Hey guys, today's article will be based on one of my all time favorite deck, "Fifth Omni" from "Dragon World" 😝😝😝!!!
For starters, "Fifth Omni" has been around ever since the release of HBT03-Assault of the Omni Lords (October 15, 2015). It has gone through tons of transformation, leaving us with many different variant that works in their own ways. Sadly, in this article I'll only be able to cover one of the many variants (let me know if any of you would like to see more "Fifth Omni" variants by contacting me or other guys).
Even though "Fifth Omni" has many variants, all of them share a same characteristic, where most of the cards only activates their ability by having the user taking damage. Other than normally taking damage by battle, these abilities can be exploited further by playing more cards that are able to deal damage to yourself. Do take note that paying life and taking damage are 2 different things, thus paying life will not be able to trigger Fifth Omni's ability.
Without further ado, lets get into the deck list I'm using as of now,
Without further ado, lets get into the deck list I'm using as of now,
Flag: Dragon World
Buddy: Fifth Omni Cavalry Dragon, Merak "SD"
Size 3
x4 Fifth Omni Super Cavalry Dragon, Hellfire Sword Doble
x3 Fifth Omni Super Cavalry Dragon, Aurora Spiral Alliot
x2 Fifth Omni Super Cavalry Dragon, Magical Deity Blade Mizaru
Size 2
x3 Fifth Omni Dragon Lord, Drum
x4 Fifth Omni Cavalry Dragon, Merak "SD" (Buddy)
Size 0
x1 INV Seventh Omni Earth Lord, Twilight Count
x3 Mera Blade Dragon "SD"
Spell
x4 Blue Dragon Shield
x4 Green Dragon Shield
x4 Dragowisdom, Knowledge of the Fifth Omni
x3 Dragodesperate
x3 Dragoguts!
x3 Dragon Spell, Hiding Bomber
Item
x4 Fifth Omni Dragon Sword, Emperor Fang
x2 Sun Fist, Balguard
Impact
x3 Gargantua Punisher!!
Starting off with the "Boss" monsters of the deck,
These are the cards that makes the deck shine, with self-damaging cards you can trigger all of their fantastic abilities.
First off, "Hellfire Sword Doble" allows you to "steal" one of your opponent's gauge every time you take damage (once per turn only~~). If you start with this card and are able to deal yourself damage during your turn AND opponent's turn, your opponent basically start the game with 0 gauge. This ability hurts many decks in the current meta as most of the monster now require gauge to be called. "Hell Fire Sword Doble" is a big monster with double attack and annoying ability, one of the best card Fifth Omni has. Max out at 4 copies, nothing much to say here, you always want to draw this in your starting hand.
Second, "Aurora Spiral Alliot" gains "Penetrate" and you get 2 life every time you takes damage (once per turn as well~). I usually only play this card in the late game due to its 2 gauge call cost (this deck has a number of spell that requires gauge to be cast, so play it smart!). His ability to gain 2 life works well with the deck due to all the self-damaging cards playing a role in depleting yourself to 0 life (something you definitely do not want to do). The "Penetrate" ability is just painful towards decks that plays close center. A great finisher as well as a great source for healing. 3 copies only as having this clog in your hand is not a great idea.
Third, "Magical Deity Blade Mizaru" allows you to draw a card every time you takes damage (once again, its once per turn). I drop this thing out as early as possible against decks that doesn't rely much on gauge, or dropping it in mid-late game when both players are running out of resource to gain back some hand size (it's scary for your opponent when you are using "Fifth Omni" and holding a big hand thanks to all the good counters in this deck). 2 copies only, as I hardly run out of hand size and it's easier to end the game with other "Boss" monsters in the deck
Fourth, "Drum" being the main reason why this deck is still alive and healthy after about 2 years from the first release. Although his ability can only be triggered when you are at 6 life or less, it's super devastating to spam his ability to perform board clear during opponent's attack phase. It has been helping me winning in so many games. Words just can't describe my feeling towards it after spending almost 2 years together. Only 3 copies for now, as you really only need it in the late game, having too many of this in early game is not a good idea.
