Friday, 14 September 2012

Geat Nature (Leopald Build)

Great Nature (Leo-pald Build) Review (Part I)

Grade 3 (7):
4x School Hunter, Leo-pald
3x Magnet Crocodile

Grade 2 (11):
4x Pencil Knight, Hammsuke
3x Geograph Giant
4x Binoculars Tiger

Grade 1 (15):
3x Silver Wolf
3x Stamp Otter
4x Monocular Tiger
3x Cable Sheep

2 x Tank Mouse

Grade 0 (17):
4x Ruler Chameleon [Critical]
4x Triangle Cobra [Critical]
4x Fortune-bringing Cat [Draw]
4x Dictionary Goat [Heal]
1x Acorn Master [FV]

Hi everyone! I have been playing and experimenting with my Great Nature (Leo-pald) Build since the first week the BT-07 has release and my final deck list before the release of BT-08 is as above. Thoughts on the various gameplay aspects are as below. I welcome constructive feedback and questions and will respond asap.

Strategy

The base strategy is that every turn after grade 2, you must give at least +8000 boost to one vanguard which is to attack last. This vanguard pair that is boosted must hit the power line of the opponent 15k power line , forcing them to throw a 20k defence. Any trigger boost is a bonus, especially with critical. 

Opponents are used to defending with full-powered vanguard and are always ready to defend against that 30k++ vanguard with special ability (e.g. Dark Lord of Abyss, etc.), however, when faced with a high-powered RG and two mid-powered VG/RG, their defend strategies are often messed up and I often stand to gain from their mistakes.

My often used formation is

Magnet Croc                       Leopald                      Bino Tiger
Stamp Otter                       Tank Mouse                Sliver Wolf

Leopald and BinoTiger will boost stamp otter, resulting in 12000 + 6000 + 8000 = 26000k attack. Crocodile will always attack last. This is a nice powerline hit against 10k/11k base opponents. Opponents often defend more against your vanguard, wasting their handsize or perfect guard! But the REAL attack actually comes from the RG crocodile! I often defeat my opponents with a 26000 + 5000 critical, 31k RG.

Trigger Composition

The 4 x Draw and 4 x Heal are a must-have. I wish I can put 1 more Draw as hand shortage is a common problem for leopald build. The coming duckbill from BT-08 might help. As for the rest, I have tried all 'Stand', combination of 'Stand' and 'Critical' and all 'Critical' and found all 'Critical' still to be the most effective. I used to put in 'Stand' because of the fact that my bino tiger can attack 1 more time, giving additional 4000 power, resulting in a possible 12000 - 16000 attack boost for my attack formation. However, bino tiger is only 9000/14000 (if given stand trigger boost) but often opponent take damage and gain +5000 from any damage trigger, thus bino tiger still cannot attack, therefore 'Stand' trigger is not very consistent. All critical is still the best for reasons as described later.

More to come on Part II

When people see my deck list, they ask 'Why tank mouse?'. I will give a special review on tank mouse on my next post. Furthermore, I will give alternate scenario strategy for this leopald deck once your opponents are used to your Powered-up RG crocodile! If there are positive constructive feedback to my posts, I will also give a review of the impact that the BT-08 Great Nature cards can do to the GN Lox build, GN Apt build and of course, LEOPALD build!

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