Grand
Blue are a clan made up of undead pirates and ghosts and some strange sea
creatures. Grand Blue have the unique ability to ride and call from the drop
zone and when you combine resurrection with self-milling (mill is a term
referring to discarding cards from the deck, usually trying to deck your
opponent out, but in this case, the target will be the Grand Blue deck)
tactics, it’s clearly going to be powerful. Grand Blue combines both of these
into one clan. To make matters worse, Grand Blue even
have the ability to superior ride from the drop zone with Spirit Exceed. Being
the first clan that can stand alone since the main four, Grand Blue is
certainly going to be a powerful deck. Additionally, it’s been confirmed for
even more support making it all the more interesting.
While
they don’t have their own trial deck, Descent of the Knight King gives them a
few cards and they get a major boost from Onslaught of Dragon Souls. With only
booster pack cards, they not only can max out their amount of triggers, but
also have a callable grade0 that can be used as a starting Vanguard. On top of
that, they have a good amount of grades 1, 2, and 3 cards, with their own cards
as well as Grand Blue versions of cards used in other clans. For instance,
Royal Paladins have Gallatin, Kagerou have Nehalem, and Grand Blue have Great
Leader Blue Blood; all are grade2 units with 10000 power and no skill,
basically the same card, but for different clans. There are six grade0 Grand
Blue units, with 4 triggers and one callable starting Vanguard. Because of
this, there won’t be much variety in Grand Blue decks’ grade0s (without
combining them with another clan).
Grand Blue: Grade0
Grand
Blue’s starting Vanguard is Guiding Zombie, a grade0 zombie with 5000 power and the ability to be called
as a rear guard when you ride it with a Grand Blue unit. On top of that, you
can send it to the soul when it’s a rear guard in order to send the top three
cards of your deck to the drop zone. Since many of the Grand Blue have
abilities that activate in or make use of the drop zone, this skill is more
useful than it appears, as it can open up new possibilities, and makes a soul
blast easier. A lot of the time, though, it will be more useful to simply use
it as a rear guard to boost, since 5000 power is not too bad for a callable
starter.
The
critical trigger is Rough Seas Banshee, and it is possibly the best critical trigger made so
far. Rough Seas Banshee has 4000 power and 10000 shield, but
also has a good ability. While she is a rear guard, Rough Seas Banshee can be
sent to the soul to draw a card. Not only does this exchange itself for another
card, but it also increases your soul, and the only downside is that it only
has 4000 power, which isn’t even bad considering it’s probably going to have
used its skill to draw a card, which will probably be stronger than Banshee.
Basically, if you need a 10000 shield to guard with, keep it in your hand. If
you don’t need it, call it and send it to the soul to draw another card. Note
that its skill can only be used if you have a Grand Blue Vanguard, but if you
have a pure Grand Blue deck, there won’t be a problem. Overall, Rough Seas
Banshee is an amazing card.
Unfortunately,
Rough Seas Banshee is the only trigger to have a skill. Ghost Lick is the heal trigger for Grand Blue, with 5000
power and 10000 shield. The other triggers areArgus Skeleton and Knight Spirit, which also have 5000 power and 10000 shield. Argus skeleton is
the stand trigger of the Grand Blue, but Knight Spirit is not a draw trigger.
Like Rough Seas Banshee, Knight Spirit is a critical trigger, and while it may
lack a skill, it is always nice to be able to use eight critical triggers.
Sadly, there won’t be variety yet in the trigger or starting units of a Grand
Blue deck, but the grade0s we are given are pretty good. One starting Vanguard,
eight critical triggers, four stand triggers, and four heal triggers is pretty
much the ideal amount of grade0s for a typical deck. Gran Blue, however have
access to one more Grade0 with a unique effect.
Chappie the Ghost is a grade0 that is not a trigger or an ideal
starting vanguard. It is quite different from the majority of grade0 in that
its effect activates when it guards. When you call Chappie as a guardian, you
can search your deck for any Grand Blue unit and send it to the drop zone, then
shuffle your deck. Like the normal triggers, Chappie has 5000 power and 10000
shield, so it is also pretty helpful when you need to guard. Since so many
Grand Blue activate their skills in the drop zone, having a card to mill
specific units can be quite useful, especially when it has a good shield as
well. Thanks to Chappie, Grand Blue are likely to be one of the few decks that
will run more than 17 grade0s.
