The Night is Her Domain!
Only took 3 trial decks to pull! (I know, I know) |
Nightrose's Phantom Crew
So lets take a look at exactly what support has been released for Am (and anyone else interested in Pirates. Which is pretty much most people) to play with! As well as booster support in the recently released G-Set 6, a trial deck was released just it was for Pale Moon a few months ago, so lets take a look at some of the key cards we got, starting of course with the princess herself-
Vampire Princess of Nightmist, Nightrose
GB2- 1/turn - (Put 3 cards from the top of your deck into the drop zone) When your rearguard is put into the drop zone from your rearguard circle, you may pay the cost, if you do you may call that unit to a rearguard circle.
(Counterblast 1) During your turn when your G-Unit stride you may pay the cost, if you do you may choose up to one card from your drop-zone, call it to rearguard circle, and that unit gets Power +2000 until end of turn.
GB2- 1/turn - (Put 3 cards from the top of your deck into the drop zone) When your rearguard is put into the drop zone from your rearguard circle, you may pay the cost, if you do you may call that unit to a rearguard circle.
(Counterblast 1) During your turn when your G-Unit stride you may pay the cost, if you do you may choose up to one card from your drop-zone, call it to rearguard circle, and that unit gets Power +2000 until end of turn.
So the on-stride skill is very self explanatory, you stride. You revive one and give it power. It is what Granblue do. The less predictable part of this unit is her Generation Break. Well. Unpredictable that was until our keyword was announced. So lets take a look at that key word:
Hollow- When this unit is placed on (RC) you may have it become hollow, if you do it is retired during the end phase.
So Hollow is a state that some units can be put in when called to a rearguard circle. The significance is that these units that can be hollowed get bonus abilities when hollowed (as we will see in a moment!)
So Nightrose's Generation Break (2) ability is useful for the following:
- Reviving units that are retired due to being in a state of Hollow
- Adding more units to your drop zone via the cost
- Keeping field presence against decks that retire rearguards a lot.
- Keeping rear-guards that are used to pay the cost of units that retire one in order to call themselves.
It is a very diverse skill. The optimal in a Nightrose based deck is to stride, but if you can't there are still things you can do.
So lets take a look at an example of a Hollow unit:
Witch Doctor of the Rotten Seas, Negrorook
Hollow
GB1- AUTO- When this unit attacks this unit gets Power +2000 power until the end of that battle, and if this unit is hollowed this unit gets power +5000 until end of that battle
This guy is a good example of a unit with Hollow. And he is a strong unit. 16000 power on call if he is Hollowed is very powerful, and bare in mind that it is not limited to being called the drop zone, if you call him from the hand he can also become hollowed. This means he can be called, hollowed and swing for a huge 16000, enough to hit the average vanguard unboosted and require at least 10000 worth of shield, then return go to the drop zone during the end phase, ready to be resurrected with other skills (or resurrected instantly from Nightrose's GB2).
So lets take a look at an idea for a deck list!
This deck is deceivingly easy-looking to build. This isn't the first build of the deck I have put together and it may not be the last. This current build is based on aggression. So lets start from the bottom with the grade zeroes. We are running 2 of them, in addition to our triggers, with Forbidden Space as our starter. Her ability is to counter blast 1, after you have performed stride, move herself to the soul and then check the top ten cards of your deck, putting three units with the Hollow ability into your drop zone. The benefits of having this as a starter unit is that she can stay as your vanguard's booster until you stride, and also sets up your drop-zone for later plays, or even more aggressive first stride turns, i.e Being able to stride into Blueheart first, over Obadaiah. You do usually want to stride Obadaiah first, but Forbidden Space Banshee gives you options to play more aggressively on your first stride turn if you need to. Grenache is an amazing unit, but doesn't work as well as a starting vanguard, yes you can Hollow him turn one when you ride your grade one, but this leaves your vanguard attacks significantly weaker until grade 3. This is more a personal choice. But the double counter-charge Grenache offers, makes it worth running both.
