Saturday, September 29, 2018

WIXOSS PARTY @ Asobi (Macpherson) 29/09/2018






Saturday's All Star WIXOSS PARTY ended with a total of 30 Players. There were many different decks that added to the variety in this party. Some notable ones include Snow Yuzuki-Become You-Vermillion Yuzuki , APEX-PICK UP and Arc Aura-Mjolnir Tama. With that, here are the top 2 decklist for the party:


1st: True Name Mayu (Tama based)



2nd: Iona, Ultima/Maiden

Big thank you for those who came. We hope everybody had fun in this All Stars WIXOSS PARTY. See you next time.


(Be sure to check out SG WIXOSS youtube channel, video of this finals match will be uploaded there soon)

Thursday, September 27, 2018

Most controversial WIXOSS ban-list change...?

Most players face after the latest ban-list reveal.

So with the latest Mayu's room update which will be implemented on October 25th (The date of WXK04 WILES release), many players are left perplexed (or even in despair) at the changes it made.  The following changes were made:





- Arcgain, Valkyrie and Apato released from restriction, allowing players to play 4 copies

- THREE OUT and Osaki are allowed to be played together again.

- Piruluk APEX and CRYSTAL SEAL/MPP are allowed to be played together again. Take note that CRYSTAL SEAL and MPP are still restricted from playing in the same deck together.

While most of the card release from restriction seems reasonable, one particular card release has sparked up huge controversy across players everywhere:

OG Cansur Card - Arcgain, Archangel of Pioneering

With the ability to give all angel SIGNIs including herself immunity to effects from everything except LRIG, thereby making most defensive and offensive response useless against her, it is no wonder why players are freaking out when this SIGNI is released from Mayu's Room. Some even questioned the sanity of the game's R&D department for releasing her. With that we will look at why releasing her is actually reasonable in this article.

How she got into Mayu's Room


To get an understanding of why her release is justified, we first need to look back at why she got in Mayu's Room in the first place. Under the official site, cards that meet any of the following conditions will be hit:

- Cards or Decks that may or have limit the variety of decks played

- Cards that can take up a huge amount of time off the time limit, influencing the progress of a match.

Since its release, Arcgain has already been a pain to deal as there isn't any way to stop it during attack phase other than calling Aztec with Ancient Surprise or healing a life with Restructure. WX05's Genesis Miko worsen the situation with its extremely strong Exceed5, gaining a double turn at the cost of discarding all your ener and hand.  

Those looking at WX05 reveals one day before Spread's
last episode probably got the episode spoiled by her.

Needing to deal against an Arcgain-angel board for 2 turns straight, EVERY deck had NO way out against her. Genesis Miko can push in lethal from anywhere between 2-6 damage. The need to guard the LRIG twice and block a total of 6 SIGNIs that can't be affected by ARTS made her the most dominating deck in the game.

As it limited the number of decks playable (most tournament only saw Genesis-Tama decks), Arcgain was restricted to 2 to affect her consistency. Take note even after this, Genesis-Tama was still dominating the meta.

Releasing her from Mayu's Room




As the game progresses, more and more ways to deal with Arcgain were also released. In WX09, not only was the generic black ARTS Grave awake introduced, the first ever LRIG attack phase effect was also introduced in Ut'ulls, allowing players to block open SIGNI zones against Arcgain. Coating Fan was introduced in WX10, while more LRIGs with attack phase effect and the infamous Four Color Miasma was released in WX11. 

As more sets were release, more LRIGs with attack phase effects were also release, with LRIG effects being stronger than the ones in the previous boxes. Generic SIGNIs such as Recorder and Mage also started to see play is some builds after is release, allowing many decks to counter Arcgain without needing to sacrifice their ARTS slot for it.

Then finally came the period during WX14, with cards such as APEX and Succeed Destruct introduced into the game, most decks by now have access to different ways to stop Arcgain.



This continued into the Lostorage period where cards like Donna FOURTH and Allos Piruluk N were released during the first half while level 5 LRIGs like MAIS and Ril 5 and SIGNIs like ZR being released in the later half. Arcgain's relevancy in the meta slowly died out.


