Sunday, December 8, 2019

Wixoss Starter Deck: Dual Blood - Ril



Dual Blood is the Wixoss TCG’s 29th preconstructed deck, and 6th released for the “Key” format, and features 2 seperate decks: a red Ril deck, and a black Carnival deck. The Ril deck focuses on War Spirit: Arm Signi. It was reprinted as part of Wixoss’s 5th anniversary, at the lower price of 555 yen (and the tongue twister of a name of “WXK-DF04 Start WIXOSS with Ril and Win by Evolution!” ) - the only difference is that the reprint does not include the two foils (Ril, Memory of Dignified Valor and one copy of Highmail, Ultimate Attire). These cards are instead included as regular, non-foils. The deck lists are identical.

(For a full list of contents, check out https://wixoss.fandom.com/wiki/WXK-D06_Dual_Blood - note that the first 20 cards listed are the Carnival deck list - Ril’s cards are the second 20)

Gameplay and review


 
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Ril, Memory of Innocence - LRIG - level 0 / limit 0
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Ril, Memory of Mutual Favor - LRIG - level 1 / limit 2
On-Play Discard 1 card from your hand: Gain .
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Servant O - Signi - level 1 / 2000 power - Origin Spirit
[Guard] (By discarding this card from your hand, prevent damage from a LRIG's attack once)
Constant: [Multi Ener] (While paying an ener cost, this card can pay for any one color of your choice)
Life Burst: [Ener Charge 1]
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Kukri, Small Attire - level 1 / 3000 power -  War Spirit: Arm
No effect 
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Nuncha, Small Attire - level 1 / 1000 power -  War Spirit: Arm  
On-Play Discard 1 <Arm> SIGNI from your hand: Banish 1 of your opponent's SIGNI with power 2000 or less.
Life Burst: Draw 1 card. 
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Mel-Muddler - Key - cost:
Auto: At the end of your opponent's turn, you may put this key from the field into the LRIG trash. If you do, banish up to 2 of your opponent's SIGNI that attacked this turn.
On-Play: [Ener Charge 2]
Action [1/Turn] Attack Phase
Green0: Until end of turn, 1 SIGNI gets +2000 power.
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Pulling Chestnuts out of the Fire - Arts - [Main Phase] [Attack Phase]  - cost:Red0
Bet - Choose 1 of the following 2. If you bet, choose 2 instead.
① Banish 1 of your opponent's SIGNI with power less than the power of 1 of your SIGNI with Rise.
② Search your deck for 1 SIGNI with Rise and 1 <Arm> SIGNI, reveal them, put them into your hand, and shuffle your deck.

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Level 1 LRIG: Ril, Memory of Mutual Favor
Your level 1 is identical to the level 1s found in most other Key format starter decks. You can discard a card to gain a coin. In these starter decks, it basically makes for a slow “Discard 1 card, then draw a card”, since the starters all have “pay a coin, draw a card” as their level 2 effect. So if you have a strong hand, don’t feel you have to discard for that coin. One thing to mention is that the spells in these starter decks are all pretty bad, especially in multiples, so if you have one in your opening hand, it’s almost always correct to discard it.

Level 1 Signi
In addition to your standard level 1 Servant, your level 1s are Kukri, Small Attire and Nuncha, Small Attire. Nuncha can let you attack in for some extra damage early on, which is a really great way to start out your game, especially since this deck wants to be the aggressor. That being said, sometimes your hand will have a bunch of spells and Servants, and you’ll mess up your turn 2 by discarding too aggressively. Most games it shouldn’t be a problem, but keep it in mind.

Level 1 Arts, etc.
Ril starts with 1 coin at level 0, so you can immediately deploy your Key. Mel-Muddler will almost guarantee you won’t run out of ener, and its attack phase power boost is nice, as it can stop your opponent from banishing your early Signi, which lets you hold more cards for your explosive later turns. The banish effect is also threatening; it won’t save you any damage, but it will put a ton of pressure on your opponent’s life cloth. (Also, note that you can use Pulling Chestnuts out of the Fire to search up a Nuncha and a Highmail to discard to it if you drew a hand with only one level 1 Signi. It’s not how you want to be using this Art, but if you had bad luck with your starting hand, there’s no shame in using this Art now.)


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Ril, Memory of Swordpoint - LRIG - level 2 / limit 4
On-Play : Draw 1 card.
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Servant D4 - Signi - level 2 / 5000 power - Origin Spirit
[Guard] (By discarding this card from your hand, prevent damage from a LRIG's attack once)
Constant: [Multi Ener] (While paying an ener cost, this card can pay for any one color of your choice)
Life Burst: Add 1 <Origin Spirit> SIGNI from your trash to your hand.
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Flambe, Medium Attire - level 2 / 5000 power -  War Spirit: Arm
Constant: If you discarded 1 or more cards this turn, this SIGNI gets +5000 power. 
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Level 2 LRIG: Ril, Memory of Swordpoint
If you discarded at level 1 to get a coin, draw a card, if you didn’t… don’t. Pretty easy. Do note that her limit is 4, so you’re going to need 2 level 1s and a level 2. Having multiple level 2s doesn’t do much good here. Using your Key effect to keep your level 1s alive should almost guarantee you can keep a full line of Signi at this level.

