tamer.

      Delete
    2. I like the new cards too but I'm have expected a second damage unflipper.

      Delete
    3. It's not a big deal really. Pale Moon don't need it much since it's already risky to -1 for something like that.

      Delete
  27. pale moon or granblue: which is better?

    ReplyDelete
    Replies
    1. Oh geeze man that's like "Sofas or bookshelves, which one is better?" There's not even a clear answer to that since they're different :V

      Which one do you like more? And more specifically, which /build/ of the clans do you like more? They'll both perform equally well.

      Delete
    2. I like Granblue but it's so hard to make a setup. I think Pale Moon is easier to use than Granblue because with Granblue, one wrong move and it's over.

      Delete
    3. Both are pretty difficult. If you choose a generic Granblue that's reliable like Cocytus then it's the easier clan. If you choose something like Bizarroblue or Standblue, then yeah it's one wrong move and it's over.

      Delete
  28. Alice, how do you exactly play that Sarah build? I don't understand. Your build doesn't put any soul charging unit, so what does Alice exactly call if she hits? Can explain?

    ReplyDelete
    Replies
    1. Just like I've said before, you use the obvious methods to do things. Purple trapezist puts units into the soul. Riding puts units into the soul. Sarah's ability puts units into the soul. That's what you call with Alice. The deck can't afford the space for soulcharging random stuff nor pay costs to get specific stuff. And it works fine just using those 3 methods.

      Delete
    2. I'm abit sketchy here but I will give an example. Let say, I have an extra copy of Sarah in hand. I call her on RG. Call trapezist, send Sarah to soul, call out jumping glenn. Then call Alice. With 10k boost from Glenn, Alice attacks and hits. Then counterblast, send Alice to soul and call out Sarah. Correct me if I am wrong.

      Delete
    3. You got it. And if Sarah drive checks a Grade 3, you swap the Sarah you have out with the Alice you put by and attack AGAIN.

      Delete
    4. Thank, Alice. You are one of the few rare female players that is better than any other male players I met.

      Delete
    5. Hah, thanks but I don't think my gender has anything to do with card games :)

      Delete
  29. Hey Alice, what are your views/thoughts on tech'ing Luquier in your Touchdown. Alice! build, as ether a one or two of?
    As out of all the builds/clans I have tried that is the one that resonates with me the most! (well that and my angels of corse)
    best regards

    ReplyDelete
    Replies
    1. That /really/ does not work. It just fails miserably. The counterblast cannot be spared. Copies of Sarah, Midnight, and Alice cannot be given up for it. And it just doesn't fit in any real way. Luquier and Alice go together like peanut butter and gasoline. They just don't mix.

      Delete
  30. LOL.. that makes perfect sense ALICE! (even more so know that I have done some testing on my own)

    Same could be said for Midnight bunny to correct?

    ReplyDelete
    Replies
    1. Pretty much. I remember having a crapton of valid reasons not to run her. But if you want 1-2, I'm sure it won't kill the deck.

      Delete
  31. Alice, how do the Tamers work for you in a build with Soul Charge units like Skull, Elephant Juggler, etc. and Soul Swap? I'm referring to your "The Greatest Show on Earth", and "Alice in Nightmareland" decks.
    I have the feeling that the Tamers only fit in their own build with G3s like Midnight Invader or Barking Manticore where you can get +21k columns with TBT and that you only need to put CBT into soul.

    Thank you for your answer.

    ReplyDelete
    Replies
    1. In the Greatest Show, there aren't a whole lot of ways to get it in there so I'll speak in the context of Nightmareland. Frankly: Pale Moon doesn't do well with random soulcharges. They need specific things in the soul to do their business. They can charge pretty well but it's still relying on random chance. Whereas DI doesn't care for the most part so there's no chance involved. You're more likely to get it doing what you want by relying on riding, Dancing Princess, and pushing in with Purple Trapezist.

      That having been said, Nightmareland DOES actually work well enough to win.

      Delete
  32. In your "Touchdown Alice" build, I win many decks whose vanguard is only 10k. But I have the problem winning against cross-ride deck or 11k vanguard, cuz most of the time, when I activate Sarah ability to stand Alice, she can't attack through. My only chance is to use midnight invader, but with only 2 in deck, it's hard to draw them. Suggestion, Alice?

