Showing posts with label Sacred Crane. Show all posts
Showing posts with label Sacred Crane. Show all posts

Monday, 30 July 2012

Ninja Crane is Stunnin'


HEY WHAT HAPPENED TO THOSE LAST TWO MONTHS ALL MY POSTS ARE GONE

Yeah nah, I’ve been somewhat preoccupied and haven’t felt like updating in a while. Been starting to play IRL again, and as a result the majority of my attention is going to decks I can actually use there. My locals is tough as nails as well, some of the best in the UK attend there, so some of my fun builds just do not cut it.

With that in mind, I’ve been working on something for a while now. My Sacred Crane deck from a while ago has been developed into a Stun version, and it has been my main deck on here for a few weeks. So, here we have my current version.



Monsters: 17
1 Black Luster Soldier – Envoy of the Beginning
1 Cyber Dragon
3 Ninja Grandmaster Hanzo
3 Sacred Crane
2 Mist Valley Falcon
3 Tour Guide From the Underworld
1 Sangan
1 Spirit Reaper
2 Effect Veiler

Spells: 12
3 Pot of Duality
2 Mystical Space Typhoon
1 Allure of Darkness
1 Reinforcement of the Army
1 Monster Reborn
1 Dark Hole
1 Heavy Storm
1 Armor Ninjitsu Art of Alchemy
1 Book of Moon

Traps: 12
2 Ninjitsu Art of Transformation
2 Call of the Haunted
2 Icarus Attack
2 Torrential Tribute
2 Solemn Warning
1 Solemn Judgment
1 Starlight Road

Extra:
1 Chimeratech Fortress Dragon
1 Stardust Dragon
1 Black Rose Dragon
1 Brionac, Dragon of the Ice Barrier
1 Ally of Justice – Catastor
1 Armory Arm
1 Adreus, Keeper of Armageddon
1 Number C39: Utopia Ray
1 Number 39: Utopia
1 Maestroke the Symphony Djinn
1 Number 17: Leviathan Dragon
1 Number 20: Giga-Brilliant
1 Leviair the Sea Dragon
1 Temtempo the Percussion Djinn
1 Muzurhythm the String Djinn

Quick thing to mention before I get into how it works, Number 30: Acid Golem of Destruction is not legal in the UK and I don’t have Wind-Up Zenmaines. If I did, it would be run over the Mezurhythm.

The deck is fairly basic to play. The optimal opening move is to use Ninja Grandmaster Hanzo to search for Ninjitsu Art of Transformation, and then use that to special summon Sacred Crane on one of the upcoming turns in order to gain plusses. This combo is very underestimated, and I think a lot of people don’t understand why it is powerful, since you’re not going into a big beater with Transformation.

The reason it is so central is that it is allowing you to thin your deck by two cards, draw one card, and set up a light and a dark in the grave. This power all comes from drawing one Hanzo, and I consider it far superior to summoning a big beater like Apex Avian or Dark Simorgh.

That said, the deck also includes two Mist Valley Falcons. These have always been a favourite of mine, though I’ve not really seen much use for them for a long while. That has since changed with this; they can endlessly recycle the Call of the Haunteds, are 2000 point beaters, and targets for the Hanzo combo as well if it is ever needed (although I haven’t done it even once so far).

With such an easy way of ditching light and dark monsters, running Black Luster Soldier is self explanatory. It is a 3000 beater that banishes opponents cards and can win games on its own. Not running this would be an absurd choice on my part.

The Tour Guide + Sangan engine is needed in nearly everything. Even with the heavy stun and triple Duality, this deck is not an exception. It makes for extremely powerful plays, especially with Leviair, which I seem to make more than anything else in order to make use of any cards of mine that the opponent banishes. Using it to fetch Crane and getting another plus is so powerful. The only problem I have with it is that Sangan isn’t that great in this deck on its own. It can search Effect Veiler, Spirit Reaper, Tour Guide, and that’s it. They’re not bad searches by any means, but they feel rather lacklustre when it comes to power.

Effect Veiler is needed at at least two in most decks due to the current metagame. I’ve considered Fiendish Chain in its place, since I run Mist Valley Falcon at two, but that’s weak to MST and doesn’t give me a Light in grave for my BLS play. Veiler is too good.

