Thursday, January 30, 2020

Countering the Big Daddy

Deity of Eon, Time Ruler Dragon

With the release of Time Dragons you may be wondering why is this deck so broken and how do I beat it? Well first off let me tell you that the format we are currently in (S-BT07) is a healthy format and it’s not considered a Tier 0 format. First off there are a few glaring weaknesses of Time Dragons, namely hyper aggressive decks that can dish out insane amounts of damage and have a way to extend the battle phase. Time Dragons inherently is considered to be a true control deck right down to its core, so what that means is a lack of offensive pressure. By being a true control deck, means it comes with its bad sides which is a slow deck in winning the game. So decks with multiple wincons such as Phantom Thief Draco can take advantage of them. 

The Counters

Thunder Deity, Voltic Ra

Let’s talk about how each deck can counter Time Dragons. First off would be the most obvious, Horus. Simply casting a single ‘Sweet Happy Time’ will Ensure all your Horus effects from resolving which is crucial for the push,  board presence and control. Once that first step is done all you have to do is farm for a spell null and go all in. 

Talla Bu LuucySweet Happy Time

Key pointers to note- use Luucy to stop their Time Ruler from going off to maintain your board. Consider siding in Impact to push for the extra 4-6 damage. Siding in ‘Pyramidal Peak’ to get rid of the pesky set spell and size 0 cards. This is a matchup about skill. Know when to cast certain spells after baiting the Time Dragon player to commit to the board.


Grand Phantom Thief, Winds Harry

Next up we have is Phantom Thief Draco. Yes a Budget deck can even win the most expensive deck. There’s two builds, with or without Lost World. For those more Budget friendly, the non-lost build has a different wincon which is the size 3 Monster ‘Twenty Fani’. A quad triple Attack with 4 critical is more than enough. As Time Dragons have no proper and efficient way to restand their field currently, all the Phantom Thief player has to do is rest their board all the while milling their deck with Sky Castle and Harry. 

Phantom Thief with Many Faces, Twenty Funny

Key things to note- As the magic world player you need to understand and identify the wincons that you have and how close you are to them. This is very difficult to do without proper practice and understanding of your deck. Burn damage from Holy Magic and Steal Time also stacks up over time so take note of that. There’s multiple ways of going around this matchup. Sequencing is especially important when navigating as well. 

Deity of Knowledge and Hope, Godcross Astrologia

Moving on would be Astrodragons- your board is key and anti skill nullification is more important. Do not play the new item as it gets shutdown by Time Ruler, play Skyseer Bow Calum Rex for its 2 soul and protection effects.  Like Horus a single sweet happy time is more than enough to push for game. Do watch out for their rest spells, so use ‘Cross Pair Slash’ to get rid of their souls to prevent them from casting it. 

Everseer Bow, Caelum RexSkyseer Bow, Kaus Alnasl

Key pointers to note- Consider siding in ‘End game study’ to continue the battle phase. Always remember about their ability nullification and play around it. Always go second. Keep your revival spell for their Lost turn, this is the most crucial point. 


Moving onto Roselia, a simple deck to pilot but easier to misplay. With a full board always aim to go for link attacks with penetrate. If you have the exodia combo(4 Roselia cards with protection and offence) you more or less can push for game. Slam hard and impact to extend the battle phase. Use spells to call monsters from drop to continue the Attack. 

Party at CiRCLE!

Key pointers to note- sequence your calls properly to prevent them from getting destroyed or nullified. Keep your revival spell for their lost turn. 

Happy Happy Idol, Kirari MoroboshiChill Type Idol, Anzu Futaba

Idolmaster Kirari/Anzu- if you go first and you have the discard combo, go for it. If you go second remember that your protection spell ‘The Trick is to...’ is important to prevent your cards from being rested, destroyed and nullified. Kirari is key as it stops the Time Dragon player from doing anything. Remember to keep ‘Sexy & Guilty’ to destroy their set spells.

The Trick Is To…Three Sister Detectives! Episode 4: Sexy & Guilty

Key pointers to note- timing is important, know when to use your protection cards, sometimes you will not use it defensively in order to Ensure game next turn. Consider siding in more revival spells as the game will prolong to the point you might deck out. Consider siding in impacts to restand your board or to deal 5 damage. There are many different ways to counter this matchup and find out which way is best for you. Side out your Kanako Mimura if you are sure you are going second. It’s only needed for the turn 1 combo. 

Well that’s all I have for you guys today. Buddyfight has reached the point whereby there’s no clear best deck without weaknesses. Time Dragon is popular because it’s a new Mechanic and it’s a deck that rewards skill and deck building. Not every player can pick up Time Dragons and expect immediate results with it. So do not think that because you’re playing against it, you’ll lose.

Peace

6 comments:

  1. Replies
    1. Hi, for Electrodeity it is paramount that you go first for Game 1. Use Izanami skill to call Amaterasu to draw multiple cards. You have to go into Lost as quickly as possible and finish off the Time Dragons player. Vanity Zero Blazer is the key card. The Time Dragon player does not have enough time to react to your T1 Lost. Keep a Sweet Happy Time in hand to prevent that rest effect from slowing you down. Dogmas and spell nulls are important for finishing the game.

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    2. So what about ED players who don't run lost in their decks? Great advice btw thank you very much.

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    3. Electrodeity Inherently is a farming deck that is meant to turbo into Lost World. So if you do not run Lost it is very hard to actually have a win condition, Izanami by itself is not a wincon even with the extra turn because if you build your deck to perform the extra turn, you'll realise you have many dead cards in your hand and it will feel very bad if you cannot pull off the extra turn. Similarly to Empyreal Corps, it is a turbo lost deck, if you do not play it like that there is little to no chance of winning. My advice is if Lost World is too expensive, there are always budget builds like Gnitz which can be played. With ED's draw power, you will still be able to farm into your pieces regardless.

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