Grand Blue: Grade1
At
the moment, there are only five grade1 Grand Blue units, the first of which
is Dandy Romario. Dandy Romario is a zombie with 8000 power
and 5000 shield. It doesn’t have a skill, and is the Grand Blue equivalent of
Bahr and Marron, being strong for a grade1 and a great booster. The next one
is Jin of Gust. Jin of Gust is another familiar card with
6000 power and 0 shield. If you’ve been keeping up on the other clans, you’ll
probably have noticed that the only cards with a shield of 0 are those with the
ability to make sure an attack doesn’t hit. Jin is the Grand Blue counterpart
of Flash Shield Isolde and Wyvern Guard Barri, and has the same ability, but
for Grand Blue. When you call her as a guardian, Jin can by prevent the attack
from hitting by discarding one Grand Blue from your hand. While a lot of the
clans share cards, the clans all have their own cards as well. As far as Grand
Blue grade1s go, Jin and Romario are the only ones to be clones of other cards.
The
next Grand Blue is Dancing Cutlass, a grade1 unit with 5000 power and 5000 shield. Naturally it
has a pretty good skill in order to make up for its low power. When you call
Dancing Cutlass as a rear guard and have a Grand Blue Vanguard, you can use its
soul blast (2) in order to draw a card. With cards like Rough Seas Banshee, you
should be able to use its soul blast pretty quickly, and still be able to use
soul blasts later. Also, Guiding Zombie can send itself back to the soul in
order to mill your top three cards, which can be very useful if you mill
something with a skill that can be used in the drop zone, such as Samurai Spirit.
Samurai
Spirit is a grade1 Grand Blue unit with 7000 power and 5000 shield, and a
counterblast (1) that allows you to retire a Grand Blue rear guard in order to
call Samurai Spirit from the drop zone. This is not the best ability, but it is
nice to be able to replace a weaker unit, or replace a grade2 or 3 if you need
something to boost with. Also, Samurai Spirit is needed to superior ride Spirit
Exceed (more on that, later), so this ability will be useful, so that you just
have to worry about getting it to the drop zone, which can be done with
multiple Grand Blue cards.
The
last of the Grand Blue grade1s, Evil Shade, is a key card for
the Grand Blue clan, that can send cards from the top of your deck to the drop
zone every turn. It has 6000 power and 5000 shield, and by milling the top two
cards of your deck when it boosts a Grand Blue Vanguard, it gives the Vanguard
an additional 4000 power. This is pretty much a double bonus, since Grand Blue
can make use of cards in the drop zone, and getting an extra 4000 power is
always a good thing. The only limitation is that you can only use its skill
when boosting a Grand Blue Vanguard, but that shouldn’t be much of a problem,
as long as you remember that.
Grand Blue: Grade2
The
Grand Blue also have four Grade2 units, two of which support the theme, and the
other two are clones of cards from other clans. First off, we have Great Leader Blue Blood, a unit with 10000 power and 5000 shield,
with no skill. As mentioned earlier, this is the Grand Blue version of Knight
of Silence Gallatin and Dragon Knight Nehalem. The other clone is Skeleton Swordsman, a unit with 8000 power and 5000 shield.
Skeleton Swordsman is the Grand Blue equivalent of Knight of Truth Gordon and
Dragon Knight Berger (both of which are new cards) and gains an additional 5000
shield when it intercepts and you have a Grand Blue Vanguard). As usual, a
10000 power can be good, but in Grand Blue it may not be as good as usual.
Ruin Shade is a grade2 with 9000 power and 5000 shield
and a good example of a grade2 that can easily surpass Blue Blood. Whenever
Ruin Shade attacks, you can send the top two cards of your deck to the drop
zone in order to give it an additional 2000 power. Not only does this guarantee
that it can have at least 11000 (as long as you have enough cards), but it also
helps you to get cards in the drop zone, and hopefully get cards that can
resurrect themselves, like Captain Nightmist.
The
final grade2 unit is Captain Nightmist, a vampire with 8000 power and 5000 shield. It has two skills.
First off, while it is a Vanguard, it gains 3000 during your turn while there
is another Captain Nightmist in the drop zone. Captain Nightmist also has a
counterblast (1) that can be activated only while it is in the Drop Zone that
retires a grade 1 or higher Grand Blue rear guard in order to call Nightmist
from the drop zone. The first effect usually won’t help for more than a turn,
if that, but the ability always have access to a grade2 vampire with 8000 power
is quite helpful. It makes it so that no matter what you draw, you can always
just exchange it for Nightmist (if you can pay 1). Captain Nightmist may not be
the strongest, but it certainly helps to add consistency to the deck.
