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 Hitchhiker's guide to Cray - Chapter 2: Blue Storm Armada

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Mau5
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Mau5


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Hitchhiker's guide to Cray - Chapter 2: Blue Storm Armada Empty
PostSubject: Hitchhiker's guide to Cray - Chapter 2: Blue Storm Armada   Hitchhiker's guide to Cray - Chapter 2: Blue Storm Armada EmptyFri Jan 25, 2013 12:17 pm

Chapter 2: Blue Storm Armada

Resting at the bottom of the Planet Cray is a fearsome military, its naval prowess surpasses any force on or beyond Cray. Their name is simple, and strikes fear into hearts everywhere, in ancient times, they brought peace and tranquility to Cray through use of their destructive power. This clan is Aqua Force.

Pros:
-Can attack 5+ times a turn
-Strains your opponent's hand
-Switching units in the same column
-Powerful Vanguard attacks
-Powerful On-hit effects

Cons:
-Reliance on a full field.
-Predictable attack pattern.
-Restrictions on when their abilities can be used.
-Many attacks may be "wasted" against units at 11,000-12,000.
-Usually have a low hand.

Top Units:



Hitchhiker's guide to Cray - Chapter 2: Blue Storm Armada 300px-BT08-005_RRR
Blue Storm Dragon, Maelstrom
Grade: 3
Power: 11000
Skill:
Code:

[AUTO](VC) Limit Break 4 (This ability is active if you have four or more damage):When this unit attacks a vanguard, if the number of battles during that turn is four or more, until the end of that battle, this unit gets [Power] +5000, gets "

[AUTO](VC):[Counter Blast (1)] When this unit's attack hits, you may pay the cost. If you do, draw a card, choose an
opponent's rear-guard, and retire it.".

[CONT](VC/RC):If you have a non-«Aqua Force» vanguard or rear-guard, this unit gets [Power] -2000.
This is the top used Grade 3 in the Aqua Force clan. While his Limit Break is weaker and less destructive than say Hydro Hurricane Dragon or Navalgazer Dragon, his draw power does help in a clan that works with low hand sizes. His crossride is absolutely devastating as well.

Hitchhiker's guide to Cray - Chapter 2: Blue Storm Armada Blue_Storm_Supreme_Dragon_Glory_Maelstrom
Blue Storm Supreme Dragon, Glory Maelstrom
Grade: 3
Power: 11000
Skill:
Code:

[AUTO](VC) Limit Break 5 (This ability is active if you have five or more damage):[Counter Blast(1)] When this unit attacks a vanguard, you may pay the cost. If you do, this unit gets [Power]+5000, and your opponent cannot normal call grade 1 or greater units to (GC) until end of that battle.

[CONT](VC):If you have a card named "Blue Storm Dragon, Maelstrom" in your soul, this unit gets [Power]+2000.

[CONT](VC/RC): Lord (If you have a unit that doesn't belong to the same clan as this unit, this unit cannot attack)
My favorite Aqua Force card. His Ultimate Break forces your opponent to guard with grade 0 units only, which kills their hand. Freeing up your rear guards to go in for the kill. A plus is that he doesn't need an attack number, he can attack at any point in the battle phase.

Hitchhiker's guide to Cray - Chapter 2: Blue Storm Armada 300px-TD07-001
Navalgazer Dragon
Grade: 3
Power: 10000
Skill:
Code:

[ACT](VC) Limit Break 4 (This ability is active if you have four or more damage): [Counter Blast (2)] Until end of turn, this unit gets [Power]+3000, and gets "[AUTO](VC):When this unit's attack hits the vanguard, if the number of battles during that turn is three or more, choose up to two of your «Aqua Force» rear-guards, and [Stand] them".

[AUTO](VC):When this unit attacks, if the number of battles during that turn is three or more, this unit gets Power +3000 until the end of the battle.
This card is the Blonde Ezel of Aqua Force. The problem with his Limit Break is that your opponent can save his guards for its attack, because you activate it, you have to attack at least two times before him. Unless you have your field set up right, you're going to have a problem getting his skill off.

Hitchhiker's guide to Cray - Chapter 2: Blue Storm Armada 300px-BT08-006_RRR
Hydro Hurricane Dragon
Grade: 3
Power: 10000
Skill:
Code:

[ACT](VC) Limit Break 4 (This ability is active if you have four or more damage):[Counter Blast (2)] Until end of turn, this unit gets [Power]+3000, and gets "[AUTO](VC): When this unit's attack hits a vanguard, if the number of battles during that turn is four or more, retire all of your opponent's rear-guards".

[AUTO](VC):When this unit attacks a vanguard, this unit gets [Power]+3000 until end of that battle.
A devastatingly powerful limit break, however its drawback is the same as Navalgazer's, you opponent will know its coming.

Hitchhiker's guide to Cray - Chapter 2: Blue Storm Armada 300px-BT09-011
Tri-Stinger Dragon
Grade: 3
Power: 10000
Skill:
Code:

[AUTO](VC) Limit Break 4 (This ability is active if you have four or more damage):When this unit attacks a vanguard, if the number of battles during that turn is three or more, choose up to two cards from your damage zone, and turn them face up.

