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Friday, March 14, 2014

[ECG] Double Deck Check: Dimensional Brave Kaiser!


Trial Deck 12: Dimensional Brave Kaiser hits English shelves today! The Trial Deck serves as the preface for the wave of Dimension Police support heading our way in Booster Set 13. Although I consider it a preface, it does happen to come with one of the most useful units for Dimension Police: Super Dimensional Robo, Daikaiser!

Let's rewind a while back to Booster Set 8, the set where Dimension Police were graced with their own Cross Ride unit, Ultimate Dimensional Robo, Great Daiyusha. It was meant to work in conjunction with Super Dimensional Robo, Daiyusha, and it wasn't a bad deck, but it fell out of favor pretty fast. Great Daiyusha created a massive center line with a Limit Break critical, but it wasn't enough to keep up with the advantage of other new decks like Aqua Force and Gold Paladin. Soon enough, the deck was set to the side for another day, and that day has now come to us.


Clans left and right are getting their own Break Rides to power up their decks, and Dimension Police is definitely no exception. Super Dimensional Robo, Daikaiser perhaps sits as one of the best Break Rides printed up to this date. When you Break Ride over Daikaiser, you can counterblast one to give your vanguard +10000 power and a critical, but your vanguard also gains a very powerful effect during this turn. Whenever your vanguard drive checks a grade 3 Dimension Police unit, you can retire one of your opponent's guardians for that battle. This means that whatever you retire won't count when you check if the damage hits, AND this includes everyone's precious perfect guards. That's right, perfect guards aren't as perfect anymore.

An important fact to consider in this scenario is that most of the Dimension Police bosses you'll be using with this unit also give themselves more criticals. Super Dimensional Robo, Daiyusha gains an extra critical when his base power goes over 14000, which, is easily accomplished because Daikaiser gives him +10000 power for a turn. Ultimate Dimensional Robo, Great Daiyusha also gets an extra critical as a Limit Break for having three or more Dimensional Robos in your soul. There are more examples, but it's pretty obvious that your vanguard attack becomes "Guard or Die" for the turn. Daikaiser takes the guard out of the equation by knocking out shield, so you're looking at a pretty powerful combo.

If your opponent thinks they have the guts to try to stop your attack, they would traditionally use a perfect guard or just a lot of shield. In the case of Daikaiser, you only need one grade 3 to steamroll right through a single perfect guard, guaranteeing you the game. This of course leads your opponent to invest two perfect guards as a result, which is more value for you because they're exhausting their hand! If your opponent doesn't have a perfect guard and throws down their hand to guard, your grade 3's essentially become +10000 triggers, since they're usually knocking out 10000 shields and lowering the difference. It's a win-win situation for you, as long as you're able to drive check enough grade 3's.

For today's Double Deck Check, we'll be doing a double feature for Daikaiser in a simple build, and then a crazy build that you'd never think work, but actually does.

Dimensional Brave Kaiser!
17 / 12 / 10 / 11

1 Dimensional Robo, Goyusha
1 Justice Cobalt [Critical]
3 Army Penguin [Draw]
4 Dimensional Robo, Daibattles [Critical]
4 Dimensional Robo, Daicrane [Draw]
4 Dimensional Robo, Dairescue [Heal]

4 Diamond Ace
3 Dimensional Robo, Daibrave
3 Dimensional Robo, Daitiger
2 Dimensional Robo, Dailander

4 Dimensional Robo, Daidragon
4 Dimensional Robo, Kaizard
2 Dimensional Robo, Daidriller

4 Super Dimensional Robo, Daikaiser
4 Super Dimensional Robo, Daiyusha
3 Ultra Dimensional Robo, Great Daiyusha

As expected, we approach this deck with unusual ratios in order to boost the strength of Daikaiser. Playing a total of 11 grade 3's means when the Break Ride turn comes along, our odds of checking into a grade 3 is fairly high.

Our grade 3 trio consists of Daikaiser, Daiyusha, and Great Daiyusha. Why did I choose the latter two units to work with Daikaiser? Well, it mainly stems from the applications of our starter: Dimensional Robo, Goyusha. Goyusha essentially ties everything together, boost consistency at the cost of advantage, and get dead grade 3's out of your hand. Goyusha's skill can be used when you have a grade 2 Dimensional Robo as your vanguard. By sliding four Dimensional Robos from your field into your soul, you can Superior Ride one grade 3 Dimensional Robo unit from your deck. Now at first it can basically guarantee that you ride Daikaiser if you don't draw it, which does a decent job in justifying it, but it also has strength after you get to Daikaiser.

The best scenario you can get is using Goyusha to slide Daiyusha into the soul and well, Break Superior Ride Great Daiyusha over Daikaiser. It basically equates to a huge tempo swing, and you'll easily recover your advantage from all of the guard your opponent has to invest to keep themselves alive. If they manage to survive, then they have to deal with a 13000 tank vanguard that retains an extra critical for every following turn. Bottom line is, Goyusha can end up being the trump card that'll win games through pure burst.

To help sustain the costs that come with Goyusha, we have Dimensional Robo, Daibrave. Daibrave has a skill that activates only when he's in the soul. You can move him to the drop zone to give your vanguard an on-hit ability that lets you draw a card at the cost of a counterblast. It's effective while being a pressure unit because it can be used early when it's hard to guard to get one or two cards ahead, so it can definitely end up being helpful.

