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Kaijudo Battle Deck Discussion
Topic Started: Jul 9 2012, 11:34 AM (425 Views)
ZeroVash
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Ok this is a kaijudo discussion guys :) Lets try and make a poll base on every card we have so that new players can actually know whats best in some cases :P

There are 3 grading points (Thumbs UP (TU) , Thumbs DOWN (TD), Thumbs EVEN (TE)) . Our goal is to rate all cards we get so far to help new players get into the game . Opinions are always welcome of course.

Darkness:

Razorkinder: 10TU, 0TD, 1TE
Bone Blades: 11TU, 0TD, 0TE
Brain Squirmer: 0TU, 3TD, 8TE
Death Smoke: 2TU, 2TD, 7TE
Dream Pirate: 3TU, 2TD, 6TE
Fumes: 11TU, 0TD, 0TE
Gigargon: 0TU, 11TD, 0TE
Grave Worm Hatchling: 0TU, 11TD, 0TE
Horrid Stinger: 1TU, 7TD, 3TE
Skeeter Swarmer: 11TU, 0TD, 0TE
Skull Cutter: 8TU, 0TD, 3TE
Terror Pit: 11TU, 0TD, 0TE
Zagaan, the Bone Knight: 9TU, 0TD, 2TE


Fire:

Tatsurion: 6TU, 0 TD, 5E
Blaze Belcher: 8TU, 1TD, 2TE
Comet Missile: 11TU, 0TD, 0TE
Draglide the Swiftest: 5TU, 0TD, 6TE
Flametropus: 0TU, 11TD, 0TE
Gatling Skyterror: 0TU, 3TD, 8TE
Little Hissy: 3TU, 4TD, 4TE
Overcharge: 4TU, 2TD, 5TE
Pyro Trooper: 0TU, 2TD, 9TE
Rock Bite: 0TU, 1TD, 10TE
Simian Trooper Grash: 0TU, 9TD, 2TE
Tornado Flame: 11TU, 0TD, 0TE


Water:

Aqua Seneschal: 10TU, 0TD, 0TE
Frogzooka: 4TU, 0TD, 6TE
HidroSpy: 10TU, 0TD, 0TE
Hydrobot Crab: 0TU, 10TD, 0TE
Ice Blade: 4TU, 0TD, 6TE
King Nautilus: 1TU, 5TD, 4TE
King Pontias: 0TU, 9TD, 1TE
Reef-Eye: 9TU, 0TD, 1TE
Spy Mission: 9TU, 0TD, 1TE
Teleport: 6TU, 0TD, 4TE


Nature:

Ambush Scorpion: 0TU, 1TD, 9TE
Brave Giant: 0TU, 10TD, 0TE
Bronze-Arm Tribe: 8TU, 0TD, 2TE
Essence Elf: 10TU, 0TD, 0TE
Raging Goliant: 6TU, 1TD, 3TE
Return to the Soil: 9TU, 0TD, 1TE
Roaming Bloodmane: 9TU, 0TD, 1TE
Root Trap: 10TU, 0TD, 0TE
Rumbling Terrasaur: 0TU, 7TD, 3TE
Sprout: 1TU, 1TD, 8TE


Added all the thumbs up from the stream video. Hopefully many and many more people can participate in this.

I'll name all the people who've given their oppinions (directly or indirectly ;) )
Code:
 

