Congrats Chiefs |
So with the Superbowl being a recent event, I thought it'd be appropriate to talk about Spike Brothers. In both Standard and Premium Spikes are a pretty solid clan that sets up rear guards to threaten the opponent each turn. Recent sets have also given the deck the ability to complement their aggressive playstyle with draw power and nice tech options as well. V-EB09 has graced us with the return of Bad End Dragger, and with everything Spikes already have alongside with being pretty budget in general, we can revisit a popular premium variation that use him alongside his stride Good End Dragger for a strong aggro turn.
Gallows Ball is pretty hardcore |
Grade 0
For starting vanguards, an immediate go-to would be Mecha Trainer either in its new or old form for the draw and search options respectively. Mecha Analyzer is also great for setting up additional attacks when using Bad End's second skill, though due to it's vulnerability against some decks in the early game, I'd recommend running additional copies to have a better chance of pulling it off. In a similar regard, Mecha Instructor is a good option in the trigger lineup for as a target for Bad End's second skill, or just to extend attacks when you can buff it in it's charged state. Aside from that it's a mix-up of the usual triggers.
Crits to apply more pressure with a shout out to Machinary Slotback for more draws (just make sure you don't intend to use this on your Good End Turn). Draws aren't as necessary but Marilyn frees up G1 space like the other draw PGs if you can get her at a decent price. Spikes can run more stands in their premium builds as well, so Devil Watch is another recommendation in addition to analyzer if you want to try it out since it gives you more counterblast to use for various costs. Having extra attacks in the early game is also nice for putting pressure on the opponent. V Tiara is good for the higher stats, but you could also try either Linus or Linsey to synergize with your G guards.
Other units with the charge ability here and in the other grades have some use to make multi-attacking easier by sending themselves to the deck after they've attacked, but don't work as well with the bad end combo since it keeps your board from being full. You can consider them if you want to, but I find that most are a bit slow and weak compared to the cards that the V series has granted the clan.
Grade 1
Ladies and Gentlemen, there's the Kickoff |
Grade 2
In the Grade 2 lineup, we're still looking to use more cards that can fill the board or act as beaters to use early. Considering that, Powerback Renaldo is amazing for filling the field quickly and conveniently, and if you ride him over Offensive Punter you can end up getting a potential 3 cards on the board on your second turn. Spike Bouncer is also still good since it's on place from anywhere (while Renaldo is restricted from hand), and can refund it's soul cost with it's skill on Rear Guard in addition to giving you more draw power. There are plenty of beater options to pick from for early and mid game pressure, like Brakki providing a consistent 20k unit to swing with, Black Panther alternating between 15k and 25k, Provoke Needle being a constant 20k if it sits on a force marker, or Thaddeus if you want some additional on hit power. To reiterate, there should be a focus on early and mid game pressure to make your Good End turn threatening, as an example I've personally settled with Brakki as my main beater since it's power is free and live early on in the game, while having Renaldo and Spike bouncer to fill out my board for pressure and setup as well.
Grade 3
You wouldn't like him when he's angry |
Grade 4
While Good End is the main stride target for the combo, you only need one copy here since it takes a lot of resources that makes it hard to do multiple times. This free up the remaining space to have versatile alternative options that can win the game or give you advantage in one way or another. Agrias is still a great option for cheap multiattacking and draw that also enables some rear guards to set up additional and/or stronger attacks alongside him. Violence Ace can draw a ton in the right circumstances and is another multiattack enabler. Picaro, while a little expensive for it's skill gives you access to your deck to get what you need for the turn. Rising Supernova's cost is free in the event you're denied counterblast and also run charging units that you can make use of. Hellhard Eight can also be used as a finisher as it's skill is really good for closing off games if your other strides haven't done so already.
For G guards, most are pretty good for Spikes so it's up to you on what you want. Aery is a cheap 20k shield, Hecaton returns cards you may need later to your deck (getting Wonder Boy back to reuse later is very nice if the situation allows it), Maximum² can be used to protect a rear guard if the opponent doesn't have removal for it. Linus provides up to potentially 35k shield and accelerates your GB count for Violence Ace and Hellhard Eight. If you're interested in Cray Elemental options, Dizmel provides more rear guard protection, Agleam and Ractome let you dig for extra shield or another card as needed, and Colburn is another large shield depending on your opponent.
Decklist:
NOTE: This is only an example decklist and should be used as a base. I recommend that you create your own decklist through your own testing. I found this decklist to fit me, but it is up to you to find a decklist that fits you.
Grade 0:
1x Mecha Trainer (V)
Grade 0:
1x Mecha Trainer (V)
2x Mecha Analyzer
4x Machinery Slotback
4x Mecha Instructor
4x Cheer Girl Marilyn (V)
4x Cheer Girl, Tiara (V)
Grade 1:
4x Offensive Punter
4x Gyro Slinger (V)
4x Wonder Boy (V)
4x Wonder Boy (V)
Grade 2:
3x Spike Bouncer (V)
4x Powerback Renaldo
4x Powerback Renaldo
4x Highspeed, Brakki (V)
Grade 3:
4x Bad End Dragger (V)
4x Deadheat Bullspike
Grade 4 (Strides):
1x Divine Hand, Good End Dragger
1x Great Villain, Dirty Picaro
1x Temerarious Cataclysmic Rogue, Hellhard Eight
2x Great Hero, Rising Supernova
2x Shootdown Sovereign, Violence Ace
4x Black Horn King, Bullpower Agrias
Grade 4 (G Guards):
1x Dark Element, Dizmel
2x Durable Barrier, Hecaton Gyace
2x King of Interference, Terrible Linus
Price: $80-100
Effectiveness: 8.5/10. You can pull the combo off fairly consistently and end games with it. If you can't or don't the deck is still extremely flexible and powerful enough that your other options present a threat.
Competitiveness: 7.5/10. Spikes can perform fairly well against a good number of decks, but can be outed through counterblast denial or crippled by control options during the battle phase.
Final Words: The Good and Bad End combo is very rewarding and fun to pull off in matches, and this deck is a great way to get into premium spikes if you've been interested in it or have the pieces from your standard deck. I enjoy it a lot and I think it will get better with new cards in the future. Definitely give it a try if you like a more aggressive playstyle.
We never should have doubted him |
before a zazan format, are you crazy!? Why not just say: buy a god hand ftk or a angerblader deck and call it a day
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