Finally, the release of Key nailed the coffin for Arcgain's relevance in the meta. With Key, now every LRIG can easily stop Arcgain from as early as turn 2 and minimal cost. 

Looking at the current state of the game, the game is more than ready to fight against Arcgain compared to the early days during WX05 where literally only 2 ARTS are available to deal with her. Hence releasing her is not that huge of a problem anymore.

Counter Arguement


Tama has Innocence, Preventing Keys from being used!


While it is undeniable that Innocence is a strong Coin Ability especially when used with Arcgain. Other than Promeus, Tama does not have any access to angels that can open SIGNI zones while attacking. This allows players to call SIGNI to field from their Deck/Hand/Ener/Grave/Etc. to block Arcgain's effect, even Promeus herself can be stopped by placing a higher level SIGNI or banish immunity SIGNI in front of her.

There are some Tama builds that gives angels some way to bypass SIGNIs, however nearly all those builds require the use of the player's LRIG deck slot along with their Ener. This meant that if the opponent denies them the ener they need or if their combo fails, they are left with very little defense to stop your attacks, making such decks a "High Risk, High Reward" deck.

Once the player blocks that one turn of Tama's Innocence, they can still continue to use their Key to response , hence deeming Arcgain still ok in the current game.

But my deck has no ARTS or SIGNI that can deal with Arcgain's attack!


This is WIXOSS. Unlike some TCGs where deck building is standard and it will be the same no matter the meta, WIXOSS is a highly adaptive game, requiring players to build their decks to deal with whatever threats that are active in the game. Hence the release of so many Generic SIGNIs and the concept of LRIG deck, it is meant for the player to change their decks to deal with the meta if they have a problem fighting it.

Conclusion




With the release of Arcgain, the meta is definitely going to shake up, dealing with 4 Arcgains will be a pain to many. However the game's current state isn't anywhere near like during WX05 where nearly nothing can stop Arcgain. With access to so many different responses against Arcgain, it won't be an impossible match against 4 Arcgains now.

With that, this article has ended. See you next time!





Saturday, September 22, 2018

WIXOSS PARTY @ Full Yen Trading (Yew Tee) 22/09/2018

1st: Midoriko, Golden Girl Type Four

2nd: Remember Midnight, Next Dream Miko

WIXOSS PARTY @ Sanctuary Gaming (Somerset) 22/09/2018




Yesterday Key Selection WIXOSS PARTY saw a turnout of 9 players. There were a mix of regulars, returning players and new players, seeing matches of varied levels throughout the day. The LRIG distribution for the day are the following:

 


With that, today's top deck list is...

1st: Tamayorihime, Miko of White Destruction

We hope everyone had fun, see you next time!

Wednesday, September 19, 2018

Post Utopia LRIG Analysis (Key Format)



So with more than half a month having passed since WXK03 Utopia has been released, the meta has settled down, with certain LRIGs showing more dominance in the tournament scene than others. With that we shall look at all 9 LRIGs and how Utopia has since changed their decks.


Allos Piruluk



One of the few LRIGs that received strong support in this set. With the introduction of Piruluk TELOS, Piruluk now has a strong LRIG to sit on as compared to before when she only had a near vanila TETRADespite needing 2 blue to grow to 5, having 11 limit and no form of defensive add-on, TELOS comes with 2 strong effects:

Her Constant allows her to take no damage from LRIGs when her hand is zero. This effect not only rewards the player for playing in line with her SIGNI's specialty (Discarding to trigger effects), it also blocks many other threats like Layla's double doping, Guzuko's Direct and even Catharsis from mirror matchup TELOS.

Her 1 per turn Action - Peeping Analysis is another deadly skill under the correct circumstances. It not only allows you to see your opponent's hand, it also lets you discard 1 of your opponent's hand, giving you the option to drop important cards in his hand. Allowing you to deny your opponent of any combo pieces, guards or even strong offensive SIGNIs that could threaten you next turn.


Catharsis is garbage, you will rarely use it.


