The last Springfest results before the cancellation made me question that. I went to a shop challenge and struggled against the consistency of Mordred Phantom (especially when piloted by my fellow CTM member Dave). I could withstand the steamroll of Narukami and Aqua Force a little better, but I didn’t get the chance to find out what top 8 level play would bring.
To my great delight, Bushiroad agreed with my scepticism and decided to enhance my deck even further. The Astral Force didn’t have many Genesis cards to add to the pool, but then again, who needs numbers when there is quality?
These new cards presented us with some alternative options, but implementing those also brought some complications when building the deck. Last time, I talked about avoiding cosplaying as Morikawa. The way this new Valkerion deck is built, it seems to demand lots of grade 3 cards, namely all three of the astral poets now available to us. Before, summoning Valkerion on turn 3 was the high-roll play. Now it seems the only way to play.
Don’t be fooled, though. It’s still not that easy to pull off and when you cannot finish the game right then and there, you’ll be left open for punishment against virtually any deck. Although I do have to admit this high-roll is a lot more powerful, I liked having the delicate balance in my first build. My aim with this new deck list is to keep that balance intact as much as possible. I guess I just feel safer with a little more versatility!
This is part 2 of the Valkerion articles. If you haven’t already, it’s a good idea to read part 1 first. The reasoning for my picks here will be in extension to my thoughts on them in that article.
The Parts part II: The Astral Force
There are only three actual new cards listed here. One in particular had the most impact on the deck. It forces a rebalance of the different elements I discussed in the prior article, plus keep a new element in mind. It will be easier to start this list off with that particular card, and go from there.
3x Origin Deity Of Heavenly Light, Uranus [3]
Of course I’m talking about the new VR! Let’s analyse what this cards will grant us… and take from us.
First of all, the focus will be shifted to a turn 3 Valkerion. This fact alone grants the deck a significant power boost. Clearly, asking for only 3 force markers makes this a lot easier to accomplish than the other two astral poets, who both ask for 5 markers. Then, if Valkerion showed up and you happen to have an abundance of astral poets, the big man can attack again.
Previously, I tried to apply more pressure by playing 10 critical triggers. Being able to restand Valkerion does this better. The cost is a lot higher than it seems at first, though. It is what makes people run so many G3 in the deck, leaving little room for all that other good stuff, not to mention G3’s have no shield value. Those G3’s will then take up slots for boosters on the back row. Ideally, you’ll have 2 front row rear-guards to attack with, a vanguard, and Valkerion twice. The rear-guards were never that powerful though, and sacrificing your boosters makes it worse. Skipping out on a rear-guard attack is an option, but you really want to have one rear-guard attack left. If you don’t, you’ll unnecessarily drop down to three attacks where the deck could do four before.
It is the requirement of the 5 grades, however, that presents the biggest challenge. The quality of your soul now matters as well as how many soul you have. There are cards that help to fix the soul, but most of them come with their own issues. Something else we can do is relieve the strain on the soul by removing cards from the deck that need it. This will free up some space, but those cards weren’t played for no reason either.
Finally, both Gleaming Lord, Uranus and Astraios up the force marker count by two the turn you ride them. This Uranus will only have the imaginary gift icon to help us out. You’ll rely on your other force marker generators way more, and the best of them still eats 2 soul.
Lots of negatives, right? Don’t worry, I still run this card, don’t I? Upping the chance for a turn 3 Valkerion by that much makes all of the issues worth it. It makes it better than Astraios, at the very least. I see this card as nothing more than a tool to increase that chance, however. Restanding Valkerion is an extra option to use at an opportune moment, not a main focus. Even though the other two new cards will mitigate the issues partially, we’re talking about a perfect scenario having it all on turn 3. Hence, I only run 3 copies.
4x Phinomenus Of The Constellations [2]
Now, this card indeed solves a lot of issues! It is my favourite of the three new ones by a mile.
I can almost retract my statement that rear-guard attacks do nothing. It easily becomes 25 or 30k on turn 3 on its own. Seeing as new Uranus only gives an on-ride gift, you will need as many of them on vanguard as possible. You won’t be able to sneak one in on rear-guard anymore, but Phinomenus also takes care of that little caveat. Finally, even though Astraios will be dropped, Phinomenus will take over the card drawing duties, and better yet, you can call two of them on RG and double the draw power. It can be a little frustrating if you need to dig into your deck and you can’t, because you don’t have the markers yet. Then again, Astraios needed Valkerion.