Grand Blue: Grade3
Finally,
there are four grade3 units, all of which focus on reviving themselves or other
cards. Monster Frank and Spirit Exceed are the two units that revive themselves, and
they both accomplish this through superior rides. First off is Monster Frank.
Monster Frank is a grade3 unit with a counterblast (3) that activates from the
drop zone. If you can take 3 damage by your second turn, and have Monster Frank
in the drop zone, you will be able to use its skill to ride it as long as you
have a grade2 Vanguard. While it doesn’t do anything once on the field, it does
have 10000 power, which is pretty good for something that you can ride from the
drop zone.
Spirit
Exceed has a skill similar to Monster Frank’s except it superior rides when you
have a grade2 Vanguard by sending Knight Spirit and Samurai Spirit from your
rear guard circles to your soul. This is fairly easy to accomplish, since
Samuari Spirit can use it’s counterblast to call itself from the drop zone, and
Chappie or Evil Shade can be used to send it there from the deck. It will be
more difficult to get Knight Spirit, since it doesn’t have any abilities, and
you will have to draw it. The odds of drawing it can be increased by cards like
Rough Seas Banshee and Dancing Cutlass, luckily, so it is still fairly
consistent. Spirit Exceed has 10000 power and no other skill, but as I’ve
mentioned before, it can be worth it to ride to grade3 faster. Spirit Exceed is
especially helpful since it doesn’t require a counterblast, which can be
difficult since a lot of other Grand Blue require them as well. Spirit Exceed
and Monster Frank are the two Grand Blue units capable of superior riding, but
the other Grade3s focus on resurrecting as well.
Shaman of the Abyss Negramaro is a grade3 with only 8000 power, but to make
up for that, it has a counterblast (2) that can be used when it comes you call
or ride it and have a Grand Blue Vanguard. When it comes into play and you have
paid the cost, you can call a Grand Blue unit from the drop zone. As long as
you can pay the cost, you can get two Grand Blue by playing one card, plus
since Grand Blue can send almost anything to the drop zone, if you play your
cards right, the resurrected unit could be whatever you want it to be.
Demonic Sea King Buskirk is the last of the
grade3 Grand Blue and it is also the only other Grand Blue that can call other
units from the Drop Zone. However, unlike Negramaro, Buskirk is capable of
calling multiple Grand Blue from the drop zone. Demonic Sea King Buskirk has
10000 power and an extremely dangerous soul blast. First of all, as Vanguard,
he has the ability to soul charge (1) every turn in order to give it an
additional 2000 power for that turn, which makes it so that it can always have
12000 power during your turn. Additionally it has a soul blast (8),
counterblast (5) that allows you to call up to 5 Grand Blue units from your
drop zone. It has a pretty large cost, and will be very difficult to pull off,
without getting heal triggers or mixing with another clan that has cards to
flip damage, since you will probably have used a counterblast by then.
Regardless, if you can pull this off, it could be very dangerous, as you get to
set up your field however you want it. And even if you don’t get to activate
his soul blast, Buskirk can still have 12000 every turn, which is pretty strong
just by itself.
Building the deck
Grand
Blue decks can be built differently than most other decks because of their
ability to send to and ride from the drop zone. Normally, you would need to
draw a grade3 or have the right card to search or ride it from the deck. This
would require you to have to run more grade3s, which isn’t necessarily good,
unless they have great skills while in play. Since Monster Frank and Spirit
Exceed are both capable of calling themselves from the drop zone, by sending
them there with cards like Evil Shade or Chappie the Ghost, you can guarantee
yourself a grade3 as long as you can meet Frank or Exceed’s requirements, which
can usually be done by your third turn, and sometimes earlier. Because of this,
Grand Blue can get away with running less grade3s, and can focus more of the
deck into the other Grades.
First
off are the grade0s. Grand Blue should naturally want one Guiding Zombie for
the starting Vanguard, and it should definitely use four of each of their
triggers (Rough Seas Banshee, Argus Skeleton, Knight Spirit, and Ghost Lick),
since a deck with less than 16 will usually have a disadvantage. This makes 16
grade0s, but there’s still Chappie to factor in. Since Chappie has 10000 shield
and the ability to send any card from your deck to the drop zone whenever it
guards, drawing it pretty much guarantees you can have a grade3 in time as well
block most attacks. Running four of these may make it seem like you have too
many grade0s, but Rough Seas Banshee evens it out, since you can send a Rough
Seas Banshee to the soul to get another draw.