With the introduction of new SIGNIs such as Crocell and Shahraza, Piruluk's offense have also improved. Crocell and Shahraza can be combo with Manomin or Leviathan, disrupting your opponent's hand while maintaining an offensive board as early as turn 2. Most topping decklist play 4 Shahraza in addition to either 2 Shutendo and 4 Captain hook or 4 Shutendo and 2 Captain Hook.





Released along with Utopia, the blu-ray Promotional Card Grave Blue has also helped Allos Piruluk become more stable, allowing you to maintain your field, let you discard your hand during attack phase to trigger TELOS's Constant ability and open SIGNI zones up by spawning Shahraza and discarding more than 2 cards. Hence giving Allos both defensive and offensive power in one single ARTS.


Guzuko



Already having a strong level 4 LRIG and SIGNI, the introduction of Moriarty allowed Guzuko to be even stronger than before. Due to Moriarty's strong set of effects, Even-leveled Guzuko decks saw a rise in popularity again, overshadowing the then popular Odd-leveled builds. 

Her constant effect forces your opponent to either clear your Moriarty or board even leveled SIGNIs, which lets your J ripper have a target for her on-play when you play her. 

Her auto effect also allows you to -3k to an opponent SIGNIs by simply doing what you normally do in the first place: calling even-leveled SIGNIs. With such an easy to trigger effect, Guzuko players have an easy time banishing SIGNIs and creating open SIGNI zones for their attacks to hit.

Her on-play finally allows you to call the top card of your deck if its an even-leveled SIGNI for just a single black ener. Being cost effective while allowing you to -3k twice (Moriarty and the newly called SIGNI) makes this a very strong skill. This on-play can also be ensured to never fail with Cheering Guzuko's action ability, allowing you to set another Moriarty or J ripper to increase your offense.




With Grave Awake and Ulith Key, Moriarty can be further abused by calling out as a defensive response or making your opponent's SIGNI change their parity to prevent them from attacking respectively.





As Guzuko's field will mostly be even-leveled, Humpty Dumpty is beginning to see play in Guzuko decks. With only a level 2-2-2 field or level 2-2-1 field possible early game, Delusion Guzuko is also being used to get a free draw.




Midoriko




Nemurihime is a beast. Her first constant shuts downs any form or minus power effects. Effects such as Umr key or Shahraza cannot touch her, making decks that response or attacks using minus power useless against her. 

Her second constant and third constant, while it seems hard to achieve at first glance, Utopia came with many shifting SIGNIs such as Momozaru and Sylph, combo it with Leshy and Thorny maze, a +8k and 3 ARTS usage requirement becomes easy. Making Nemurihime a very threatening attacker that cannot be stopped by banishing or minus power, both of which is a common defensive response in key format.

For those crazy enough, you can instead choose to use Thorny maze on your opponent's turn 3 times to make Nemurihime immune against on-attack banish SIGNIs. Turning her into a defensive wall.


The definition of 'Hard work pays off'


Despite that, some people may find it a trouble to obtain the +8k consistenly, so they may instead opt to play either Peter or Momotaro to further add offense capabilities into Midoriko.

Even though Midoriko's main way of opening SIGNI zone is still Ibarahime, with the addition of Nemurihime and to a lesser extend, Momotaro, Midoriko's aggro has become better, removing the need of relying on Gamma Burst anymore, freeing up their LRIG Deck Slot for a defensive response.


Layla


Layla got some good support this set. Bucket WE not only lets layla get a net draw 1 when rode, it also allows layla to Pseudo-ride 2 SIGNI. If your opponent does not response to it, you can ride a second SIGNI while if your opponent makes Bucket WE get banished, you can ride another SIGNI. 

While this can be avoided by downing the ridden SIGNI normally, Tankrolly ensures that this cannot be done, forcing your opponent to open responses such as bounce or giving it "Cannot attack", uncommon in Key format. Tankrolly also ensures that opponents can't down your ridden SIGNI, instead forcing them to clear it which allows you to be un-ridden, making them deal with a LRIG attack that they could have avoided by downing.