This is an obvious 4-of in the Valkerion army. Case closed.
2x Dikei Of The Just Path [1]
Let’s get the most controversial choice out of the way now. I run only 2 of this. And, I don’t like it that much.
Don’t get me wrong, it really has an important place in the deck. Playing Dikei over other cards leaves counter blast and soul blast for other effects. The cost it does have allows you to fix your soul quality from hand. Putting in a G3 and then simply replace it with a new one is a very helpful play. In other cases you can put in something else if you still need to gather pieces. Banking on turn 3, that is quite helpful. And yes, it MIGHT grant you a marker and a plus too.
Do not bank on getting your markers solely by running this at 4, just because you dedicate a quarter of your deck to the G3’s you’re looking for. There is also a possibility you whiff entirely, in which case it’s a -2 for your hand in a deck that draws even less than the previous version. Plus, now you’ll have to dig even further to get your G3 back.
Like the rest of this deck, it is a personal preference. If you want to go high-roll, Dikei too is an automatic 4-of inclusion. In my build, soul charging in general is more powerful, allowing you to think ahead and maybe not soul charge a card you might need later. It keeps a little versatility.
4x Giant Deity Of Distant World, Valkerion [5]
Disregard what I said about this card in part I. Run it at 4 no doubt! You’ll want to see it sooner. The critical line-up is changed, so the quintuple drive check is a little more desirable. Also, it is hard not to notice that new Uranus asks for 5 grades. Makes it less painful to soul charge the boss away once.
4x Gleaming Lord, Uranus [3]
Don’t disregard what I said about this card in part I. Run it at 4 no doubt! All the points I mentioned there still stand. Even with the soul not being an ‘infinite’ commodity, this card should prioritize the soul you have left.
4x Battle Maiden, Mutsuki [2]
The count for this card also gets bumped. The turn 3 plan and the reduced marker generation from new Uranus make the fourth copy a welcome addition. The card drawn has more weight, too.
3x Strong Bow Of The Starry Night, Ulixes [2]
I really tried keeping Sahohime, as I absolutely loved her. Sadly, she demands too many resources now, and there are cheaper ways to fix the soul.
You might remember me mentioning this card. Last time, it didn’t make the cut. This time, I feel it best balances out the deck on the elements it struggles with. Even without Sahohime, the soul could still be an issue. This card not only soul charges 2, but also makes sure one of them is a grade 2. While riding up to grade 3 normally, it guarantees you a grade 2, 2 and 1 to use for Valkerion, while also leaving your starter and another card to use for old Uranus. Also, with Sahohime gone, it is a decent replacement in the cycle engine.
This card is not a necessity, but I’m glad to have settled on this after all my testing. Give it a chance yourself.
4x Atlas Of Heavenly Sphere [1]
Like in the first version of the Valkerion deck, this card is absolutely crucial to max out. It keeps the cycling alive and adding soul is more important now. Riding it is better now. Getting the marker has more priority now. I could probably think of even more of “more something now” for this card, but you get the point!
3x Astraia Of The Full Heavens [1]
Another controversial choice. After dropping Sahohime and going on about the strain on the soul, this stays in. At 3, even.
The foremost reason is the same that riding Atlas is better in Valkerion 2.0. Soul charging 2 right off the bat will make your life a lot easier. The cycling is still good, and while you won’t be able to bounce it back to your hand all the time, leaving it as a booster is fine too. It can easily be bounced later in the game, once Valkerion has done its thing. Still playing 3 copies presents the option of simply playing a new one if you couldn’t get the card you need on the first try. Finally, putting back heal triggers, and now also critical triggers more than ever, is too good to pass up.
2x Deputize Bear [1]
Playing 2 of this card was fine before, and with a fourth copy of Valkerion, it should be fine now.
There actually is another play you could take advantage of this time, something that used to be a drawback. Play a Bear before you get three markers, and if you find Valkerion, you must put a card from your hand into your soul. Reminds you of Dikei, doesn’t it? Talk about turning a weakness into a strength! This is also why I don’t mind running 2 Dikei, even though this is not as consistent if you’re desperate for soul quality.
