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Tuesday, December 1, 2015

#FoWTCG - U/W Valentina 1.0 in TTW (Post-A2)


Well, since the The Twilight Wanderer (TTW) expansion is only a week away and that almost all of the new water attribute cards has been spoiled, I figure I'd start thinking about what from the new set would possibly benefit U/W Valentina 1.0.

Friday, November 20, 2015

#FoWTCG - Valentina's World Overview (Post-A1)

I find it pretty crazy that my last Force of Will related blog entry is still about Jeanne d'Arc post-TAT. So much has happened since then but until recently, I never really found a deck I liked so much that I would want to write about it. I mean, I really enjoyed Faria Knights when she first came out, but the american meta was at a strange place at that time and Bahamut made every other decks other than itself irrelevant. 

Anyway, I've been tweaking and playing around with U/W Valentina for about two months now and I gotta say, as far as combo/control decks goes, it's probably the one I've had the most fun piloting in a while. It proven to be very consistent in playtest sessions and I've had pretty good results in local tournaments; my best result being getting 3rd place with 2 wins, 0 losses and 2 draws. It's definitely a tournament viable deck because not only it is a very powerful one, but it's also very slept on and the surprise factor can play a huge role in the deck's success. Anyhow, without further ado, here's the main board list...

Saturday, May 23, 2015

#2DNinjas - TS Ino Guide (2010)


So I know there's probably no one playing this game as of now, but I found, in my PC, this old guide I created back in 2010 for TS Ino in Narutimate Accel 2. It was laying there collecting dust in my folders and since the guide can't be found on the internet anymore, I figured I'd post it here to archive it. Who knows? It might be useful to someone again, someday.

Thursday, April 9, 2015

#FoW - RUG Jeanne d'Arc Control Overview


I have to say, when I first saw this particular colour combination for a Jeanne build, I wasn't really a fan of it. As much as Green/Wind supports the deck by making it a bit more faster and consistent, it doesn't contribute to any sort of winning strategy the deck might want to have. For example, if you play Green to accelerate the deck, you need to play ''Gretel''. If you decide to play Gretel, at least 90% of your magic stone deck needs to be comprised of Wind magic stones for her to hit the ramp consistently. If you play that many Wind stones, it means that you're limited in your Red/Fire magic stone count and consequently, means that you cannot fully take advantage of Jeanne's second [Activate] ability and cannot exploit big finishers like ''Gilles de Rais, the Golden Dragon'' at their full potential. 

So why exactly do you ramp for? Sure, with ton of will you can more easily swarm the field with weenies but without any real mean, it'd just be a question of time before you'd get crushed and walled by stronger opposing resonators and finishers. If Jeanne is really the only winning strategy, what do you do after she has been taken down? These were the kind of questions I was asking myself while building the deck until I realized that the advantages the Wind attribute gave the deck could easily fix that flaw. 

Saturday, February 28, 2015

#FoW - Kaguya, the Immortal Princess Spoilers



Reviving this this blog after nearly a full year of nothingness because, for one, I got tired of playing Vanguard and secondly, Force of Will is finally a thing in America now! 

Anyway, this week, Force of Will JAPAN gave us a couple of new card spoilers from the ''Moon Princess Returns'' set to look forward to. One of those spoilers was the official poster girl as well as the water attribute J-Ruler of the booster set : ''Kaguya, the Immortal Princess''. Kaguya is no stranger to this game as she's already been seen in the first set (Kaguya, Princess of the Moon) of this cluster with similar abilities, but it's nice to see her come back in full force.