Showing posts with label Ruler J-Ruler. Show all posts
Showing posts with label Ruler J-Ruler. Show all posts

Thursday, September 26, 2013

26/09/13 JoeyJY's Card of the Week!!

Hello to all readers and fellow FoW players!
It's me again JoeyJY
And today i'm going to bring you my featured card and some of combos i have thought about lately :D

Let's take a look at the featured card first!

It's this card





















Demonic Spear, Gáe Bulg

Addition : Resonator
Cost : 2Darkness 2Other

<Continuous> Resonator that is subject to this Addition cannot attack an opponent Player.

<Continuous> Resonator that is subject to this Addition Recovers at the end of the Battle Phase that it participated in attack.

<Continuous> At the end of Battle Phase, destroy target Resonator that battled with the Resonator that is subject to this Addition.

Pros :
+ Resonator subjected to this Addition Recovers at the end of the Battle Phase that is participated in attack, which means for every time the Resonator attacks another Resonator, he Recovers again. Which is possible to wipe all the opponent's resonators.
+ 3rd effect is good too. In case you are hitting Treemen
+ Price should be cheap, and the combo i would like to show you is, too.

Cons :
- If not combo-ed, it's almost useless for a 4Will costed Addition
- Not all deck use addition
- Resonator subjected with this card cannot attack opponent player

Now let's see here.
Mostly people who see this, always thinking about the combo card which is Hero In His Own Land, Cú Chulainn to make the full potential of it.
But i think no.
It's good to use Chulainn, but i got someway better of it. (or maybe you guys get something even better than i do)

now let's see this card here





















Heavy Cavalry

Resonator : Knight
Cost : 1Light 2Other

<Enter> Choose 1 Addition : Resonator card from your Hand, and addition that card to this Resonator without paying its cost.


Have you seen the connection between this two?
Yes! If you use Chulainn, you can play it on turn 3-5.
But with this card, you can play it on your 2nd turn.

How do we do that?
Now let's take a look at the next card.





















Historic Ruin Investigation Team
Spell : Chant
Cost : 1Other 1Light

Search your deck for an Addition : Resonator card, and put it into your Hand. Shuffle your Main Deck.

<Break> Search your Graveyard for an Addition : Resonator card, and put it into your Hand.

Just to remind you, this card is just a gimmick. Only to make sure that Gaebulg can get into your hand on your first turn.

Now how to get those sweet cards on the field only in 2 or 3 turns?

I got more options for you.

Firstly, of course the almighty Ruler in the whole Underworld






















Corpse King, Garmheld
Ruler : Skeleton
Attribute : Darkness
J-Condition : Pay 1000 Life Points

<Condition> Pay 400 Life Points : Produce 1Darkness. This Ability may only be used once per turn.


*Sigh just how many does He appeared on this blog already!?*

Next!!
With this, the combos are finished.
Now let me show you the scenario.

In your Magicstone Deck is all 20 Light Magicstone.
Opening hands should be at least Historic Ruin Investigation Team or Gaebulg, and Heavy Cavalry.

1. 1st turn : Got 1 Light Magicstone. Pay 400 Life Points to produce 1Darkness, play Historic Ruin Investigation Team, or if you already got the Gaebulg, play another cards like Search of the Holy Site or whatever. If you play Historic Ruin, search for Gaebulg.

2. 2nd turn : Another Light Magicstone. Pay 400 Life Points to produce 1Darkness, play Heavy Cavalry, Addition him the Gaebulg, or any other addition you want.

3. 3rd turn : Watch your Heavy Cavalry killed by some Fire or Darkness Spells. LoL

Again, this is just an idea,
Wouldn't it good if you got some hitting machine in 2nd/3rd turn?
Well it is for me :P

And another thing if you can't afford Garmheld, nor someone sell Garmheld in your place,
There is this cheaper card.





















White Magician
Ruler : Magician
Attribute : Light
J-Condition : Pay 3Light

<Continuous> Your Spell : Chant and Spell : Instant cards costs 1Other less to play.

The scenarios are the same, it's just you can't summon Heavy Cavalry in 2nd turn.

And this combos can be used not just for Gaebulg,
You can choose any other Additions that you like.
It's just because Gaebulg is my CotW, so that i should make a combo of it.

I think some of you have better ideas already.
And if you do, or you want something to be presented here,
Don't mind to ask me to do so :D

I leave the rest up to all the readers and fellow FoW player's creativity on putting these cards on your decks!

This is all for my CotW this week!
Make sure to keep watch on our blog daily.
Lastly,

all images and abilities are taken from
Force of Will TCG Wikia

Thanks for reading this blog, and
Judgement Days, hosted by JoeyJY
Let's do the Judgement!

Tuesday, September 10, 2013

Force of Will : Booster Draft, How to and Tips

Hello again to all readers and fellow FoW players!
It's quite some big news that FoW boosters can be drafted too! (if you haven't heard about it yet)

So i wasn't there, when Shishido-San explained about the Booster Draft in the Anime Festival Asia event,
But today, when we were waiting for Shishido-San's departure, we suddenly had the Booster Draft.

