[Audio] Hello cardfighters, welcome to the first deck profile on this channel. Today I will be reviewing one of my favourite decks and my main deck, Phantom Blaster Overlord. This premium deck profile is post premium collection 2022 so keep that in mind. Without any further ado, let's get started.
[Audio] To start off, we'll be talking about the deck's advantages and disadvantages. Advantages include that the deck itself can multiattack quite decently, being able to go up to six attacks at the moment without the use of stand triggers. The main boss, phant blaster Overlord gives us a late of multiattack as well but more on that later. It has a toolbox it runs to mitigate costs and a search engine for cards to call and cards to add to hand with. Hand advantage is also an upside when you play the deck to a point, and it can exert a decent amount of pressure early in the game. However, a few disadvantages are that it is a bit highroll, requiring a certain card to start your advantage engine. It can be quite piece reliant as well when it comes to its multiattack. it is heavy on counterblast and without it it's weak, And decks like narukami and link joker hurt it alot, and to an extent megacolony since you can't attack with rested rear-guards but you still can use them as retire fodder for skills. A key note is that the pros help deal with alot of the cons but not all cons are solvable by the pros.
[Audio] Here's the decklist from the Bushiroad decklog JP. As you can see there are a bit of odd choices within the deck. And you may wonder, why not run morfessa? The general idea if the deck is mitigating cost early on and maintain hand size, and dedicating hand for Ritual is a leisure phantom blaster Overlord can't afford. Instead it has three strides that do each job of morfessa separately, but arguably better for the deck. Some peculiar choices would include the starter, trigger line up, and the ratios. To summarize, each choice is a niche that works together to make an engine which makes the deck even more aggressive, but more on that down the road. For now we'll start with the grade threes, the hearts of the deck..
[Audio] Starting with the main boss unit, phantom blaster overlord is a unit that is quite underrated and was overshadowed by a boss of the same clan within the set. Phantom blaster overlord has the continuous skill that gives it a force two effect and plus ten thousand power when phantom blaster dragon is in the soul. Normally, because of the bendi ban, it is normally a turn for play now and that's fine, but for a different reason than you may think. More importantly, now we have a card from overdress set five that helps it turbo as well. Its main effect is what's it's strong point however, as it has you counterblast one and retire any number of rear-guards, to retire the same number of your opponent's rear-guards and call a unit with blaster in it's card name from your deck to a rear-guard circle, and give it plus ten thousand power. This effect works perfectly with force 1, giving the unit called +20k on the call by one marker. On face value this makes four attacks, though it can be more. Not to mention that it deck thins before you drive check, increasing chances of triggers. You can even just retire no rear-guards and do the call. Retire cost mitigators also help you retire less of your rear-guards to retire more of your opponent's rear-guards, and it can be aggressive with more multiattacks..
[Audio] Phantom blaster dragon is a key piece of the deck, for multiple reasons. First one being his skills. His first skill is an act that, for a counter blast and retiring three of your own rear-guards, would retire three of your opponent's rear-guards and gives itself fifteen thousand power and one critical. A key note on that skill is that it isn't once per turn and is also affected by cost mitigators, so if you want to use the skill over and over again you can do so, however it is not recommended as it would be very costly, and one perfect guard will stop it at its tracks. It's second skill however is an act that would soul blast a grade 3 to deal one damage to the opponent if they have four or less damage. This seems like a turn 4 play at first, but we have a card that allows us to use it on the third turn, making it a bit faster. The deck relies on this card being in soul due to how phantom blaster overlord operates and it is a useful Vanguard on the third turn going first..
[Audio] Now we'll talk about the two key pieces of the deck, not only being call targets for phantom blaster Overlord, but also the key of the ride chain hand advantage. Blaster javelin calls from the top deck any unit, allowing blaster dark to retire it with its effect, which with a Counterblast would retire an opponent's rear-guard and give blaster dark another drive check regardless of where he is on the board, keep in mind that when using this effect on rear-guard circle that you won't get to drive check unless an effect allows you two. In addition, both of them add power to themselves, javelin by just having a blaster vanguard, and dark by having retired a unit this turn, both those effects are on rear-guard circle so they help phantom blaster Overlord attack, calling a javelin on a force marker makes it a 30k power rear-guard without triggers, equal to the power of V blaster dark, while D blaster dark would exceed that into 35k power. These two are potent and strong, and are the only blasters beside Phantom Blaster Overlord and Phantom Blaster Dragon..
