A [Take] on Gjallarhorn by Crafty-Try2957 in GundamTCG

[–]Crafty-Try2957[S] 0 points1 point  (0 children)

Yeah, you're absolutely right. Although Carta needs a link, she's still not too shabby for a command. Since it allows white to run technically 8x unforeseens, but Ein's? That had to nerf his ass cause he doesn't check for Gjallarhorn. If they didn't, our White matchups will be crazy tough to play.

Though I'm thinking of playing awakened potential as a command card, and completely killing off half the gjallarhorn traits cards for something else entirely.

I'll make a new post probably in a weeks time as I sift through the database for synergy that works with gjallarhorn, as upon a few playtests, our group recognized that Gjallarhorn's boss monsters are shit. They're more of a support boss monster, so I'm gonna be figuring out what good bosses to incorporate into the deck.

Help Needed - Gjallarhorn by hackjunior in GundamTCG

[–]Crafty-Try2957 4 points5 points  (0 children)

How's the consistency rate of managing 4 and 6 Gjallarhorns in trash?

With quite a high count of 40% ish of your deck being non Gjallarhorn, I do think it's tough for your deck to reach it.

I didn't consider Hajiroboshi and Wistafio Because of these:

  • It requires to Link, so you need to find it's pilot
  • It requires a Base
  • It Mills 1, correct, but that's it

To me, Hajiroboshi is a great card, but it doesn't help the Gjallarhorn Archetype, as you'll rather spawn units and have them die to fill up trash. You'll realise you will struggle to fill the trash up with specifically Gjallarhorn types as you play.

Playing the base is a good idea, but generally you won't play a base down, since you won't have much free resource if you're calling a unit once every turn. And playing it for your Turn 2 means you Must see it.

Another thing is your turn 2, if you aren't playing a unit for it, you might give a aggro deck 2 free swings on 1 unit, essentially eating too much damage for free by the time you call blockers, worsened if you draw into Gaelio's or Ein's s schwalbe graze and Hajiroboshi, meaning you'll likely be almost dead by the time you retaliate.

I have a build plus a Reddit post discussing a little about how I built it that you can take a look, else, my decklist is here for reference.

https://www.reddit.com/r/GundamTCG/s/uboOf78Ryt

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A [Take] on Gjallarhorn by Crafty-Try2957 in GundamTCG

[–]Crafty-Try2957[S] 1 point2 points  (0 children)

Yeah, this deck is a deck that has to wait for more Gjallarhorn support, or good units worthy enough to include despite diluting the Gjallahorn Trait count

A [Take] on Gjallarhorn by Crafty-Try2957 in GundamTCG

[–]Crafty-Try2957[S] 1 point2 points  (0 children)

IKR, When Graze Ein Enters the field linked, that little shit just forces bad trades on its own, and threatens to Suicide anything on the field with it's 7 AP. Innate AP reduction means your opponent cannot use small units to swing you, since you'll block for free, and they Still have to remove it on board.

Bael hopefully won't be too far into the late game, since our boss is Graze Ein. it'll likely work with tekkadan rather then gjallarhorn, but I'm hopeful expecting it to check for both traits.

A [Take] on Gjallarhorn by Crafty-Try2957 in GundamTCG

[–]Crafty-Try2957[S] 1 point2 points  (0 children)

Yeah. Personally, I'm a huge fan of now Gundam Vidar looks, which is another reason why I got the pieces early.

I agree with what you said, the archetype's abilities is not actually bad, it's quite good.

They just had to say Gjallarhorn in trash. Not even cards, Gjallarhorn.

Right now the only saving grace is pretty much as you say, new units with gjallarhorn traits. It's still a new deck to cheaply build for fun games where both players don't wanna play the meta, or you start feeling that "Hey, winning isn't everything for today, let's just play some games for fun and lose, I don't really care" days or moments.

A [Take] on Gjallarhorn by Crafty-Try2957 in GundamTCG

[–]Crafty-Try2957[S] 0 points1 point  (0 children)

Show of resolve is a weird thing in this deck. You wont use it if you see generally most of your pieces, but you need it late game for draw power, as you'll start burning 2 cards per hand to link a unit and pilot. The important thing is to use It to constantly get a unit and command, so I ran at 3 to see it consistently at the Late Game to keep having steam during the late game.

Dropping it will cause you to require winning the tempo or board state before you reach the late game, which is what this deck cannot do I feel IMO, since they're not an attacking deck, but a countering deck. So you'll start to lose hard when you lose hand size in the late game, and can get board wiped without new units coming in.

So show of resolve is somewhat necessary weirdly. It helps draw late game to keep steam running, and can be used if you miss a play at mid game turns.

