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Deletors

 Because why would your opponents WANT to play the game?


Deletors, the deck that everyone believes to be one of the absolute worst decks in all of Vanguard since release.
Now, I'm gonna have to disagree with that entirely. Upon release, pre-stride in the English format, Deletors were AMAZING. Opponent had almost no ways to recover from Delete, and as well had to work harder, to recover from the pain they bring.
Now, with stride it's become FAR easier to negate any damage done to advantage with Deletors, but they still can dish out damage, and with the not-too-far off support in the Comic Booster, they'll be gaining another leg up. As well as anytime Link Joker gets stride support, they technically do too, so that's nice.

coughANYWAYS, enough bantering, let's get to Deletors.
Deletors, they're a sub-clan or Archetype of the Clan Link Joker. So you'd think they'd be a turtle defensive deck, right? Well, you're incredibly wrong. They're the polar opposite of any other build of Link Joker, and far more glass cannon than their counterparts. But we'll get to that later.

What is Delete?
Delete is a mechanic that allows you to completely erase the text/skill of your opponents vanguard, and reduce their power to 0 until the end of their turn. Sounds broken, amirite? Well, stride helps counter it a little bit, and was designed to counter Deletors initially. So then why play them now that stride is such a huge focus?
BECAUSE.
Who doesn't like giant alien exo-skeleton insect-lookalikes that go berserk and erase things from existence?
 Oh, they also lock stuff, but not as much as normal Link Joker.

Now that we know their main mechanic, let's get onto what the cards themselves do. And let's start with their original boss monster, and leader Lore-wise.

Daunting Deletor, Oksizz:
My absolute favorite card in the game since I first saw his artwork.
You might read his skill and go, Wait, Counterblast 3? That's extremely hefty, you'll only be able to get that off one-two times per game max. And normally you'd be right, but we'll get to that later.
Let's look a pro's and con's of this card
Pro's:
-First of all, he's 11k base, which while it doesn't matter too much anymore, is nice for stride offense, and against Great Nature.
-He's not restricted to Limit Break, Legion, Generaton Break, or anything else. So long as you have 3 damage, he's active and deadly.
-He adds a card into the soul this is important later, don't forget it.
-He Deletes stuff at whatever grade, great for counter rush, or punishing.
-He forces the opponent to minus to ride, which in itself is a minus, this is fantastic if they're at grade 2 or anything. This was also MUCH more devastating pre-stride.
-He gets 10,000 power for deleting, generally meaning he won't ever need a booster
Cons:
-He minuses you a card, which you might not get back till later if at all
-You won't always have 3 Deletor counterblasts ready by turn 3
-His secondary skill is mostly useless now that stride is a thing unless rushed, and opponent is at grade 2

Now, as you can see the pro's vastly outweigh the cons of this card, the only problem...Deletors don't have the the best advantage engine, so you're running on empty most of the game.
Until further support is revealed in the new booster, I'd recommend Oksizz as your main boss unit.
Note that this may change depending on the Stride in the new booster, and the support for Grei units.
Run 4 pre-comic booster, no exceptions.

With Oksizz out of the way, let's look at the other original boss unit for Deletors

Juxtapose Deletor, Zaele:


Your initial thought is probably:
"Man, this card is infinitely better than Oksizz now that strides out" and you'd be wrong and right.
This card is infinitely better than Oksizz in the late game, but early game you have to minus far too hard to effectively use him. I highly don't recommend riding him first, or at all if possible.

Now, let's look at his skill
Legion 20,000
He's already great, plus he gets 2,000 when he attacks, this let's him hit numbers unboosted, which is REALLY  beneficial for the Deletor deck, as there's no set advantage engine minus 1-2 cards that can be conditional.
Counterblast 2 cards to delete, and discard a card. It's 1 less Counterblast than Oksizz, and has a similar minusing effect, only problem is sometimes you'd rather remove a card from field than hand.
But on the bright side, this is generic, so you can play it in Messiahs. Overall I'd say its better there than here, due to the restander Sleeping Messiah.
But this card is fantastic late-game, as it replenishes triggers, has a cheaper cost, and hits numbers unboosted.
Pro's:
-Legion
-Cheaper Delete cost
-Can work with Madew if you really want to run it
-Cool name and flavor texts
-Builds soul if you ride over it
Con's:
-Riding him early is awful
-Not having the CB when you legion with him is again awful
-He doesn't do much to help advantage if at all really
-His skill is only on legion, not an ACT so you have to relegion to use it again.
-He minuses you a card, doesn't go into soul, so it doesn't help your later resources

So, his pro's and con's are about the same, that said legion is a powerful enough mechanic to warrant fitting it in your deck.
Definitely 2-4 of staple.

