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    Cirque de Pale Moon

    Wayfinder, Rarikou
    Wayfinder, Rarikou
    Member
    Member


    BP : 200
    Posts : 51
    Join date : 2012-12-03
    Age : 30

    Cirque de Pale Moon Empty Cirque de Pale Moon

    Post by Wayfinder, Rarikou Wed Jan 30, 2013 8:23 pm

    Cirque de Pale Moon

    Pale Moons are a clan themed around the circus, and it's a deadly one at that. I like to think of them as 'The Pale Moon Repair Depot' in that they utilize the soul as a 'toolbox' to arrange and retrieve needed supplies to make a powerful field. This deck has high hit numbers, can pull of multiple attacks, and most importantly, the ability to combo insanely well with just about anything.

    The first and more viable option in a Pale Moon build is the Tamer Beatdown. Centering around Crimson Beat Tamer being in the soul for power bonuses, this gives your rearguards the potential to hit 21 k, forcing a second 10k shield to block, and that really provides a big load of differences.

    Attack Order: Vanguard, Rearguard, Rearguard. Stands are next to useless in this build since this revolves around pure power, so you'll defiantly want to run crits instead

    The Second and less used, but still viable option, is the Circus method of calling units during the battle turn with effects, allowing for multiple attacks that can force guards just as easy. The con is that once you run out of cbs to use for these skills, the deck is shut down. You'll have to pray for a stand trigger

    Attack Order: Rearguard, Vanguard, Rearguard. Stands are as important as crits in this type of build, so its always good to swing with a rear guard first, then attack with your vg. Depending on your check, you can stand that unit back up or give power to the other unit

    Grade 0s

    Candy Clown / Popcorn Boy

    Standard Heal trigger. Defiantly run 4

    Skyhigh Walker
    Activate (R): (Place this Unit in your Soul) If you have a <> Vanguard, select up to 1 of your cards in the Damage Zone, unflip it.

    Cracker Musician, Hoop Magician

    Standard stands. Stand triggers are somewhat needed depending on the type of build you choose. After running 4 Skyhigh walker, if you still for some reason want stand power, here it is.

    Rainbow Magician
    Auto (R):When an attack hits during a battle in which this Unit Boosts, you may Soul Charge (1). If Soul Charged (1), return this Unit back to the Deck, and shuffle that Deck.

    The most useful of the Draw triggers in that it allows a soul charge, which is needed for combos, and it goes back into the deck aswell, giving you another trigger to work with.

    Flyer Flyer. Spiral Master

    Your other options for draw triggers, if for some reason you can't get your hands on Rainbow Magician

    Poison Juggler

    Activate (R): (Move this Unit to Soul) choose 1 of your «Pale Moon» Units, during that turn, it gains +3000 Power.
    The most useful of the criticals. Not saying use this effect,as you'll be tossing a 10k shield to gain 3k forone turn, but if you're going for a final turn push, then this is where it's at. Run this before you run the other crit

    Dynamite Juggler.

    The vanilla crit. Criticals are always nice, in a deck,so if you want to run 8 crit, an excellent option, then go right ahead.

    Girl Who Crossed the Gap

    Power 5000 Shield 1000

    Auto: When another <> rides over this unit, you may call this unit to a Rearguard Circle.
    Activate (R): (Counter Blast (1), put this unit into your soul] If you have a <> Vanguard, choose 1 of your <> units from your Soul, other than "Girl Who Crossed the Gap", and call it to a Rearguard Circle.

    One of the two choice starter vanguards. At the cost of cb, in it goes,and out comes a needed unit. This combos well with a bunch of cards, like using Dancing princess to throw in a card, use this baby to pull it out. A combo I favor is to use Dancing Princess to throw in a Turquoise BeastTamer, call it out and wham, instant 9k attacker. The things you can do with her are endless


    Hades Ring Master

    Power 5000 Shield 10000

    Auto (V): When you Ride on this Unit with another «Pale Moon», you may Soul Charge (1).

    Not the best of choices when you having the amazing effect of girl who crossed the gap. But if you want to use him, he's best in a switch-a-roo deck. That extra Soulcharge is nice

    Innocent Magician

    Power 4000 Shield 10000

    Auto: When you ride a «Pale Moon» over this unit, you may call this card to a Rearguard Circle.
    Activate (R): (Counter Blast (1), put this unit into the Soul) Look at up to 5 cards from the top of your deck, search for a grade 3 «Pale Moon», show it to your opponent, and add it to
    your hand. Shuffle your deck

    Luck Pidgeon

    Power 5000 Shield 10000

    Auto (Soul): When your Guard Step begins, if you have a <> Vanguard and have no cards in your hand, you can call this card at Rest to the Guardian Circle.