[ACT](VC):[Counter Blast (2)] Choose one of your «Aqua Force» rear-guards, and that unit gets [Power]+3000 until end of turn
A good damage unflipper for decks that focus on the Storm Riders.

Starting Vanguards
Officer Cadet, Erikk
Grade: 0
Power: 4000
Skill:
Code:

[AUTO]:When another «Aqua Force» rides this unit, you may call this card to (RC).

[ACT](RC):[Counter Blast (1) & Put this unit into your soul] Look at up to five cards from the top of your deck, search for up to one grade 3 or greater «Aqua Force» from among them, reveal it to your opponent, put it into your hand, and shuffle your deck.
Probably the best starting Vanguard for Aqua Force at the moment, his counterblast of 1 allows you to search the top 5 cards of your deck for a Grade 3 unit, which is perfect for a Golry Maelstrom deck, just in case you need to find that Grade 3 in a hurry.

Aqua Breath Dracokid
Grade: 0
Power: 5000
Skill:
Code:

[AUTO]: When another «Aqua Force» rides this unit, you may call this card to Rear-guard Circle.

[ACT] (RC): [Put this unit into your soul] Choose one of your «Aqua Force», and that unit gets Power +1000, gets "AUTO (VC/RC): When this unit's attack hits a vanguard, if you have an «Aqua Force» vanguard, if the number of battles during that turn is four or more, draw a card." until end of turn.
A good card for a deck like Storm Riders, it increases your draw power and gives any unit +1000 power, which can put it over the magic number.

Tri-Stinger Dracokid
Grade: 0
Power: 5000
Skill:
Code:

[AUTO]: Pioneer (When another unit from the same clan rides this unit, you may call this card to (RC))
[AUTO](RC):When this unit attacks, if you have a «Aqua Force» vanguard, and the number of battles during that turn is three or more, this unit gets [Power]+3000 until end of that battle.
An interesting starter, one that you'd want to call to a front row to activate his ability. He's a good starter for a Tri-Stinger Dragon deck.

Officer Cadet, Astrea
Grade: 0
Power: 5000
Skill:
Code:

[AUTO]: Pioneer (When another unit from the same clan rides this unit, you may call it to (RC))

[AUTO](RC):[Counter Blast (1) & Put this unit into your soul] When an attack hits a vanguard during the battle that this unit boosted a «Aqua Force», you may pay the cost. If you do, choose one of your «Aqua Force» rear-guards, and [Stand] it.
A good starter with its ability to stand a unit, allowing for possibly an attack number skill.

Trigger Lineups
"B-B-B-But Mau5y-kun! You still haven't told us what kind of triggers to run! All decks can be the same!? Can they?"
Yes, you're right, they aren't Aqua Force is a clan that requires a specific set of triggers for every deck. Most decks however, make use of the Stand trigger. Because of the low attack power of your rear guard columns, the Aqua Force clan makes up for this with numerous attacks. What better trigger to compliment this than one that allows you to attack again AND gives you an extra 5000 power. The only deck that you would need to run Criticals in is a Glory Maelstrom build, which, coupled with it's Ultimate Break, can overrun your opponent with ease.

Top Support
Each deck can take different support, so its just a matter of trial and error.

Grade 3:
Water General of the Wave-Like Spiral, Benedict
- A good unit that can stand on his own, at the cost of 5k though, a simple 8k booster can bring him right back up to 13k.
Storm Rider, Diamantes
- Another good back up Vanguard, when he's on the rearguard circle, as long as he's the first one to attack the Vanguard, he can switch places with the unit behind him for no cost. Couple him with a strong unit behind him to devastate your opponent with back to back powerful attacks.

Grade 2:
Storm Rider, Basil
- A grade 2 version of Diamantes, I prefer Basil over him because you can call him out earlier.
Tear Knight, Valeria
-9K attacker with an attack number skill. On the 4th or more attack, if it hits, you can retire one of your opponents rear guards.
Tear Knight, Lazarus
-10,000 Beater, nothing else.
Marine General of the Restless Tides, Algos
-9k attacker with a 4th attack on-hit skill of drawing a card, great for drawpower and a good combo with Basil or Diamantes

Grade 1:
Tear Knight, Theo
-8K vanilla booster
Reliable Tactical Commander
-Need to restock your deck with a trigger or a special G3 you need? No problem! His ability allows you to exchange the top card of your deck for any card in your damage zone.
Emerald Shield, Paschal
-Perfect Guard, nothing more.
Battle Siren, Dorothea
-When this unit boosts a Aqua Force Vanguard, and its the 4th attack, she becomes a 10k booster, allowing for a card like Glory Maelstrom to hit 28,000 before triggers under the right conditions.

So now you know some of the good cards from Aqua Force. Go forth and try out the decks yourself. Remember that Aqua Force revolves around an attack pattern.

Look forward for the next chapter soon!

Hitchhiker's guide to Cray - Chapter 2: Blue Storm Armada Tumblr_mg2geglVpg1qdyvi3o1_400
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