    ReplyDelete
    Replies
    1. I have no suggestions at all versus any crossrides. For one, this is an English-only blog and we do not cover the Japanese metagame (as I've stated about a thousand times already). For two, NOTHING competes with crossrides except other crossrides. So my only suggestion to you there is to either refuse games with people who use them, or deck one yourself. This blog will never cover a meta based on that defensive rating either. Too many decks and cards become useless once they're released.

      As for 11k vanguards, Alice with Glenn is supposed to target rear-guards if you can't hit the vanguard for 3 stages. That ensures that you at least -1 your opponent while also getting to perform the swap out. That's basically the best you're going to get. Pale Moon are ill-equipped to deal with defensive vanguards.

      Delete
  33. can i ask, if there is another stand trigger unit for pale moon. do you prefer using critical or the new stand trigger?

    ReplyDelete
    Replies
    1. Right now we just have the one stand. But for when we get another, that's actually a good question and strictly speaking, I think the correct answer is critical for most builds. However, I'd say that stands in Alice decks could work out pretty well. Any other build no matter how many 11k+ cards you run it probably would still be inferior to Nova Grappler, so yeah just Alice.

      Delete
    2. thank you alice :D

      Delete
  34. alice, can you tell me why do you use jumping glenn rather then using turqoise for bosst? thanks

    ReplyDelete
    Replies
    1. Because Alice can go off by hitting a rear-guard, so Glenn makes her 3 stages against that, leading to another attack. It's almost guaranteed -1 for CB:1 which is a 1:1 ratio and very efficient. That particular gambit is personal choice. If you prefer Turquoise, use that.

      Delete
    2. thanks alice :D

      Delete
  35. alice, if i have a G3 rear guard and boosted by purple trapezist. and i have sarah as vanguard with another purple trapezist in my soul. when i drive check i got G3. and i use the effect to swap the G3 with purple trapezist from my soul. then, i swap the purple trapezist that boosted my G3 so i can get my G3 out from my soul. can i move the purple trapezist back to the back row and make the G3 to be in front of purple trapezist? thanks

    ReplyDelete
    Replies
    1. Not during the battle phase. You'd be stuck attacking with a Purple Trapezist, if that's even possible.

      Delete
    2. thanks alice for the advice :D

      Delete
  36. Hi Alice, just something i spotted,

    "Being able to hit with Alice, swap her for something else (Robert, Cerberus, another Alice)"

    You can't swap out a Nightmare doll Alice for another Nightmare Doll Alice.

    Still love all your articles! Cheers :)

    ReplyDelete
    Replies
    1. Actually you can. The intended use was for getting a Purple Trapezist to push in something and emerge an Alice. I just very poorly explained that by forgetting that no everyone is going to think of her.

      Delete
  37. huh you have Juggernaut instead of Skydiver, in the part about Alice...
    Just incase you missed that. In Sarah could you run draw instead of stand?

    ReplyDelete
    Replies
    1. That's an arbitrary comparison...she is similar to both. The point was to showcase that she's a tagger Grade 3.

      Sarah can run more draws, but I advise stands since it highly helps Alice and helps get more attacks in. Plus with so many Grade 3s, you don't want to reduce your deck's total shielding capacity any more by using draws.

      Delete
    2. Thanks Alice, sorry about the skydiver comment, when you mentioned Thanatos I thought you meant that series (sky,Alice, and Thanatos)

      Delete
    3. No need to apologize. I wouldn't want you to walk away with the impression that I literally meant Alice is close to the effects of Juggernaut.

      Delete
  38. a new hilarious logo for our entertaining clan !

    ReplyDelete
    Replies
    1. More like insanity logo :P

      Delete
    2. anyway, second set of stand is out. use it for alice-based deck?

      Delete
    3. SOON.

      I don't want to screw over everyone who needs to look up my decklists until February. It's a pretty straightforward process of replacing a set of crits with stands though.

      Delete
  39. What do you think the biggest weakness of pale moon is? I really like this clan, but I'm weary of its potential flaws.

