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Saturday, January 25, 2014

[JCG] Deck Check: The World's End - Omega!


I finally found time to put together and proxy an "Omega" Glendios build, as well as the time to test it, and I have one thing to say: holy cow this deck is consistent.






The following list is outdated. An up-to-date version of the list can be found here.

Star-vader, "Omega" Glendios is a very unique card on its own, and I've been interested in it ever since it was revealed in the anime. There hasn't been much other confirmed news to work with so I've spent my time playing "Omega" Glendios. I can't do much explaining without the deck list, so let me get to that first:

The World's End - Omega!
17 / 10 / 4 / 19

1 Star-vader, World Line Dragon
4 Star-vader, Scouting Ferris
4 Star-vader, Nebula Captor
2 Star-vader, Meteor Liger
2 Star-vader, Vice Soldiert
4 Star-vader, Stellar Garage

4 Prison Gate Star-vader, Palladium
4 One Who Opens the Black Door
2 Mana Shot Star-vader, Neon

4 Star-vader, Magnet Hollow

4 Star-vader, "Omega" Glendios
15 Reverse Units

The Reverse units that you use don't necessarily change much, but with that aside, you may be thinking: "This is a Morikawa level deck! How is it consistent?" The answer is pretty simple, it's because of World Line Dragon.

I had initially underrated Star-vader, World Line Dragon as I thought it did not provide enough to tie this deck together, and boy was I wrong. With a whopping 15 Reverse units in this deck, you're either drawing your progressive riding units, triggers, or the Reverse units that then get translated into either. Despite only running four grade 2's, I've managed to put one into my hand almost every game I've played with the deck. This is because theoretically you're looking at about 7-8 cards through normal play and 10 cards with World Line before you need to ride your grade 2. It seems really bad on paper, but it has earned a reputation of always showing up. It's even easier to get Glendios, because the 10 cards from World Line increases to 15. The inclusion of draw triggers significantly helps as well.

I had also jumped into this deck thinking that you'd need to run four "Omega" Glendios and four Star-vader, Infinite Zero Dragon. I had originally played four Infinite Zero Dragon as well, but eventually I decided to draw them. As odd as this may seem at first, riding Glendios is so much better than riding Infinite Zero Dragon. When you go straight into Glendios, his last two abilities are always active, turning each of your 15 Reverse units into free Locks and huge columns. Simply riding Glendios and calling any Reverse puts a lot of pressure on the board.

So what's the game plan for this deck? It's actually a lot more simpler than it seems. Just get a grade 1, Magnet Hollow, and Glendios when you need them. Glendios does everything you need it to do on your own, since once it hits the board you start sequentially locking all of the units on their board. If you're under Limit Break and can't keep things locked, you can use Palladiums to keep things in place until you can keep their board locked.

Once you enter your Limit Break, you just start spending two Reverse units per turn to triangle Lock your opponent (both front rows and vanguard booster are locked) permanently while swinging with 21000+ power rear-guard columns. You're on a clock though, because once you're unable keep up with the cost to permanently Lock units your whole strategy falls apart and you start losing. Regardless, this is a very strong strategy and not all decks have the opportunity to counter it.

You're still rarely ever going to use Glendios' Ultimate Break. It takes a considerable amount of time to get them to five Locked units and even then, they can just keep their fifth rear-guard circle open so you can't Lock it. This is aside from the main point of Glendios, as all of its other skills are the reason it's so good.

While Glendios' skills are very good, its match-ups are even better. I'm not entirely sure it works like this, but judging from the wording, if you go up versus a Reverse deck and you use Glendios' Limit Break, the units they Lock during their turn are also affected by Glendios, so they don't come back. This effectively shuts down the core strategies of many decks, and even makes the Ultimate Break slightly more viable. You also have very good match-ups versus decks that generally rely on their rear-guards. Playing a deck with Strongest Beast Deity, Ethics Buster Extreme would be kind of difficult when your front row is essentially locked all the time.

On the other hand, decks that focus on their vanguard as their primary source of damage can give you a rough time. Dauntless Drive Dragon can be a real pain, since no matter how many rear-guards you get to lock, Dauntless will always be a threat with its multiple huge attacks. Eradicator, Dragonic Descendant and Revenger, Dragruler Phantom are also potential threats. My only solution for these decks is to hope you can kill them with your columns before they can kill you with their vanguard.

That's pretty much all there is to say about this deck. Even though it has a very unique play style, the play style is actually a lot simpler than the average Vanguard deck. Just get through your rides and call a bunch of Reverse units and you should be on your way to victory in no time. Also, look out for the rest of the Link Joker support that's coming in Booster Set 15, because I'm sure Glendios is going to get more support. But for now, go ahead and give the deck a try and change up the ratios if you want to. There's a lot of room for improvement, so adjust it so you're more comfortable with it. As always, leave comments in the section below, and thanks for reading.

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