So, the things you should note :

1. Have a minimum of 4 players. More people dividable by 4 is better. But i think 4 is enough.
2. Prepare 20 Booster Packs (for 4 players). Each player holds 5 Booster Packs. Any Wave is fine, you can choose among yourselves. (we did with 3 Wave 1 Booster packs and 2 Wave 2 booster packs for each player)
3. Get around 10-15 of each Element of Magicstones
4. Sleeves (not necessary)

How to play :

Dividing the cards:
1. Divide the boosters evenly.
2. After all players got their boosters, every players open the 1st booster packs.
3. Put the magicstones together
4. Take 1 card from the pack, and make sure noone looks at your booster packs/ or the cards you chose.
5. Give it to the person next to you (to your left/right you can decide by yourselves).
6. Take again 1 card from the pack, and give it to the person next to you by the direction you decided.
7. Repeat number 6 until all cards are divided evenly.
8. Open the 2nd booster packs and repeat from number 3. But this time, you should give the remaining cards counter-direction. (if the 1st booster is to your left, the next booster should be to your right, and the next after that to the left again.)
9. Repeat for the 3rd packs, 4th packs, and 5th packs from step 3-7.

Note : you can take any cards from the packs, but only 1 for each time.
You can take any ruler, because it will be your advantage if you do.

Deck building:
1. After the packs are opened and all cards divided evenly to the players, each players should have around 50 cards (i'm not sure the exact number)
2. Players are given 10 minutes to build their decks, each main decks consist of 30 cards, and the magicstones deck should be maximum of 20 cards.
3. You can use your Ruler if you got 1 from the packs drafting, or if you didn't get one, you don't have to use any Ruler. (you still can get a Magicstone card each turn.)
4. You can use any Ruler if you want, but make sure you decided it before the draft started. (if you want to use TD-only Rulers, or if you want to use any Rulers, you choose among yourselves).

So at the end of Deck building session, each players will have exactly 30 cards in their Main Deck (regardless of the Elements), and at maximum of 20 cards in their Magicstone Deck.

Playoff / Pairings : (i'm not sure about this one, but this is according to how we drafted with Shishido-San before. If there any official statement about this, i will update this session).
1. The 4 players will first play with the person in front of them
2. The game last at maximum 20-25 minutes.
3. After 20-25 minutes, if the game hasn't end, there should be 1 last turn for each of the players, starting from the next players.
Example : now is turn A, which is already 20 minutes, so both A and B have another last turns. So, after A's turn which is minute-20, B still take turn, and after that, A takes the last turn.
4. If after the last turns the game still hasn't end, Check the Lifepoints, the player that have more lifepoints wins. If the lifepoints is the same, do Jan-Ken-Pon. (that's what we did before.. but maybe you can decide what to do among yourselves).
5. After the first pairing, the winner plays against another winner, and the remaining plays again.
6. Repeat step 3 and 4.
7. After pairing 2, the standing should be 1 player have 2 wins, 2 player have 1 win, and 1 player have 2 loses.
8. The standing should be the player who have 2 wins, win the draft, the player who lose to the 1st in the last pairing will be 2nd, and another player who has 1 win be the 3rd, and the people with 2 loses will be the 4th.

Example : Players are A, B, C, D
1st pairing A vs B, C vs D
A wins, and D wins.
2nd pairing A vs D, B vs C
A wins, and B wins.

So, the standing should be
1st : A
2nd : D
3rd : B
4th : C

The winners pick :
1. Take all the rares, the SRs, and the Rulers together.
2. The 1st choose first, continuing with the 2nd, and the 3rd, and the 4th and so on, the remaining cards should be taken by the players who drafted it.

Example :
Rares are 1-23

1 is taken by A
2 is taken by D
3 is taken by B
4 is taken by C
5 is taken by A again
6 is taken by D again
7 is taken by B again
8 is taken by C again, and so on till 23

all commons and uncommons should be taken by each of their respective owner.

This is our sudden Booster Draft in the airport today,
So i thought maybe i can give some of the rules and how-to to Draft the Booster packs.
I think these rules still incomplete, i will ask for more info from Shishido-San,
And if anything here is incorrect, i will fix it soon.

If you have anything, just ask me. I will gladly explain anything i know.
And lastly, I've never thought that Booster Drafting can be this fun! LOL
You guys totally have to try it soon!

Make sure to keep watch on our blog daily.
Lastly,

Thanks for reading this blog, and
Judgement Days, hosted by JoeyJY
Let's do the Judgement!

Monday, September 9, 2013

JoeyJY's Card of the Week, Anime Festival Asia Force of Will Report, and many more!!

Hello again to all readers and all Force of Will Players!
Back with me again JoeyJY after quite a long time!
It's kinda hard to write something because of my lacking of time,
and of course because the upcoming BIG event of the year, that is AFA.

To those who didn't know AFA,
AFA stands for Anime Festival Asia, it's a regular event in Indonesia that started last year.
So this is our second time having AFA in Indonesia.

Currently this year's AFA is quite surprising.
It's because some of my friends, and Chris too, got selected to open a stand in it.
Which our stand, was Force of Will stand.

That is one thing.
And the other surprising thing is,
That Mr. Shishido Eiji, as we know as Force of Will's CEO was also coming to the event.
It's a honor to talk face to face with him, and of course none of me and my friend, (well some of them) that knew that Shishido-San is the CEO of Force of Will. (we just found out today)

For 3 days, (i only attended 2) Force of Will stand opened.
There, we were attracting new players, and teaching them how to play,
We sold booster boxes (they were discounted for the cheapest price since i started playing FoW.. why oh why..), Trial Decks (comes with Promo cards), and playmats.

Quite surprisingly we got to teach many newcomers.
Other than our own friends, many of them, too, bought some of the booster boxes, and trial decks.

We talked a lot too with Shishido-San about many things in Force of Will,
such as some rullings, erratas, other countries' metagames, and many more.
3 days were so long yet so fast.