Layla's strongest support did not come in Utopia however. Instead it came in the blu-ray, Infinite Variety of Explosion. Doping is already one of the scariest coin ability in the game, if one isn't prepared to deal with it, one can just lose to game at 0 damage. Now with this new ARTS, not only does the player have the option of responding to the opponent's field efficiently (2 ener per banish? That's value!) and according to how much ener they can commit, it changes Layla's once per game effect to 2 per game, even making the next use requiring only a single coin. This means she still has 2 coins which you can use for opening a key, while going for a second doping incase the first one is stopped by a response such as Crazy Hand or Eternal key.



Layla players seeking to win should ensure that they have this.

Ril



Lets be honest, Ril didn't get much. EXcaliburn's and Ruyi's effect are so hard to activate consistently that it rarely sees play, Jowai and Ena while having strong banish effect, it only works on low powered SIGNIs, often seeing no play beyond turn 3.

However what makes Ril very strong still is Requiem. Already having a strong foundation support from Full Scratch and her Trial deck, requiem adds on to Ril's aggro and defense. For a extremely cheap cost of 3 ener, Ril is able to stop 2 SIGNIs easily, while opening SIGNI zones for her to aggro next turn, something which no other Key format ARTS can pull off.

Requiem also allows her to gain an extra life cloth, saving her from situations such as Layla's doping or in the event of not drawing into a Guard.

The original WX17 artwork can also be used in key format, you don't have
to purchase the new one if you have it already.
(You CANNOT use the craft requiem in Ril however)


Tama



Like Ril, most of her SIGNI support this set are rarely used. Though White Pearl Hope can help trigger Yomifuda effect easier, its 2 ener cost is too steep to be used early game, the most optimal time to trigger Yomifuda's effect. However despite how bad Tama's SIGNI in this set are, she still got good support to stay relevant in the tournament scene - in the form of Eldora key.

With the use of Eldora key, it not only frees up Tama's coin usage (allowing her to use innocence, run ARTS such as Don't Leave Me or Circle while playing stronger but higher cost keys like Hanayo or Donna), it also allows players to rig their life cloth, arranging them perfectly to ensure maximum burst usage while changing a useless cloth with the top of their deck. 

With Snowsled and Spring, the top deck can be manipulated to ensure the newly added life is a strong life burst that can stop SIGNI attacks or salvage guards.

Eldora key also lets the player draw 1 (per turn) whenever their life cloth gets crushed, allowing the Tama player to quickly draw into their combo pieces which can let them set up a deadly Pricas Combo easily from turn 4, destroying their opponent with multiple attacks. 


Remember



The LRIG that got the worst support this set. This set did not give what Remember needed the most: more aggro options. 

Sure they did get Bubbly which allows them to rig their life cloth, but it takes too much and not consistent enough to set up a good burst while it decreases the number of offensive SIGNIs they can board on field (Since these SIGNIs are usually the one with such strong burst).

It got to the point that most decks run FROZEN FINGER, a card that minuses 2 hand (the spell itself and the SIGNI to be trashed) just for the sake of becoming more aggresive.

Probably the only useful card this set is her own key. With a useful Auto ability, it improves her consistency of freezing opponent, allowing many of her SIGNI's ability to activate consistently. 



Crowfun, a SIGNI obtainable in this and next month's WIXOSS PARTY, is also used to improve her bottom deck stacking, allowing her to better control the level underneath her deck and trigger Air cannon and Nobel easier.

Carnival


Probably the strongest LRIG in Key format still. With the introduction of Fallen MAIS, it not only allows the player to lock down one of your opponent's SIGNI by turning it into Servant Zero, it also gives Carnival a free Requiem ARTS with a cost of 2 black and 1 colorless instead. All for a cheap grow cost of 1 coin. This means that you can play a LRIG with bigger limit and strong lockdown, while still having 5 defensive response, making Carnival a demon spawned from hell.