Super Dimensional Robo, Daiyusha isn't that bad of a unit by itself either. It comes with an ugly 10000 base, but his skill has only grown to be more and more powerful with more support. You used to only really make it gain a critical through odd combos and Cosmo Beak, but now that we have Dimensional Robo, Daidriller and Dimensional Robo, Dailander, extra criticals are only a counterblast away. Not only that, but Dimensional Robo Kaizard works so exceptionally well with Daiyusha. Kaizard gives any grade 3 Dimensional Robo that rides over it +5000 for the turn, so it resembles some weak kind of Break Ride. It's cool because right when you transition into Daiyusha, it'll swing with an extra critical right away, giving you early damage pressure that the deck occasionally lacks.

We play an odd ratio of triggers in this deck along with the odd ratio of grades, but it's not that bad after some thought. Criticals are probably the strongest of the main three kinds of triggers, but they're pretty pointless when your vanguard is threatening game almost every time exists. Draws come in handy more in this deck because of the investments and potential inconsistencies you might have. It's still good to include some critical triggers because outside of checking triggers they serve as useful 10000 shields as opposed to 5000 shields. Regardless, trigger ratios are usually a player preference, so play around with them yourself.

Now this deck can actually cheese some wins here and there, and it's also very fun to play, but what if we took it a step further? You might be wondering what I mean by this, but our next deck will show how far Daikaiser can truly be abused.

Crazy Diamond!
17 / 12 / 6 / 15

1 Enigman Flow
Justice Cobalt [Critical]
Army Penguin [Draw]
Dimensional Robo, Daibattles [Critical]
Dimensional Robo, Daicrane [Draw]
Dimensional Robo, Dairescue [Heal]

4 Diamond Ace
4 Enigman Ripple
4 Commander Laurel

2 Enigman Wave
4 Operator Girl, Mika

4 Super Dimensional Robo, Daikaiser
4 Super Dimensional Robo, Daiyusha
4 Enigman Storm
3 Ultimate Dimensional Robo, Great Daiyusha

Now, for a quick disclaimer, this deck is by no means my own idea. The deck comes from the 2013 Fighter's Road National Championship in Japan. The junior champion played a list similar to this, and the idea is absolutely brilliant. It's already a given that Daikaiser scales in power when you include more and more grade 3 units in your deck. So how exactly do we add a ton of grade 3's to our deck without hurting our consistency? The original pilot, Niida Kazuki, approached this problem by going all the way back to Booster Set 4, where Dimension Police had their true debut with Enigman.

Enigman featured their own ride chain that mimicked other popular chains like Blaster Dark and Blaukruger. When you rode Enigman Ripple over Enigman Flow, you got to add Enigman Wave directly from your deck to your hand. Ripple, Wave, and Enigman Storm gained passive power for having their previous forms in the soul, and Enigman Storm had a skill similar to Daiyusha, where it would gain an extra critical if its base power exceeded 15000. The reason why this ride chain is suddenly relevant again is because it lets you play an extremely slim amount of grade 2's, since riding Enigman Ripple basically guaranteed your grade 2 ride. Unfortunately, Enigman Wave is pretty useless by itself, but being searchable by Ripple is good enough. Since you got to cut down on grade 2's, you could devote more slots to grade 3's. This deck features a whopping fifteen grade 3's, so the odds of you checking one when you Break Ride are almost as high as getting a trigger.

But Kazuki certainly did not stop there. The odd ratios of the deck lead to making very weird rear-guard columns. Therefore, the answer to bank everything on the vanguard, and the method of doing so comes from Commander Laurel. Laurel has always been a pretty famous Dimension Police, and it gave a lot of power to some variants. Laurel's skill defined the deck as a vanguard-centric deck by itself, and for good reason. Whenever your vanguard lands a hit and you have Commander Laurel on the field, you can rest four Dimension Police rear-guards to stand your vanguard. Now in the context of Crazy Diamond, you could essentially Break Ride Enigman Storm over your vanguard, give it +10000 power and Daikaiser's skill, and if it hit, you could rest your field to have it swing again for three damage. Now it's incredibly easy to land a hit if you're backed by Daikaiser and a ton of grade 3's to shred guard. If everything goes according to plan, you don't even need to deal damage to your opponent outside of your Break Ride turn. Potentially being able to end the game because you get to swing for three damage is absolutely insane, piled on with the fact that you have a higher chance of landing a hit than other decks.

This deck essentially became Vanguard's first One Turn Kill deck that had consistent results, and it is for this reason that Kazuki won the tournament with ease. Now, will the deck retain its success? It's not as likely, because the surprise factor was certainly huge as well, but it definitely carries the the ability to pull wins out of nowhere. You'll flat out lose games where you don't draw Ripple or Daikaiser, but the seven draw triggers can help pull yourself together and Laurel still carries a lot of pressure outside of Daikaiser by letting your vanguard stand at any point of the game. This deck is just as fun, if not even more fun, than the other Daikaiser deck, and I definitely recommend trying it.

In conclusion, I definitely feel that Daikaiser will bring Dimensional Police back into the game. The ability to cheese victories in Vanguard is a great selling point, and this deck can have some really strong games (albeit, some really weak ones as well). There's also Booster Set 13 to look forward, which has a lot more Dimensional Robo support, along with a Reverse form of Daiyusha. Another cool factor is that the deck is incredibly cheap, since most of what you need is already in the Trial Deck. So, pick up four copies of Trial Deck 12 today and see what you can do with Dimensional Robos!

1 comment:

  1. I just got a Daikaiser Trial last night. :D

    The first list looks amazing. I'm going to have to have to save up to build the first deck.

    ReplyDelete