The trigger line-up is also very aggressive. First obvious point is no draw triggers. Granblue as a clan can get through their deck very quickly, especially now stride units are around. Draw triggers can lose the games. The down-side is of course that you can't hit defensive triggers and a free card, or rather have the chance to, but the positives of lasting another turn or two far outweigh that. As an add-on to that point, one of the main pools of resources you will have access to is your drop zone, a lot of your units generate cards on the field, which in my mind make up for all offensive triggers.
Eight critical triggers. Four of which must be Rough Seas Banshee. Speaking of making up for not playing draws, this little gem is an incredible unit. While there may not be so much appeal in giving up a 10000 shield to draw, think of it more as getting a soul-charge. The soul has become more of a resource to Granblue and you don't want to not be able to use the skill of Negrolazy because you got a draw off of Sea-Strolling Banshee.
The stand trigger is a pretty strong unit, another testament towards Bushiroad really wanting us to use stand triggers (anyone who has faced an Angel Feather deck since GBT-04 knows exactly what I mean). Mick allows us to give 10000 power to a unit when he is called from the drop zone and Hollowed. Then when he returns to the drop zone at the end of the turn, he returns to the deck. 10000 power is never not good, he has the Hollow ability so he can be sent straight from the deck to the drop zone and he is a recyclable stand trigger. Overall with all things considered, he is much better than four ability-less draw triggers.
On to the grade 1 units, the first eight of which are self explanatory, G-perfect guards and Nightrose's stride assister. Has to be the G-perfects because of how this deck eats counterblasts and finding Nightrose and striding are very important to this deck. Negrobone is a unit that allows you to retire a unit he has boosted, at the cost of a counter-blast, to choose a unit from your drop zone and call it to rearguard. This of this guy boosting Negrorook. You attack for 23000. You then retire Negrorook with Negrobone call back Negrorook and you then have another unit attacking for 16000. Which is essentially a whole extra boosted attack in terms of quality of the attack. Very strong for the cost of a single counter-blast. And lets not forget how aggressive our triggers are. Seal Strolling doesn't create quite the same pressure of attacks, but does give us a draw. Only two of her to make room for two non-trigger grade 0 units, but with the searching and dumping we do, it isn't too big an issue. It isn't a key ability, but it is one that can be nice to have the option to use.
Onto the grade two units. This is probably the part of the deck that was hardest to decide on a line-up for. Part of the reason this deck doesn't play a legion, in order to refuel the deck, is that I couldn't find room for the legion-mate. No matter how I look at it I can't justify not playing four Negrolazy. He is a unit that has basically taken everything that Granblue is trying to do with their G-Support and put it into one unit. He has Hollow. He revives. He empowers. He soul charges. He counter-charges. Arguably one of the better Glimmer-Breath clones if not the best. So the deck is focused around Hollow. Essentially for utilizing that mechanic, this guy will refund you his entire cost. I really think in a Nightrose based deck four is just essential, which I know is a pain given that, in the English prints at least, he was short-printed with some people claiming only opening two or three copies per case. My advice to you would be pick them up when you see them. His value is hovering around the £8-£10 mark, which is the most expensive a new RR has been for a while now. If you are looking to build more budget based then a Seven Seas based deck may be a better option.
Our Amber clone (GB1 (CB1) When this unit is boosted etc.) pales in comparison to Negrolazy. He is a decent unit nonetheless. His effect is simply what people expect, a simple call. The lack of power boost was disappointing but not too unpredictable. This guy is somewhat floating between being in and out. The other option I was debating is Ruin Shade just to allow for a bit more grave-charging. Further testing will decide, but the lean currently is towards Columbard just for the fact that resurrecting is what the deck does, but currently only Obadaiah and Forbidden Space actually purposely dump units into the drop zone. But of course units end there as the game progresses anyway. Further testing will be needed. Give it a go yourself! See if you prefer Columbard or Ruin Shade. The decision may come down to whether or not you have an original RRR Ruin!
