{{ hoveredCardName }} - {{ hoveredCardNumber }}

Granblue Nightrose (Post-Whale)

by Blmastooner

The missing card is Zombie-Whale.
Now then, at first glance, this deck just seems like the standard Nightrose deck with no real differences... and it really is pretty standard.
However, I feel that with the upcoming support for Link Jokers, and the growing popularity of OTT, Narukami, and Kagero, this deck needed to be somewhat explained with my thought-process with the amounts of each card I was running.
Now, yes, Narukami running around being all meme-y and stuff is a real downer for Granblue in general. I have thought about running two Grenache for this reason, but decided against it because although his counter charge is amazingly powerful to refuel after a power turn, if one can manage counter blasts efficiently, he's not needed to that extent; also, if I had the choice of binding Grenache, or Negrobone, I'd bind the Grenache without a second thought because Bone is the one that makes plays. Grenache only repays those plays. There's no reason to save a recharger when you can't recharge to begin with.
Now, the one Chappie because early game means he can mill that King Serpent for later Gouache turns. In the later game, he serves as a deck thin when called with Negronora to set up for Galleon turn.
Cody seems pretty out of place, doesn't he? My thought process behind running just the one copy is because of the card Ziegenburg from Kagero. Basically, after they retire my last rear-guard, I can counterblast one to call Cody to make them either use another resource to get rid of Cody (so they can restand for 'free'), or discard a card to restand because I still have a lone survivor in their way.
Rest of the triggers are standard. No reason to go into them.
That one Quincy... He's honestly there just as a one-of just because of that counterblast skill he has. On Galleon turns where I have one card left in deck, he can bott-deck a trigger (if Mick isn't available) to guarantee a trigger after returning the other two Bales. Honestly, if I had to take out a card for a 4th Bone, it'd probably be Quincy. His use is way too convoluted, and will rarely ever actually come to use in the way I just described it.
Anyways, my PG line-up is not the usual 4 Waterspout because of cards like Still Water locking me out of 0s and G-guards for the turn, so having a bouncing PG felt like the better choice for this format. One Gust Jinn OG PG for turns when I don't have a PG in hand, and only a heal trigger. Nora has the ability to call Gust Jinn onto the Guardian Circle, and Gust Jinn being Gust Jinn can still use his PG skill because his skill does not specify that he must be called from hand. Tbh, Freddy is just the much better choice to synergize with Ghostie name for Obadiah to call, but my Gust Jinn is shiny, so I like him more o3o.
Moving on, the grade 2, and grade 3 line-up is extremely straightforward, so I won't go into detail there, either. King Serpent is cool, Lazy is cool, Cannoneer is cool; OG Nightrose is main ride, Starlight Nightrose is memes with Negrobone, Nightstorm is dank multi-attacks, and Whale is a big body.
As for the strides, at the moment, I run 4 Gouache, 2 Songer because I feel that the Gouache turns just help regain lost advantage so easily by being able to re-use the crit triggers one more time to get even more draws into the deck whereas Songer turns are more for the push turns when the opponent is at 5 damage.
Dragut is at two, because in this format of more control over beatdown, Dragut's board clear skill will come in real handy. Main targets being Grenache to repay Dragut at the end, Nightstorm to force cards out of hand, and either Whale, Starlight, or Rook for the other beatstick on the other column (Starlight will call something - normally Bone - behind her).
Obadiah helps filter out missing cards in deck if you feel the drop is too light. Galleon b/c OPOP ship, and Sebreeze because this deck is just so GB reliant.
I run 5 G-Guards.
I see people running Agleam/Ractome over Scryew, and that's fine, but I just thought that sometimes I may need a big shield, and I may not want to use up a counterblast, or a soul blast to do so. Scryew has been replaced by Colburn after G-BT13's release.
Eclipse because early mills may be needed.
One Negrolily because although the Lily-Chicken combo is still powerful, it's not as needed to that extent because that set-up too many resources to make that scenario, and is only really that important against very specific matchups. Btw, yes, I understand the cost can be mitigated by calling Bale with Lily, and having NightFog Nightrose call the retired unit on top of Bale to get the counter charge; however this play is also ruined if your opponent can somehow retire something else during the main phase. For those reasons, I keep Lily at 1 copy in my deck.
Two Negronora. My goodness is she one beautiful G-Guard. For the same cost as Negromode, she gets to the same shield (assuming you call a grade 0 and grade 1/2), but also has the ability to proc off both Chappie to get an extra mill on your opponent's turn, or to call back a Gust Jinn to PG a large attack.
That was my deck with a somewhat short explanation of my choices. Thank you for reading.