    ReplyDelete
    Replies
    1. Sniping. If you are pit against a field destruction deck, your key rear-guards will be killed and that makes it tough to come back.

      Delete
  40. In your Gold Hurricane deck you say 11 grade two and 8 grade three, but list 10 grade two and 9 grade three.
    Also wouldn't Stand Triggers be a better option for your Kinjuu build? When you have a Golden out with a Midnight Invader, you can stand the Midnight Invader back up with 20k power.

    ReplyDelete
    Replies
    1. Thanks for pointing out the error.

      No stands actually aren't better. It takes way too long to rev up their usefulness, and when you do it's only 3 stages against 10k defenders which isn't reliable or worth having situational triggers for. You want criticals.

      Delete
  41. No Sky High Walker added in your decklists?

    ReplyDelete
    Replies
    1. The new lists aren't stand-worthy decks. The old stand-worthy lists can't be changed yet because Sky High isn't released yet.

      Delete
  42. What do you think about Bull's Eye Mia in comparison to Skull Juggler?

    ReplyDelete
    Replies
    1. No thanks, I want something that's certain. Boosthit for soulcharging makes no sense because it's basically a 7k vanilla.

      Delete
    2. Mia can be used to get to the 8 soul for +1000 for Mistress Hurricane faster than Skull Juggler. Otherwise, Juggler is superior.

      Delete
    3. Not really. Most turns, your opponent just guards the rear-guard so any rear-boosting Mia is basically useless without extra power on that column. And I don't know why you'd commit one behind your vanguard.

      Just use a Big League Bear for the same job but faster.

      Delete
  43. Not going to ask "OMG WHY ISN'T BT09 IN THIS?!" since I know you're working in English only, but I -would- like to know your opinion on two cards from that set: Starlight Melody Tamer, Farah and Smiling Presenter.

    Specifically, the following questions have been nagging at me:

    1. Farah VS Robert - Although Farah is not as consistent with SC's as Robert, 11000 is pretty darn awesome in Pale Moon (especially with a constant 9K boost!), and I've heard talk that her "Persona Break" (Persona Blast + Limit Break) was the only way to balance her out. Thoughts?

    2. Smiling Presenter VS Girl Who Crossed the Gap - Potential Alice grab VS another soul summon. I've seen debates over this one, too. Is this one of the things that depends strongly on exactly what kind of Pale Moon deck you're running, or is there a consistent "best?"

    Thanks in advance!

    ReplyDelete
    Replies
    1. I don't think Farah should even be compared to Robert. They're nothing alike. Farah's skill can be counted on about once per game which means SC2 total. While Robert can SC all game. Farah is an 11k so I already like her. And a 20k column with her doesn't impress me at all. She's good for her 11k body and nice emerge skill in late game. Also no, she didn't need LB in addition to persona blast. If they had removed LB and made it on-hit, it would be balanced still while also being better. Persona blast is a -1, so her emerge giving +1 just washes you which is hardly requiring of late-game only. Furthermore she's ACT which is actually detrimental to personas as they want the extra chance to twin drive into a copy with on-hit.

      Again these two cards do a different job. Presenter for combos that require specific soul. Gap for decks that just want lots of emerges. Though Presenter is a net minus in most circumstances so needs to be used on in decks that require setup in order to make up that loss.

      Delete
    2. Bwah, sorry for the delay...but thank you so much! Hopefully, this will settle a few things I've seen floating around.

      P.S.- Expect a surprise soda sometime in the near future.

      Delete
  44. Is Alice still a good rearguard to use after the crossride/break ride units are released?

    ReplyDelete
    Replies
    1. I am interested in this too.

      Please answer Alice.

      Delete
  45. I have a Luquier/Tamer build and currently run 4 Dancing Princess to make sure I hit the tamers. It's pretty consistent at the moment but looking ahead to set 9 I'm really tempted to switch Smiling Presenter in as the starting vanguard (there's a whopping 80% chance of hitting a CBT either in my opening hand or with her skill).
    My problem lies in that Girl Who Crossed the Gap is very useful even in late game (I mostly use her to 'rescue' any good grade 1's I was forced to ride, but if needed she can combo with trapezist to boost luquier).
    What's your opinion on the two starters for a tamer build?