[Audio] Moving on, we have an array of five thousand power units to talk about, which boost the deck and gives it advantages. V series nemain is the most generic card between the cards ran here as her effect allows you to rest her to call another 5000 power unit. It is a hard once per turn Effect so each turn you can only use it once each turn regardless of how many nemains you actually have on the field. The first call target to talk about is nemain herself, but instead of the V series version, which can still be called as well, let's look into the version from overdress. This version allows you to draw two cards for a Counterblast and adding a card from your hand into the soul. On face value it seems like a +2 on field advantage with a +0 on hand, and that is true. But the selective soul charge where it truly shines as it can add a grade 3 for phantom blaster dragon to soul blast and can add phantom blaster dragon to soul for phantom blaster overlord to activate it's continuous. Another call target to look into is Brunner, who counts as two when retired for costs and you have a unit with blaster in it's card name as the vanguard. This is very useful for many vanguards, more notably currently phantom blaster dragon as by calling one V series nemain, you can search Brunner out and retire both to phantom blaster Overlord and all it'd take is one card from hand. It can also work with phantom blaster overlord to retire more rear-guards from your opponent than you, getting a plus in terms of retire advantage. These cards provide great utility and advantage, and are a must have in the deck..
[Audio] Aside from those units with five thousand units, nemain can call two really powerful duo. Golmark and Greete are best five thousand powered rear-guard duo as they provide advantage and multiattack to the deck which makes them very potent. Golmark when you have a Vanguard with Phantom in it's card name and it finishes it's attack lets you counter blast one And retire itself to call a blaster dark from drop zone. Not only does that call allow blaster dark to gain the +5000 power from its continuous, but also helps greete achieve a power up with her first effect, which is when a unit is retired during the battle phase, so the more you retire in your battle phase, the bigger greete will be. Greete also has a second effect which after the attack it boosted a blaster Vanguard and the opponent called a sentinel, you may counter blast one to deal the opponent one damage. This effect is very potent as not only does greete power up enough to make the vanguard very threatening, but it also doesn't have a restriction on how many cards in the damage zone there are so if the opponent uses a sentinel while you are at 5, greete can end the game then and there. This duo only work together for the phantom blaster decks, but can be used in different decks separately..
[Audio] Golmark isn't the only way to multiattack and retire either as we have dark night maiden macha and black sage Charon, who are used in conjunction with golmark to make four attacks. Macha when it attacks while boosted, and you have a face up card in the G zone or as it's called generation break one, you get to counterblast one to call a grade one to rear-guard circle. This does not specify open rear-guard circle so it can call over a rested unit to attack further. It is usually used in conjunction with Charon, because when Charon is placed by effect, soul blast one to countercharge one and give itself three thousand power. With golmark, these two will extend your attacks up to four for a counter blast and a soul blast, which may not seem like alot, but would matter when looking into the grand scheme of things..
[Audio] Next, we have our reliable searchers, branwen and fullbau. Branwen is the generic searcher that when played from hand makes you look at the top 5 cards of your deck to add up to one grade 3 card from among them to your hand, shuffle the deck, them discard a card from your hand. And it also gets five thousand power when you have three or more grade one cards in your drop zone. This card is very generic and it's conditions for the power up are easily achievable, so any shadow paladin deck would want to run this card. Fullbau however is the more niche searched as when you ride blaster javelin on it, you get to search your deck for up to one blaster dark, add it to your hand, and shuffle the deck. This card is how your hand advantage is started, and to rather use it since you want to ride javelin anyways. So having liberties with what you Mulligan to get the javelin is always a good idea and will make your hand advantage powerful. It is a double edged sword however since if you hard brick, you'd lose the hand advantage and be stuck in an awkward situation. But it shouldn't happen too often and as the deck was tested, it had a very low chance of bricking..
[Audio] Finally, the trigger line up which is pretty standard apart from the stand trigger, but going through them so we can get a better idea on why they are used is always a good idea. Amartinoa is the main overtrigger most United sanctuary decks play because it allows you to drive check with rear-guards on top of giving the hundred million power boost. This is especially helpful when you activated blaster dark's first effect while it's on rear-guard as that would allow you to do twin drive. After that we have the critical trigger, gilingr, which when drive check increases the damage a unit would deal to the opponents Vanguard when chosen and it's effect is that it counts as a grade 3 when paying cost for generation stride, the main mechanic of premium. The next trigger is mac lir, the perfect guard of the deck. It being a draw trigger increases hand when drive checked, and it's effect nullifies attacks for a discard. Do note it has the sentinel effect, which means it can only be at 4 without any other sentinels. Another key piece in the deck is The stand trigger arsur, which will restand a rested rear-guard when checked in drive. While it has a lower power addition and lower shield than the new triggers, it has an effect similar to Brunner but restricted to generation break 1 and it would return to the deck and shuffle it when it is retired. Last but not least we have astral chain dragon, a heal trigger which when checked by drive or damage checked allows you to heal one damage if you have damage equal to or greater than your opponent, and when played, if you got no damage you take one damage, which is very helpful with damage denial match ups but is rarely coming up. As for the second effect, when placed on the guardian circle, if you have a grade 2 or less Vanguard, you either get plus ten thousand power for the turn Or lower the attacking unit's critical by two for the battle. This effect is useful for early guarding when needed and can be discarded for generation guard and generation stride. And with that, we finish the main deck and move to the G zone..
