Powered by Blogger.

Saturday, April 12, 2014

Fighter's Collection 2014 - The Return of Daikaiser!


Welcome to our multi-part review of the brand new Fighter's Collection 2014, set to come out on May 2nd, which isn't that far from now. Fighter's Collection is a very diverse set that covers a lot of grounds, so we'll make sure to cover all of it in brief, specific articles. Today, we'll be starting our series with the brand new support units for Dimensional Robos!

I had written an article for the recent Dimension Police Trial Deck released in the English game a few weeks ago, and how the whole clan now had the ability to revolve around their new Break Ride: Super Dimensional Robo, Daikaiser. Daikaiser is an extremely powerful Break Ride that has the ability to break shields and push its damage through almost any defense, given you drive check grade 3's. This skill proved to be very effective in conjunction with damage pressure units like Super Dimensional Robo, Daiyusha and its Cross Ride: Ultimate Dimensional Robo, Great Daiyusha. Daikaiser essentially gave your vanguard the ability to carry extreme damage pressure, which was only amplified by the powers of Commander Laurel. These combinations lead to Dimension Police getting a much stronger win condition than they had originally.

If you want to build Dimensional Robos in the English game, feel free to check out our double Deck Check here!

One unique product that resulted from the Trial Deck was "Crazy Diamond", a build that utilized the Enigman ride chain to maximize the amount of grade 3's you could include in your deck, which in turn amplified Daikaiser's power. It was even possible to deal all six damage in one turn with the deck, which shows how the deck managed to take people by surprise and pull off a lot of victories.

Following the new Trial Deck, Dimensional Robos were set to get even more support in the upcoming Booster Set 14. The highlight of their support was Dark Dimensional Robo, "Reverse" Daiyusha, an alternate Cross Ride for our old pal Daiyusha. Instead of gaining power and extra criticals, Reverse Daiyusha had the ability to reduce the power of your opponent's vanguard by 10000 for a turn, which amplified the strength of your whole field. Unfortunately it came with a cost of locking two of your own units, but Reverse Daiyusha turned out being successful in a completely new way for Dimension Police.

As a result, Daikaiser was left in the dust. He was a Break Ride that had so much potential, but the strength of using Daiyusha for early game pressure and Reverse Daiyusha for late game pressure was a lot more consistent and strong. When it was time to boost Dimension Police once again, Bushiroad was determined to push Daikaiser back into the spotlight.

[AUTO](VC) Limit Break 4 (This ability is active if you have four or more damage):[Counter Blast (2)-card with "Dimensional Robo" in its card name] When this unit attacks, you may pay the cost. If you do, this unit gets drive check +1 until end of that battle. This ability cannot be used for the rest of that turn. (This ability cannot be used even if the cost is not paid.) [CONT](VC):If you have a card named "Super Dimensional Robo, Daikaiser" in your soul, this unit gets [Power]+2000.

Enter Ultimate Dimensional Robo, Great Daikaiser. Daikaiser ended up getting similar treatment to Daiyusha by getting an "Ultimate" Cross Ride, and he actually synergizes fairly well with his original form. Great Daikaiser's Limit Break applies when it attacks: by counterblasting two Dimensional Robos, he gains an extra drive check for that battle. You can only use this skill once per turn, and only on the first attack your vanguard makes during that turn. Keep in mind that when you drive check a grade 3, Daikaiser's Break Ride skill lets you retire a shield, which only becomes more of a threat with another drive check. Not to mention you still have all of your other trigger units as well, this Limit Break is not one to be taken lightly.

The only problem with Great Daikaiser is that he relies heavily on counterblasts, which especially adds up when you consider that the original Daikaiser also costs a counterblast when you Break Ride. As a result, this move should almost always be used as a finisher. Despite being costly, it can definitely pay off. Your vanguard is swinging for 23000+ with a whopping three drive checks, where your grade 3's also count as triggers and you might even have a Commander Laurel on the field. Quite the flashy strategy.