Spirit Reaper and Cyber Dragon are techs. Reaper can stall very well, is a dark, and can make the opponent panic if he catches them with no monsters out. I ran it at two originally, but testing it at one has proven better, as it can force me on the defensive when I draw it at the wrong moment.

Cyber Dragon is unexpected game one, and I find it very effective in the Dino-Rabbit and Wind-Up match-ups. Very often the opponent will go into Zenmaines and I’ll be able to wipe it for free, while again getting a light in grave and a dark on the field.

Worth noting that the current monster count is low for the current metagame, so despite all the methods of dropping lights and darks in the grave, I am not running any copies of Chaos Sorcerer. Though I suppose it could be a tech at 1, I feel it would be dead too often for it to be worth it.

Triple Duality is something I’ve been hovering on. Because the deck special summons quite a lot, I’ve been using double for a long time, thinking three will clog. Now I’ve tested three though, I’m not having any real problems with it, and anything helping me get Hanzo early on is a good thing.

And getting Hanzo early is fairly easy with many of the cards in here. I run Reinforcement of the Army in order to effectively run four Hanzo, and an Allure of Darkness to dig another two cards. This, along with the Dualities and the Sacred Cranes, makes drawing happen very frequently, more so than in any other stunnish deck I know of right now.

Then we have a strange card that I’ve been running, Armor Ninjitsu Art of Alchemy. This is generally considered inferior to Magic Planter, a card that has a very similar effect but can be used on any continuous trap card. Seems better, considering that I’ve only got two other Ninjitsu Art cards.

I used to agree with this, but my testing has shown otherwise. Alchemy has one major advantage over Planter in that it can be searched by Hanzo. Since I only have two other targets for Hanzo to search, this is a great use for the third Hanzo when I draw it, clearing away my Transformation cards (which stay on the field after Sacred Crane dies) and netting me plusses. With Transformation nearly always being left out on the field, the fact that I can’t use it on other traps rarely seems to matter either, and though I occasionally draw it dead, I always seem to miss it if I ever leave it out. Great card, and very underestimated I think.

You have the staple spells, Monster Reborn, Heavy Storm, Dark Hole, MST, although I’ve left out Mind Control from the main, siding it instead. I won’t always have a monster due to my slightly lower monster count, and it’s a dead card against Chaos Dragons and a few others. I side it in for the Wind-Up and the Dino-Rabbit match-ups, but otherwise I don’t miss it at all.

MST I run at two, though these days I normally like it at three. However, because I run two Icarus Attack, I feel running two is easily compensated for, as I can wreck backrow with those and just side in the third.

Speaking of Icarus Attack, I love this card. So much. Because Sacred Crane isn’t the most useful card if you draw it, and playing Mist Valley Falcon will often get a trap used in response, it can take advantage and wipe out two cards unexpectedly. It’s just as live with Hanzo as well, as Hanzo can turn into a winged beast with Transformation anyway, so picking off cards to simplify the gamestate is very easy.

Call of the Haunted can also be used with it, turning it into a plus with Sacred Crane’s effect. As mentioned, can be used repeatedly with Sacred Crane, it is usually a +1 when the opponent hits it with something, and can be used to spring game out of nowhere at times. Though I’ve wanted to replace it with Fiendish Chain at times, I almost never find it dead so it’s sticking around.

Torrential Tribute is needed in this sort of thing right now, with swarming being as easy as it is. It might take out your field as well, but on the whole it’s definitely worth it. The Solemn brigade has to be run as well, it picks off so many threats and stops plays before they even start. If you’re not running these in this sort of deck you’re probably doing something wrong.

Starlight Road I’m running because of the deck’s low monster count and heavy backrow. Going on the aggressive is often risky with Dark Hole, Heavy Storm, and Torrential around, and drawing Starlight is like a message saying ‘Press your advantage, they can’t trap you so easily now’. The feeling of safety it grants makes it well worth playing, and when it goes off I’ll usually win the game.

Extra deck, lot of standard stuff in terms of synchros and xyzs. Stardust is run over Scrap Dragon because of the Starlight Road, and Chimeratech Fortress Dragon is needed for the Cyber Dragon in order to let it take out machines the way it does. Fairly basic there.

