Thursday, February 5, 2015

Supreme Sky Battle Deity, Susanoo - Deck Recipe




Decklist:
SVG: Little Witch, Lulu
G0
12 Critical
4 Heal
G1
4 Divine Sword, Amenomurakumoe
4 Mediator, Amenosagiri
3 Oracle Guardian, Gemini
3 Shrine Guard, Tsunagai
G2
4 Diviner, Kuroikazuchi
3 Diviner, Shinatsuhiko
4 Silent Tom
G3
4 Scarlet Witch, Coco
4 Supreme Sky Battle Deity, Susanoo
G4
4 Soaring Auspicious Beast, Qilin
4 Sword Deity of Divine Sound, Takemikazuchi

- Lulu gave us free card and mitigating our G3 ride minus since we doesn't use any Soul
- 12 Critical because best trigger lineup and Silent Tom
- Amenomurakumo searched Susanoo and acted as Stride Fodder
- Gemini and Tsunagai for Tom coverage
- Kuroikazuchi for CB1 draw with no further restriction beside need to be boosted
- Shinatsuhiko as 12k beater at GB1
- Silent Tom as attack bait and main offensive engine
- Scarlet Witch, Coco as a fail condition let us draw 3 with Lulu.
- Susanoo as our main ride gives us perfect 1-for-1 CB usage ratio and enabling tanking and stacking
- Qilin bring pressure for a free draw when hit
- Takemikazuchi acted as CB2 draw 2 and enabling for further and faster stacking

Side Deck:
- Tsukuyomi Chainride from G0 to G2
- 4 Battle Sister, Mille Feuille

Swap your starter, 3 Gemini and 1 Amenomurakumo, 3 Shinatsuhiko and 1 Silent Tom, and Coco with above cards.
This changed the deck slightly to able stack the deck and bring more offensive capability and chance to give you free card from chainride skill of stacking and superior riding.
The Coco variant give you 100% of free card from Lulu but since the chainride had only 46% of success you only get 46% chance of 2 free card.
Both deck tested and performed similarly with only total of 8 game

Summary:
Draw, draw, draw again, and keep on drawing until you ran out of CB to use.
The whole deck aimed to outlasting your opponent and pressuring them with the threat generated by Silent Tom column.
Against control based deck, Susanoo able to handle everything herself and drawing lot of cards while waiting for the opponent resources getting dried out.

Check the whole testing result here.

5 comments:

  1. Just a few questions:

    1. Why only run 3 silent toms in the tsukuyomi variant? Shouldn't Tom's be staple at 4 and reduce Kuroikazuchi to 3 instead to make room for the G2 Tsukuyomi change?

    2. Another question in regards to the Tsukuyomi variant, since we needed to make space, there appears to be a reduced amount of 8k vanillas (you suggest only 3 in your build) doesn't this reduce the consistency in getting Tom's to hit 16k, so in turn shouldn't this reduce the overal win % compared to the coco+susanoo variant?

    3. Since the purpose of running the Tsukuyomi ride chain is to stack the deck, wouldn't Amenomurakumo be counter productive since it shuffles the deck? Wouldn't that space be better filled with more 8k vanillas? I understand its a stride fodder and can be used to search for susanoo the ideal ride, but do those pros really outweight its cons

    4. When we stride, do we use Susanoo's breakstride skill everytime or should we leave the CBs to Kuroikazuchi or Takemikazuchi? In other words I'm curious about the CB priorities in the deck, which units' skill would using my CB be more efficient / beneficial? (eg. Take > Susano> Kuro or Kuro>Take>Susano)

    5. How consistently is the Tsukuyomi variant able to reach the stack? Do we aim for the stack or is it just an added benefit?

    6. Among the 2 variants, which one would you recommend / say is better among the 2 (they could perform similarly, but one must have a slight edge over the other)?

    Thanks for the hardwork!