    (I know set 9 is a couple of months away yet but some of the new cards are so good I'm testing changes already :D )

    ReplyDelete
    Replies
    1. Well the chance to get a Crimson Beast Tamer in the soul by Turn 2 (riding it) is ~59.79%. Rounds up to 60%. If you want to compare adding some dancing princess to using smiling presenter, it's a bit different actually. Taking presenter in a vacuum, it's actually 61% chance. But in actuality you can wait until turn 2 and then using it, adding to your chances. So it's the chance you fail to get 1 CBT by turn 2 multiplied by the chance you fail to get 1 CBT with smiling presenter after. Subtracted from 1. That comes out to about 87.93% or 88%.

      If you want to know how many dancing princesses equate to that, just count each princess as a CBT until Turn 2, then count maybe 1-2 more turns of just her. A full set of her is 91% by Turn 3's end. You get 84.34% with 2 Dancing Princess. So just running two dancing princess puts you approximately right up there with a Smiling Presenter. Presenter is -1, princess isn't. Princess requires 8k+ boosters, though her skill enables a 9k booster so that takes care of that.

      I say if you have the two open G2 slots, go with the princesses and run Gap.

      Delete
  46. Alice can you summarize the differences between builds and rank them by consistency?

    ReplyDelete
    Replies
    1. Oh if you're reworking pale moon then hold off my question for later

      Delete
  47. Shouldn't Luquier's caption be 'Red Eyes Black Dragon Tamer'?

    ReplyDelete
    Replies
    1. Does the dragon behind her look like REBD?

      Delete
    2. Depends how you say it - whether 'Red Eyes Black' is describing the 'Dragon' or the 'Dragon Tamer'

      *Ignore me. I'm being pedantic ;)

      Delete
  48. I really dislike Pale Moon's hoping in and out of the Soul. I've tried Alice/Midnight Bunny and I didn't enjoy it at all, probably will give it another shot with 8 stands and Jill, however, I do like Pale Moon, so I've been trying something a bit novel for the clan,something more like Granblue, which I feel that outside of Sarah and Alice, they have some resemblance to in how their box works. Seems to work decent enough, wish we had the Generic Limit Breaker, but I'm enjoying it.

    Girl Who Crossed the Gap
    6 Crit
    6 Draw
    4 Heal

    4 PG
    4 Turquoise
    3 Purple
    3 Skull

    4 Crimson
    4 Cerberus
    3 Dancing Princess

    4 Manticore(Should be Sarah, but I'd rather Raqiel now)
    4 Invader

    Basically works a bit like Granblue, ride up to put things in the Soul, use Dancing Princess and Skull Juggler for the same thing, where Granblue uses it's assorted discarding cards, use Starter and Purple to pull them out and dump repeats, sit at 21/21/16 type numbers, beat face. 6 Draws works well, which surprised me as I only used it because I don't have enough of the Set 7 Crit.

    ReplyDelete
    Replies
    1. Use Mistress Hurricane if you want the generic limit breaker. Both have the same skill but she gets 11k defense instead of power breaking.

      Delete
  49. Hi Alice - great articles, they've helped me to choose cards for my decks and understand more about combos.

    I'm getting the cards to test out two decks on that list, one that focuses on Alice & Sarah and the other that focuses on Dusk Roberts.

    One quick question - From Set 07, what's your opinion on the Innocent Magician starting vanguard? I know that Girl who Crossed The Gap is better, but would a PM deck benefit from the ability to search for a Grade 3?

    ReplyDelete
    Replies
    1. I don't know how I missed this. I wouldn't say Pale Moon benefit much from G3 searchers. I think I've made the case pretty well that those cards are generally bad. Doubly so when Girl Who Crossed the Gap is among the better starters in the game. Especially in a Sarah deck where you want to keep Grade 3s in the deck.

      Delete
  50. What build is the best right now

    ReplyDelete
  51. Do you like any of the Pale Moon cards from Comic Style?

    ReplyDelete
    Replies
    1. I <3 the crap out of Lark pigeon. What a ridiculous bullshit card. Plus we really needed Jumping Jill.