Next, we have the "Supporter" for the deck,
One more reason why "Fifth Omni" is still viable right now is thanks to "Merak "SD"", it is essentially a size 0 with size 1 stats. Furthermore it has a "Counter" ability where you take 1 damage and give an "Armordragon" on the field "Penetrate" and 1k attack and 1k defense (once per turn :D). It can help you to deal with wall decks and self-damage without using any cards from hand. Best buddy material in "Fifth Omni", a must at 4 in main deck.
"Twilight Count" is here due to its effect to heal 1 when you take any form of damage to make sure that you offset the life you spend when using any self-damaging ability. The 1 damage is a bonus to help to push for lethal. Can only play 1 copy in this deck due to the "Omni Lord" text.
Although "Mera Blade Dragon "SD"" is a "Sun Dragon", it works very well in this deck. The 1 gauge you get from his ability helps you to set up resource for your spells or any "Boss" monster in the deck. The 1 life helps you to get out from the danger zone effectively. 3 copies only as his ability can only be triggered once per turn.
For the spells that I run at 4 each,
"Blue Dragon Shield" and "Green Dragon Shield" are probably one of the best "negate" in Buddyfight, maxing out at 4 each are very self-explanatory. As long as you have a open center, It can protect yourself or your monster and gaining extra resource.
"Dragowisdom" is also maxed out at 4 mainly because it can self-damage, get a gauge and dig for more cards. Being a spell with "Fifth Omni" in the name only adds value of it as "Magical Deity Blade Mizaru" and "Aurora Spiral Alliot" requires you to have a "Fifth Omni" card in the drop zone to be called.
Next up, the spells that I run at 3 each,
I only run them at 3 each as they are only good are certain timing in the game and you do not want to see them too often at those timings when they are not very useful.
"Dragodesperate" is probably one of the best spell "Dragon World" has with the ability to rest an item or a size 2 or lower monster on opponent field. Combining this spell with "Drum" is the same as stopping 2 attacks or maybe more with just 1 card. The value from this play is just insanely good but other than that, its just a ok-ish card.
"Dragoguts!" is one of your life savior when you are low in health. Being a "Counter", it can help you to stay alive when opponent cast an impact to finish you off. Do take note that you can't activate Drum's ability if you cast this when you are on 5 life or higher as you have to resolve the spell's ability before Drum's ability to take off. (Fun Fact: Do you know that when you will lose if you cast this when you are on 1 life? Resolution Check is performed after paying the Cast Cost, therefore after casting "Dragoguts!" when you are at 1 life, your life would be at 0 and you will lose the game immediately)
Next up, the choices of item in the deck,
"Emperor Fang" at 4 each, due to it being able to offset the damage taken from all your self-damaging cards. As well a big bonus from having "Fifth Omni" in the name, to cater the requirements to cast "Dragowisdom" and call "Magical Deity Blade Mizaru" & "Aurora Spiral Alliot". Being at 3 critical also increases the value even more.
The reason I play "Balguard" is to be able to fight better against decks that can destroy your item easily (Legend Hero's Alking, 72 Pillars' Teacherdai, etc.) as well as against wall decks due to its 6k attack power. Only at 2 copies to make space for other cards in the deck.
Next up, the card that has been with me ever since the first booster set of Buddyfight,
3 copies of the most consistent impact from "Dragon World", this card has won me countless games ever since the first release of this card, it just wouldn't feel right if I don't include this in my favorite deck.
Few recommendations for side deck,
Sharpness Field, works well against "Magic World" namely "72 Pillars" by stopping their shenanigans.
Double Loss, against decks that has many monster with 1 soul, namely most of the "Dragon World" decks, "Legend World", etc.
Shinestorm, against decks that stacks tons of soul in the center position, namely for "Shadow Shades", "Dragon Chief Emperor", etc.
Barbed Wire, against any decks that has threatening items, namely "Dragon Force", "Hero World", etc.
As there are too many other cards that can be considered to be played in the main deck, I am not doing a "Maybe board" section. For more enquiries or comments, contact us via our Buddy Formula FB Page.
Thanks for taking your time reading this long post!!! I hoped to get positive feedback from you guys soon :D
by
Yuan Qi, They (09/02/2017)
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