The last grade 2 that I just had to find room for is our Skeleton Cannoneer. What he lacks in the power of Negrorook and the utility of Negrolazy he makes up for in what he brings to the deck. When he is called from the drop zone you can counter-blast 1 in order to retire one of your opponents units. Any one of your opponents units. Whether or not he is hollowed. Then, if he is, you can draw one. I couldn't not make room for a pair of these. You probably share my initial doubts of his cost, despite doing a lot for it, it is still a counter-blast. But that is why I play Grenache. Negrolazy refunds his counter-blast, the sentinel unflips and Grenache is a unit you can search out that will also counter-charge for you. The deck is built around how you spend your counter-blasts in your big turns, rather than conservatively holding onto them before that point.
Grade 3s. Much simpler. Four Nightrose because you never want to not be ridden into Nightrose. Two Gast Dragon because he can make huge columns (26000 if hollowed and combined with a 7k booster). Rogue because he can do things on the rearguard (essentially has the skill of Negrobone on himself) and if you absolutely have to ride him, you can at the very least get the Hollow search. But just to stress. You really. Want to ride Nightrose.
Strides can be broken down into what they are good for:
Best first stride:
Great Ghostie King, Obadaiah
- Sets up your drop zone
Situational First Stride:
Pirate King of the Abyss, Blueheart
- If you played hard aggression early and guarded early this as a first stride can help to trigger hollow skills
Pirate King of Secret Schemes, Bandit Rum
- If you haven't been able to stride for a turn, i.e a turn behind your opponent, and have been able, through guarding, to get some cards in your drop zone AND you know the following turn you are going to have a big aggressive turn, this guy can force a perfect guard, or get another attack in. Particularly good with Negrorook or Gast Dragon in the drop zone.
No Field Presence/Poor Field Presence
Mist Phantasm Pirate King, Nightrose
- Gets field presence, triggers hollow.
Pirate King of the Abyss, Blueheart
- Can correct field, allowing units with Hollow that were not put into a Hollow state to go to the drop zone.
End Game (When you know you can can go all in.)
Mist Phantasm Pirate King, Nightrose
- If you have the counter-blasts this is your in.
At this point, if you can't afford Nightrose's counter-blast cost, the second Bandit Rum is the best option.
Bit of a long post this one, so I'll do a little tl;dr. I do recommend you read the full article as it is my analysis and understanding of the deck and not just a list. But if you just want a decklist and a summary, he is a simplified version.
- Aggression.
- Make sure your drop zone has a good mix of units to be able to adapt to the tempo/situation of the match.
- Be aware of your counter-blasting but don't be overly conservative with them.
- Nightrose is really. Really cool. But Seven Seas is cool too. And a little bit cheaper!
Thank you for reading, I appreciate any feedback and would love to hear your own interpretation of the clan and any preferences you have!
Hollow- When this unit is placed on (RC) you may have it become hollow, if you do it is retired during the end phase.
So Hollow is a state that some units can be put in when called to a rearguard circle. The significance is that these units that can be hollowed get bonus abilities when hollowed (as we will see in a moment!)
So Nightrose's Generation Break (2) ability is useful for the following:
- Reviving units that are retired due to being in a state of Hollow
- Adding more units to your drop zone via the cost
- Keeping field presence against decks that retire rearguards a lot.
- Keeping rear-guards that are used to pay the cost of units that retire one in order to call themselves.
It is a very diverse skill. The optimal in a Nightrose based deck is to stride, but if you can't there are still things you can do.
So lets take a look at an example of a Hollow unit:
Witch Doctor of the Rotten Seas, Negrorook
Hollow
GB1- AUTO- When this unit attacks this unit gets Power +2000 power until the end of that battle, and if this unit is hollowed this unit gets power +5000 until end of that battle
This guy is a good example of a unit with Hollow. And he is a strong unit. 16000 power on call if he is Hollowed is very powerful, and bare in mind that it is not limited to being called the drop zone, if you call him from the hand he can also become hollowed. This means he can be called, hollowed and swing for a huge 16000, enough to hit the average vanguard unboosted and require at least 10000 worth of shield, then return go to the drop zone during the end phase, ready to be resurrected with other skills (or resurrected instantly from Nightrose's GB2).