      Delete
    2. Is Jumping Jill a good card?

      Delete
    3. Yep. 12k emerge attacker means 3 stages with Turquoise.

      Delete
    4. So rubbish for Lark and good for Jill - figured as much! :-)

      Delete
    5. What no. Lark is good. Re-read what I said. Also read the section I did on him in the article

      Delete
    6. Alice, will you edit your decklists by adding Jill?

      Delete
    7. Oh right, misunderstood your quote, I must admit I did find it confusing considering how you raved about him above. But to fit him in the deck though, Extra Grade 0's are a nightmare to fit into any deck and Pale Moon has so many staple cards.

      Delete
    8. Yeah, it's a really great card but my builds are really balanced. I'd have to retest them all again or come up with a new one.

      Delete
  52. My friend needs challenges in using Pale Moon deck.
    Which build required the toughest skill among these build?

    ReplyDelete
    Replies
    1. Touchdown Alice probably requires the most skill since even if you know how it works, it takes a lot of actually playing through it and practice to see what individual moves are good and bad. And it has a lot of pitfalls for someone inexperienced.

      Delete
    2. I couldn't agree more there Alice.

      I have all the cards to make both Touchdown Alice and Nightmareland so I practised on two friends recently. They're not the best players, but they aren't bad either. One was playing various Oracle builds and the other had the Blaster crossrides.

      I found that I struggled to get a decent toolbox or combo going with Sarah - not sure why, perhaps I need some G1/G2 soulcharges other than Skull Juggler, but either way I could see the potential, but I was doing something wrong.

      When I changed to Dusk however, it was amazing! Just been able to soulcharge gave my toolbox great flexibility and divination got me two separate triggers after moving the top card to the bottom. I have a "nickname tag" at our club of "My Kingdom For A Trigger" as I seem to be really unlucky with them so you can see how Divination was a bonus! I'd have a CEO Oracle deck if they weren't so insanely pricey!

      I'll persevere with Sarah also as after all I put the effort to get 4 copies of her, but I might be needing some tips! :P

      Delete
    3. Yeah, she's not the easiest deck in the world to play.

      Delete
  53. I won my shop qualifiers with a version of your Touchdown Alice deck. Faced Bermuda Riviere, DotE, PBO, Trolling Rose and MLB in that order. I agree with your Crossrides post. They are fair and honestly not that scary.

    For my deck, i couldn't find any Crimson Beast Tamer so i used Jumping Jill. Then critical triggers were hiding so i had to use Rainbow Magician.

    Then of course my friend invaded my mind, so I'll be using Great Daiyusha once hes out. But I'll be keeping my Pale Moons. Just too fun.

    Anyway, i have gotten off topic a little bit. Mainly wanted to send you my thanks :D

    ~~Kuri~~

    ReplyDelete
    Replies
    1. "I agree with your Crossrides post. They are fair and honestly not that scary."
      You need to check the goddamn date. The people you faced were either very very bad or had the worst builds ever.

      But I'm glad you got somewhere with my build.

      Delete
    2. I've never had issues against them so sorry i didn't realize you were using that as an April Fools joke. They really aren't that scary though and if you know what you are doing, its easy to beat them. Guess you fooled me though. Thought someone else actually agreed with me.

      ...kuri...

      Delete
    3. No. Stop with that fallacious reasoning. You have no sample sizes and no legitimate evidence. What you have is an anecdote without any controlled factors. Your personal experience is not evidence.

      Delete
    4. "Your personal experience is not evidence".
      Why's that?

      If he was able to beat crossride decks and says that they really aren't that scary then that's his opinion.

      Not every player is a bad player...

      Delete
    5. Because human beings are notoriously bad witnesses. Because they can make things up intentionally or unintentionally. Because it doesn't account for other factors involved such as chance (two goddamn games is not a proper sample size), player skill (which I brought up), or the optimization that player placed on their deck. Nothing about it is scientific. It's a miss-step in logic to claim something is true based on your own personal experiences and no one else should believe it. At best, even if you make an unbiased record of the two instances, all you have are two instances. Not enough evidence to make general claims like that.