Now, onto the next of the Deletor bosses

Mixed Deletor, Keios
This card. THIS CARD.
I have far too much of a love hate relationship with him. I always end up drawing all of him, and none of my other Deletor grade 3's.

But anyways, let's get onto what we came here for.
11K base, good start, 2 Deletor CB, great, and discard 2 ca-...Well, the benefits of this guy isn't really in his cost. He's FAR too cost heavy to make the focus of your deck at all.
The real benefits of this guy are high risk high reward, in that you can stride with him, as well as Delete your opponent, as his skill is on ride.
You also get to lock two cards, so locking front row, or if not possible, 1 front row and vanguard booster is cool.
He also hits 21k with 8k vanilla's...woo...

But the pressure he can inflict is really good if you can ever get him off, I don't recommend it early game at all. I'd say more mid-late game depending on your resources, and if you think you can't,
 then don't bother.

Pro's:
-Can stride and Delete
-He locks stuff
-Hits 21k with an 8k booster
-Not restricted to Legion, Stride, or Limit Break
-Hits 20k with a 7k booster(useful for Delete turn)
Con's:
-Cost is heavy
-Doesn't have much power by himself
-Limited applicable uses, and fills a niche need in the deck
-Doesn't even come SP what a scrub

Run 0-3. NEVER focus on using Keios as your main unit.

Well since that's all of the good bosses we have atm, let's move onto noteworthy support, and let's start with the grade 2's.


Pursuing Deletor, Egotte
A generic archetype 12k beater, but why is this one more important in this deck than all other decks? Because not only does it hit 12k when they're not deleted, it hits 12k when they are deleted. 12k power to a 0 is a 15k shield unboosted, that's at the minimum 2 cards from your opponents hand assuming hey don't play special guards/intercept. When boosted, requires 20k shield with a 7k booster, or 25k shield with an 8k booster. I'm sure I needn't explain as to why Egotte is central to this deck.
Staple 4 of right now.

Juxtapose Deletor, Gaele
Gaele is a pretty good, and yet awful card. One of the many reasons Deletors are kinda meh in terms of support since this has been their second best grade 2 for a while, really. If your opponents vanguard is deleted, you get to lock a card in their front row for free when its placed on R.
Now, this is fantastic if you get the free lock off, but a lot of the time he'll just be a vanilla when played, making him not so great. Really wish he was a bit more versatile, nd 9k doesn't do a whole lot but eh. It's alright.
Play 3-4 pre comic booster

Greedy Deletor, Jail
My least favorite of our options right now, but we'll have to deal. His 9k is what hurts him the most in this deck, but I guess 10k would be too strong. It's a simple on hit, unflip, needed for the deck atm until Comic Booster, then from what I've tested it's obsolete. He's nice when he actually -does- hit though right now.
Play 0-3.

Clipping Deletor, Evo
This card has a pretty great skill, CB2 when placed, if opponents deleted, grab any Deletor card.
So, CB2 to go +1, pretty fantastic when it's not the focus of the deck. Sadly, pre-comic booster it's just far too Counterblast heavy to be workable. Maybe comic booster will make him much better.
Play 0 pre-comic booster, unless you REALLY want that Igor search or something. Then play 2-3. 

Bloating Deletor, Gio(vanni Giorno)
Ignoring the terrible Jojo reference.
Our last good grade 2 option pre-comic booster is Bloating Deletor, Gio. He's a 10k vanilla, so he hits numbers on Delete turn, and he's nice for anti-rush.
...Unfortunately, pre-comic booster we want rush due to playing Oksizz. I'm really not a fan of this guy because of that, maybe post-comic booster he could be viable.
Play 0-3.

Now let's move onto grade 1 options, shall we?

Refusing Deletor, Evil
The Deletor's perfect guard, definitely your best bet for Sentinel in Deletors, as of right now due to all the Deletor restricted Counterblasts in the deck. (Keios, Oksizz)
It also doesn't have the restrictions the unflippr PG's do, so don't be afraid to PG to stop a laurel or DOTX, or something to that effect.
Play 4.

Looting Deletor, Gunec
We finally got there, this guy is the reason your soul building is so important. Soulblast 2 to draw a card, awww yeah.
Yes. This is the main advantage engine Deletors rely on pre-comic booster. Fun right?
Well, he's much better in this deck than other decks anyways.
He's 5k, so he hits for 10k shield if opp is deleted, he replaces himself on call, he fuels drop for legion, and combo's well with the main starter of the deck. He's very much so more useful in this deck than most, say outside of Bermuda's infinite legion deck, and DOTX.
Play 2-4. I personally like 3 myself.


~MORE TO COME LATER~
-NOTEWORTHY SUPPORT
-THE REST OF DA BOSSES (GREI'S WHEN THEY'RE ALL REVEALED)
-STRIDES
-MATCHUPS

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