[ACT](VC) Limit Break 4 (This ability is active if you have four or more damage):[Choose one of your rear-guards with "Dimensional Robo" in its card name and put it into your soul] Search your deck for a grade 3 card with "Dimensional Robo" in its card name, ride it, and shuffle your deck, and that unit gets [Power]+4000 until end of turn. [AUTO](VC): At the beginning of your attack step, if this unit’s [Power] is 15000 or greater, this unit gets [Critical]+1 until end of that battle.
Dimensional Robos also got an additional two units to go with Great Daikaiser. The first one is Super Dimensional Robo, Daiyard. Daiyard is a standard 11000 grade 3, but he comes with Daiyusha's skill, so if he attacks and has 15000 base power or more, he gains a critical. This automatically makes him more useful than Daiyusha outside of instances where you use Daiyusha for his Cross Rides, which is huge. He also gains synergies with Dimensional Robo, Kaizard, which gives the grade 3 that rides over it +5000 power for the turn.

In addition to Daiyard's critical skill, his Limit Break lets you slide a Dimensional Robo from your field into the soul to Superior Ride a grade 3 Dimensional Robo from your deck and give it +4000 power during that turn. He essentially lets you turn any card in your hand into a different grade 3 from your deck. You could grab a Daikaiser to setup a Break Ride for next turn, or you could just grab another Daiyard and take advantage of its extra critical, since it gets the +4000 power.

I can come up with reasons to Superior Ride just about any Dimensional Robo boss, but the important thing to consider with Daiyard is that he exists as additional grade 3 filler that actually makes getting to Daikaiser a lot more consistent. A popular trend with Daikaiser is to go way over the average 7 or 8 grade 3's to maximize the potential that your Break Ride turn carries. In addition to playing Daikaiser and Great Daikaiser, there's few downsides to sticking copies of Daiyard in there, since he has the ability to switch into Daikaiser for your burst. He also functions as a damage carry to be used in conjunction with Daikaiser. When you ride Daiyard over Daikaiser, he ramps up to three criticals with all of the other effects from Daikaiser.

[AUTO](VC) Limit Break 4 (This ability is active if you have four or more damage):When this unit attacks a vanguard, this unit gets [Power]+5000 until end of that battle. [ACT](RC):[Counter Blast (1) & Put this unit into your soul] If you have a unit named "Super Dimensional Robo, Daikaiser" in your (VC), search your deck for up to one card named "Ultimate Dimensional Robo, Great Daikaiser", ride it as [Stand], and shuffle your deck.
Last, but certainly not least, is Super Dimensional Robo, Shadowkaiser! Shadowkaiser isn't much of an ideal vanguard for Dimension Police, but he really helps tie Daikaiser and Great Daikaiser together. As a vanguard, he has a standard +5000 Limit Break on attack, which isn't bad to have. However, as a rear-guard, if you have Daikaiser as your vanguard, you can counterblast one and slide Shadow Kaiser into the soul. If you do, you can Superior Ride Great Daikaiser from your deck as stand. Shadowkaiser gives you access to Great Daikaiser without the need to draw it, which seems fine enough, but the entire process costs a total of four counterblasts, which is pretty undesirable.

However, it's pretty apparent that he was designed to work with Daiyard. Daiyard gives you access to Daikaiser without regular riding it, so therefore you can use Shadow Kaiser in the same turn to ramp straight up to Great Daikaiser, which really isn't that bad.

Shadow Kaiser shares the same role with Daiyard, where it exists to increase the amount of grade 3's in your deck. In most builds though I think it costs way to much use to focus on, and I'd definitely include Daiyard before even considering Shadow Kaiser. I still believe it's a strong card though. Honestly, if Dimension Police get a clone of Battle Sister, Lemonade in the upcoming Booster Set 16, this card might be a bit more practical. But for now, it's a bit too niche.

With these three new grade 3 units, I believe that Daikaiser has the potential to enter the heights of the metagame. With control decks being the main contenders at the moment, Daikaiser has the ability to ignore all of the field control and threaten your opponent with insane amounts of damage due to its heavy focus on your vanguard column. The only problem is that Star-vader, "Omega" Glendios can completely stop you in your tracks. Taboo Star-vader, Rubidium comes with the ability to completely redirect an attack to a Reverse unit, so even if Daikaiser can retire guard, it's all for naught, since you're not even hitting the vanguard anymore. However, if you have enough units unlocked to use Commander Laurel's skill, you can turn the game to your favor by being able to swing again with your vanguard.