Now back on the track!
And here it is,
this week's Featured Cards!






















Thunder God Indra
J-Ruler : Deity
ATK / DEF : ??? / ???

<Enter> Deal 700 damage to 3 target Resonators
<Condition> Discard 1 card : Put a card named Vajra's Arrow into your hand from your Graveyard. This ability may only be used once  per turn.























Vajra's Arrow
Spell : Instant
Cost : 1Fire 2Other

If you have Thunder God Indra on your Field, this card's cost is 0. Deal 600 damage to target Resonator and J-Ruler.

These cards are the preview of Booster 04 if i'm not wrong.
To see this kind of art type, maybe they are moving from the western myths more to eastern style. And i really hope so. lol

The Spell is good when you already Judgement-ed your Ruler, but since we still don't know what the J-Condition might be, i don't really sure whether this card is good or not.
Because since it's 3wills-costed, and just to inflict 600 damages (worse if the opponent still hasn't judgement yet), Flame lance/Dragon Flame is way more better.

But it's different if you already have Indra on your Field.

Next is Indra.
Dealing 700 Damages to 3 Resonators might be both a good and bad effect.
To some control and aggro decks, it might be a good effect.
But to some defensive and trickster decks, it might be a bad effect.

It can destroy mostly all costed 5 and below Fire and Darkness Resonators,
While it can't really do much anything to Wind and Water Resonators.
Well it depends on the condition though.

This Ruler quite have a match with..
Have you heard this Thor and his Hammer Mjolnir ?
If you haven't, then check it out!

It's good to have 600 damage each on your turn, and on your opponent's turn.
Don't forget that Vajra's Arrow is instant!

Well, Indra works quite well with Red Moon too.
If by anything you run into some defensive/Trickster decks, or giant decks, or Ashinia decks, or many more.
Just in case..

I think this is all for my post today.
And currently there are rumors that the Booster 4 will be slightly delayed.
Because Force of Will is currently planning on their English Language Promotion.
But don't be sad, we are all can mix both languages in one deck.
So there is no boundaries within both languages.
And because of the delay, our post might be slightly more into about the earlier cards from Booster 1 to 3.

All images and effects are taken from
Force of Will TCG Wikia

And here's a little more of our events 







































Chris with Shishido-San








































Me with Shishido-San






















The Judgement Days' team with Shishido-San on Anime Festival Asia Force of Will booth
Special thanks to Shishido-San with the Promo cards, the explanations about the rullings and erratas, and mostly his presence itself.
Let's meet again sometime soon! :D

Thanks for reading this blog, and
Judgement Days, hosted by JoeyJY
Let's do the Judgement!

Monday, August 19, 2013

Long Time No See!!!

Hello to all fellow FoW Players!
Firstly i am so sorry to not having this blog updated for past weeks,
It's because i'm on my holiday tour to Europe, while Chris was out of the town too,
With no stable internet connection..
So voila, no posts can be posted while we're busy with our own time.
And next happy independence day to Indonesia, and Korea which is on the same month of my birthday too, on August.

Not to disappoint you all guys,
I decided to write about This Month's Deck of the Month!!

This deck is quite a high level strat decks,
Which requires you to think and analyze not just your cards,
But your opponent's as well.

So here it is :

Loki Skeleton 
Made by : Mr. Supangkat
Perfected by : Mr. Santosa

Ruler : Devil King of Antiquity, Loki

Resonators : 32
4x Twin Bladed Corpse
4x Jet Black Knight, Bartz
2x Songstress' Lady Attendant
4x Skeleton Soldier
4x Corpse Cavalry
4x Orpheus
4x Ruler of the Underworld, Death
4x King of Disgrace, Wight 
2x Goddess of Tragic Love, Morrigan

Spells : 8
1x Pledge of Dark Night
1x Culling the Weak
2x Unknown Encounter
2x Kiss of Death
2x Black Sun

Magic Stones : 15
10x Darkness
5x Water

For now, let's see through the deck.

Of course for a Darkness themed Deck, the best choice for Ruler is Garmheld x Loki























Corpse King, Garmheld

Ruler : Skeleton
Attribute : Darkness
Judgement Condition : Pay 1000 Life Points

<Condition> Pay 400 Life Points : Produce 1Darkness. This Ability may only be used once per turn.






















Devil King of Antiquity, Loki

J-Ruler : Deity
Attribute : Darkness
ATK / DEF : 800 / 100

<Continuous> This card's DEF is added by the number of cards in your Graveyard, multiplied by 100.

<Enter> Look at the top 10 cards of your Main Deck. Choose 1, put it into your hand. Put the rest in your Graveyard.

<Condition> Remove a Resonator card in your Graveyard from the game : Deal 100 damage to all Resonators.


As we all already know, Garmheld's effect can be used to summon Darkness Resonators.
The Composition of Magicstones too, is 1:2,
Which is to avoid getting Water Magicstones in the first turn, and getting it right on the 3rd or 4th turn.
Which is great timing to summon both Songstress' Lady Attendant and Orpheus























Songstress' Lady Attendant
Resonator : Mermaid
Cost : 1Water
ATK / DEF : 200 / 200

<Condition> Destroy this card : Put this card face down at the bottom of your Life Break area. You cannot use this ability when there are 4 cards in your Life Break area.





















Orpheus
Resonator : Harlequinn
Cost : 1Water 2Other
ATK / DEF : 400 / 400

<Enter> You may put the top card of your Life Break Area to the top of your Main Deck. If you do, choose a card in your Hand and put it at the bottom of your Life Break Area.


