I know, right? Hold on, here is an excerpt about Cocytus R from V-Mundi. I was surprised, too, since we were all like, "Oh, Cocytus-R sucks, Granblue didn't get anything decent, hurr durr." Even Alice. Then there were tests...I don't exactly know what happened, but I hear that the tests changed EVERYTHING.
We also discovered that Rank 1 Ride Chains lead to a lot of shenanigans AND allow for a high count of G3s in a deck.
V-Mundi, Granblue BT-13 Update Wrote:Sea-Strolling Banshee breaks into the scene as a Dindrane clone. Naturally, this means her ability allows you to Soulblast 1 when she’s revived from the drop and you draw 1 card. Since Granblue has the capability to make this happen repeatedly, you have an instant advantage engine in the clan now. It’s spammable as well. All you need to do is set it back up in the drop zone with one of many cycle out revivers like Deadly Spirit, Deadly Nightmare, Samurai Spirit, and Captain Nightmist.
With a veritable smorgasbord of options (in-keeping with Granblue’s theme), Banshee makes an interesting addition in the form of hand advantage. Since the cards she grants go directly to the hand, this allows them to not just grant plusses, but also a ton of guard. Any time yo
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Most of the time, guard comes in the form of self-revivers. Cocytus was the rare example of a unit (along with Negromarl) capable of reviving other units. But with the new set comes support for that Banshee partly in the form of Lord of the Seven Seas, Nightmist.
With Nightmist, you finally have a break-ride in Granblue. Be that it may, that Granblue is a mid-game deck, it still has a lot to gain from a strong finisher. With Nightmist, your typical +2 stages is supplemented by getting to call any 2 units to ® then give each +1 stage and they go back at the end phase. Interestingly, calling the banshees is not only +2 directly to hand (making him just like Spinodriver!) but a potential for two 3-stage columns. Now in practice it usually works out more to a 2 and a 3 or a single 4 stage, but the potential exists. Because the units retire at end phase, you can do some creative asset diversification and sell off those two called units for two units that won’t die. For example, calling either the new starting vanguard, Rough Seas Banshee, or Sea Strolling Banshee (and retire swapping her out with the above mentioned units) will allow you to get everything for “freeâ€. The latter gambit giving a technical +4 at maximum, though you’re foregoing the extra stages. In my experience with the deck, having the field filled back up at late game is more important (stability over volatile edge). And hand size for guard trumps all.
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Ice Prison Hades Emperor, Cocytus Я, in-keeping with the theme of his predacessor, allows free-reign revivals of other units. Once you’re in late game, during your main phase you can Lock a Granblue and mill 3 cards. Just choose and revive and Granblue and give it +3000 Power. Great targets are the card advantage units (primarily Sea-Strolling Banshee) and the power gainers (Corrosive Dragon becomes 15k by itself, making 3 stages trivial).
So the natural strategy is Lock his vanguard booster if you break-rode. Of course you can also be on the lookout for other situations: say you have a column and an empty column or half empty. Call like a Corrosion by locking a unit in the other column, then call Banshee by locking the remaining unit in that same column. Confused? +3 permanent, no resource cost (soulblast 1 is practically free), and you end up with 3 stages on that rear which is the same number of cards (2) as two 2-stage columns. Not as much guard quality but at least it makes the hand dwindle. Thus Cocytus can be spammed to fill your field back as needed. Though only to 2 cards since a third lock means no new place to call it.
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Peter the Ghostie gives you the best of every starter. While it’s a costed unit, it’s well-worth it. You get a soul (Sea-Strolling activation), you -1 and +1 (to hand!). Counterblast 1, move Peter to soul, mill 2, then you can draw 1. It’s a free turn of a Ruin Shade. Of course with Peter, Ruin Shade, Cocytus and all this extra drawing, you have to be ultra careful. For example, 3 activations of any 2x (Ruin/Peter) means -6 cards.
You start with -6 in hand and continue 3 turns of early game at -3 each (damage too!). Then each midgame turn of -4 until late game which goes -3 again. So in all, you take turns 2-3-2 in additional subgames on average, meaning -38 (assuming the above mills). Now, the average Granblue deck will Break ride once and Cocytus twice, meaning 4 revives. It’s common for all 4 to be draws (plus if you used a Peter!) of some kind, meaning -4 more. That’s -42 and you get 49 cards. If you used Cocytus twice, that’s -6 cards again, sending you to 48. I calculated, you won’t lose! Just be very careful and keep track of your mills. You shouldn’t be out-decking ever. I never did when I played.
So yeah, at first you think something sucks. Then you put a copious amount of testing, a voila. Changed opinions. The deck she made makes Spinodriver look tame. So many pluses...