Wednesday, May 1, 2013

The Scarlet Witch mini guide


Okay, first up is your G0:

The lulu and 4 heal is the obvious given.

Now, since Coco inherently can and will draw more than many other styles of think tank, and do much more defensive plays early on, you dont need as much draw pressure. Instead you want to presure for game ending and hand depletion with criticals. For that reason you either do:

10 crit 2 draw

if you want to still have some drawing power through trigger checks, and also to throw people off a tiny bit when htey expect 12 crit standard, while also giving yourself a bit of defensive trigger checks.

otherwise use 12 critical to maximize offensive pressure and to get the most bang-for-your-buck

 Now g1 you have a lot more leeway. For starting I would use what I have considered the "learning" build, I have suggested this to a lotta people, and while it aint the best it has helped as a way to find your playstyle and too figure out what direction you want to go:

G1: 16
4 chocolat
4 gemini
3 Cocoa
3 Dark Cat
2 luck bird.

Now chocolat and Gemini you typically want to have as maximized because they are invaluable.

For the rest of choices:

Cocoa allows you to set up early game trigger hunting, which allows you to hurt them bad early when they are more often going to let attacks pass. While also searching missing grades

Dark cat allows you easier field filling, while also providing awesome boosts. It is used to avoid misgrading. But you have to play it right, you cant play it willy nilly or your opponent will benefit more. Both work with Sakuya

Luck bird is used to fix up soul, and allow free plusses, replacing Lulu after you get her to hand.

Other great choices:

Milk is great, I personally dont care for her, but she is good for more ofensive style play, only use at 2.

Omellete is fantastic for more offensive decks too she works for great replacements and front row users. She is not bad at all, while also giving you great booster.

Circle magus is for a utility build, you combine wiht other draw effects to avoid drawing triggers and reuse it with Sakuya.

Truth gazer is fine for soul fixing too, and perfectly fine.

Grade 2:

Now for the learning style I use here

g2:10
Mocha -4
Wiseman-3
Tom-3

Now Mocha is your lead offensive unit, I max her out almost always, she is a turn 2 11k usually, and helps to hit vanguards and hit rearguards.

Wiseman I honestly rarely use as a rearguard, it is best for turn 2 defensive ride, but if you do need a rear, 10k is never bad.

Tom is basically God, we all know that. You dont play him early, you want to hold him for when you know you can turn tides the best. Three lets you get him early, but not get him too early when he is dead ( such as turn 1-4)

Other great choices:

Maiden of Libra is a personal favorite of mine, she gives up some counterblasts, but acts as an immense pressure with the fact that she can plus, and she works great for rearguard killing. You use her mostly when you cant get a reride off to abuse coco again.

High Speed Brakki is a soul fixing offensive tech, used mostly for big offensive plays. It is not bad, bhowever if you have to ride it then you are severly hurt, because you need 2 OTT for lulu. Only run 2.

Glace is okay, she can hit 11k too, but is inconsistent because you wont always have 0 soul, mocha does it better.
Imperial daughter is also fantastic, but I would pair her with libra since you lose cards to abuse her effect. She is if you don’t like Brakki but still want pure puncing power in the deck.

 g3:

These are simple, the g3 line up is really steadfast

4 coco
3 sakuya

With this you do the Coco Combo on turn 3 to net the plusses from it.

Now you want to do one of two things in the next few turns:

Turn 4 ride coco again, counterblast 2 again, get 2 more cards.

Turn 5 ride sakuya (preferably having played Cocoa the turn before) and return everything to hand. Then call luck bird, soul blast 2 coco, draw 1.

That combo is +6 cards in a few turns.

Turn 4 Coco + psychic bird then calling luck bird also is an immediate soul fix+ draw.

In this deck reriding is key, Using coco many times is powerful, and use sakuya to fix up field and set up power plays.

An important note is that Sakuya is the best late game vanguard.

Having 4 cards is more common, and she hits much harder. Sakuya and Gemini hits MLB for magic numbers

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