    If you're running a budget deck and can't afford much, this card may be good for extra defense. It's a last resort defense, guarding a hit when you have nothing in your hand... and that's always bad. I wouldn't run it, but if you like those sorts of things, run no more than 2.

    Smiling Presenter
    Power 5000 Shield 10000
    Auto: Herald (When another unit from the same clan rides this unit, you may call this card to a Rearguard Circle)
    Activate (R): (Counter Blast (1), & Put this unit into your soul) Look at up to ten cards from the top of your Deck, search for up to one «Pale Moon» from among them, put it into your Soul, and shuffle your Deck.

    If you're going for a switcheroo deck, then this starter is superior to Hades in every possible way. It's a herald, so it retreats for a boost and not only does it let you soul charge, it lets you soul charge a card of your choice from the tp ten, eliminating the possibility of unneeded cards going into the soul. This CAN be used in a beatdown deck, as it can easily each for crimson and put it into the soul. It's a matter of prefrence really, but I find Girl better, Feelfree to choose either or.

    Grade 1s.

    Once the first act is over, it begins to get even more versatile. There are lots of cards with lots of possible combinations. For Pm's, a good grade 1 ride or effect early game may make the difference between life and death.


    Bulls Eye Mia
    power 7000 shield 5000
    [/quote]Auto (R): During a battle in which this unit boosts a «Pale Moon», if the attack hits a Vanguard, you may Soul Charge (1).[/quote]

    This isn't really a viable option for most decks, because it has to hit the vanguard in order forit to work, and your opponet will be doing their best to block it. If you want to use it, It's best to use it in a switcheroo deck.


    Dark Metal Bicorn

    Power 8000 Shield 5000


    Surpringly, in this clan, the 8k boosters aren't as needed as some of your other choices. In this beatdown deck, your back row should eventually consist of turquoise beast tamers. You can run these if you want to make sure your Invaders can hit 20 if you want to. As for a switcheroo deck, they're more viable. It's up to you in the end.


    Dreamy Ammonite

    Power 7000 Shield5000

    [quote]Auto: During your opponent's turn, when this Unit is sent from the Rearguard Circle to the Drop Zone, target 1 "Dreamy Ammonite" in your Soul and call it to a Rearguard Circle.


    This cared fails for multiple reasons: 1)No one in their right mind will bother attacking this unit because 2 ) , you have to have one in your soul already. There are a multitude of ways to do tis of course... but why waste effects like Dancing princess to put THAT in the soul.3) Not even Kagero's are going to bother sniping at it unless you don't have one in the soul... in which case it's worthless,


    Fire Juggler

    Power 7000 Shield 5000

    [quote]Auto (R): When you check a grade 3 «Pale Moon» during the Drive Check when this unit boosts a Vanguard, this unit gets "Auto (R): (Place this unit into your Soul) At the end of the battle when this unit boosted, you may pay the cost. If you do, choose one of your «Pale Moon» from the Soul, except a card named "Fire Juggler", and call it to a Rearguard Circle".

    This card is a coin flip. It's usefulness depends on how early you get it and what you've been drive checking. It's a viable option because it's not a vanguard ability, but a rearguard, and it gives you more to work with in your drives. And, of course, it's usefulness depends on what you've racked up in your soul. More viable in a switcheroo deck, but a beatdown may get some use out of it.


    Hades Hypnotist

    Power 6000 Shield 0

    Continuous: Sentinel (You may only have up to four cards with "Sentinel" in a deck)
    Auto: (Choose a «Pale Moon» from your hand, and discard it) When this unit is placed on the Guardian Circle, you may pay the cost. If you do, choose one of your «Pale Moon» that is being attacked, and that unit cannot be hit until the end of that battle.

    Pale Moons lovely ' i-don't-give-a-crap-what-you've-done-to-power-your-vanguard-up-to-inifity.' perfect guard that makes everyone feel all warm and fuzzy when it's used. 3-4 in any deck, hands down.


    Jumping Glen

    Power 7000 shield 5000

    Auto: When this Unit appears from the Soul in a Rearguard Circle, if you have a «Pale Moon» Vanguard, ths Unit gains Power +3000 during this turn.

    Do I even need to say what deck to put this in? Personally don't favor it, but a 10k booster is very hard to turn down.



    Madcap Marrionette

    Power 6000 Shield 5000

    Auto: When this Unit appears in the Rearguard or Vanguard Circle, if you have a <> Vanguard, you can select 1 <> in your hand and place it in your Soul.