Level 2 Signi
In addition to your obligatory level 2 Servant, you have Flambe, Medium Attire, the obligatory starter deck card whose effect is just a power boost. Nothing much going on here, although if you took the first turn, this will be your first opportunity to attack, so if you had 3 or more level 1s in your opening hand, you can save Nuncha for level 2, but don't hold Nuncha for level 2 unless you have another level 1 to take its place on the field at level 1. Just because you’re aggressive doesn’t mean you want to give your opponent free chances to deal extra damage to you.

Level 2 Arts, etc.
Nothing to see here.


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Ril, Memory of the Blue Sky - LRIG - level 3 / limit 7
On-Play Red: Gain .
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Tlet, Great Attire - level 3 / 7000 power -  War Spirit: Arm  
On-Play Discard 1 <Arm> SIGNI from your hand: Search your deck for up to 1 SIGNI with Rise, reveal it, add it to your hand, and shuffle your deck.
Life Burst: Draw 1 card.
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Sansetsukon, Great Attire - level 3 / 8000 power -  War Spirit: Arm  
Constant: If you discarded 1 or more cards this turn, this SIGNI gets +7000 power.
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Victim Defense - Arts - [Main Phase] [Attack Phase]  - cost:0
Bet - (You may pay when using this ARTS.)
Choose 1 of the following 2. If you bet, choose 2 instead.
① Until end of turn, 1 of your opponent's SIGNI gets "can't attack." You discard 2 cards. (If there are 1 or less cards in your hand when you use this, discard all of them.)
② Add 1 SIGNI from your trash to your hand. 

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Fiery Morning, Moonlit Night - Arts -  [Main Phase] [Attack Phase] - cost: Redx2 Colorlessx2
Bet -  
If you bet, the cost to use this ARTS becomes RedColorless.
Banish 1 of your opponent's SIGNI. Add 1 red SIGNI from your trash to your hand. -----------------------------------------------------------------------------



Level 3 LRIG: Ril, Memory of the Blue Sky
You always want these extra coins, so treat your grow cost as 3 and plan accordingly. If you only have 2 ener, don’t wait a turn to grow, as getting to level 4 is too important, but missing these coins will hurt.

Level 3 Signi
Tlet, Great Attire is pretty bad, despite being cute. You have so much draw power in this deck that searching up a Rise Signi is almost never necessary, especially at the cost of another card in your hand. Sansetsukon, Great Attire is pretty decent, however, despite being another card that only boosts its own power. With her effect active, Sansetsukon has 15000 power, and with an extra +3000 from Ril’s level 4 effect, she dodges all of black’s power reducing defensive Arts. With a limit of 11, you need one level 3 on your field at level 4, and Sansetsukon is a pretty good one.

Level 3 Arts, etc.
Now that you have some coins to spare, and your opponent is getting up near level 4, where things start getting heated, you have access to your two main defensive Arts: Victim Defense and Fiery Morning, Moonlit Night. Victim Defense is interesting in this deck, in most decks it shuts down a Signi attack, then returns a Servant to block a LRIG attack, but given the draw power of this deck, you’ll rarely be lacking Servants, and it’ll often be better to grab a Highmail, Ultimate Attire from your trash instead so you can keep up your offense if your opponent banishes one of your Highmails in play, or keep up your card draw with a Tonfa, Ultimate Attire (also worth noting, it’s your only effect that enables Sansetsukon’s power boost during your opponent’s turn, which can sometimes stop an attack that would otherwise go through for damage - such as a Lancer attack). Fiery Morning, Moonlit Night fulfills much the same role, but it costs 2 ener rather than 2 cards in your hand (making it much less costly to use). Most games you’ll only need to use these Arts once you’re at level 4, but be aware that you have the option to use them starting at level 3.


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Ril, Memory of Dignified Valor - LRIG - level 4 / limit 11
Constant: During your turn, all of your <Arm> SIGNI get +3000 power. 
On-Play: Look at the top 3 cards of your deck. Put 1 <Arm> SIGNI from them onto the field, and put the rest on the bottom of your deck in any order. Then, banish 1 of your opponent's SIGNI with power less than or equal the power of the SIGNI put onto the field this way. 
On-Play: If there is a "Mel-Muddler" on your field, [Ener Charge 2]. 
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Highmail, Ultimate Attire- level 4 / 13000 power -  War Spirit: Arm  
Rise Put on 1 of your red SIGNI (This can't enter the field unless this condition is met.)
Auto: When this SIGNI attacks, if you discarded 2 or more cards this turn, banish 1 of your opponent's SIGNI.
Action [1/Turn] Discard 1 card from your hand: Draw 1 card.