Just by seeing these cards should've given you the idea,
About how to play this deck right?
Well and another thing is
While getting ready using first drops Skeleton Resonators such as Twin Blade Corpse, and Skeleton Soldier,
Keeping much more Skeletons in the Graveyard and use Orpheus' or Unknown Encounter's effect to put the Skeleton Soldier into the Life Break Area, and whether to pump it up by using Songstress' Lady Attendant's effect, it's a whole lot of choice.























Unknown Encounter
Spell : Chant
Attribute : Water
Cost : 2Water 1Other

You may put the top card of your Life Break Area to the top of your Main Deck. If you do, choose a card in your Hand and put it at the bottom of your Life Break Area, then Draw a card.

<Break> Draw a card

























Skeleton Soldier
Resonator : Skeleton
Cost : 1Darkness
ATK / DEF : 200 / 200

<Break> Summon all [Skeleton] from your Graveyard without paying their cost.

We can say that this is the one of the winning condition in this deck.
It can be easily put into the Life Break Area when you got it in your hands,
Because of the Water cards.

And to either search this card or the blue cards you needed to begin the combo,
You can activate Garmheld's Judgement anytime you like.
Judgement it into Loki will not disappoint you in any way..

Because of :
1. You can search the pieces cards for the combo
2. You got a beater-defender of 800/1000 if you got nothing in your Graveyard before the Judgement
3. Mass removal with Loki's Effect
4. A chance to put more Skeleton in the Graveyard
5. Reducing more of your Life Points to activated the Breaks

Either by focus on the Skeleton Soldier's Break effect,
Or just control the Field with Loki, and Death's effect
Since Death can be put on the Life Break Area too, by the Water cards of course..






















Ruler of the Underworld, Death
Resonators : Skeleton
Cost : 1Darkness 2Other
ATK / DEF : 400 / 400

<Continuous> When this card is blocked, target opponent Player discards a card.

<Condition> Discard a [Skeleton] from your Hand : This card gains [+200 / +200]

<Break> Destroy 2 target Resonators

(Copying from my JoeyJY's 300613 Card of the Week)

Just note, that this card's <Break> effect requiring you to destroy 2 Resonators, 
Not just your opponent's Resonator,
so if your opponent only got 1 Resonator, 
you have to destroy 1 of your own too.

in case there is only 1 Resonator total in both field,
the <Break> will not take effect.
Because it requires you to exactly destroy 2 Resonators

pros : 
<Break> Effect is very good if the condition is met
+ Almost unblockable (not if opponent doesn't care with his hand)
+ A skeleton, can be summoned via Skeleton Soldier's <Break> effect
<Condition> effect is really good too. A very good [Skeleton] buff 

cons :
<Break> effect is stupid if your opponent only got 1 Resonator. Worse if you don't have any too..
- ATK and DEF is quite low considering its will costs. 
- Not very good card to use in other than Darkness deck, or [Skeleton] deck. until now, viable only with Water engines.


Focusing with Death's effects and biting the enemies with Loki while controlling the field with Loki's Effect is playable too.

Just think about this. 
You got Death and Loki on the Field.

Loki can easily remove Resonators to clean the Field while Death can discard [Skeleton] Resonators anytime so he won't die easily, and of course, giving Loki more food to buff his DEF and to remove more Resonators

Moving on next to the spells

Of course it's only natural for Darkness Deck to use Darkness Staple Cards like Kiss of Death, and Pledge of Dark Night, and Culling the Weak

But not all Darkness Deck can use Black Sun easily.
It's just because, in this deck, Black Sun gives Advantages more than the Disadvantages.
why?

1. This deck usually can control the game, after turn 4 or 5, while after that you can cast the Black Sun
2. The Black Sun can be easily searched by Loki's Effect just to make sure your opponent isn't ready to take the blast.
3. This Deck doesn't use much Will, using it mostly only to use the Water cards, summoning some Resonator which is not necessary, and lastly, to cast Black Sun
4. Almost all decks die by Black Sun
5. You can use 2 copies of Black Sun in 1 deck, just in case 1 is in the Life Break Area.



So for those who are too lazy to read the long post,
I will make it simple and quick

- This deck consists of Skeletons (ugly ones), the Goddess Morrigan, and some Water Cards.
- This deck can win either by controlling your Life Break Area with Skeleton Soldier, or by manual hitting your opponent till he/she die with Loki and etc, and also controlling Life Break Area with Death.
- This deck can easily lose to Chronos Mill Deck. why?
 They don't hit you, and just let you mill.. You lose so many cards, (a good thing if you mill Skeletons), but also won't let you break easily. So basically just hope you can put Skeleton Soldier on the very top of the Life Break Area. LOL
- Easily, too, burned by Burn Deck
- Can control easily with Loki and Death, and of course the almighty Black Sun (Let's start worship the sun..)
- A quite strat-making deck.. good for thinking players.
- Not too high budgeted deck, but good luck in finding Lokis
- Good for those who want to try MultiElement Deck

This is all, August's Deck of the Month
Special thank for Agung Saputra Santosa for letting us check and discuss this deck.

Overall, this Deck is recommended to all players, since the cards are easily found within all the box,
Quite fun to play, and to make the strats.

All images and abilities are taken from 

Thanks for reading this blog, and
Judgement Days, hosted by JoeyJY
Let's do the Judgement!



Thursday, July 25, 2013

Random Post..

Last weekend,
Felix Nata brought a strange deck..

