After busy weeks and busy playing video games, I think I can finally sit down and write a decent article other than the weekly sales of Japan.
Read More mark as it will get long, just like last time:
I thought about what book to make one day and thought up this one. I never saw anyone use this book and I felt that a proper concept existed and it was a steady book.
The main tactic of this book is to use creatures that when they attack first, they prevent the opponent from attacking. Through this and not MHP do they protect themselves from invaders. No matter how high the ST, even if it was General Guan with Tonfa, they are stopped in their tracks.
However, there is a major weakness to this book and one I am not sure can be fixed without trailing away from this book's concept.
The weakness is that the strength of this book comes from defending territories. Opponents usually won't want to invade it, because not only will they not take the territory, but their creature might turn into stone and become useless. However, because this book relies on special ailments, there is a significant lack of ST. Therefore, it is pretty hard to invade from hand and take territory, except through the instant death combo of Battering Ram or Nuclear Fusion.
Therefore, the main strategy of this book is to as quickly as possible lay down as many creatures as possible. As long as you can lay the creature down, it will be annoying for your opponent to remove them. Then as the game moves on, you level up your territory and wait for someone to step on it, and if you have the chance, take out high level territory with Battering Ram's instant death combo or Nuclear Fusion.
Notes (for what I won't go deep into):
Nuclear Fusion - Not originally in my book, but I inserted it as a way to get around Negation. If I can't hit my target, there is no point, which makes items of Negation a pain and perfect defense against me. This is my counter to it.
Greed - In case I cannot move after Mutation, this can be a cheap way to get rid of the poison. It also allows me to draw a card. All of my main creatures are resistant to Exile, so no worry there. I actually once succeeded in Lv5 Greed @ Succubus. Was able to drain over 3000G. Didn't need that much to win though.
Mutation - Because my creatures all have low MHP, this helps to fix that problem.
Reform - To remove Negation items
Revival - In case Winged Boots or Hourglass gets Reformed (maybe should have more)
Turn to the Wall - Against Attack First enemies; it is impossible to use Creature + Battering Ram/Luna Stone if the other creature attacks first and kills, so I use this to turn them into walls before doing anything
About Battering Ram - Instead of Battering Ram, you can substitute for Luna Stone. There are benefits to both, so it is a matter of choice. I feared Scroll attacks over Counter Shield (in which I plan to Reform), so I chose Battering Ram. Works against Defensive creatures that have more than 0 ST too.
Below, I will briefly talk about certain cards' roles in the book:
Gold Idol x 4
Medusa x 4
Ghoul x 4
Cockatrice x 3
Igneous Fatui x 2
Succubus x 3
Nike x 3
Hourglass x 4
Winged Boots x4
Battering Ram x 3
Nuclear Fusion x 2
Greed x 1
Turn to the Wall x 2
Find x 1
Holy Word 8 x 3
Magic Boost x 1
Mutation x 3
Revival x 1
Reform x 2