Another potential problem I see this deck facing is the apparent rise of Quintet Walls. Quintet Walls work really well with Legion, and more decks use less counterblasts, making Quintet Walls more cost efficient. Unlike Perfect Guards, Quintet Walls split up your defenses into multiple cards, making it easy to stop a Daikaiser attack. There are still times you can brute force your way through, but it's not common.

I've been testing two decks with the new Daikaiser support. A pure build and a build similar to the old "Crazy Diamond" build. Both are still in experimental stages, so there's a lot of room for improvement.

Ultimate Kaiser Sword!
17 / 11 / 10 / 12

1 Dimensional Robo, Daimagnum
1 Gem Monster, Jewelmine [Draw]
1 Demonic Eye Monster, Gorgon [Critical]
2 Justice Cobalt [Critical]
4 Dimensional Robo, Daibattles [Critical]
4 Dimensional Robo, Daicrane [Draw]
4 Dimensional Robo, Gorescue [Heal]

4 Dimensional Robo, Daishield
4 Dimensional Robo, Kaiser Greater
3 Commander Laurel

4 Dimensional Robo, Kaizard
4 Dimensional Robo, Daidragon
2 Dimensional Robo, Daibarret

Super Dimensional Robo, Daiyard
Super Dimensional Robo, Daikaiser
Ultimate Dimensional Robo, Great Daikaiser
Super Dimensional Robo, Shadowkaiser

Notes: Daidragon really helps deal with the weak base power that Commander Laurel comes with. Daimagnum isn't used often, but helps push Daiyard to critical levels. Kaiser Greater is an amazing unit that helps you turbo to Daikaiser, which is always good.

Crazy Daikaiser!
17 / 12 / 6 / 15

1 Enigman Flow
1 Army Penguin [Draw]
Gem Monster, Jewelmine [Draw]
Demonic Eye Monster, Gorgon [Critical]
Justice Cobalt [Critical]
Dimensional Robo, Daibattles [Critical]
Dimensional Robo, Daicrane [Draw]
Dimensional Robo, Gorescue [Heal]

4 Enigman Ripple
4 Dimensional Robo, Daishield
4 Commander Laurel

4 Dimensional Robo, Kaizard
2 Enigman Wave

Super Dimensional Robo, Daiyard
Super Dimensional Robo, Daikaiser
Super Dimensional Robo, Shadowkaiser
Ultimate Dimensional Robo, Great Daikaiser

That's all for today. Hopefully this article will help you with your next Dimensional Robo deck. I personally am excited for these cards to come out in the English game, as they've been one of my favorite decks for a while now. Stay tuned for more articles on Fighter's Collection, as we'll be trying to rush them out every day! As for tomorrow's article, we'll be going over some new Knights, good and evil..

7 comments:

  1. Loved the article. Very smart. I play in Japan and have been working on this deck for awhile. My g3 line up currently is 4 Daikaiser , 4 great and two shadow. I was running daiyard, but was so conflicted with space

    ReplyDelete
    Replies
    1. I'd recommend still fitting in Daiyard imo, since 4 Daikaiser isn't necessarily needed when you play Shadow, and Shadow works really well with Daiyard.

      Delete
    2. Yeah I totally agree with you. I'm going to try your G3 line up and see how I fair. Probably take it to my locals here and I'll let you know how I do. Last week I lost in the second round to a crazy diamond deck. I really hate the single elimination format. I did much better the next day in a different city. Went 4-2 making into the semi-finals. What do you think about Daibrave or dailander? I was thinking of g1 line that used them.

      Delete
    3. If you don't like Kaiser Greater, then Daibrave should be fine. Dailander doesn't really do much in this deck though.

      Delete
  2. Dailander can give Daiyard a critical on call. Great also if I boost with him making my vanguard swing for 21,000 with two crit. He's not bad, but with a deck that is already pretty counterbalance heavy it might not be worth it.

    ReplyDelete
    Replies
    1. That's what I was thinking, plus other Daiyards, Kaizard, and Daimagnum can fit that purpose.

      Delete
  3. Just took first place in my locals with the crazy diamond build. The other deck I lost every single match on Friday over here. But the crazy diamond build is proven solid. 23 players, single elimination and Daikaiser stood tall over all of them! I almost ran just 14 grade 3 and 3 Commander Laurel to make space for 2 Daikaiser greater so that I could superior ride, but my friends were like just keep it to 15 so I changed it back. Great deck build!

    ReplyDelete