Just think..
On first turn, pay 1000 LP to turn Garmheld over (or pay 400 to get 1Darkness first if you need it),





















Corpse King, Garmheld

Ruler : Skeleton
J-Condition : Pay 1000 Life Points

<Condition> Pay 400 Life Points : Produce 1Darkness. This Ability may only be used once per turn.





And you got a beater 800/1000 on your first turn. (100 from Loki's base status, and 9x100 for the cards discarded to the graveyard from Loki's <Enter> Ability)

















Devil King of Antiquity, Loki

J-Ruler : Deity
ATK / DEF : 800 / 100

<Continuous> This card's DEF is added by the number of cards in your Graveyard, multiplied by 100.

<Enter> Look at the top 10 cards of your Main Deck. Choose 1, put it into your hand. Put the rest in your Graveyard.

<Condition> Remove a Resonator card in the Graveyard from the game : Deal 100 damage to all Resonators.

And you can even use your break twice..
Very nice..

And just then i thought why i haven't think of this before..

Inspired by Felix Nata's Deck
And explained by Agung Santosa.

Looks like i'm still not good enough..

LoL ok.. just so
All images and abilities are taken from
Force of Will TCG Wikia

Thanks for reading this blog, and
Judgement Days, hosted by JoeyJY
Let's do the Judgement!

Tuesday, July 9, 2013

JoeyJY's Guide and How To for Mermaids!

Hello to all readers and fellow FoW players!
it's me again JoeyJY
and today i'm going to write some guides about Mermaids.
The truth is,
Water element isn't really my type,
and i don't have much experience in playing Water Deck, too..

Christ is better in Water cards, but since he told me to write one.. so yeah..
And this guide is requested by Enrico,
so here i am :)

I will try my best to explain all the useful cards for the Mermaid,
soo please enjoy reading and hope this guide will help :)


Since mermaid is a well known archetype in FoW,
and essentially they can help each other well without the Ruler's help.

So basically, you can choose any ruler you think fit best in this deck.
But Water Ruler such as Freya, or Oathkeeper - Triton is good too,
since they can provide some big bosses.

now let's get into some of the spesific ruler first.

Royal Palace Guardian Mage, Freya
























Ruler : Mermaid
J-Condition : 2Water 2Other

<Continuous> Only can be used during your Draw Phase. Pay 2Other, discard a card you drew and draw another.
<Condition> {Rest} : Target Resonator is not affected by Spells or Abilities until the end of turn



Water Spirit, Undine























J-Ruler : Spirit
ATK / DEF : 1000 / 1000

<Enter> Return 2 target Resonators back to their owner's Hand
<Condition> {Rest} : Target resonator cannot be targeted by Spells or Abilities until the end of turn
<Condition> Discard 2 cards : Summon [Berserk Dragon of the Ocean, Leviathan] from your Hand. This ability triggers its <Enter> effect



pros :
+ Is a water Ruler, so you don't need to add any other Element Magicstones.
+ Both effects give Hexproof
+ J-Ruler effect can summon high atk/def Resonator easily
+ <Enter> effect is good
+ J-Ruler ATK and DEF is quite high
+ Ruler <Condition> effect to draw is quite good

cons :
- J-Condition cost is quite high
- <Enter> effect is spesificly 2 target Resonators, you might have to return 1 of your resonators too
- <Condition> effect that summons Leviathan is too costly, in an instant, you lost 3 cards in your hand
- Mermaids don't really need hexproofs, so both of the skills might be not used too much.


now onto the next ruler here


Oathkeeper of the Sacred Sea






















Ruler : Mermaid
J-Condition : Destroy 2 cards in your Spell : Standby area

<Condition> 1Water, 3Other, {Rest} : Unntil the end of turn, you gain control of 1 target Resonator


Prince of the Ocean, Triton






















J-Ruler : Spirit
ATK / DEF : 0 / 600

<Enter> Summon [Emperor Dragon of the Rough Seas, Rahab] from your Hand or from your Main Deck, then shuffle your deck. This ability triggers its <Enter> effect.
<Condition> 2Other : This card cannot be the target of attacks until the end of turn.
<Condition> 1Water, 2Other, {Rest} : Until the end of turn, gain control of 1 target Resonator

let's see..
this card is not that good.. so..

pros :
+ Can summon boss monster, rahab
+ J-Ruler <Condition> cannot be the target of attacks is quite tricky
+ J-Ruler <Condition> Gain control of 1 target Resonator is quite good too.

cons : too much..
- J-Condition is holyhmmm... what would you destroy in Water deck? Peace Negotiations? lol.. just saying that this J-Condition is too high cost
- Ruler only has 1 effect, and that is not that good. or not good at all..
- J-Ruler ATK / DEF is too small.. easily killed by little Resonators, and also Black Flames
- J-Ruler <Enter> only used 1, so you can only summon 1 Rahab with this effect.. which Undine do much better.
- From a girl, into a prince.. seriously?? i mean.. SERIOUSLY???

Moving on to the keycards!!

