View Full Version : Kagero?
TehNACHO
03-28-2012, 01:21 AM
In general, how should Kagero run?
1. What should be the big boss or combo card for most builds?
2. Between critical and stand triggers, which is usually better?
http://www.pojo.biz/board/showthread.php?t=1038006
TehNACHO
03-28-2012, 01:39 AM
Okay well this drags another question...
Only a good 14% of the time will the player get off Goku in that build, not considering the chances of drawing/checking into the other rank 3's beforehand, so care to elaborate?
Jazzjackrabbit
03-30-2012, 12:59 AM
Okay well this drags another question...
Only a good 14% of the time will the player get off Goku in that build, not considering the chances of drawing/checking into the other rank 3's beforehand, so care to elaborate?
how do you get 14%? cause i consistently get him off as my main grade 3
the way i play is to check into everything with goku, then discard the stuff i cant use(extra gokus, draw triggers etc.) with aermo
VinylTurn
03-30-2012, 08:01 AM
I've been wondering a lot about Blockade...I almost think it would be better to run than Goku. It may not seem like much, but not being to intercept can hurt a lot...
DrkWizard
03-30-2012, 01:44 PM
Blockade is typically run as a 'one of' if at all. You would play him late game when you have already exhausted your primary VG's effect. He's not generally the focus of a deck.
searchingduelist
03-30-2012, 01:51 PM
Blockade is typically run as a 'one of' if at all. You would play him late game when you have already exhausted your primary VG's effect. He's not generally the focus of a deck.
this guy begs to differ
http://www.youtube.com/watch?v=jXD6Y3Q7TVU&list=PLC94C788EBE29B824&index=8&feature=plpp_video
hes also called Fataltriggur on Pojo
DrkWizard
03-30-2012, 02:35 PM
That is why I included the words 'typically' and 'generally' as there are always exceptions.
VinylTurn
03-30-2012, 05:28 PM
Running one of a card is pretty inconsistent...
You might get it off every once in a while...
TehNACHO
03-31-2012, 01:36 AM
how do you get 14%? cause i consistently get him off as my main grade 3
the way i play is to check into everything with goku, then discard the stuff i cant use(extra gokus, draw triggers etc.) with aermo
The deck list had 7 other rank 3s*
7/50=14%, basic math. And then there's always drawing and checking into your rank 3's ahead of time. I presume you run more.
Blockade at 1, well, really any card that's not the starter at 1 is too inconsistent to make a difference. I'd say 3 if the space was there, but 2 sounds right.
3XXXDDD
03-31-2012, 02:35 AM
Think of it this way, Goku increases your trigger count by 7-9 giving you a much stronger and reliant drive check.
TehNACHO
03-31-2012, 02:57 PM
Point taken, was thinking about that but I was just saying the likeliness of Goku's effect going off.
Anywho, I'm guessing Goku isn't the only card that's boss material. Any others?
3XXXDDD
03-31-2012, 03:05 PM
There's Dragonic Overlord The End in Set 5. Only other one I'd consider personally.
iBliss
04-04-2012, 07:02 PM
The Amber Dragons are pretty awesome. Gimmicky, but awesome.
corundum
07-14-2012, 04:57 AM
Note: I realize that this thread is kinda old, but it's relevant enough for my purposes to the point that creating a new thread would just clog.
I run a variant of the Goku-Overlord build in the English format (hopefully I can pull few Lawkeepers to use for finishers) and it had me wondering if Kageros could be considered easy to learn, but hard to master.
Speaking from personal experience, I picked up the Kagero deck while starting Vanguard because
I was tired of seeing Royal Paladins all the time (that's what was the buzz in my area)
I thought a Dragon deck would be cool to have
The clan seemed straightforward to me, and as of this post Kageros are still my primary. There's been talk about the "autopilot" nature of the Goku-centric build; I can certainly see how the straightforward style aids in that perception, but I find that the deck encourages improving the fundamentals, like scalability, remembering drive checks and stuff in the public domain areas (drop zone, soul, etc), taking calculated risks when attacking and guarding, and so forth. Without a good grasp of the basics, I lost quite a bit to other players. Even the Kagero calling card of retire effects emphasize the fundamental concept of identifying what sort of situation the opponent is in, and what cards will give you the most trouble. I kinda like the emphasis on a solid foundation, sorta like how many martial arts emphasize basic stances and strikes throughout the curriculum.
I believe that the very "basics" needed to make Goku-centric builds work easily transfer between clans and will continue to be relevant to the game.
At least, that's my take on it. Second opinions are appreciated, though I do like it when people back up their arguments with evidence/analysis.
TehNACHO
07-14-2012, 08:05 AM
***** this is old.
Hi past me!
ZombieOutbreak
07-18-2012, 05:26 PM
I'm tempted to make an Overlord The End deck but I heard they get reeeeeally boring really fast
Donovantx8
07-18-2012, 05:54 PM
They get as boring as any deck you play for a long time, people will try and tell you that DOTE takes no skill or whatever, but people say that about the best deck in any game.
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