ZeroVash - 25TU, 8TD, 12TE; ; [All complete - GameBalance+17] - CivBalance: Darkness+5 , Fire+4, Water+2, Nature+6
EarthPower - 21TU, 13TE, 11TD ; [All complete - GameBalance+10] - CivBalance: Darkness+3 , Fire+1, Water+1, Nature+5
TKC - 22TU, 13TE, 10TD ; [All complete - GameBalance+12] - CivBalance: Darkness+3 , Fire+1, Water+4, Nature+5
Evan - 20TU, 13TE, 12TD ; [All complete - GameBalance+8] - CivBalance: Darkness+3 , Fire-1, Water+1, Nature+5
Rashaskool - 12TU, 6TD, 7TE; // Water, Nature Left
Blitzer - 22TU, 12TD, 11TE; [All complete - GameBalance+11] - CivBalance: Darkness+4 , Fire-1, Water+1, Nature+3
AidenThorne - 19TU, 14TD, 12TE; [All complete - GameBalance+7] - CivBalance: Darkness+4 , Fire0, Water+2, Nature+1
CVH - 22TU, 13TD, 10TE; [All complete - GameBalance+12] - CivBalance: Darkness+5 , Fire+2, Water+3, Nature+2
RedRaptor - 22TU, 17TD, 6TE; [All complete - GameBalance+16] - CivBalance: Darkness+5 , Fire+2, Water+4, Nature+5
TheIluminatedOne - 23TU, 11TD, 11TE; [All complete - GameBalance+12] - CivBalance: Darkness+4 , Fire+2, Water+4, Nature+2
Rezird - 23TU, 8TD, 13TE; [All complete - GameBalance+15] - CivBalance: Darkness+4 , Fire+5, Water+3, Nature+3
Edited by ZeroVash, Jul 15 2012, 04:28 AM.
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RedRaptor10
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I don't think everyone here has an account at duelzone. Why not copy and paste the topic here? ;)
Decks:
Drakon Assault
Chimera Control
Arctic Storm
Onslaught
Holy Dragon
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ZeroVash
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Because then i would have to update in both sides D: But you are free to comment here i guess :)

I took the idea out of the whole TKC,Earthpower,Evan video with the Thumbs up,down,even . And am making a community poll. Certainly will seem interesting the more people vote in it.
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ZeroVash
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Sorry for the double post but i think this is important and everyone evrywhere should have access to it. So i'm pasting it here and on Pojo as well for everyone to give their input on this thing. The more the merrier :D Help out guys \0
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RedRaptor10
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Here's my personal opinion on each card:

Darkness:

Razorkinder: TU
- Death smoke effect costs 5, so basically it's like a Gonta, the Warrior Savage.
Bone Blades: TU
- The 2nd best creature removal spell in my opinion.
Brain Squirmer: TE
- 2 for 2000 and has support from [card]Horrid Stinger[/card] to make it 2 for 4000.
Death Smoke: TU
- Creature removal is always good. Sure you can play Razorkinder or Bone Blades, but this is a nice mix of both. It's not bad.
Dream Pirate: TE
- Unfortunately he loses to every creature removal spell (including Comet Missile) but he does provide that extra attack near the end of the game while keeping your defense up.
Fumes: TU
- Very good card. That's all I can say.
Gigargon: TD
- [card]Zagaan, the Bone Knight[/card] does it better.
Grave Worm Hatchling: TD
- Bad power to level ratio.
Horrid Stinger: TE
- It may be too early to judge this card, but it is a 5 cost for 3000 power so it's safe from most creature removal spells.
Skeeter Swarmer: TU
- Very good power to level ratio.
Skull Cutter: TE
- Yeah it may be good to have this as a threat to big creatures, but it still can be blocked and loses to creature removal spells late game.
Terror Pit: TU
- Best creature removal spell.
Zagaan, the Bone Knight: TU
- Beats [card]Tatsurion[/card] and [card]Roaming Bloodmane[/card].


Fire:

Tatsurion: TU
- 6 for 6000 Double Breaker is already good, Fury Charge makes it even better.
Blaze Belcher: TD
- With the 3 copies per card rule now, it's harder to get this out early. Late game it may not be that useful. You might as well use [card]Ambush Scorpion[/card].
Comet Missile: TU
- You're basically getting a [card]Terror Pit[/card] but for 2 cost and for a blocker.
Draglide the Swiftest: TE
- It's very situational but it can help in the heat of the moment.
Flametropus: TD
- I'm not sure about this card. It could be useful in certain situations and it doesn't lose to creature removal spells. For now I'm giving it a thumbs down because Galsaur wasn't very good.
Gatling Skyterror: TE
- 3 for 3000 isn't bad.
Little Hissy: TE
- Too early to judge this card. Once we get more power boosting card, this will be deadly.
Overcharge: TU
- Ability to wipe out your opponent's field and power boost...it's good.
Pyro Trooper: TE
- It can ram into [card]Frogzooka[/card] and bypass [card]Skeeter Swarmer[/card] but it dies to every creature removal.
Rock Bite: TE
- It will be good in the future once we get more level 5 3000 powered creatures.
Simian Trooper Grash: TE
- Again, 4 for 4000 isn't bad.
Tornado Flame: TU
- It's better than the old Tornado Flame.