Adreus, Keeper of Armageddon is for when I side in Mind Control, in order to work with Cyber Dragon. Situational, but it’ll be missed if its not there. Though Tiras is the more popular choice, the fact that Adreus can pick off monsters bigger than itself without running over anything else makes me find it the better of the two if you can only run one or the other. If I had an Honest mained, I might change my mind, but as it is, Adreus is preferred.

And the Djinn, well as I mentioned before Muzurhythm would be replaced by Zenmaines if I had it. As it is, it’s a decent card for the UK with Acid Golem prohibited. Tour Guide being made into a 3000 beater is great, and can pick off many problems or just run over something for game. Temtempo I find that no one expects, and it gives Tour Guide better answers to my opponent’s Utopia, Zenmaines, and Maestroke.

So this is about it. Got multiple versions of is as you may notice from the deck picture, and I’ll probably create a great deal more.

Peace guys, hope you enjoyed the first update in ages.

Sunday, 15 April 2012

Sacred Crane Part 2

Welcome to part two of my Crane builds, I’m aware this will show up in the wrong order but if you care that much about chronology you'll scroll down and read the other post first. If not, just read on, I’ll get to it in a moment.

So this deck is, as it turns out, similar to BWST in terms of how to construct the main. I have narrowed it down to a specific base for the deck in terms of what is and is not needed for this particular build.



1 Black Luster Soldier – Envoy of the Beginning
1 Gorz the Emissary of Darkness
3 Ninja Grandmaster Hanzo
3 Sacred Crane
3 Tour Guide from the Underworld
2 Karakuri Ninja mdl 339 "Sazank"
2 Effect Veiler
2 Maxx “C”
1 Blackwing – Zephyrus the Elite
1 Sangan

2 Pot of Duality
2 Mystical Space Typhoon
1 Heavy Storm
1 Dark Hole
1 Monster Reborn
1 Mind Control
1 Allure of Darkness
1 Reinforcement of the Army
1 Pot of Avarice

3 Call of the Haunted
2 Ninjitsu Art of Transformation

1 Mist Wurm
1 Scrap Dragon
1 Black Rose Dragon
1 Brionac, Dragon of the Ice Barrier
1 Ally of Justice – Catastor
1 Number C39: Utopia Ray
1 Number 39: Utopia
1 Steelswarm Roach
1 Lavalval Chain
1 Diagusto Emeral
1 Number 30: Acid Golem of Destruction
1 Number 17: Leviathan Dragon
1 Leviair the Sea Dragon
1 Wind-Up Zenmaines

This is the base I have been using for my variants. I have gone over most of it in my previous post, but a change I think I need to mention is I dropped Effect Veiler to two as standard because testing has shown me that I really don’t need three. Draw power in the deck is fantastic and Veiler will usually wind up in my hand anyway.

I am also not strictly sure about Gorz the Emissary of Darkness and Blackwing – Zephyrus the Elite. They both pull their own weight and I don’t plan to remove them, but I would not regard them as massive staples in the deck. Gorz gets clogged by my Ninjitsu cards on occasion, and Zephyrus is less useful with the Armageddon Knight engine removed (although still pretty good with Lavalval Chain)

The Extra deck is pretty tight on space, only really room for one tech card – the others are all good enough in this deck to be considered staples. I suppose if you really wanted you could remove Roach, but it puts in a lot of work and I think the deck is better with it.

The Armageddon Engine I have put aside, it was the tech of the previous version but where it was new tech can now go. The deck is pretty versatile and potentially lots of cards can go there. I’m still not done with finding new ones, plenty more to test.

Here is my current favourite.



Tech:
2 Tragoedia
2 Thunder King Rai-Oh
1 Chaos Sorcerer
1 Number 39: Utopia (Extra)

I mentioned wanting to test Tragoedia last time, and I have done since, and let me say it is a complete tank here. Your hand will usually be pretty big, so he’ll have a very respectable attack. He can be dropped on short notice, is often highly unexpected. I have won games through him because the opponent simply cannot get an out to him.

