Carrot is another build where we want to use both EB03 and EB04 sets together for this build to work. Although, I haven't really updated Carrot for a while, so this build will be a complete overhaul from the previous version. To be honest, I didn't even saw the EB02 supports for Carrot which was disappointing for me, as that would be a chance to update this build.
EB03 Carrot |
|---|
Leader Character (40) Event (6) Stage (4) |
How it Works?
Majority of the focus will be the Leader's effect to rest your opponent's Characters. Then, we would be able to use most of this deck card's effects. Otherwise, you would have to wait until your opponent's attacks in order to have rested Characters on the field. On the bright side, we can easily swing into those rested Characters to try and reduce as much attack your opponent can pull off.
Although, some cards in this build focused on stopping your opponent's attacks, so we don't need to swing at those rested Characters and can focus on your opponent's Leader. The new Event for Minks is really useful combined with Mystoms, as we can also target high cost Characters and won't be limited to 5 cost or less.
Prevention
We have a lot of ways of stopping your opponents from doing what they want. OP05 Corazon is just a Blocker with an effect that works during your opponent's turn, if your rested Characters would be KO'd, you may trash this card instead. This will help to protect against some of the Minks cards we need on the field.
However, Corazon only protects against KO, which is very easy to get around which is why OP10 Tashigi is the main protection of the deck. The effect is if your green Character except Tashigi would be removed by your opponent's effects, you may rest this Character instead. This will help against other effects whilst Corazon can focus on KO stuff.
OP08 Dog Storm is a card that would work the best if your opponent has some Characters on the field. The effect works on play, if your Leader is Minks type, up to 2 of your opponent's 5 cost or less rested Characters will not become active during your opponent's next Refresh Phase.
Dog Storm would be a waste to play if your opponent only has 1 Character which is why we should play OP08 Carrot instead. The effect works on play or when attacking, up to 1 of your opponent's 7 cost or less rested Characters will not become active during your opponent's next Refresh Phase.
Law & Bepo can be searched out with our Mink searcher thanks to the Mink type. The effect is rest 1 of your opponent's Characters and that Character will not become active during your opponent's next Refresh Phase. Then, if your opponent has 2 or more rested Characters, your Leader gains 2k power until the end of your opponent's turn. Not only, we can stop 1 of your opponent's Characters, but we can also power up our Leader.
Untap
What we do have is focusing on untapping, and 2 of them let us untap DONs, whilst the other is mainly for the Characters. OP13 Bepo is another card with the Minks type, so we can easily search him out from the deck. The effect works at the end of your turn, untap this Character or 1 of your DONs. This gives you a lot of options, untapping this Character means we can use Carrot's effect on the next turn and not worry about needing Minks Character on the field, and untapping DONs means we can use our 1 cost Events.
EB04 Carrot would works best if we have some beat stick Minks on the field, so we could make the full use of the effect. The effect works on play, if your Leader is Minks type, untap 2 of your Characters and your Leader. This will give us at least 3 more attacks to swing with, which is why we should have some beat stick on the field when we play this card.
Zou is a Stage card and an important card in the build as we have some cards who can make use of the Stage. Zou has 2 effects, the first effect is an activate main, you may rest this Stage, if your Leader is Minks type, untap 1 DON. That 1 extra DON could make a difference to playing more cards to the field, otherwise, we would have to focus on our Events. The second effect works at the end of your turn, untap 1 of your Minks Characters. Just like Bepo, we could keep a Minks Character on the field, and wouldn't worry about your opponents swinging into our Characters.
Free Play
We do have some free play mechanic that would let us increase the number of Characters on the field. Mystoms is only a 5k beat stick for a 6 drop, but the 2 main effects is what I mainly want in the build rather than the base power. The first effect works during your turn, if you have 3 or more Minks Characters, reduce all of your opponent's Characters cost by 1. If you have multiple Mystoms on the field, we could target your opponent's high cost Characters, reducing them down to 5 cost or less, so we could use our Leader's effect to rest those Characters. The second effect works on play, if your Leader is Minks type, play one 5 cost or less Minks Character from your hand. This would let us easily fulfilled Mystoms first requirement if we already have another Mink on the field.
OP13 Law also have 2 effects, but the first effect will require you to have 1 or less Life cards for this card to gain Blocker ability. Otherwise, I am mainly aiming for the second effect. The second effect works on play, you may return 1 of your Characters to your hand to play one 5 cost or less Characters from your hand at rest. We mainly want to return our 1 drop Characters so we could reuse the on play effect, and I wouldn't worry too much if those Characters are rested, since we could use Zou's effect to untap those cards.
Minks Supports
The rest of the supports will be very simple. EB02 Carrot mainly search for Zou but we do have a very specific requirement. The effect works on play, if you have 3 or more DONs, look at top 7 cards of your deck, reveal 1 Zou and add it to your hand. Then, place the rest at the bottom of your deck in any order and play 1 Zou from your hand. Unfortunately, we cannot play this card on the very first turn, and would need to wait until our 2nd turn.
What we can play on the very first turn will be OP08 Wanda who is a standard searcher for Minks deck. The effect works on play, look at the top 5 cards of your deck, reveal up to 1 Minks card except Wanda and add it to your hand. Then, place the rest at the bottom of your deck in any order.
Lastly, we have EB03 Carrot who is similar to our EB02 version when it comes to playing Zou for free. The effect is an activate main, if this Character was played this turn, KO 1 of your opponent's 5 cost or less rested Characters. Then, play 1 Zou from your hand. We do have Law who can actually bounce this card to our hand, so we could use the effect on our next turn.
Events
The last 2 Events will be straightforward. Eleclaw is a great addition to the deck because of the main effect. The main effect is you may rest 1 card, if your Leader has the Minks type, reduce 1 of your opponent's Characters cost by 3 for this turn. We have a cost reducer that is a green card, and this works very well with our Leader as we can target 8 cost Characters instead of just 5. The counter effect is your Minks Leader or 1 of your Minks Characters gains 3k power for the battle.
The final Event can be any cards, and I decided to choose Dead's Man Game for this spot because both main and counter's effect could be useful. The main effect is by resting 3 DONs, rest up to a total of 2 of your opponent's Characters or DONs. This will cost 4 altogether, but it will give us more resting options rather than relying on Carrot's effect. The counter effect is your Leader gains 3k power for the battle.
No comments:
Post a Comment