Life Burst: Banish 1 of your opponent's SIGNI with power 13000 or less.  
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Tonfa, Ultimate Attire - level 4 / 19000 power -  War Spirit: Arm  
On-Play RedRed: If you discarded 1 or more cards this turn, draw 2 cards.  
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Sword Line Ascertainment - Spell - cost: Red0
Choose 1 of the following 2.
① Put 1 of your <Arm> SIGNI from the field into the trash. If you do, you discard 1 card and draw 2 cards.
② [Ener Charge 1] (Put the top card of your deck into the ener zone)

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See Through the Fiery Ambition - Arts - [Main Phase] [Attack Phase]  - cost: Redx3 Colorlessx2
This turn, all of your SIGNI get [Assassin] as long as the SIGNI in front of it has power 12000 or more.
(SIGNI that enter the field after this ARTS was used are also affected by this effect.)
(An attacking SIGNI with [Assassin] deals damage to the opponent without battling the SIGNI in front of it.)

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Level 4 LRIG: Ril, Memory of Dignified Valor
When you’re about to grow to level 4, make sure you have an open Signi zone! If you have all 3 zones full, enercharge a Signi away before growing. If your Signi zones are full, Ril level 4’s on-play only hits if you have a Highmail in your top 3 cards. This is bad, as you can’t use the banish part of the effect unless you put a Signi into play with the first part of the effect. It’s an easy mistake to make, as you’ll be tempted to keep your Signi around if you don’t need ener, since any Rise Signi in your hand need to be played on other Signi already in play. The other on-play effect incentivizes you to keep your Key around until level 4 to get the additional enercharge 2, but don’t feel compelled to keep it around. This deck generally doesn’t run into many problems with ener, and you’ll generally have plenty of banish effects floating around at level 4, so depending on how the game plays out, there are plenty of times where it’s correct to trash the key earlier. Finally, the +3000 power on your turn is surprisingly useful, especially combined with Highmail and Sansetsukon’s naturally high power. It lets you banish power-boosted green Signi by attacking into them, and almost totally blanks black’s power-reducing defensive effects.

Level 4 Signi
Highmail, Ultimate Attire is the offensive core of this deck. It’s pretty easy to meet the “if you discarded 2 or more cards this turn” condition between its own ability, your Sword Line Ascertainment spell, and effects like Tlet and Nuncha in a pinch. Since it’s so easy to meet the condition, it’s almost guaranteed to banish on attack; it has 13000 power, above the normal limit of 12000 power for level 4s, making it hard to banish; and it lets you discard weaker Signi to dig into your deck for more high impact Signi and guards. It does it all, but the deck doesn’t really have any other ways of forcing through damage, so it’s vitally important to keep them in play. Fortunately, in addition to your Arts that can retrieve Highmails from your trash, this deck also has a ton of card draw. Highmail’s effect is a great one, since you can use it turn after turn, but you also have Tonfa, Ultimate Attire, which given how easy it is to discard, basically lets you turn 2 ener into 2 draws. As mentioned, this deck tends to have plenty of ener lying around, so being able to turn it into more cards in hand at such a good rate is a terrific effect that gives you a ton of consistency in the late game.

Level 4 Arts, etc.
Level 3 already covered most of the Arts you’re going to use at level 4. This is also where you’ll have a Rise Signi in play to enable Pulling Chestnuts out of the Fire. It’s a great effect if you can use both halves, but there’s a frustrating number of times where your opponent is able to clear your Highmail(s) from play before their attack phase, rendering the banish half of the card unusable. It’s pretty unstable as a defensive effect, but it’s cheap and can help you out in earlier levels if you’re lacking Signi to fill in your lanes, so it does fill a role in your game plan. Unfortunately, the same can’t be said for See Through the Fiery Ambition, which is one of the most useless Arts in any of these starter decks. It has a massive cost of 5, and requires your opponent to have specific cards in play in order to do anything. Even at best, it rarely gives you an opportunity to get in more than 1 extra damage, and given the massive cost and how often it does stone nothing against your opponent’s board, it’s a waste of an Arts slot. That being said, if you’re running this list stock, be aware that it is there, and keep an eye out for situations where it’ll be useful. Once in a blue moon, it just might help you close out a close game, and if your Key is still around for some reason, you can use its power boost on an opponent's Signi with 10000 power and feel extra clever. Still useless in most games, though.

Wrap-up:
Of the decks rereleased for the 5th anniversary, this is probably the best.  Yes, one of its Arts is a stone blank, but the rest of its Arts offer a good balance of defense and utility. The real selling point of the deck, though, is its main deck. It has a ton of offensive power and card draw, which gives you a powerful, consistent engine. Most starter decks tend to start to run out of ways to use ener in the late game, and it tends to build up without any way to take advantage of it. Tonfa gives this deck a terrific way of converting this surplus into more offensive (drawing Highmails) and defensive power (drawing guards). In that respect, it’s similar to Guzuko in Black Direct, but both your offense (banish effects) and defense (card draw) are just a bit stronger. That being said, the best three of the five 5th anniversary decks (Ril, Tama, and Guzuko) are all very close in power, so feel free to pick whichever one you like the look of most.

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