Friday, February 26, 2016

I'm on a Rampage! the 3rd: Spike Brothers

So how 'bout them Superb Owl commercials?

...yeah I thought so too. Anyway, it's time to close out my review of The RECKLESS RAMPAGE by visiting one of the game's oldest clans, the resident extreme sports professionals, Spike Brothers.


Ayyy lmao is the name of the game as always, with the Charge keyword being a natural extension to what Spike Brothers have always done; call whatever they want from the deck, get huge, and swing a lot for the kill. The catch-22, of course, is that the G Era deck references and generally depends on Charge as a keyword for any of their big plays to work, so whether you like it or not (you actually will), you have to cram as much of it into the equation as possible. And it works better than expected! Well. The G Zone leaves a little to be desired, I guess, but besides that!

1 Great Villain, Dirty Picaro
4 Shootdown King, Miracle Ace
1 Super Heavy Tank, Tiger Centurion (okay, okay, now I know I've put off this review too long)
2 Godly Speed, Flash Bruce

4 Exceptional Expertise, Rising Nova
2 Hive Maker
2 Bulldozer Dobe

4 Wink Killer, Misery
4 Heave Wheeze
1 Cobalt Impulse
2 Devildom Chemist (or filler Brakki)

4 Acrobat, Verdi
4 Frog Raider
4 Untouchable, Milly
2 Moodmaker, Nyanrook

1 Mecha Trainer
4 Heal
4 Silence Joker
4 Liar Lips
4 Draw

Your primary objective is to stock up soul and hold out until your second stride turn, where Miracle Ace takes the stage. When one of your rear-guards returns to the deck, he lets you call a new one and give it or any other rear-guard of your choosing a nice 5K power buff. Ideally, you're passing all those buffs to Frog Raider as you continually call new charge units in front of him. And they have to be charge units (or self-spinners like Chemist), because neither Miracle Ace nor Rising Nova have the ability to remove units from the field themselves. Hence the absurdly high charge count in the deck. Yes, even on the perfect guards. You don't much care how small they are when the booster is fuckhuge. It's easy enough to get all this to come together, too, because Mecha, Rising, and Misery can just recruit whatever you want. There's basically no way for anyone to survive the play either. Which is good, because you're a dead man if they did!

If you err towards something more conservative in nature, I have no idea why you're playing Spike Brothers, but they actually DID support a build that's a little less "all in" - Dudley Dragger.

4 Dudley Geronimo
1 Great Villain, Dirty Picaro
2 Divine Hand, Good End Dragger
1 Godly Speed, Flash Bruce

4 Dudley Jessica
2 Bad End Dragger
2 Bulldozer Dobe

4 Wink Killer, Misery
4 Dudley Mason
1 Cobalt Impulse
2 Devildom Chemist

4 Acrobat, Verdi
4 Cheer Girl, Elza
4 Kiss-mark, Alma
2 Death Flag Dragger

1 Mecha Trainer
4 Heal
4 Silence Joker
2 vanilla Crits
6 Draw

Feel free to insert minor counts of Monti or Daisy or what have you if you feel the need. Usually Jessica is recruiting Mason or copies of herself, though.

Jessica offers more stability on the defensive front, bumping up all your front row Dudley units by 2K at GB2 on both turns. In other words, she turns herself into a crossride for free, and that's nothing to scoff at (match-up pending). While you'd rather not burn a Geronimo as first stride, the option is there to net a free recruit and earn that defensive buff if you need it. In any other case, there's a Good End play leading straight into an explosive Jessica-Geronimo turn on the next round. Can't knock the consistency of everything searching everything else.

And the best part about The RECKLESS RAMPAGE is that it didn't support Ogles at all sans the indirect buff to Dragger, which works wonders for the clan's inner diversity.

All in all, the set worked wonders for every clan involved, and I'm fairly excited to see what the second one has in store for Murakumo, Great Nature, and Megacolony.

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