Water:

Aqua Seneschal: TU
- There's nothing to lose when playing this card.
Frogzooka: TU
- Biggest blocker out right now.
HidroSpy: TU
- Draw power is good.
Hydrobot Crab: TD
- It may be too early to judge this card. I expect to see more support in the future.
Ice Blade: TE
- It's worse than Spiral Gate which was always a good card.
King Nautilus: TE
- This card can tilt the scale in a duel. All you have to do is attack once with it, and it's safe from creature removal. With Kaijudo being slower now, it may be more viable.
King Pontias: TE
- It's the only creature that can't be blocked. It's safe from creature removal.
Reef-Eye: TU
- Good early blocker.
Spy Mission: TU
- You're at a +1, and it's a shield trigger.
Teleport: TE
- Field control and draw power. It's basically Spiral Gate with draw.


Nature:

Ambush Scorpion: TE
- 2 for 2000 isn't bad and good for rush right now.
Brave Giant: TD
- It's worse than [card]Zagaan, the Bone Knight[/card].
Bronze-Arm Tribe: TU
- Good for mana.
Essence Elf: TU
- Power boost is great. It's kind of like making all your other creatures cost 1 less.
Raging Goliant: TU
- It's probably too early to judge this card. For now it boosts [card]Bronze-Arm Tribe[/card], and [card]Tatsurion[/card] and [card]Roaming Bloodmane[/card] to beat out [card]Zagaan, the Bone Knight[/card].
Return to the Soil: TU
- Creature removal is good.
Roaming Bloodmane: TU
- Can't be blocked and it's Double Breaker. It's good.
Root Trap: TU
- Creature removal is good.
Rumbling Terrasaur: TE
- 5 for 5000 isn't bad and it's safe from creature removal spells.
Sprout: TE
- It's good for early game, but late game it'll most likely be a waste. It's also harder to get this out early due to the 3 copies per card rule.

Btw, when I say "safe from creature removal spells" I mean the spells that target 4 cost creatures.
Decks:
Drakon Assault
Chimera Control
Arctic Storm
Onslaught
Holy Dragon
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Ossume Pawesome
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I agree with most of what you posted, but what I don't get is why a lot of people like Aqua Spy and Bronze Arm Tribe. Both of them are 4 cost for 1000 power that grant effects that can be done (and in Aqua Spy's case, done better for cheaper), but the effects aren't really all that powerful. Now, BAT can have his uses in a dedicated ramp deck so it has that going for him, but for Aqua Spy, by turn 4 1000 power is generally useless UNLESS it's on a low cost creature and you need some fast recovery or a last big push. 4 is not low cost, so it's only useful very late game for a necessary push. As a +0, Aqua Spy just doesn't have very good value. And as for the argument that "he's a body," considering blockers laugh themselves to tears at him and anything bigger than an Aqua Soldier or Marrow Ooze can just pound him in a straight up fight, the value doesn't really stand as being that good. This argument also applies to BAT, he just has a bit more of a reprieve since...y'know, Nature doesn't have much ramp yet.
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CVH
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Ossume Pawesome
Jul 10 2012, 09:21 PM
I agree with most of what you posted, but what I don't get is why a lot of people like Aqua Spy and Bronze Arm Tribe. Both of them are 4 cost for 1000 power that grant effects that can be done (and in Aqua Spy's case, done better for cheaper), but the effects aren't really all that powerful. Now, BAT can have his uses in a dedicated ramp deck so it has that going for him, but for Aqua Spy, by turn 4 1000 power is generally useless UNLESS it's on a low cost creature and you need some fast recovery or a last big push. 4 is not low cost, so it's only useful very late game for a necessary push. As a +0, Aqua Spy just doesn't have very good value. And as for the argument that "he's a body," considering blockers laugh themselves to tears at him and anything bigger than an Aqua Soldier or Marrow Ooze can just pound him in a straight up fight, the value doesn't really stand as being that good. This argument also applies to BAT, he just has a bit more of a reprieve since...y'know, Nature doesn't have much ramp yet.
Hydro Spy is a +1. If I had to pick 5 cards out of these battle decks that will see a good amount of play for the longest time, my predictions are Terror Pit, Hydro Spy, Spy Mission, Bronze-Arm and Essence Elf.
Christian Van Hoose
Team P.E.A.C.H.
Check out my YouTube Channel!
Article Writer for AlteRealityGames.com and Kaijudo.com
@IAmCVH
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ChaoticReaper
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I'm not seeing the benefits of Hydro Spy right now. That +1 isn't going to do you much good if you wasted all your mana getting the Hydro Spy onto the field. Additionally, that Hydro Spy won't be doing too much in the battle zone either. But please enlighten me; my brain is geared for competitive yugioh, not competitive duel masters.
Edited by ChaoticReaper, Jul 10 2012, 09:35 PM.
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CVH
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ChaoticReaper
Jul 10 2012, 09:34 PM
I'm not seeing the benefits of Hydro Spy right now. That +1 isn't going to do you much good if you wasted all your mana getting the Hydro Spy onto the field. Additionally, that Hydro Spy won't be doing too much in the battle zone either. But please enlighten me; my brain is geared for competitive yugioh, not competitive duel masters.
If you've played ygo in any format where card advantage was really important you should already know why lol.

