Barrier Witch,
Grainne
From
Tuesday onward, I intend to demonstrate exactly how if I
could, I'd just leave everything at like one or two
sentences which sum up my feelings on the card exactly,
mostly just to demonstrate to Nanya that we REALLY
shouldn't worry about the November clusterfuck since
they're pretty same-y anyway. I can't do it with this
card, since I need to explain this and others like it in
a bit more detail.
So with that in
mind, here's my revised blanket review for Quintet
Walls:
-
They aren't as good as Perfect Guards
owing to a higher chance at failure
(Grade 3s or other Quintets revealed
screw you)
-
Trying to use them to set up Legion is
overkill considering just guarding
naturally should net you 2-3 cards in
the drop, not including soulblast or
cards that cycle from the hand.
-
I don't care about upcoming Granblue
either, it doesn't want everything in
the drop zone (HINT:
Deck Out)
In Short, The conditions in
which they're good is outweighed by the conditions where
it's bad. Don't run them unless for some reason
you can't get PGs. Not even at one teched copy either,
unless your starter is Mecha Trainer or something
chances are it won't show up when you want it.
3/5
(Note: I'm solving a
problem I had with my scoring system where I sometimes
haven't given a card the score it deserves. I know I
should in hindsight given higher or lower numbers. So
I've concocted a new system which hopefully should solve
it.
1: Bad. Reserved for cards
whose costs and requirements just don't match the
effort. Should be used casual only.
2: Boring. Not quite as bad
as the ones that score a 1, but still aren't good enough
for a competitive foot in the door. Used for cards where
the investment equals an end result that's been seen
before and is easily stopped, like PRISMs using bouncing
to achieve a Late Game Crit, which means a PG to the
face. Blame Bushiroad for having more clans than
mechanics, guys.
3: Functional: Works well
enough if you can't afford superior alternatives, but
seeing as how I review cards based on their individual
merit I don't recommend them unless you're poor.
Generally used for those who achieve what should be a
top-tier strategy but has stricter requirements and/or a
harder time not getting stopped compared to other decks.
Tetra Drive Dragon for Aqua Force springs to mind here.
4: Decent: The slightly
lower kings of the hill who can match the current top
decks but may have a slight disadvantage due to several
reasons. Generally not noticeable unless you play
several games (at least 50 or something).
5: The God Kings of Space
and Time (subject to time of writing): If you can afford
these, get them. These are almost always non-negotiable
staples for whatever deck they belong to.)
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