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Article 5: Big Wave 2007 Here I am again. This time, I would led to explaination to the top 6 decks from the Big Wave 2007 (Japanese GT Championship). The decklists are available in Japanese at official site (without 2nd place) and at Gundam War Central, list translated by my brother Ion (registration required...sorry) Tournament Result: an overview The decks listed above are not new to the tournament scene. The Green Medium deck had been in the scene for more than 1 year. Brown-Black/Green MF-Brightness first appeared in Gundam War Tour-Tokyo (1st place deck). Red Medium always pop-up here and there, while Blue Weenie/Medium had been Taiwanese's favorite. Compared to last year's GT Championship result, only one deck type repeat its performacne from last year (Red Medium, but the build is WAY difference). At last, a few Set 18 cards make the difference in the tournament. The biggest, of course, is the Variable Command which gaves the player more option and less Gs. ALL 6 decks have at least 2 of the Variable Command in its respective color in their deck, which also means the success of the cards. In addition to the Variables, both Green Medium run the latest Green gem: Blitzkrieg (C-118). Brown-Black/Green MF-Brightness of Soul The whole idea of the deck is not new. This deck is an evolution from both MF-Intimidation and MF-Postlude of Ruins. Like MF-Intimidation, the deck splash in Black and play some of its mass-removal and hand destructions, two things that Brown is weak in. However, mixing in 3 colors into a deck is not usually the best thing. Of course, the deck itself used good stuff like G-1 Citizen Corporation (help balancing the DNPs) and G-15 Retiree (anti-G destruction). The main idea of the deck are The difference between the two decks in the tournament (1st and 5th) is just different techs. The 1st place deck goes all out into the combos while a lot of the same cards in 1st place deck is in side deck in 5th place. Since the deck looks so powerful, there's still way to beat it. The deck is VERY suspectible to bad draws, so any early game "messing it up" (i.e. Hand-destruction, etc.) would hurt the momentum of this deck a lot. In addition, the only "lower cost" Unit the deck have is Borjarnon. Using a good weenie against it can create a bit of trouble. At last, stopping the key cards, like Shining Gundam or Brightness of Soul, means half game over to opponent. Red Medium If you feel colors like Green should be the best beatdown color, sorry. Red Medium in this game is the true definition of "all out beating". The deck used the Counterspells to stop opponent big destruction/burns, then used some of the most efficient Units in the game (U-111 Dreissen, U-C70 Nautilas) to beat opponent down. To make sure the damages gets through, the deck also utilize the Raid effect from U-120 Rawloola. The deck in the tournament itself clearly play with the new cards from Set 18. Both characters (Mashyrme and Tobia) and 6 Command/Operations are from the new set. The way to beat this deck is best using G destructions. Since any Red Medium run a relatively low amount of Gs (16-18, including the Variables and Dismantlers), if opponent cannot get to the 4th G, this deck does absolutely nothing to deal damages. At last, this deck is notorious bad against Weenie. Especially before side-decking, the deck have no answer to stop the continuing Weenie threats. Green Blitzkrieg The way this deck work is using the most efficient Green Units and characters to make opponent have no answer. The whole deck revolved around the Units that does everything: the main engine in [HM Gyan] (U-208), beats like [Gelgoog M] (U-254) and [Apsalus II] (U-278), burns like [Kempher (Prototype)] (U-263) and [Perfect Zeong] (U-271). The commands of the deck supports the Unit a quite bit. The all around variance in burn and the 2 "Winning conditions" (C-70 Guiding of Fight, C-118 Blitzkrieg). With the variance of the Green cards, it's kind of hard to found exact ways to stop the deck. Since almost all of the Units used in the deck have "Prevent", counterspell does a bad job against it in early game. The deck is known to be REALLY good against Weenie (with all the burns), so don't even try. The best way is playing "reset" which hurts Green Medium in the first game a LOT (the deck have side-deck option against Reset). In addition, Green Units cannot shoot...and the Units are kind of small for its cost. At last, stalling the game via recovery (slowing down) is also a way since the deck have only SO much option available. Blue "Taiwanese" Weenie The Taiwanese build is just purely weird on paper: while having weenie Units, it suddenly have a 7 cost Unit in GP03... However, if you look into the choice of the cards, there're just MILLIONS of combo inside the deck... Is there way to finish this deck? It's not hard, if the combo pieces cannot be put together, this deck die fast after 4 to 5 turns since there's just not enough beaters (GP03 is in the deck for this reason). In addition, the deck is VERY bad going against Green Medium. Last Word: - Baron, 4/15/2007 |