Mermaid Apprentice
























Resonator : Mermaid
Cost : 1Water
ATK / DEF : 200 / 200

<Condition> When this card gets sent from the Field to the Graveyard, Draw 1 card.
<Break> Summon this Resonator onto the Field

pros :
+ An usual status for 1cost Resonator, 200 / 200
+ Good effect
+ have a <break> effect

cons :
- Can only used up to 2 copies in Main Deck
- Nothing

Mermaid Heir of Wisdom
























Resonator : Mermaid
Cost : 1Water 1Other
ATK / DEF : 200 / 400

<Enter> Target Player draws a card.
<Break> Add this card to your Hand.

pros :
+ Another drawer
+ Good cost with 1Water and 1Other makes it can be used in other decks
+ Have a <Break> effect, so even if it's in the break, you can summon it to draw more card

cons :
- Quite small ATK

Coral Sweeper
























Resonator : Mermaid
Cost : 1Water 1Other
ATK / DEF : 200 / 200

<Condition> Destroy this card : Destroy target Addition
<Break> Destroy target Addition

pros :
+ Cost is 1Water and 1Other makes it can be used in other decks
+ Both <Condition> and <Break> effect is good

cons :
- Small status for a 2 costs Resonators


Singing Voice of the Restless Tides
























Resonator : Mermaid
Cost : 1Water 2Other
ATK / DEF : 200 / 200

<Condition> {Rest} : Produce Water equal to the number of [Mermaid] you control.
<Break> Draw 1 card. 

pros :
+ Again, can be used in multi Element decks
+ Effect is quite good in Mermaid decks
+ <Break> effect is good too

cons :
- Very low status.. can be easily killer
- The <Condition> requires it to {Rest}, so it cannot be used the turn this card was summoned.


And now!! Please welcome the most powerful card in the Mermaid history (i think..)

Defender of the Deep Blue, Antorite























Resonator : Mermaid
Cost : 3Water
ATK / DEF : 400 / 400

<Continuous> All [Mermaid] you control gain [+200/+200]
<Condition> 1Water, 4Other : Target Player Draws a card

pros :
+ A very good support for Mermaid cards
+ <Continuous> effect affects herself
+ <Continuous> effect is stackable
+ A very good effects for 3Cost Resonator
+ Good artwork
+ Average status for 3cost since she got [+200/+200] from her own effect

cons :
- i think none..

NEXT!!


Songtress of the Deep Blue























Resonator : Mermaid
Cost : 1Water 2Other
ATK / DEF : 0 / 600

<Condition> {Rest} : Gain control of target Resonator with cost 3 and below until the end of turn.
<Break> Gain control of target Resonator with cost 3 and above until the end of turn


pros :
+ Splashable in other Element decks
+ <Condition> effect is good, can be used in many ways
+ Have <Break> effect
+ <Break> effect is targeting Resonator with cost 3 and ABOVE, which is better than the <Condition> one.. if the opponent has one

cons :
- Low ATK
- I heard that Resonators that is taken by <Condition> effect must go under Summoning Cygnus, so it's not that good.. Can't attack or blocked when needed.
- <Break> effect doesn't do much if opponent have no Resonator
- Can only be used up to 1 copy in the Main Deck


The Rest of the Resonators can be added in any composition you like,
Now let's move on to the Spell Cards

Angel Voice























Spell : Chant
Cost : 2Water 1Other

Destroy 2 [Mermaid] that you control, summon a [Dragon] from your Hand.
<Break> Destroy 2 [Mermaid] that you control, summon a [Dragon] from your Hand.

pros :
+ This card surprisingly goes well with mermaid deck, since the cost is destroying mermaids
+ You can destroy Mermaids such as Mermaid Apprentice, so you can draw a card, or destroy Mermaid Heir after you draw a card
+ <Break> effect enables you to summon Dragon anytime if the cost is completed
+ The cost is quite few

cons :
- Cost needed is 2Water 1Other which makes it quite hard to put in other decks
- Spesificly need Mermaids
- You MUST destroy 2 Mermaids, so if opponent chased you so that you have only 1 or fewer Mermaid, the effect will not activate.
- Break effect is just the same as above

Coral Rain






















Spell : Chant
Cost : 1Water 1Other

Produce 1Water for each [Mermaid] you control.
<Break> Produce 1Water for each [Mermaid] you control.

pros :
+ Looks like a must-have card in Mermaid decks
+ The cost is very low
+ Have <Break> effect that is as good.

cons :
- <Break> effect isn't very useful if you break on opponent's turn
- Isn't very effective if you have only a few Mermaids on the field
- When you activate this card, and opponent chases with cards that destroy your Resonator, you might have no Water produced
- Spesificly only for Mermaids

Commedia Erudita
























Addition : Field
Cost : 2Water 2Other

When this card enters the Field, Draw a card.
<Continuous> All Water cards you control gain [+100/+100]

pros :
+ Good addition that allows you to draw a card
+ Good <Continuous> effect, better if combined with Antorite's effect
+ Not limited to some Race

cons :
- Cost is quite high
- <Continuous> effect only gives small amount of ATK and DEF


I think this is all the ideas i can give about Mermaids.
And again, i'm not really a Water user,
So.. i might be just very bad at these cards, and tutorials and such..

I leave the rest up to all the readers and fellow FoW player's creativity on putting these cards on your decks!
And i hope this guide helps you widened your information about Mermaids, and let you all think about many more combos related to these cards.

This is all for my guide about Mermaids
Make sure to keep watch on our blog daily.
Lastly,

all images and abilities are taken from
Force of Will TCG Wikia

Thanks for reading this blog, and
Judgement Days, hosted by JoeyJY
Let's do the Judgement!

Saturday, June 29, 2013

Deck of the Month June Edition !!

Hello Readers, it's me Christian Again
Kinda Curious about Deck of the Month?
Don't Worry.. Without no Delay


DECK OF THE MONTH JUNE EDITION !!