Because of her on-play effect, most decks that rely on a single SIGNI to aggro will be forced to add alternatives or faced their entire deck shutdown. (This is especially prominent in All Stars format with decks like Guzuko5 - Blackjack and Mel5 - Wedding)

Voted No.1 hated LRIG by players of both formats

Umr key, a promotional card that came as box topper for Singapore's Utopia boxes, also synergies with MAIS extremely well. Having 5 exceeds on level 5, one can use both the key's exceed2 skill and the key's exceed1 skill either twice of once, giving carnival a potential "stop 5 SIGNI" response using a single LRIG Deck slot, something no other ARTS or Key does at the moment, maximizing her defensive capabilities (which can help her aggro since it banishes SIGNIs).

Although it comes with a steep cost of 2 coin and 3 colorless ener, Carnival can bypass the cost by getting the key out using her joker coin ability. After using finish your exceed, you can even trash the key to retrieve a SIGNI from trash, making this key stupidly strong with Carnival.



As Umr key's exceed 2 forces you to mill 9, you may easily deck out due to over-milling, trashing your life cloth due to deckouts. Hence Mail Stream now sees play, some decks even running up to 4 copy in order to prevent deckout. Some decks also play Brutus or Semiramis in order to quickly get their trash back while maintaining high SIGNI power board against Nanashi key.




Hanzo is also a nice addition to the main deck. Whenever you mill 3 or more cards by one effect, something the deck does normally already, you get to minus 5k to a SIGNI. By stacking up mills, one can clear SIGNIs with relative ease using hanzo. Banishing a SIGNI would also allow you to mill 3, which in turn can trigger its second auto effect again, allowing you to chain decrease your opponent SIGNI's power.





As there is no turn restriction, if your opponent does not clear hanzo, you can combo it with Umr key's exceed2, letting you minus your opponent a huge total of 23k.


Eternal


Even though she is the final boss for the anime series, her in-game counterpart doesn't give off that "final boss" feel. The main issue with Eternal decks are their ener consumption.

Due to the Unique way of growing, she would consume 2 extra ener more compared to a normal LRIG deck. This coupled with the fact that Servant F hefty discard cost makes it not a very strong deck to play.

As most colorless cards have little effect, Eternal would use other classes SIGNI to make up for their lack of offense (the most popular being trick SIGNIs). However most generic SIGNI such as Yamigane or Balmung require ener in order to open SIGNI zones, further adding to the ener problem Eternal has already.

Mel key and Soui key are often played in other to increase their resources, but with how fast the SIGNIs are spending them, it may not be enough to maintain your resource throughout the game, eventually killing you due to lack of ener or hand.

Some decks even choose to forego Eternal's Exceed4 and use an attack phase exceed key in order to abuse Fractal's auto ability, allowing the player to spawn a Servant F to block a hole and retrieve a guard during the opponent's turn.

One interesting ARTS that most Eternal decks run is Dead gate. As Eternal has an unique way of growing, her level for part of the game will be lower than the opponent's LRIG during their turn, allowing Eternal to abuse Dead gate's trash effect consistently.

Conclusion


With the exception of Eternal and Remember, most LRIGs have gotten decent support that allowed them to still be competitive viable. If one wants a Meta list, it would probably look like this:

1st Tier: Carnival
2nd Tier: Ril, Tama, Piruluk, Midoriko, Guzuko, Layla
3rd Tier: Remember, Eternal

Even though Carnival may seem to be the strongest among all, it is by no means unbeatable as seen by the many different decks that have top WIXOSS PARTYs. Overall, just play whichever LRIG you like and enjoy the game. With that this analysis article is finished, see you next time!





Monday, September 17, 2018

WIXOSS Tournament @ Sanctuary Gaming (Somerset) 16/09/2018






An unofficial WIXOSS Tournament was held at Sanctuary Gaming (Somerset) with a turnout of 12 players. There were a variety of different All Stars deck that saw play, some with no new support while some with. The LRIG distribution for the tournament is as follows:

Tama - 2
Ulith - 1
Piruluk - 1
Anne - 1
Yuki - 1
Yuzuki - 1
Mel - 1
Nanashi - 1
Carnival - 2
Alfou - 1

Below are the winning decklist for the day:


1st: Mel=Spiritus

2nd: Ulith, Enma of Scattering Petals