G-PR♥ISM, the Ultimate Gorilla
Stable Build - 1
Olivia murdered my walled.... but I still gotta say /all WORTH |
stable - working as intended.
test - still under tuning and some things may or may not work as intended.
*Note: Working as intended != finished build, it just means deck functions as planned and is overall consistent
PR♥ISM-Duo, Tisza *1
Trigger: (10 crit/2 draw/4 heal):
Duo Pride Crown, Madeira (Critical) *1
Duo Grampus Turn, Shannon (Critical) *1
Comical Rainie (Critical) *1
Gunslinger Star, Florida (Critical) *1
Morning Impact, Lyps (Critical) *1
Drive Quartet, Shuplu (Critical) *1
PR♥ISM-Miracle, Canary (Critical) *4
PR♥ISM-Miracle, Adria (Draw) *2
PR♥ISM-Miracle, Timor (Heal) *4
Grade 1: (*14)
PR♥ISM-Duo, Aria (Perfect Guard) *4
Persevering Talent, Shandi *3
PR♥ISM-Promise, Princess Leyte *4
PR♥ISM-Romance, Mercure *3
Grade 2: (*11)
Admired Sparkle, Spica *4
PR♥ISM-Promise, Princess Celtic *4
PR♥ISM-Romance, Lumiere *3
Grade 3: (*8)
PR♥ISM-Image, Vert *4
PR♥ISM-Promise, Labrador *4
G-Zone: (*8)
PR♥ISM-Promise, Princess Labrador *4
School Etoile, Olyvia *4
Alright, as I mentioned in my last blog post, this is the deck that I have been messing around with for the most part recently. After testing various Duo builds vigorously and deciding that the new Duos isn't my cup of tea, I set my attention on Princess Celtic
Overview
Prisms has been know to be rather different from the rest of their clan, focusing on power and having a basically non-existent advantage engine, which is quite the opposite the rest of their sisters in the clan. In the Clan Booster, in addition to the generic support Bermuda Triangles received, Prisms also got an updated version of their main trio. While their direct advantage engine is still below average and didn't get improved much with the Clan Booster, their capabilities to wrap games up and kill people in the late game got buffed tremendously. I would actually go as far as saying that, they probably have one of the best sustained finishing power and kill potential with their Stride units in the game right now; the combination of having access to Princess Labrador, Olivia, and Spica is just ridiculous. Being a traditional sub clan that has access to the 10k and 12k beaters also means they will not suffer from a bad early game, and has the most basic means to be able to answer to faster decks, or to suppress slower decks.
She's great at keeping up the tempo and forcing guards early on, as well as playing the sit-on-G2 game |
While the deck has no built-in advantage engine other than Princess Celtic, the deck competes and gains advantage through momentum and assault. One thing people often forget is that there is direct advantage generated through battle advantage, and not just purely from skill; and that's where momentum plays comes in. You start pushing for 3 attacks a turn, or force bad guard early where most other decks wouldn't have to do otherwise; making 3 attacks is a direct additional -1 inflicted on your opponent when compared to only making 2 attacks, for example. Against decks that cannot consistently make 3 attacks a turn since early game, for every additional attack I am hitting, I'm gaining advantage over my opponent. Then you have Princess Celtic that works similarly to Rhone; the opponent must choose to guard her or risk being snowballed by Princess Celtic's ability since your G2 turn, because it will become harder to slow down Prism's assault the more cards they acquire.
Imagine if Conquest Dragon is an initial stride. Yup, that's basically what Labrador is. |
Another unique and interesting thing to point out for this deck is that due to its nature of bouncing cards back to the hand, it gives the deck 2 very unique attributes over other tempo/aggro decks or even just decks that are highly RG reliant in general:
1.) It is highly resistant to retires and locks in general if you know what you are doing. This deck does not auto-scoop to locks and retires and instead can often force them to scoop. Some even claim that this deck is such pain and terrible match up for Link Jokers to the point that it's almost auto-scoop for them.
2.) While the deck rarely generates direct advantage, you are actually quite tanky and not as fragile as other decks without an avantage engine because of how many cards can return to your hand as shields to allow you to guard more efficiently. If you have played things like RPBA or Aura Geyser, I think you'll know what I mean by this.
Card Choices
Triggers
Prisms have incredible synergy with crits. A shame they don't have a 2nd set. |
Then the next part with the triggers is that I am maximizing Prism triggers, and that is for simple ECB purposes for Princess Celtic. Princess Celtic's most optimal use and threat happens in a very narrow window of opportunity - your turn 2. Due to how the deck is quite Stride reliant and how much power Spica brings, as well as how there are no 2nd set of Prism crit or draw triggers, this already forces the deck into running, at the very least, a whooping 11 non-Prism cards. If we are expecting to take 1 damage and we need that 1 damage to be a Prism card for Princess Celtic to use, even at 11 non-Prism cards, as we can see with this handy tool, we are looking at a 22.45% failure rate for that 1 damage to be a Prism, which already means you will fail more than 1 in 5 times. If we bump the non-Prism card count even by just a very slight amount, say by 2 cards to make it 13 non-Prism cards total, we will end up looking at a 26.53% failure rate. This bumps up your chance of failure from a already-high over 1 in 5 games to a whooping over 1 in 4 games, which I simply cannot justify for consistency reasons.