Arthur's Army
by : Nicolas Gunawan

Ruler : King of Knights, Arthur / Knight God Emperor, Ares

Magic Stone : 15
1 Water Magic Stone
3 Fire Magic Stone
11 Light Magic Stone

Resonator : 21
2 Wizard of Round Table, Merlin
2 Longing Knight, Tristan
2 Smaug
3 White Lightning Flash Thor
4 Solitary Knight
4 Garter Knights Unit
4 Titled Knight


Non-Resonator : 19
1 Gauguin Workshop
2 Mermaid Weapon
2 Retirement Order
2 White Lightning Hammer, Mjolnir
2 Sleipnir
3 Historic Ruins Investigation Team
3 Search for the Holy Site
4 Sacred Sword, Arondite


Now to the Lists

For Ruler is King of Knights, Arthur



Attribute : Light
Judgment Condition : 3 Light 2 Other

<Continuous> All Your [Knight of Round Table] on the field gains the following ability.
[ <Condition>{Rest}: Produce 1 Light ]

<Condition>{Rest}: You may only activate this ability during the start of enemy player's battle phase.
Recover a target [Knight of Round Table], it gains [+0/+500] Until the end of Turn

J-Ruler : Knight God Emperor, Ares























<Enter> You may addition any number of Addition : Resonator cards in your Hand or Graveyard without paying their costs to this card. All effects of the Addition cards can take effect on this card.

<Continuous> All [Knight of the Round Table] you control gains [+100/+100].


<Condition> {Rest}: Produce 1 Light for each [Knight of the Round Table] on your Field.


In my Opinion Arthur/Ares is the Ruler who make this deck Work well with Ares Ability as one of this deck Winning Condition, because in my opinion is hard to Handle a Ruler who Attack for deck Wincon mention like Enforcer of Sorrow, Twin Swords of Water's Mercy, or Supreme Unifier God, Odin etc.


Alternate Winning Condition on this Deck is Resonator Beatdown with Addition.

First is White Lightning Flash, Thor




Abilities
<Condition> When you declare an attack with this card, discard 1 card : Before selecting a target for the attack, Rest 1 target Resonator.

With this Ability this card is almost unblockable and the ability can also to get rid blocker resonator your oppponent have to ensure Ares attack is straight to his/her Lifepoint

And this Ability is also combo with

White Lightning Hammer, Mjolnir






















Abilites

When this card enters the Graveyard from your Hand or Field, if you control [White Lightning Flash, Thor], you may put this card into your Hand.

<Continuous> Resonator that is subject to this Addition gains [+300/+300].

<Continuous> When a Resonator that is subject to this Addition attacks, before selecting a target for the attack, Rest 1 target Resonator controlled by the opponent Player.


It's not Thor if not wielding Hammer :p
so basically if you see both cards they have good Synergy, you can discard Mjolnir for Thor Abilities and then Mjolnir Abilities Triggers and Mjolnir Back to hand so Thor is like no cost abilities.

Now for the Godlike Addition at this deck is



Sacred Sword, Arondite





Abilities

<Continuous> Resonator that is subject to this Addition gains [+400/+400].

<Continuous> You gain Life Points equal to the damage dealt by the Resonator subject to this Addition to the opponent Player.


So This Addition makes this deck hard to kill because have ability to gain Life points what if Thor is subject with arondite? it have potential Gain Life Point for 1400 and the good news is what if i subject Thor with 2 arondite? so here's the calculation

Thor Attack hits Player then Thor Attack is 1800 because of 2 Arondite

Arondite A Triggers, Gain Life for 1800 and then
Arondite B is also Triggers, Gain Life for 1800

So now we already Gain Life for 3600...
see the point? that makes us hard to kill..
: D

For the Evasive Addition We have

Mermaid Weapon




Abilities

<Continuous> Resonator that is subject to this Addition cannot be blocked.
<Break> Draw a Card


If Arondite is the Godlike Addition for Attacking, This Card here is the Godlike Addition for Evasive effect

this card can ensure Ares or any resonator to hit player and it works well with arondite to assure us to gains life points


Next is the Workshop to get those Addition

Gauguin's Workshop





Abilities
<Continuous> Addition : Resonator cards cost 1 Other less to play.

<Condition> Destroy a Magic Stone you control in Recover state: This Ability may only be used on your Recovery Phase. Search for an Addition : Resonator card from your Main Deck, and add it to your Hand. Shuffle your Main Deck.


As i said before this card purpose if for get the addition if they not at hand by sacrificing one of your magic stone.

So That's the Highlight cards so now we can move on to the last part


The Pros
+ Can do Unblockable Damage
+ Gain Life A lot make it hard to kill
+ Unique Deck to Play
+ Fast Deck Due Arthur <Continuous> Effect

The Cons
- Amaterasu is the biggest enemy of this Deck
- Hard to Play
- Not Much Flexible Deck(To Much Core Cards)
- Rely much on Knight of the Round Table Race.


This All For Today Deck of the Month, I Gladly Accepts for Comments for you guys who not satisfied with my Post or want to ask me Feel Free to Comment on this post.
And Special Thanks For Nico for letting us to discuss this deck..


All images and ability are taken from

Force of Will TCG Wikia

Lastly Thx For Reading this blog,and i hope u guys keep follow and support us..
Christian
Sign Out~
^^~

Tuesday, May 28, 2013

Deck of the Month!!

Hello to all readers and fellow FoW Players!
Here i am again, JoeyJY,
and i will be your host today.

i already stated, that there will be another featured posts coming soon.
and here it is, without further ado

DECK OF THE MONTH

This featured post is really simple,
Me and Christian, will pick 1 deck from all players that we know.
We will post the decklist, the Magicstone Decklist, 
The combos, the winning conditions, 
The weakness, the Potentials,
and many more possible factors.