    ReplyDelete
  2. Thank's for the questions!
    1. You can ran 3 Silent Tom safely due to the deck sheer draw power. My observation during the testing showed that running 1 extra Kuroikazuchi help you boost your stack, while running 1 extra Tom could apply more pressure. My Tsukuyomi build aim to consistently reach the stack.


    2. 3 Vanillas cover 3 Silent Tom, if you ran 4 Silent Tom you could change ot to 4 Vanillas and 2 Amenomurakumo instead. regarding the win percentage, there's no issue since both 3 Tom and 4 Tom variant reach the same total win percentage.


    3. Your game depend on riding Susanoo.
    My testing showed that when you not riding Susanoo, reaching the stack will be much much harder unless you ran Amaterasu as a backup over Mille Feuille.
    So, the deck had 2 strategy the first is to ride Susanoo and reach the stack or go back to plain ol' Susanoo drawspam.


    4. it's Susanoo > Kuroikazuchi > Takemikazuchi
    Actually, use your CB as fast as possible. Use it on whoever able to draw you more cards first.
    Susanoo and Kuroikazuchi draw you the same amount of cards Takemikazuchi give sooner than Takemikazuchi skill itself.


    5. It's actually an added gimmick with pretty high consistency. Let's assume no Stride and no draw power and went second. your 1st turn start with 43 cards on deck, stacking total 15 making it 28 cards to skim and 2 already on soul due to G2 skill. you need 9 - 10 turn to reach the stack since 1st and 2nd turn you only gain +2.
    With Stride and Susanoo skill, you only need 5 - 6 turn since you skim 5 - 6 card each turn with Susanoo.
    It is faster, but the stack also dependent on what card you stack, skimming it faster make no difference if you don't have any trigger to stack.


    6. Coco variant had an edge with 8 more win over Tsukuyomi Variant due to better win condition.
    Currently, I'm testing Tsukuyomi - Amaterasu - Susanoo variant since Amaterasu help you skim trough the deck and virtual triple check. but her 10k base is horrible and Stride give you actual triple check.

    ReplyDelete
  3. The difference was slight, and Coco variant 100% of 1 extra card getting over Tsukuyomi variant 49% of extra 2 card.
    Also, Coco variant was cheaper due to high price of Tsukuyomi.



    Whenever I build, I always make sure that the new support able to help a unit / deck from older sets.
    The example just like this Coco and Tsukuyomi variant of Supreme Sky Battle Deity, Susanoo.
    As for the Legion build, I already tested it before and the result was not so good.
    During my testing at the time of the release, the legion build was outclassed by other build from legion era. making her the bottom of the tier.


    Thanks for the support, and I'm still waiting for full support release for G-BT02, since there's still Primavera and some small things like stand skill to be announced.

    ReplyDelete
  4. These are much more OTT/CFV 101 questions than ones about this build, but:


    When should I be guarding attacks on Silent Tom?


    When should I give Silent Tom power from drive checks? What about the +crit side of our nonheal triggers?

    ReplyDelete
  5. 1. At any possible time before you had extra Silent Tom in hand, he gives huge pressure that actually give you victories making you want to call him as early as possible and give yourself such a huge lead that by the time you lost your Tom you already had such a huge lead.

    Essentially, guard when you can since the game winner decided by whoever deal the 6th damage first and Silent Tom give your opponent more damage.

    2. At any time your opponent nullifying your Vanguard attack, Your opponent declare a No Guard or throwing 2 Trigger To Pass.
    Throw any trigger effect to Silent Tom during those situation, a 21k with 2 crit Silent Tom means PG-or-Die-or-Minus-Heavily situation for your opponent.
    Of course when your opponent letting go of your Vanguard's attack and you checked a Critical Trigger, throw the +Crit to VG and all excess power to Tom.


    Essentially, play normally and reasonably.
    No need to take the risk of winning the game by betting to second trigger checks when you already checked a trigger and have a properly scaled Silent Tom column.

    ReplyDelete