8x critical trigger, 4x draw pg, 4x heal trigger, 1x starting vanguard [0]
Back to the classic trigger line-up. I have a few reasons for this, and they mostly have to do with the piece reliance earlier in the game. Adding 2 more draw triggers back into the line-up helps slightly to get those pieces, and mitigates the lack of draw power the deck has once again. I almost always want to run 4 perfect guards, but with a lack of space in the deck now, Pure White Witch, Solty is harder to keep in. Lastly, as mentioned, Valkerion attacking twice is a different way of putting pressure on your opponent with it. I can be a little more lenient on the amount of crits now.
Gone But Not Forgotten
Because the deck has gotten even more piece reliant, I don’t think there much reason to consider other cards. If you want to commit 100% to the rush, one important omission from my old list needs to be added back in: Quaking Heavenly Dragon, Astraios Dragon. This is purely for being the third astral poet, as its uses have been outclassed by new Uranus and Phinomenus. Run as many as you feel you might need. The rest of your deck will consist of the cards I already play, only upping some of their counts and taking out Ulixes and Astraia.
There is one card I really want to highlight in this section, as it also got dropped: Prometheus Of Dancing Lights. To be honest, I’m still really on the fence with this card. Opposed to Ulixes, this is a 15k attacker on its own, and while it only soul charges 1, it gives you the chance to fix soul quality as well. The reason I chose Ulixes is because with the amount of soul my build fixes, chances are great that you already have the right amount of grades. If you don’t, Dikei is a more reliable backup to do so. I’ll never rule this card out entirely, though.
I looked at only 2 other cards again. Phosphoros Of Auspicious Light has more use now, because getting the grade 3 is more desirable, as well as adding the soul. The G3 addition is not as reliable as Dikei though. What nudged this card out again is that Mutsuki is now even better as your turn 2 ride. If you have both of them on hand, I would advise against riding Phosphoros. The other card I considered again is Saturn Of Opportune Time. If you feel like you lack marker generation, I think this is the best option to add. Also, being a 13k attacker, it makes your life a little easier if you want two astral poets on the back row for your Valkerion onslaught. I still feel like the cost for getting the marker is way too high, so I really don’t like running it.
The Whole part II: …To Your Grave
I made it very clear that I love Genesis in my first article. I was also very enthusiastic when reading the Origin Deity’s effect the first time. I do have to admit that building this deck was a bit of a struggle, especially after finding a build that suited me so well before these cards came out.
I’m definitely not a rush player. I usually like midrange decks with cards that allow me multiple options, so I can adapt to the current situation. I feared that I had to throw all that out the window to play a rush deck with way too many G3’s for my liking. Luckily, I kept searching a bit further to find this build.
To summarize: in contrast to the old deck, this new version has less cycling power, less adaptability, less defensive capability and puts more pressure on the piece reliance, as well as the soul. It makes up for it by granting more consistent ways to gain those specific pieces, more aggression earlier in the game, and the means to fixing the soul have been provided along with the demand. It’s a little easier to understand (so far for big brained Genesis, haha!), although the core principle the deck was intended to accomplish is harder to pull off to the fullest extent.
Valkerion was already a powerful deck, with which I went for a guaranteed Valkerion play on turn 4 with a moderate chance to get to him on turn 3. I feel like playing the deck the same way, with a way more significant chance to set loose your boss on turn 3, already makes it better. On top of that, the chance to restand that boss also adds more power to the deck, although I usually grant myself the room to go for that play on turn 4. That by itself makes the turn 4 play better than before as well. Of course, don’t hesitate if you can go all out on turn 3. You’ll now have something to guard with, at least!
I wish I could go to shop challenges or regionals to truly put this deck to the test. That being said, I was happy to learn that Genesis got first place at a pretty big online tournament. Admittedly, this was a rush version… but I’ll disregard that for my own sake!
Seriously, though: I hope that these two articles provided you with some alternate thoughts on this awesome clan and deck. I don’t pretend to show off the perfect deck list and declare it to be the ultimate powerhouse. However, I absolutely do declare that I pour my heart and soul into it, and that it is worth exploring all kinds of different angles. If Genesis is not your clan, I hope to inspire you to take another look at your favourite with a different view, and try out new things.
I’d like to close this two-part article by thanking you for reading, and inviting you to leave a comment. I’d love to hear feedback, be it about either content or style. I’ll use that in future articles, as I already have some more ideas lined up for you guys!