Anddd today, this month, and the VERY FIRST's Deck will be..

Enforcer Lion
by : Felix Nata


Ruler : Enforcer of Sorrow

Resonator : 36
4x Lion Knight, Yvain
3x Titled Knight
4x Pouncing Lion 
2x Proud Lion
4x Healer
4x Sleeping Lion
1x Wandering Knight
2x Suicide Knights Unit
4x Solitary Knights
4x Garter Knights Unit
4x Kingdom Mage Apprentice Corps

Spell : 4
4x Disarmament

Magistone Deck : 20
20x Light Magicstone

Now, let's see the list.

The ruler is Enforcer of Sorrow, 






















Enforcer of Sorrow

Attribute : Darkness
Judgement Condition : You control 4 or more Resonators

<Condition> 1Darkness, {Rest} : Choose a random card from target opponent Player's Hand. Discard that card.




















Enforcer of Sorrow (J)

<Pierce>
<Preemptive Strike>
<Enter> Destroy 2 target Resonators


So the deck doesn't really need a specific Ruler to make combos, 
So that almost all ruler will fit in here. 
But Enforcer of Sorrow fits the best here.

There aren't very much specific combos, 
The point is just summon many Little-costed Resonators, 
And Judgement- The Enforcer of Sorrow to lead the game.

The one and only spesific combo (in my opinion) is Lion Knight Yvain.






















Lion Knight, Yvain
Cost : 2Light 1Other

Effect : 
<Condition> 2Light : Search your deck for [Sleeping Lion], Summon it onto the Field, Shuffle your Main Deck.
<Condition> 2Light, 3Other : Search your Main Deck for a [Lion] with cost 6 or less, Summon it onto the Field. Shuffle your Main Deck

The targets of Yvain's Lion call are more than one in this deck.
You can call Pouncing Lion, Proud Lion, or Sleeping Lion,




As long as you have the will to do so.
And just note that you can use Yvain's effect on enemy's turn too, 
as long as you have the will.

Let's move on to Healer.



Healer
Cost : 1Light, 1Other

<Enter> You gain 500 Life Points.
<Break> You gain 500 Life Points.


Felix mains 4 Healer in this deck. Why?



In my opinion, 

One of the best winning condition deck is the deck that mainly uses cards that directly inflict damages to the players.
just like Flame lance, Asakuna Suicide Bomber, And many other.

So, main a healer is perfectly a good choice.
Let's see into this resonator's detail.
The Casting cost is 1Light and 1Other.
While it has 400 power and 400 life, 
that is a common status to a cost-2 resonators

It has another effects.
that is
<Enter> Gain 500 Life Points
and
<Break> Gain 500 Life Points

You can already heal 2000 damages if you got all the 4 cards from your deck,
whether by its <Enter> effect or <Break> effect. 
and this should prevents quite a massive amount of damage from Inflicting damage cards.
And a fire aggro deck, too..


Now let's move on to the Spells.
Felix only runs 4 Disarmament. Why?






















Disarmament
Cost : 1Light, 1Other

<Effect> Destroy target Addition
<Break> Destroy target Addition




Again, this deck mainly swarms with small Resonators, 
And utilize Enforcer of Sorrow's Judgement side.
So having only a few spells that take care what this deck is weak to is very useful.
And Disarmament, can destroy many things that makes this deck uncomfortable. such as : 
Adition : Resonator (Such as Sacred Sword AronditeMutation Medicine ~FlightCorpse Pact, etc)
Red Moon (Mostly in Loki-Redmoon deck)
Addition : Fields (Such as Uplifting WindSanctuary of the World TreeElven Woodland, etc)
And many more.

This deck is easily beating decks that needs preparation, such as Light and Wind decks, 
But is weak against control decks, such as Water and Control Wind decks, 
with many annoying control spells, and big-life-resonators, 
because this deck can deal damage at a very maximum of 1000, 
so anything more than that would be very disadavantageous

So, i'm done with the specifications, now let's move on to the last part

The Pros : 
+ very, very, VERY quick deck, (i would say it rank 2-3 after the Fire Aggro deck with Ushua/Kabuki/Warlord of Explosive Flames)
+ Quite stable deck with only 1 color, 
+ Immune to casted-Death Kiss
+ Will never have empty Field (Unless after the Anubis' judgement)
+ Doesn't really need much Magicstones, maybe just 5-6 will do
+ Low-Costed deck $$$
+ Newbie Friendly deck, quite autopilot
+ Doesn't need many specific cards for combo
+ Can quite handle Inflicting damages decks
+ Can use Breaks properly

The Cons :
- Only have 1 Resonator-Destroyer (Enforcer of Sorrow)
- Weak to High-Lifed-Resonators
- Weak to some cards that inflicts damages globally (Until Death Do Us Part, Black Magician, Loki)
- Weak against flying resonators
- Very weak against Specific Element Destroyer (Exploding Stag Beetle)
- Weak against Preempetive Strike cards
- Probably will be boring after some weeks of playing
- Lack of combos (If you shut Yvain's Combo, probably there is no other combo)


This is all, for Today, This Month, and the very first of Deck of the Month!
Special thank for Felix Nata for letting us check and discuss this deck.

And lastly, This deck is quite low costed, so New players will be able to build this deck, 
and the Playstyle is quite easy. 
But be careful with some cards that will burn all your cards to nothing!

All images and abilities are taken from 
Force of Will TCG Wikia

Thanks for reading this blog, and
Judgement Days, hosted by JoeyJY
Let's do the Judgement!