However this clan has 2 builds from set 3 that can be used.
So today its time to show you
TAMER BEAT!
Unlike the Robert deck that focuses on using the skill of Alice and midnight bunny to swap out cards for multiple attacks, tamer beat focuses on using Crimson Beast Tamer her support to reach rear guard numbers of 20k+ at a time to rush your opponent for maximum damage, whilst using Alice to help set up the columns rather than swapping for more than 3 attacks a turn.
Tamer Beat is a deck which uses Crimson Beast Tamer and her support to gain massive attack power in order to force your opponent to guard with 2+ cards per attack to prevent the Pale Moon Circus' mightiest beasts and their bravest tamers to scare your opponent bad they'll crit their trousers in fear!
Key Cards
As with building all decks, we must first establish our key (signature) card in the deck, like with the robert swap where Alice is our Signature card, in this deck our Key card is Crimson Beast Tamer
Crimson Beast Tamer
She may not seem like much upon initial viewing, but after seeing her support it becomes obvious why we need to run her at 4 in this build.
Turquoise Beast Tamer
Crimson Beast Tamer 's little sister, Turquoise Beast Tamer is just as important as Crimson Beast Tamer in this deck as she becomes the main supporter on your back row, when tamer is in the soul she provides 9000 power permanently to her rear guard combined with Crimson Beast Tamer that makes a 20k column that is attacking on your turn, forcing 2 10k guards out of your opponents hand just to stop this combo. Combined with triggers these two sexy ladies are a force to be reckoned with in this build.
Barking Manticore
This guy is you're key vanguard, and I hope that this is obvious.
His first skill is awesome, +3000 power when Crimson Beast Tamer is in the soul. making him a 13000 vanguard when he attacks. This is pretty huge, and it means if you wanna be clever you can have a midnight bunny supporting and he still hits that magical 20k mark. However if you add a Turquoise Beast Tamer into the equation, he becomes 22000, now this may not seem like much, but because he can hit a total power of 32000 with two triggers, this little puppy becomes a frigging doberman that cannot be stopped!
And his second skill is just as amazing, if you ride him and you have no Crimson Beast Tamer s in the soul, but you have on in your hand, just use his skill, and BOOM you're deck is instantly at full power and causing your opponent problems from turn 3 and can give you an advantage that you really cant lose unless you make some really really stupid plays.
Now obviously in this deck we dont have as much soul charging as the robert build, so we need a bit more burst when it comes to soul charging.
If you remember in the last build we used:
Well this time, we're going to be using Elephant Juggler:
When its the vanguard, every time you call a unit soul charge a card, compared to hungry clown who has to have an attack hit in order to soul charge. So what happens is this.
Turn 1 - Ride Skull juggler (2 soul)
Turn 2 - Ride elephant juggler and call your units. From here you can have anything from 3-7 soul. With this much Quick soul charging you're guarantee'd a beast tamer in the soul. And if by chance this hasn't happened Barking Manticore is always a last resort in order to get the tamer engine running.
You're other ways of soul charging are the same as the Robert deck for grade 1 and 0
-skull juggler
-rainbow magician
-Hades ringmaster
However in this build you also have Barking Manticore to help control what you soul so that if you have an Alice or a bunny in play, you can manipulate your field to get the best possible set up.
So our build should look like this.
GRADE 0
1 Hades Ringmaster (start)
4 Rainbow Magician (draw)
4 Spiral Master (draw)
4 Dynamite Juggler (Crit)
4 Candy Clown (heal)
Grade 1
4 Skull Juggler (we need 4 as we need to get that Crimson Beast Tamer in the soul ASAP)
3 midnight bunny (in case we soul charge anything we need and have to retrieve it from the soul)
4 Turquoise Beast Tamer (Staple at 4 - 9k boost in this deck and the heart and soul of the build)
3 Hades Illusionist
3 Dark metal bicorn (flat 8k is always good)
Grade 2
4 Crimson Beast Tamer (do I need to explain?)
4 Barking Cerberus (flat 10k)
3 Elephant Juggler (For that extra soul power
1 Mirror Demon (this is because we only run 3 bunny, you can run 4 bunny and no mirror demon, again this is down to preference)
Grade 3
4 Barking Manticore (our main vanguard, great for just raw power on the V)
3 Nightmare Doll Alice (Because she's our only option, after set 7 we have Nightmare Bringer then the fun can begin :D)
Thanks for reading this entire 2 part pale moon deck building guide.
Next week i'll bring you the SPIKE BROTHERS and their awesome rushing tactics.
See you all Saturday for our locals update and deck profile on our YouTube channel.
PEACE!
Cottonsocks
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