Basically it's a card more suited for control decks (though I expect it to see play in most aggros that run water too) and control decks usually swing with a finisher, or in a large swarm where power isn't important at all, so Hydro Spy's size is almost irrelevant... almost. It is true that it's nerfed from Aqua Hulcus since Hulcus could swing over small guys in rush decks, but that doesn't make it "not good," just balanced. +1s and deck thinning matter so much more in Kaijudo than in yugioh because the game is that much slower.
Christian Van Hoose
Team P.E.A.C.H.
Check out my YouTube Channel!
Article Writer for AlteRealityGames.com and Kaijudo.com
@IAmCVH
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RedRaptor10
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You all have to remember that everything is slowed down in Kaijudo. The new turn 3 is turn 4 now. Level 3 creatures are now level 4. Aqua Hulcus was just too good in Duel Masters. I'm glad they balanced him out now. In the future we might see more Aquan support, which is why that "body" is so important (evolutions). They serve as an extra creature that can attack a shield, or use them up to take out opponent's creatures like [card]Skull Cutter[/card]. You can boost these little 1000 powered creatures with [card]Essence Elf[/card], even more if you boost [card]Bronze-Arm Tribe[/card] with [card]Raging Goliant[/card].

Personally, I don't mind the slow down. With all these creature removal shield triggers, there's not much to fear early game.
Edited by RedRaptor10, Jul 10 2012, 10:48 PM.
Decks:
Drakon Assault
Chimera Control
Arctic Storm
Onslaught
Holy Dragon
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Ossume Pawesome
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I see where you're coming from. I just figure blockers into the draw spells will do more for control decks than a throwaway body that costs more anyway.

EDIT: Sniped. Oh well. Anyway, there's no evolutions right now (if there ever will be) so I won't be figuring that variable until I see some spoilers for evos. But yeah, an evo would be crazy good with Spy.
Edited by Ossume Pawesome, Jul 10 2012, 10:49 PM.
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ZeroVash
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Thank you Red :)
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ChaoticReaper
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The reason I don't understand is because in yugioh you can just wait for the right moment and play as many cards as you can to cripple your opponent. In kaijudo, you are stuck with 1-2 plays per turn due to the mana zone. That's why I don't think I can punish my opponent's aggressiveness with a Hydro Spy because by the time I get to play my cards, he'll have more threats on the field than I do.
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Elblanco
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ChaoticReaper
Jul 11 2012, 08:12 AM
The reason I don't understand is because in yugioh you can just wait for the right moment and play as many cards as you can to cripple your opponent. In kaijudo, you are stuck with 1-2 plays per turn due to the mana zone. That's why I don't think I can punish my opponent's aggressiveness with a Hydro Spy because by the time I get to play my cards, he'll have more threats on the field than I do.
Well there's your problem. You can't compare this game to yugioh, they aren't even close to similar. Go to YouTube and check out some high lvl magic stuff, like worlds from last year, or a pro tour. Resource based games have a much different mindset and those videos should help.