The
deck currently runs twenty-one Grand Blue units
-1 Guiding Zombie
-4 Rough Seas Banshee
-4 Argus Skeleton
-4 Knight Spirit
-4 Ghost Lick
-4 Chappie the Ghost
Next
up are the grade1s. Since Grand Blue have some good draw power with Rough Seas
Banshee and Dancing Cutlass, twelve grade1 units should be fine. For starters,
we will probably want two Samurai Spirit since it is needed for the superior
ride of Spirit Exceed and has 7000 power, but can be called from the drop zone.
Dancing Cutlass is another one that should probably be run at four, since it is
pretty easy for Grand Blue to get soul, so a soulblast (2) is pretty easy for
them to accomplish, and with the different grade ratio and Spirit Exceed, it
will be really helpful to draw extra cards.
This
leaves six spots for grade1s and Jin of Gust, Evil Shade, and Dandy Romario are
all good cards. Evil Shade is especially good, since it can mill the top two
cards of your deck every turn (only when boosting a Vanguard, though) to give
10000 power to a Vanguard it boosts. It would probably be good to run four of
these, to add consistency. Also, if you end up with extra, you can always use
the skill of Captain Nightmist or Samurai Spirit to replace it, or just use it
to guard or give a 6000 power boost to an attacking rear guard. For the last
two, I would suggest two Jin of Gust, since it not only stops any hit, but can
also let you put a Grand Blue into the drop zone, which can be useful if you
want to superior ride or give Captain Nightmist a boost. Romario is good, so
running it wouldn’t be a terrible choice, however it will often be more useful
to have a 6000 or 7000 power unit with a good skill than an 8000 power unit
with no skill. Most of the time a unit attacking with a boost of 6000 power as
opposed to 8000 power unit won’t change what your opponent has to guard with.
For instance, if you attack Dragonic Overlord with Sprit Exceed boosted with
Jin (not that you’ll usually use Jin to boost), Spirit Exceed will have 16000
power and 11000 power. If you boost with Romario, Spirit Exceed will 18000
power. Either way, your opponent will need at least a shield of 10000 in order
to guard.
So
the twelve grade1 units will be
-2 Samurai Spirit
-4 Dancing Cutlass
-4 Evil Shade
-2 Jin of Gust
Since
33 of the cards are grades 0 and 1, and there should be about five spaces for
grade3 (less than usual, because of the milling), twelve should also be a good
number of grade2 units. First off, four Ruin Shade should probably be used,
since Ruin Shade helps for getting cards to the drop zone, and can have 11000
power by itself every turn, so its easily one of the strongest grade2 units.
Next, since Captain Nightmist can revive itself, it is definitely worth putting
in. Running four Nightmist may be a little bit much since you can ride it from
the drop zone, so three would probably be good. There are two Grand Blue units
left to use and both are fairly good. Great Leader Blue Blood lacks a skill but
has 10000 power, so it is pretty good, since it can hit most grade3s on its
own. Since Ruin Shade can surpass it in strength, it probably isn’t worth
running four, so three should do, which leaves two spaces for Skeleton
Swordsman, which only has 8000, but can have 10000 shield when intercepting, so
he can be pretty good to have, but not worth running four. Two Skeleton
Swordsman should definitely be enough, although if you want to change the
amounts of each card a little, there shouldn’t be a problem.
So,
the twelve grade2 units are
-4 Ruin Shade
-3 Captain Nightmist
-3 Great Leader Blue Blood
-2 Skeleton Swordsman
Lastly,
there will be five grade3 units. Spirit Exceed should definitely be in the
deck, since it is the most consistent way to superior ride (since you likely
won’t have Frank in the drop zone as well as three damage by turn two). Since
you can ride it from the drop zone and it shouldn’t be too difficult to
put it there, two should be enough. For the other three, it would probably
be good to run two Demonic Sea King Buskirk, since even if its soul blast may
not be used, it can still soul charge so you can use other abilities, like that
of Dancing Cutlass). For the last one, let’s try using Shaman of the Abyss
Negramaro, since it can use its counterblast to call any other unit from the
drop zone. With that, the deck is complete.
Again, this deck is just an
example, and if yours turns out different than this, then that doesn’t
necessarily mean that you’re doing anything wrong. This article should give you
all the knowledge you need to make your own decisions on how to make a
successful Grand Blue deck. At the moment, the Grand Blue have the most unique
strategy and I expect that they will do well in the future. I will probably write a second article once set 3 comes out.