{{ grade0_count }} {{ grade1_count }} {{ grade2_count }} {{ grade3_count }} {{ grade4_count }}
{{ heal_trigger_count }} {{ stand_trigger_count }} {{ draw_trigger_count }} {{ critical_trigger_count }}
{{ grade0_count }} {{ grade1_count }} {{ grade2_count }} {{ grade3_count }} {{ grade4_count }} {{ heal_trigger_count }} {{ stand_trigger_count }} {{ draw_trigger_count }} {{ critical_trigger_count }}

Grade 0 - {{ grade0_count }}

  • {{ card.count }} {{ card.name }} - ({{ card.rarity }}) - {{ card.trigger_type.toUpperCase() }}

Grade 1 - {{ grade1_count }}

  • {{ card.count }} {{ card.name }} - {{ card.rarity }}

Grade 2 - {{ grade2_count }}

  • {{ card.count }} {{ card.name }} - {{ card.rarity }}

Grade 3 - {{ grade3_count }}

  • {{ card.count }} {{ card.name }} - {{ card.rarity }}

Grade 4 - {{ grade4_non_g_unit_count }}

  • {{ card.count }} {{ card.name }} - {{ card.rarity }}

G Deck - {{ gdeck_count }}

  • {{ card.count }} {{ card.name }} - {{ card.rarity }}

Main Deck ({{ maindeck_count }}/50)


G-Zone ({{ gdeck_count }}/16)

The missing card is Zombie-Whale.
Now then, at first glance, this deck just seems like the standard Nightrose deck with no real differences... and it really is pretty standard.
However, I feel that with the upcoming support for Link Jokers, and the growing popularity of OTT, Narukami, and Kagero, this deck needed to be somewhat explained with my thought-process with the amounts of each card I was running.
Now, yes, Narukami running around being all meme-y and stuff is a real downer for Granblue in general. I have thought about running two Grenache for this reason, but decided against it because although his counter charge is amazingly powerful to refuel after a power turn, if one can manage counter blasts efficiently, he's not needed to that extent; also, if I had the choice of binding Grenache, or Negrobone, I'd bind the Grenache without a second thought because Bone is the one that makes plays. Grenache only repays those plays. There's no reason to save a recharger when you can't recharge to begin with.
Now, the one Chappie because early game means he can mill that King Serpent for later Gouache turns. In the later game, he serves as a deck thin when called with Negronora to set up for Galleon turn.
Cody seems pretty out of place, doesn't he? My thought process behind running just the one copy is because of the card Ziegenburg from Kagero. Basically, after they retire my last rear-guard, I can counterblast one to call Cody to make them either use another resource to get rid of Cody (so they can restand for 'free'), or discard a card to restand because I still have a lone survivor in their way.
Rest of the triggers are standard. No reason to go into them.
That one Quincy... He's honestly there just as a one-of just because of that counterblast skill he has. On Galleon turns where I have one card left in deck, he can bott-deck a trigger (if Mick isn't available) to guarantee a trigger after returning the other two Bales. Honestly, if I had to take out a card for a 4th Bone, it'd probably be Quincy. His use is way too convoluted, and will rarely ever actually come to use in the way I just described it.
Anyways, my PG line-up is not the usual 4 Waterspout because of cards like Still Water locking me out of 0s and G-guards for the turn, so having a bouncing PG felt like the better choice for this format. One Gust Jinn OG PG for turns when I don't have a PG in hand, and only a heal trigger. Nora has the ability to call Gust Jinn onto the Guardian Circle, and Gust Jinn being Gust Jinn can still use his PG skill because his skill does not specify that he must be called from hand. Tbh, Freddy is just the much better choice to synergize with Ghostie name for Obadiah to call, but my Gust Jinn is shiny, so I like him more o3o.
Moving on, the grade 2, and grade 3 line-up is extremely straightforward, so I won't go into detail there, either. King Serpent is cool, Lazy is cool, Cannoneer is cool; OG Nightrose is main ride, Starlight Nightrose is memes with Negrobone, Nightstorm is dank multi-attacks, and Whale is a big body.
As for the strides, at the moment, I run 4 Gouache, 2 Songer because I feel that the Gouache turns just help regain lost advantage so easily by being able to re-use the crit triggers one more time to get even more draws into the deck whereas Songer turns are more for the push turns when the opponent is at 5 damage.
Dragut is at two, because in this format of more control over beatdown, Dragut's board clear skill will come in real handy. Main targets being Grenache to repay Dragut at the end, Nightstorm to force cards out of hand, and either Whale, Starlight, or Rook for the other beatstick on the other column (Starlight will call something - normally Bone - behind her).
Obadiah helps filter out missing cards in deck if you feel the drop is too light. Galleon b/c OPOP ship, and Sebreeze because this deck is just so GB reliant.
I run 5 G-Guards.
I see people running Agleam/Ractome over Scryew, and that's fine, but I just thought that sometimes I may need a big shield, and I may not want to use up a counterblast, or a soul blast to do so. Scryew has been replaced by Colburn after G-BT13's release.
Eclipse because early mills may be needed.
One Negrolily because although the Lily-Chicken combo is still powerful, it's not as needed to that extent because that set-up too many resources to make that scenario, and is only really that important against very specific matchups. Btw, yes, I understand the cost can be mitigated by calling Bale with Lily, and having NightFog Nightrose call the retired unit on top of Bale to get the counter charge; however this play is also ruined if your opponent can somehow retire something else during the main phase. For those reasons, I keep Lily at 1 copy in my deck.
Two Negronora. My goodness is she one beautiful G-Guard. For the same cost as Negromode, she gets to the same shield (assuming you call a grade 0 and grade 1/2), but also has the ability to proc off both Chappie to get an extra mill on your opponent's turn, or to call back a Gust Jinn to PG a large attack.
That was my deck with a somewhat short explanation of my choices. Thank you for reading.

Comments:

You must be logged in to rate/comment.