So lets take a look at an idea for a deck list!
Nightrose and her Spectral Crew!
4x Vampire Princess of Nightmist, Nightrose
2x Ghoul Dragon, Gast Dragon
2x Mighty Rogue, Nightstorm
4x Witch Doctor of Languor, Negrolazy
2x Pirate Swordsman, Columbard
3x Witch Doctor of the Rotten Sea, Negrorook
2x Skeleton Cannoneer
4x Waterspout Djinn (PGG)
4x Tommy the Ghostie Brothers
3x Witch Doctor of the Powdered Bone, Negrobone
2x Sea-Strolling Banshee
4x HEAL
4x Rough Seas Banshee (CRIT, move into soul to draw, draw and charge soul)
4x Any other Crit
4x Mick the Ghostie and Family (STAND and Hollow, if called from drop zone, if hollowed give another unit 10000 power and when Mick is put into drop zone, shuffle him back into deck)
1x Undying Departed, Grenache
1x Forbidden Space Banshee
4x Mist Phantasm Pirate King, Nightrise
2x Pirate King of Secret Schemes, Bandit Rum
1x Ghostie Great King, Obadaiah
1x Pirate King of the Abyss, Blueheart
The trigger line-up is also very aggressive. First obvious point is no draw triggers. Granblue as a clan can get through their deck very quickly, especially now stride units are around. Draw triggers can lose the games. The down-side is of course that you can't hit defensive triggers and a free card, or rather have the chance to, but the positives of lasting another turn or two far outweigh that. As an add-on to that point, one of the main pools of resources you will have access to is your drop zone, a lot of your units generate cards on the field, which in my mind make up for all offensive triggers.
Eight critical triggers. Four of which must be Rough Seas Banshee. Speaking of making up for not playing draws, this little gem is an incredible unit. While there may not be so much appeal in giving up a 10000 shield to draw, think of it more as getting a soul-charge. The soul has become more of a resource to Granblue and you don't want to not be able to use the skill of Negrolazy because you got a draw off of Sea-Strolling Banshee.
The stand trigger is a pretty strong unit, another testament towards Bushiroad really wanting us to use stand triggers (anyone who has faced an Angel Feather deck since GBT-04 knows exactly what I mean). Mick allows us to give 10000 power to a unit when he is called from the drop zone and Hollowed. Then when he returns to the drop zone at the end of the turn, he returns to the deck. 10000 power is never not good, he has the Hollow ability so he can be sent straight from the deck to the drop zone and he is a recyclable stand trigger. Overall with all things considered, he is much better than four ability-less draw triggers.
On to the grade 1 units, the first eight of which are self explanatory, G-perfect guards and Nightrose's stride assister. Has to be the G-perfects because of how this deck eats counterblasts and finding Nightrose and striding are very important to this deck. Negrobone is a unit that allows you to retire a unit he has boosted, at the cost of a counter-blast, to choose a unit from your drop zone and call it to rearguard. This of this guy boosting Negrorook. You attack for 23000. You then retire Negrorook with Negrobone call back Negrorook and you then have another unit attacking for 16000. Which is essentially a whole extra boosted attack in terms of quality of the attack. Very strong for the cost of a single counter-blast. And lets not forget how aggressive our triggers are. Seal Strolling doesn't create quite the same pressure of attacks, but does give us a draw. Only two of her to make room for two non-trigger grade 0 units, but with the searching and dumping we do, it isn't too big an issue. It isn't a key ability, but it is one that can be nice to have the option to use.