I'm on my phone right now so can't really post a link.
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The Illuminated One
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I'm basing this off of playtesting I've done with the premades and with constructed decks my friends and I have made. I'll put comments when I think they're necessary.

Darkness:

Razorkinder: TU
- Great value between his effect and power.
Bone Blades: TU
- Removal!
Brain Squirmer: TE
- Currently a cheap option for an aggressive black strategy, but I don't like vanillas very much.
Death Smoke: TE
- The untapped clause often makes this useless when I really need it, but removal is removal.
Dream Pirate: TU
- I really like where he falls in the curve for black and how he can help the final push for the win.
Fumes: TU
- Discard is awesome right now, especially when people often have 1-2 cards in their hand around turn 4.
Gigargon: TD
- Zagaan does it better.
Grave Worm Hatchling: TD
Horrid Stinger: TD
- Since the other worms don't have effects, I don't see him being worth the space.
Skeeter Swarmer: TU
Skull Cutter: TE
- Slayer is great but he dies to all of the current removal.
Terror Pit: TU
Zagaan, the Bone Knight: TU


Fire:

Tatsurion: TU
Blaze Belcher: TU
- Being the only 1 drop currently makes him invaluable, and he enables the currently possible aggressive strategies. The only downfall is how bad he is late game.
Comet Missile: TU
Draglide the Swiftest: TU
- In all of the testing I've done, Draglide has surprised me the most. I thought his cost would prohibit his usefulness, but he is such a surprise late game. Dropping two on turn 8 wins the game for me every time it's happened.
Flametropus: TD
- You have to slow yourself down to get use out of him. I've never had any time where he's been good.
Gatling Skyterror: TE
Little Hissy: TE
- Maybe if more power boosts are released, he will be better, but right now he doesn't do very much.
Overcharge: TE
- I really, really like this and think it has potential, but I never find a good time to play it.
Pyro Trooper: TD
- I don't like how all of the removal takes care of him, and I'd prefer to play a Fumes or Hydro Spy.
Rock Bite: TE
- The other removal spells handle pretty much everything better than this, but it is semi-valuable.
Simian Trooper Grash: TD
- It's a lot more important to get something out of turn 4 besides a body.
Tornado Flame: TU


Water:

Aqua Seneschal: TU
Frogzooka: TU
Hydro Spy: TU
Hydrobot Crab: TD
Ice Blade: TU
- Great because it hits all current blockers.
King Nautilus: TD
- Overpriced Seneschal. His lower power and lack of double breaker really hurt him for using as a finisher.
King Pontias: TD
Reef-Eye: TU
- I personally prefer this to Skeeter Swarmer, but I like Darkess a lot right now.
Spy Mission: TU
- Draw is draw.
Teleport: TU
- Having both of these effects together is great.


Nature:

Ambush Scorpion: TE
- Not too many better options currently, but I see no long-term potential.
Brave Giant: TD
- Zagaan.
Bronze-Arm Tribe: TE
- I know that he will be good in the long term, but in my testing he never feels like he impacts the board very strongly. I usually am happy when I see my opponent doesn't have something better to do with their turn.
Essence Elf: TU
- The usefulness of its ability can't be argued.
Raging Goliant: TE
- The few current Beast Kin are all decent, and there will surely be more support in the future. Not enough at the moment for me to really like this though.
Return to the Soil: TU
- This is on the lower end of TU just because I don't like helping my opponent, but it's still good.
Roaming Bloodmane: TU
- His effect is amazing, but it's a shame Zagaan runs over him.
Root Trap: TU
Rumbling Terrasaur: TD
Sprout: TE
- Similarly to BAT, I haven't seen ramp be that useful yet. But I'm sure it will be eventually.
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