    This card.... I'm really wanting to say don't use it. In any situation, losing cards quickly in this game spells trouble, but also see the raw in putting a tamer into the soul... use if you really like em


    Magical Partner

    Power 6000 Shield 5000

    Auto (R): (Soul Blast (1)) When this unit boosts a unit named "Nightmare Summoner, Laquer", you may pay the cost. If you do, the boosted unit gets Power +5000 until the end of that battle

    If you're running a Laquer deck, use him for an 11k booster. If you aren't using him, don't. Simple as that.


    Magician of Quantum Mechanics

    Power 6000 Shield 5000


    Activate (R): (Counter Blast (1), place this Unit into your Soul) If you have a «Pale Moon» Vanguard, select 1 «Pale Moon» in your Soul, except "Magician of Quantum Mechanics", and call it to a Rearguard Circle. When your End Phase begins for that turn, place that called Unit into your Soul, then select 1 "Magician of Quantum Mechanics" in your Soul, and call it to a Rearguard Circle

    This really depends on what deck you're going with. The ability to move in and out of the soul can preform a shitload of combos, although there are a lot of things you need to watch out for. Like, if you retire your unit or move him into the soul, then at the end phase you cant return this guy to the field. He's best used with Trapeist. However, the cost for cb1 is risque, as there are better things to cb for. An average card. Use if you wish.


    Midnight Bunny

    Power 7000 Shield 5000

    Auto (R): (Counter Blast (1), move this Unit to Soul) When an attack hits during a battle in which this Unit Boosts, and you have a «Pale Moon» Vanguard, you may pay the cost. If paid, and choose 1 «Pale Moon» that's not (Midnight Bunny) from your Soul, and call it to a Rear Guard Circle.

    This card sees ,pre use in Switch Around decks, as all it has to do is boost and hit. This card is most useful late game when you have a lot of units in this soul.


    Pinky Piggie

    Power 6000 Shield 5000

    Auto (R): When this unit boosts a «Pale Moon», and the attack hits a Vanguard, you may return this unit to your hand.

    no. Just. No. Useless condition, useless 5k shield. So just... NO


    Purple Trapeist

    Power 6000 Shield 5000

    Auto (R): (Move 1 other «Pale Moon» Rearguard to Soul) When this Unit is called to the Rearguard Circle, and you have a «Pale Moon» Vanguard, you may pay the cost. If paid, Call 1 «Pale Moon» from your Soul other than (Purple Trapezist) to a Rearguard Circle.

    Now this is what I call a key card! Trapezist can function well in any deck with complete perfection (… so long as its not misused) Being able to swap a unit in to call out something else is pure beauty, especially since the cb cost is a whopping zero. It's not wasted, however you use her. I tend to ride her first chance, becausse the late game possiblities you can set up with Girl who crossed, and others are immense. It can help in otherways, such ass getting crimson into the soul, or pulling out a turqoise or other unit. 3-4 in any deck.


    Seesaw Game Winner

    Power 6000 Shield 5000

    Auto: (Counter Blast (1)) When this unit is placed on a Vanguard or Rearguard Circle, and you have a «Pale Moon» Vanguard, you may pay the cost. If you do, place the top card of your deck onto your Damage Zone, then when this turn's End Phase begins, choose one card in your Damage Zone. Return it to your Deck, then shuffle your Deck.

    Don't get me wrong.... I see why some people would want to run him... but I never see any reason to, as it takes space away from something insanely better.

    Skull Juggler

    Power 7000 Shield 5000

    Auto: When this Unit is called to the Vanguard or Rearguard Circle, and you have a «Pale Moon» Vanguard, you may Soul Charge (1)

    A great addition to any deck. Soul charging while not being a horrible 6 k booster. This can be used in any deck. Either gaining ammunition for many switching or getting a grade 3 in your soul for liquier's limit break... in al senses, cards in the soul for pale moon is a good thing . Run 3


    Starting Presenter

    Power 6000 Shield 5000

    Auto: When you Ride this card with another <>, you can Soul Charge 2 Cards.

    This card fails for two reasons : 1. it MUST be your first ride, meaning in the first 6 cards you draw. The chances of that happening are slim. 2. its not worth running 3-4 since it's effect will be used once the entire game, and make for horrible boosters.


    Turquoise Beast Tamer

    Power 6000 Shield 5000

    Continuous (V/R): During your turn, if you have (Crimson Beast Tamer) in your Soul, this Unit gains +3000 Power.

    This card is what makes the Tamer Beatdown possible. All you need is Crimson Beast Tamer in the soul (which, in this deck, isn't hard at ALL) for a 9k booster. Put it behind midnight invader for a 21k attacker, which will force two cards to guard against (unless the opponent is running crossrides) hel... put it behind ANYTHING for a serious boost of power. Run 4 in a T.B deck.

      Current date/time is Thu Mar 28, 2024 10:56 pm