      We don't believe the Doppler Effect is true because a few people experienced it a couple times. We know it's true because we have scientific evidence that controls for factors, and a theory to explain why it's true.

      And this is all the time I will waste on such a pointless topic.

      Delete
    6. Easy - In no way scientific or able to generate evidence for as something easy for one could be obnoxiously difficult for one.

      Scary - Fear is an emotion, again out of the realms of science.

      If you're never heard of Proxies or even Online Matches, there is a problem. I faced three crossrides alone in the qualifiers. Before that I have faced no less than 200 between using proxies or on Cardfight Capital prior to the shut down of most servers. Sure, the personal experiences of one isn't sufficient evidence to make a logical claim. But I never said anything about "I'm right, you're wrong." I simply stated that I was momentarily excited that I had thought there was someone else who honestly thought that Crossrides weren't all they were hyped up to be. I never claimed to be a genius or a scientist. I only said that they aren't as difficult to beat as most people claim. Nothing scientific there, so why you got upset over my personal experiences in facing them is beyond me. I am sorry for ruffling your feathers, Alice.

      ~~Kuri~~

      Delete
    7. Well if you want to learn /why/ they're broken and how I can prove it, then go to the forums. I have a thesis thread up for it. I also have been testing crossrides solidly from June to January. I nearly quit writing because of what I found. Indeed, I went into a two month depression where I barely did anything on the community or blog. The great thing about science is it's repeatable, so if you're up for testing decks 500 times, then I'll tell you the tests' conditions.

      Delete
    8. Sure :D Every little bit of information helps in this game. 500 might take quite a while, but I'm up for it.

      ~~Kuri~~

      Delete
    9. The Crossrides are essentially the new version of the Scarlet Witch CoCo build - a little overpowered and essentially Easy Mode for those who don't like hard to play decks. I did however beat one recently with my Pale Moon after I switched Sarah for Robert.

      Delete
    10. By the way, there's actually an explanation for why Robert is so good. He gives you like a 73% chance of checking a trigger per drive check phase. Which means you essentially outpace your opponent in Deus Ex Machinas. It doesn't actually help against a crossriden card or a broken card, but it can certainly pound away at a normal deck. If you beat one, that's neat but of course that's one. And no guarantee that guy was good or had a properly structured deck.

      Delete
  54. When u will make Raqiel and Farah Analisys?!?!
    Please Alice, im wonderung what u opinion to they?! =3=

    ReplyDelete
    Replies
    1. This is an English only blog so be patient. Set 8 isn't even out, much less am I focused on Set 9.

      Delete
  55. This comment has been removed by the author.

    ReplyDelete
  56. In the Sarah build could you switch the Crimsons for Jumping Jills? Or is Crimson just superior?

    ReplyDelete
    Replies
    1. I'm not sure if you'd get emerges often enough for that to be worth the change.

      Delete
  57. Yo dawg, will MoQM comes back from another trapezist after it calls trapezist and i swap that trapezist using another trapezist?

    ReplyDelete
    Replies
    1. If the unit that MQM superior calls (the exact unit, not another unit with the same name) is not present on the same (R) during the End Phase, MQM does not finish resolving and come back. So while you can do all of that, you won't get your MQM. He was made not to be abused.

      Peekaboo on the other hand...

      Delete
  58. I haven't seen anyone say anything about this, so I thought I'd ask here. Let's say you checked into a Grade 3 with Sarah and you swapped out into a Dancing Princess of the Night Sky. Do you continue your second check, or activate Dancing Princess's Counterblast first?

    ReplyDelete
    Replies
    1. Well that card's not even in my Sarah build, and Princess requires a very exact understanding of the deck list since she's a searcher and set-up card. But since you're asking for a ruling, you always put each new effect on "standby" (see: Comprehensive Rules PDF) and resolve them in any order you choose before completing any other actions or phases. So if that happens:

      Drive check 1: -Grade 3
      -Activate Sarah. She goes on "Standby"
      --Resolve Sarah from standby. Choose Princess
      -Activate Princess. She goes on "standby"
      --Resolve/Not Princess.
      Drive check 2: ??