If your hand is small, he’s still useful. Either as a quick block to save your life until next turn, or as a highly versatile Xyz fuel on account of his level changing ability; if your hand is small you will likely have a bunch of choices in the graveyard to go through. Plus the deck runs quite a lot of LV4 monsters that are just beaters once they hit the hand, so you can steal stuff from the opponent if the chance comes up.

Rai-Oh is a 1900 beater that stops searches, and is still very useful in the current meta. Deals with problem cards like Sangan, generally the opponent will have to get rid of it either by baiting it out with a synchro or an xyz, or by using some of their monster destruction. Only thing I don’t really like about it in here is it stops Hanzo searches, but so far that hasn’t proven to be a major problem.

Chaos Sorcerer is a smaller BLS and is just generally useful for picking off things I don’t like while manipulating my grave. I often drop this and go into a Guide play for awesome plusses. Winding up with Sorcerer, Leviair, and either Hanzo, Rai-Oh, or Crane on the field can be sooo broken.

Hope you enjoy, peace guys.

Tuesday, 10 April 2012

Sacred Crane Part 1

This will be an ongoing project. I'm not done with this deck by any means, but people keep asking me to post it so here you go guys.


1 Black Luster Soldier - Envoy of the Beginning
1 Chaos Sorcerer
3 Sacred Crane
3 Ninja Grandmaster Hanzo
3 Tour Guide from the Underworld
3 Effect Veiler
3 Maxx "C"
2 Summoner Monk
2 Genex Ally Birdman
1 Goblindbergh
1 Sangan
1 Blackwing - Zephyrus the Elite

2 Black Garden
2 Mystical Space Typhoon
1 Allure of Darkness
1 Dark Hole
1 Heavy Storm
1 Monster Reborn
1 Mind Control
1 Pot of Duality
1 Reinforcement of the Army

3 Call of the Haunted
2 Ninjitsu Art of Transformation

1 Mist Wurm
1 Scrap Dragon
1 Genex Ally Triforce
1 Black Rose Dragon
1 Brionac, Dragon of the Ice Barrier
1 Ally of Justice - Catastor
1 Number 39: Utopia
1 Lavalval Chain
1 Diagusto Emeral
1 Number 50: Black Corn
1 Steelsworn Roach
1 Number 30: Acid Golem of Destruction
1 Number 17: Leviathan Dragon
1 Leviair the Sea Dragon
1 Wind-Up Zenmaines

So here is the first version I made. To give credit, this was partially based off of a design by ! ! ! ! ! ! ! !CED, but with my own twist in using the Hanzo engine to search out Sacred Crane.

The deck itself obviously (judging by the name) revolves around Sacred Crane, a card that allows you to draw 1 whenever it is special summoned. It is searchable in here by Summoner Monk and by Ninjitsu Art of Transformation, both of which would result in a Light and a Dark in grave ready for Sorc or BLS, the boss monsters of the deck.

There is of course the Tour Guide engine to capitalise on these. Strong on its own of course, standard toolbox is always powerful, but it gets better with the capabilities to special summon a banished Sacred Crane with Leviair for more plusses.

Goblindbergh is basically a level 4 Marauding Captain. Ran at 1 for tech because its searchable with RotA and allows for special summoning Sacred Crane, making a rank 4 Xyz and a draw. Genex Ally Birdman is a great recycler, adding back to hand Tour Guide, Hanzo, Summoner Monk, BLS/Sorc, or Goblindbergh. This is kinda a win more card I've found, but it has its uses if you're behind too, especially in dealing with Effect Veiler, which this deck absolutely hates.

2 Black Garden is a control element that can also double as quick Crane ressurection. I loved it at first, but testing it I found it kinda tricky to get right; it was at its best when I had Tour Guide or something, but with all the backrow hatred the control aspect of it never really came into play.

I only ever ran two Ninjitsu Art of Transformation, never tested three. With only three Ninjas in the deck, three is simply not worth it, I got a fair number of dead draws even with just two.

Extra Deck is pretty cramped, but I got the space to for in Genex Ally Triforce, a favourite tech card of mine. Not too abusable, but its the kind of monster the opponent needs to get rid of quickly so to draw them into attack.

This was the prototype for me. Though probably considerably inferior to CED's build, I consider it a decent start. I'm not done though, and I'm liking my next version better.