Lastly, some will also notice I run a 1-of for the remaining crit triggers in the deck, and there are 2 simple reasons for this: 1.) They make Olivia more consistent and 2.) they make it harder to count triggers for your opponent.
Tisza
The next is Tisza. Some people might wonder, "What does Tisza even do for you? She nets you no advantage, and isn't she just like a vanilla 5k booster?". The answer to that is yes and no. While Coro offers some utility in the late game and allows you to always have her to boost and guarantees her to fly back into the hand, she does that far too late. Tisza is excellent at keeping up the pressure and momentum in the early game, as she basically tells your opponent this - "If you let me hit, I will have a 10k shield in hand that can keep my valuable RGs alive even if you try to attack them to slow me down." Essentially, Tisza is there to keep you ahead of the tempo game - she protects your RGs for you to continue you assault, making it harder for your opponent to slow you down. She also provides an extra 10k shield in hand in cases where your opponent checks a critical trigger of some sort, allowing you to maintain the choice of keeping your damage low to stay ahead of the game in prep for what is yet to come. A small example would be, that things like Phantom Blaster 'Diablo' aren't very scary when you are sitting on 2 damage.
Princess Leyte
She's incredible. 'nuff said. |
Mercure
I've come to love 10k beaters a lot in the Stride era. Prisms is no exception. |
Then in decks like Prisms where there are no direct advantage engines, 10k beaters increases deck consistency by adding more beaters into the deck to allow you to keep the attack flowing, all while still keeping the benefit of it acting as a 7k booster. 10k beaters also gives allows you to punish players that tries to sit on G2, and is compatible with your own sit-on-G2 game. Last but not least, in Prisms specifically, 10k beaters forms 21k columns with other 7k boosters when they get that 4000 power boost from Princess Leyte, which is quite a big deal.
Lumiere
Simple is marvelous. And she makes complex also marvelous. |
Spica
She is beast. Literally everyone I played knows that sh*t just hits the fan when she appears on my Stride turns. |
What I Did Not Run
Celtic
One thing people will notice immediately is the lack of the original Celtic. The reason for that is actually quite simple - the card is slow and doesn't come into play until much later, does not contribute to your momentum early on, gets lower bounce priority than Princess Leyte, and is NOT a very independent card. And by not-independent, what I mean is that the card absolutely require other cards to function and does nothing on its own. Some might argue that Princess Leyte is the same in that boat, and while I agree to some degree, Princess Leyte does not have nearly as high as an opportunity cost attached. What the original Celtic has to compete against for deck space are all absolutely incredible cards that you can almost say are crucial to this deck's success. There simply is no room for Celtic at this point.
Other strides that's not Princess Labrador or Olivia
"The opponents will not forget that one hot day." |
I did not run any on-hit strides because PRISM's on-hit strides enables an extra attack, which translates to 1 lost card to guard or 1 damage IF you land a hit. Princess Labrador just does (largely) the same apply-damage job better and more reliable. I also didn't run any Amoris because I don't know why I would ever even want to stride into her (Leyte can't even be called back for example). Princess Labrador and Olivia also are both very important strides that closes the game for you, and they are suited for different situations where you may need to use one of them twice in a row.
For example, if I somehow got a column locked via something like Big Crunch Dragon, I may want to stride into Princess Labrador again due to both how it still hits like a truck, but also how it leaves my column empty afterwards to prevent my whole field being locked down. Same cannot be said with Olivia.
On the flip side, if I did a Olivia turn and my opponent didn't die, often times striding into Olivia again yields stronger kill potential than striding into Labrador; Olivia enables more attacks, and usually by the time where you can stride into your 2nd Olivia, your opponent is probably sitting at 5 damage. Guarding 4~7 attacks from Olivia when you are @5 is no simple task, and usually Olivia will be able seal the fate right there.
Closing
Unfortunately, it's kinda hard to explain exactly how the deck is played and how you should position your field since this deck is designed to have combo pieces that all work independently, and due to how this deck does not have any direct search engine, it's really about making plays and combos by reacting to both your opponent's moves and what you draw into, while always keeping tempo in mind. So I figured it might be easier to directly upload some videos to show rather than to tell.
Here's a sample video of one of my games against a DOtX deck that captures the core idea of the deck - tempo and forcing your opponent to play the catch-up game.
I have several other replays too, such as games against Glendios or Gear Chronicle, Messia Link Joker, that can give a pretty good idea how I handle against lock and "retires". Let me know if there is like a particular one you would like to see in that regard. And as usual, if there are any questions, comments, requests, etc, feel free to leave a comment below!