      So yes, you resolve/or_not Princess first since she's waiting on standby for you to choose. If you could swap TWO units, you could see the reason for that ruling immediately, since it forces a game pause to determine the order of operations.

      Delete
  59. Fast question for Alice. Which build would you take to a tourney? :)

    ReplyDelete
    Replies
    1. None of them until the atmosphere allows Pale Moon to be equally competitive.

      Delete
    2. Yes, that's true. I like this clan a lot but been using it in casual mode, i mean outside of tourney's, royal is doing the job there, but.. guess i'll wait and see the results of your set 9 test :). Meanwhile playing your Touchdown. Alice! but i have to say your Whip Crack is tempting...

      Delete
    3. Thinking about this, Have you ever considered using videos to support some of your deep clan analysis, for clans like palemoon, aqua force to say some are combo friendly clans. I have seen some videos by other people but God, they have crappy builds, lot of misplays and so on, is a pain watching most of them.

      Delete
    4. -Test is coming along rather slowly due to a huge proposal portfolio I'm making to try and get a shot at being hired in the RolePlay writing industry.
      -I've considered videos but I hate my voice
      -Even if I got over that, they take a fuckton of time to do
      -Even if I had the time, Vanguard isn't worth putting in that kind of effort at this point
      -Even if I didn't feel that way, I can talk about everything in an article that I can in a video

      So a video would be something I do when I get plenty of time to just kill for the hell of it and get over my anxiety, as well as actually care about Vanguard enough to want to go that extra mile--right now I just don't. So not impossible but not likely to be soon. I've actually been sitting on a youtube account for several months now in case I got the opportunity.

      -Also it would require me to have access to printing proxies again (I don't anymore) because I sure as fuck cannot afford to buy everything I analyze (and sure as fuck wouldn't give Bushiroad a dime even if I could)

      Delete
    5. Valid points there, but still wish you someday decide to make one. Hope you do good with your job hunting.

      Delete
  60. Alice, i saw u Hurricane build and i changed the Hurricane to Raqiel (Main, Peek a Boo for Hungry Clown and Skull Juggler for magical partner, u think these changes should work? and i can run 6 crits and draws?

    ReplyDelete
    Replies
    1. Not sure. Currently testing Set9 stuff. I was away for a while and I spent some time composing that latest article so Set 9 will be late most likely.

      Delete
  61. I'm surprised there's no mention of Raqiel anywhere. I've always thought that you could put Farah, Mistress Hurricane or Raqiel into Whip Crack's deck list and have it work out. Farah pretty much accomplishes the same as Mistress Hurricane, except for a cheaper cost and later and you don't have to go through the hassle of getting 8 soul. As for Raqiel, he can reach 4 Stages during Late Game (The other 2 only reach 2 Stages; 3 if facing 10k Vanguards with a Turquoise behind the Vanguard) on the Vanguard Circle and 3 Stages on the Rear-Guard Circle and you'd have plenty of Soul for Magicial Partner. Combine that with Midnight Invaders + Tamers and it wouldn't be hard to have a 3/4/3 setup.

    ReplyDelete
    Replies
    1. Oh, So she fits in the Whip Crack winning image.

      Delete
    2. You're right that I probably should've mentioned Raqiel somewhere and I was wrong for not addressing him after at least explaining why Cookie is redundant in a bad way. I'll look to explaining him in the future but basically: He's identical to Mistress Hurricane with the difference of trading off defense all the time for offense in late game. Turned out to be a bad trade off because of the prevalence of 8k + 12k attackers now which ruined Raqiel's day. If given the choice between some localized power or good defense, I'm usually going to pick defense (also Hurricane is a Chimera for what it's worth).

      But don't start arguing personal boosters because not only is that irrelevant in most decks, it's totally irrelevant in Pale Moon when you specifically need your soul. So no, he's 3 stages late game not 4--there's not even room in a grade 1 lineup for that.

      Delete
  62. This comment has been removed by the author.

    ReplyDelete
  63. But, Alice, we can still running Raqiel right, but just more agressivly than MH right?

    ReplyDelete
    Replies
    1. I wouldn't call a mere 2 turns at the end of the game "aggressive".

      Delete

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