Onto the grade two units. This is probably the part of the deck that was hardest to decide on a line-up for. Part of the reason this deck doesn't play a legion, in order to refuel the deck, is that I couldn't find room for the legion-mate. No matter how I look at it I can't justify not playing four Negrolazy. He is a unit that has basically taken everything that Granblue is trying to do with their G-Support and put it into one unit. He has Hollow. He revives. He empowers. He soul charges. He counter-charges. Arguably one of the better Glimmer-Breath clones if not the best. So the deck is focused around Hollow. Essentially for utilizing that mechanic, this guy will refund you his entire cost. I really think in a Nightrose based deck four is just essential, which I know is a pain given that, in the English prints at least, he was short-printed with some people claiming only opening two or three copies per case. My advice to you would be pick them up when you see them. His value is hovering around the £8-£10 mark, which is the most expensive a new RR has been for a while now. If you are looking to build more budget based then a Seven Seas based deck may be a better option.
Our Amber clone (GB1 (CB1) When this unit is boosted etc.) pales in comparison to Negrolazy. He is a decent unit nonetheless. His effect is simply what people expect, a simple call. The lack of power boost was disappointing but not too unpredictable. This guy is somewhat floating between being in and out. The other option I was debating is Ruin Shade just to allow for a bit more grave-charging. Further testing will decide, but the lean currently is towards Columbard just for the fact that resurrecting is what the deck does, but currently only Obadaiah and Forbidden Space actually purposely dump units into the drop zone. But of course units end there as the game progresses anyway. Further testing will be needed. Give it a go yourself! See if you prefer Columbard or Ruin Shade. The decision may come down to whether or not you have an original RRR Ruin!
The last grade 2 that I just had to find room for is our Skeleton Cannoneer. What he lacks in the power of Negrorook and the utility of Negrolazy he makes up for in what he brings to the deck. When he is called from the drop zone you can counter-blast 1 in order to retire one of your opponents units. Any one of your opponents units. Whether or not he is hollowed. Then, if he is, you can draw one. I couldn't not make room for a pair of these. You probably share my initial doubts of his cost, despite doing a lot for it, it is still a counter-blast. But that is why I play Grenache. Negrolazy refunds his counter-blast, the sentinel unflips and Grenache is a unit you can search out that will also counter-charge for you. The deck is built around how you spend your counter-blasts in your big turns, rather than conservatively holding onto them before that point.
Grade 3s. Much simpler. Four Nightrose because you never want to not be ridden into Nightrose. Two Gast Dragon because he can make huge columns (26000 if hollowed and combined with a 7k booster). Rogue because he can do things on the rearguard (essentially has the skill of Negrobone on himself) and if you absolutely have to ride him, you can at the very least get the Hollow search. But just to stress. You really. Want to ride Nightrose.
Strides can be broken down into what they are good for:
Best first stride:
Great Ghostie King, Obadaiah
- Sets up your drop zone
Situational First Stride:
Pirate King of the Abyss, Blueheart
- If you played hard aggression early and guarded early this as a first stride can help to trigger hollow skills
Pirate King of Secret Schemes, Bandit Rum
- If you haven't been able to stride for a turn, i.e a turn behind your opponent, and have been able, through guarding, to get some cards in your drop zone AND you know the following turn you are going to have a big aggressive turn, this guy can force a perfect guard, or get another attack in. Particularly good with Negrorook or Gast Dragon in the drop zone.
Mist Phantasm Pirate King, Nightrose
- Gets field presence, triggers hollow.
Pirate King of the Abyss, Blueheart
- Can correct field, allowing units with Hollow that were not put into a Hollow state to go to the drop zone.
End Game (When you know you can can go all in.)
Mist Phantasm Pirate King, Nightrose
- If you have the counter-blasts this is your in.
At this point, if you can't afford Nightrose's counter-blast cost, the second Bandit Rum is the best option.
Bit of a long post this one, so I'll do a little tl;dr. I do recommend you read the full article as it is my analysis and understanding of the deck and not just a list. But if you just want a decklist and a summary, he is a simplified version.
- Aggression.
- Make sure your drop zone has a good mix of units to be able to adapt to the tempo/situation of the match.
- Be aware of your counter-blasting but don't be overly conservative with them.
- Nightrose is really. Really cool. But Seven Seas is cool too. And a little bit cheaper!
Thank you for reading, I appreciate any feedback and would love to hear your own interpretation of the clan and any preferences you have!