Version Two:


1 Black Luster Soldier - Envoy of the Beginning
1 Gorz the Emissary of Darkness
3 Ninja Grandmaster Hanzo
3 Sacred Crane
3 Tour Guide from the Underworld
3 Effect Veiler
2 Armageddon Knight
2 Karakuri Ninja mdl 339 "Sazank"
2 Maxx "C"
1 Blackwing - Zephyrus the Elite
1 Sangan
1 Necro Gardna
1 Plaguespreader Zombie

2 Pot of Duality
2 Mystical Space Typhoon
1 Allure of Darkness
1 Heavy Storm
1 Dark Hole
1 Monster Reborn
1 Mind Control
1 Reinforcement of the Army
1 Pot of Avarice

3 Call of the Haunted
2 Ninjitsu Art of Transformation

1 Mist Wurm
1 Scrap Dragon
1 Black Rose Dragon
1 Brionac, Dragon of the Ice Barrier
1 Ally of Justice - Catastor
1 Armory Arm
1 Number 39: Utopia
1 Number C39: Utopia Ray
1 Lavalval Chain
1 Steelsworn Roach
1 Diagusto Emeral
1 Number 30: Acid Golem of Destruction
1 Number 17: Leviathan Dragon
1 Leviair the Sea Dragon
1 Wind-Up Zenmaines

Now this version was built from scratch in a manner closer to my normal style. For this version I've left out a lot of the important cards from the original, like Summoner Monk, Genex Ally Birdman, Black Garden. Monk was very good when I got it off, but a Veiler to it was simply disasterous and with Veiler being so common these days I just cannot keep it. Birdman is less useful with Monk out, and in any case I found I never actually needed it except to make Triforce or to OTK every now and then. Black Garden with Monk gone just wouldn't be worth the deck space.

So I have 3 Hanzo, 3 Crane, 2 Sazank, and 2 Transformation as a base engine. I included the Sazanks because the last deck struggled a little with monster destruction, and I special summoned Hanzo more than I had expected I'd need to so I thought I'd include a way to gain advantage off of it. Considered 3 Transformation to run with more Ninjas in the deck, but since Sazank is likely to die when its attacked its not really worth it imo.

Armageddon Knight engine is always a favourite of mine, and though I don't have the space for three, with so much draw power two is worth it. They can ditch Zephyrus, Plague, and Gardna, setting up whatever I need them to, and they are level 4 for easy Xyzing.

This version includes Gorz over Chaos Sorcerer. The deck needed the ability to stall in case it drew slow, and Gorz provides that kind of protection much better than Chaos Sorcerer, which is aggressive. Because of all the draw power I have also considered Tragoedia for doing the same job, which I will be testing at some point I imagine but is again out for now because of space issues.

BLS I'm sure everyone knows, it just wins games on its own. Amazing in both versions, I think it should be run in all Crane builds. 3 Tour Guide and Sangan I think go with this, they are just so versatile and have the ability to toolbox a banished Crane. Plus Sangan of course is another CotH target.

3 Veiler and 2 Maxx "C" was something I wasn't really happy with. Including Gorz I still have six hand traps mained, but I like to run Maxx and Veiler in threes. Still, I draw them both enough so far, so I'm okay with it for the moment.

Spells, I included one Duality in the first but I had to put it to two in the second. Special summoning every turn is less essential in version two, so getting the consistancy boost is very nice and has helped mitigate a few issues with slow starting hands. The rest are pretty much staples aside from Pot of Avarice, which I normally don't like, but I have found this deck just likes to recycle lots with Guides and with the extra deck. A +1 is always nice too.

For the extra deck, I included one Synchro of each level from 4 to 9. Nice and toolboxish, the only one that I think may be questioned is Armory Arm and I find it worth it often enough in decks that run both Sangan and Effect Veiler.

The Xyzs, Lavalval Chain sets up so many plays with the ability to dump anything in the grave, Emeral serves as a mini Avarice, Utopia is just controlling and Roach I've found so useful in the past. Stops a lot of big drops, like BLS and synchroing. C39 Utopia Ray I'm using as tech because its cool and pretty useful, and the rank threes are all for Guide toolboxing.

Will be making additional posts on this as I said, so keep an eye out for that.

Peace.