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 Sarah Beatdown

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NotSoGallantGallade
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PostSubject: Sarah Beatdown   Sarah Beatdown EmptyThu Apr 04, 2013 7:55 am

So yeah, I finally decided to put up my deck, after tweaking it to a point where I'm mostly happy with it. There will be a couple iffy things that I'll denote in parentheses, but for the most part, this is what I've got. Wanted to try making a deck that can combat crossrides well, and LO AND BEHOLD, my favorite clan has a deck that can get those 18k columns pretty damn well (and even a 23k one to boot).

Yhey.

SV: Girl Who Crossed The Gap. Duh.

G0:
8 Stand [Sky High Walker be dat damage unflipper]
4 Draw
4 Heal

G1:
4 Hades Hypnotist
3 Purple Trapezist
4 Turquoise Beast Tamer
2 Jumping Glenn [10k booster]
(I want to try and fit 1-2 Magician of Quantum Mechanics to make Glenn more consistent, or even make the ratios of TBT and Glenn 3-3, unsure)

G2:
4 Barking Cerberus
4 Crimson Beast Tamer
2 Dancing Princess of the Night Sky

G3:
4 Sword Magician Sarah
4 Midnight Invader [RG]
2 Nightmare Doll Alice (Not sure if I should run Alice here for the possible pressure, or something like Dark Lord of the Pale Moon for consistency's sake)

Soooooooooooooooo yeah. Comments, advice, whatevs~
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NotSoGallantGallade
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PostSubject: Re: Sarah Beatdown   Sarah Beatdown EmptyThu Apr 04, 2013 8:35 am

Double posting for reasoning for no Midnight Bunny:

If Bunny's boosting my Alice, that only reaches 17k, which is shit against crossrides, and for Midnight Invader it makes 19k, versus 22k for Glenn. (Glenn also lets Sarah hit Stage 3 against basically anything)
Foes aren't going to guard the 4th attack anyways a lot of the time.

Glenn is an automatic +2 stages basically (and I wanted MQM to help make her more consistent, though I would probably have to cut a TBT or something to do so).

I mean, Bunny is definitely good for that extra boosting, for sure, and if I had room I'd try to run her, but I don't have said room, and she doesn't hit the right numbers as consistently as I would want this deck to.
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