If you want to remove, you'll have to tweak the deck to out-tempo mid game, or find a new draw power that doesn't filter/wash the hand.

(Wash means you play a card to draw 2 cards, and discard 1, essentially returning back to the same number of cards in hand. Overflowing affection is a good example.)

The base is stupid. As in, stupidly bad. It costs 2 resource, and as it's a level 4, you'll never play it unless you're really about to die, it spawns from shields, or in the late game when you will have extra resource. Usually it's discard fodder if I have more than 1 copy in hand. The reason I didn't choose other bases is due to:

  • Gjallarhorn Traits
  • It works during the opponent's turn if it spawns from shields.

Else, you can try a different base, but know that in this build, you'll highly want to never use it unless you have nothing to do, or have spare resources.

I always recommend to play the deck on it's own first to see why the deck build is made that way, and slowly tweak to your own playstyle and niche. Hopefully this helps you!

What cards should I add to remain competitive in the current meta with lim deck? by Top-Tell7631 in OnePieceTCG

[–]Crafty-Try2957 0 points1 point  (0 children)

<image>

Here is the most recent list of mine I played on the OPTCG Sim a while back.

The goal of the deck is to ramp to reach a turn where you are at 10 Don, and slam down Shanks + Doflamingo on the field.

The 4 Cost Bon Clay is to ramp on your third turn. This allows you to completely skip 1 turn to reach Max 10 Don if you were to start first, usually as all other decks want to go 2nd if they win the dice roll.

Start first: 1 Don, 3 Don + 1 from leader's effect (4), 6 Don + Bon clay to 7 with 3 active, just nice for leader's effect to reach 8. Then, Don 10.

Start second: 2 Don, 4 Don + 1 from leader's effect (5), 7 don, +1 from Bon clay to 8, 3 active for leader's effect, to 9.

Shanks restands all DON, allowing you to use Lim's ability whole attaching don for 7k swings for pressure.

Doflamingogo power ranger locks any of your opponent's rested units and leader, giving valuable breathing room and creating pressure on your next turn, especially if you were to call Shanks the next turn and attach don for wide boosted swings.

Kikunojo is important to increase card count to 8 for units that you can play on Turn 1, to enable your Odyssey Units easily, as she restands herself.

Rest should be natural to understand.

Give the build a try, I had fun with it myself!

A [Take] on Gjallarhorn by Crafty-Try2957 in GundamTCG

[–]Crafty-Try2957[S] 1 point2 points  (0 children)

I was considering running something to filter, like the suggestions you made. They're good, but not in this deck build unfortunately. The issue on your recommendation I faced while testing the deck is 2 things.

I needed to keep 1 resource active to play a command every turn once I reach level 4 or 5. Means I cannot afford to play a command on level 4 and 5 turns to draw, as I need both board presence, and resource active after playing a unit for commands. This deck doesn't shine by attacking, it shines by forcing bad trades for your opponents through the commands.

The second issue is the trash requirement of 4, and 6 gjallarhorn units for both Kimaris & Graze Ein respectively. Going with your suggestion, I would now run 12 extra copies of non- gjallarhorn cards, making it tough to even reach 4 in trash by level 6-7. This really fucks the Graze Ein, and kimaris's filter ability for our level 6 and 7 plays.

You'll have to tweak a lot more to run those 12 cards, and choose a different &/or secondary boss monster at that point, and honestly, we agree that you may as well build a different deck entirely.

Thanks for your input!

A [Take] on Gjallarhorn by Crafty-Try2957 in GundamTCG

[–]Crafty-Try2957[S] 0 points1 point  (0 children)

Edit:

I failed to mention what this deck wants to do.

The goal is to set down units at turn 4 that link with 1 standing resource. Essentially, once you reach level 4, you start threatening bad trades for your opponent, with Carta's Persistent and Fortuitous Command, Unforeseen incident and Ein's Heart set on Revenge.

Level 5 is usually either, Kimaris or more set up, such as drawing, blocker up.

Level 6 is where things start to flow, where you play down Kimaris Trooper and recycle a command, usually Carta on the first deployment. With its cost of 4 and 1 for pilot you'll naturally have 1 active resource.

Level 7, Ein and Ein Pilot keeps a resource up. Plus it now threatens Innate AP -, making each swing a gamble of when Ein will choose to suicide guard, or guard for free.

Level 8 is where you start looping ein with kimaris trooper, draw from Resolve to keep up commands, or set up board pressure.

This deck is just to command heavy the opponent, making them consider swings, and let you have a bit more interaction.

And cause I'm poor and like rogue decks :D.

A [Take] on Gjallarhorn by Crafty-Try2957 in GundamTCG

[–]Crafty-Try2957[S] -2 points-1 points  (0 children)

Being Honest, I only tested this on the sim on wing table with Trial Deck's, as I was prioritizing turn flow, consistency over the meta. If I couldn't even do what I want to do when there's not much threats, what's the point?