[Audio] To start off, we will take a look into the newest stride from the new premium collection 2022, crow cruach. Crow has an act that allows you to retire two rear-guards to retire 3 of your opponent's rear-guards, if they don't retire 3 you get a skill and power +10000. This skill can work with arsur and Brunner to mitigate the cost and the deck itself uses many means of reducing the situationality of the card, making it the best deck for the stride. The effect it gains is that it restands after It's attack for a counter blast and retiring two, and it loses no drive when it restands. This is alot of advantage for phantom blaster as it does six drives per turn, allowing you to keep a good amount of hand advantage as well as pressure..
[Audio] Next off is the main stride that does all the threatening plays. Chainrancor dragonwill copy the effect of its heart card by flipping a face down card in the G zone face up. In this deck the heart is usually phantom blaster overlord, which makes the effects even better as it becomes a 38000 base with two critical and triple drive. With greete, golmark, and macha, the potential of the card grows even further as you do six attacks while simultaneously making greete a 25000 power booster when activating the effect for phantom blaster overlord, so all these factors would give you a Vanguard with 63000 power, two critical, triple drive, and sentinel punishing capabilities. Not only that but you also have a guard restrict on all the attacks you do in the form of chainrancor's second effect, which is a continuous that makes all attacks a three to guard from hand no matter what, or as it is called, a 3 to guard restrict. This effect is only generation break three and it's what makes the deck so potent, so its the reason the deck is a turn 4 deck..
[Audio] Dragabyss is here for when you are scarce on counterblast, as his effect allows you to call any two grade one units by by paying one soul, retiring one rear-guard, and flipping another copy of itself from the g zone face up. This allows you to call two charons to countercharge two, but that costs 3 soul so keep that in mind while using it. A key note is that you can use this first stride if Crom Cruach is just not the play to go at. The second skill is a continuous with ritual that gives ten thousand power for every four grade 1 in the drop. If you plan pn using this late game and have alot of grade 1s in drop, your attacks would go pretty big numbers for each attack you do. This can be used very nicely and has a nice utility engine to it..
[Audio] Finally for strides, we have phantom blaster diablo, the future form of phantom blaster. It is your very late game finisher as if the game lasts long enough for your opponent to exhaust all their generation guards, you can use this to finish them off without a second thought. It's skill to counterblast one and flip a copy of itself to gain power, critical, and skill makes it commendably useful. The skill itself would give you a way to stop guards from hand when you retire three rear-guards, and while it may deal with G guards, you should time it well enough for it to be able to deal with that issue. It's a secondary finisher of the game but a useful one, and the fact that Brunner and arsur work with it is Also great..
[Audio] Now we reach the last parts of the deck, the G guardians. The first two G guards to talk about are plot maker and deep griever. Plot maker dragonhas a continuous effect that is a ritual 3, which if you had 3 grade 1 units in dro it gains 10,000 shield. This is good to guard easier against certain attacks and bypass certain guard restrictions. Deep Griever meanwhile is the the stronger G guard as when placed on guardian circle, it places up to five grade ones from the drop zone to the bottom of the deck and gets plus five thousand shield for each one. And if you returned five units, you may counter blast one to nullify the attack. This is useful as it bypassed any form of sentinel hate and would return key grade ones like javelin, Charon, Brunner, and nemain. These two are especially useful but aren't the only cards you should take into account for your G guards..
[Audio] Adding to the wide array of g units, Jeliddo and Bronarch work nicely with the deck, even if just a little. Jeliddo for a G guard flip can place two grade one unitsfrom the rear-guard circle to the guard circle to draw one, the flip and generation break requirement limits your options sometimes but timing it right would allow you to get a draw that can tip the scales to your favour. Finally we have bronarch which looks at the top five cards of the deck to call all grade ones from among them to guardian circle then place the rest to the bottom of the deck. This helps filter the deck, increase the number of grade 1s in drop, and makes you use less hand to guard big attacks. These two are situational but they shine in their moments pretty well..
[Audio] Now we reach the general game plan, that being to reach generation break 3 to deal the finishing blow, you also want to manage your hand and advantages and try to make hand advantage for guarding and deck thinning. Keep in mind, ome of the match ups you have to deal with are tricky, for example narukami with their binds, which would hurt alot of your strategies and recursion ability. Link joker is also an issue, but specifically star vaders as when they lock your board you have a lower ability to multiattack well, and if they full lock you you have no chance of winning as all your abilities are about retires. Megacolony is also a bit of an issue but now you can still use crow cruach to deal with it as you'd still have retire fodder, and you only need to ride to do this..
[Audio] To conclude, this is a deck that has alot of potential and is slept on. It has many leeways and isn't a walk in the park, being a jack of all trades. Now, Thank you for watching. If you enjoyed this, like , subscribe, and share this video. And with that, I'll see you all next time..