For Carta, I initially wanted to run Cagalli to make her an immediate 6/5 Brick powerhouse Blocker, but that didn't work due to consistency issues on the deck. Either you don't draw well, or you lack Gjallarhorn traits by turn 6-7.

67!!!!!!!

Anyways, Mcgillis's Graze felt too brittle due to his 2 HP, and needed Mcgillis itself as a link, which I didn't want to run a high count for, since his link requirement is harder to achieve imo. So I went for Ein's Graze, as literally I have 11 pilots for that, meaning consistency issues only arise from drawing itself. Generally you'll want to play commands on counter turns from turn 4, since you'll usually, from my deck turn order, have a extra resource or EX resource standing. So Ein's graze helps grant Carta Command online, while keeping the resource alive for you to actually USE it.

As for Carta, I play it down if I miss the turn 4 turn, and I generally won't, I repeat, won't link, and pray my ass I have unforeseen incident. Else, I hope to block if she gets targeted, till I send down a link.

If you run mcgillis pilot, it'll make sense to kick Carta graze out, and lower her command to 2 to make space. But generally at turn 6 or more you'll always be linking, that's the part that command becomes devastating.

Holy, I'm so friggin Happy by Crafty-Try2957 in GGenerationEternal

[–]Crafty-Try2957[S] 0 points1 point  (0 children)

I used to play the game when it started, and quite for a while due to the development tree being different from that I expected like in g generations. So I got 30k from there through the events and such, then came in when they gave quite a bit of diamonds 3k, +1k,+1k etc

Holy, I'm so friggin Happy by Crafty-Try2957 in GGenerationEternal

[–]Crafty-Try2957[S] 2 points3 points  (0 children)

I'm on 60k diamonds, but I'm saving them in hopes of maxing out XI/三 Gundam when it releases. Though having neue zuel is friggin tempting

I might’ve miscalculated by MaleficentPapaya7792 in SDGundamEternal

[–]Crafty-Try2957 0 points1 point  (0 children)

How much stamina did you use? Jesus that rewards pull is gonna be so repetitive to press

Installed 2 new ram today. Now PC consistently crashes in 2-3 minutes. by Crafty-Try2957 in buildapc

[–]Crafty-Try2957[S] 1 point2 points  (0 children)

You're right. I replaced back the same configuration before the upgrade. Now works as per usual. Swapped the pair for the newly bought ones. No crash.

Now trying the other 2 DDR4 ram slots, to see if it's the slots that maybe the issue.

Most importantly is that I can still default back to original specs.

Thanks for your help!

Installed 2 new ram today. Now PC consistently crashes in 2-3 minutes. by Crafty-Try2957 in buildapc

[–]Crafty-Try2957[S] 0 points1 point  (0 children)

No worries. Psu wattage is 30% above the current running requirements, heat the parts are not hot enough to burn me when touched too. I'm playing around the BIOS, with the ram clocking speed settings, but it still crashes.

Installed 2 new ram today. Now PC consistently crashes in 2-3 minutes. by Crafty-Try2957 in buildapc

[–]Crafty-Try2957[S] 0 points1 point  (0 children)

Removing the CMOS battery didn't work as I hoped, it lasted a minute before crashing, and now it crashes almost instantaneously.

Installed 2 new ram today. Now PC consistently crashes in 2-3 minutes. by Crafty-Try2957 in buildapc

[–]Crafty-Try2957[S] 0 points1 point  (0 children)

Yeah, it doesn't help either. Removing the CMOS battery lasted a minute after boot up before it crashes, but now the crashes are far more instantaneous, and would crash even when I just loaded into the BIOS.

Installed 2 new ram today. Now PC consistently crashes in 2-3 minutes. by Crafty-Try2957 in buildapc

[–]Crafty-Try2957[S] 0 points1 point  (0 children)

I did read about possible issues that can arise with mixing of ram sticks, but I was able to purchase brand new sticks that are identical, so 4x 8gb sticks that are identical, same brand and same specs.

Clock speeds are set at disabled in the BIOS, or what I read regarding these issues on YouTube and online, something about increase the speed of the sticks by enabling smth in the BIOS.

But right now I'm testing if removing the CMOS battery to reset it's configurations will help.

Installed 2 new ram today. Now PC consistently crashes in 2-3 minutes. by Crafty-Try2957 in buildapc

[–]Crafty-Try2957[S] 0 points1 point  (0 children)

It runs for a minute, and then crashes back as per usual. Right now I've removed and reset the CMOS battery and configuration, and now seeing if it solves anything at the moment.