Solving Chaos Breaker V

Zero2pass coming back at you with more discussion on V premium Chaos Breaker. If you follow my YouTube channel then you know I have been immersed (somewhat obsessed) with finding the perfect deck design for V Chaos. And let me tell you, it hasn’t been easy and is still ongoing in some respects. However, if the following recipe isn’t it, well it’s likely very close (as I can get it, lol)!

The overall goal of Chaos Breaker is to limit the opponents board state by locking the field. A locked card is turned face down and the RC it sits in is void of use to the opponent until that card is unlocked, turning back over to its native parity. Typically, a card is then unlocked at the end of the opponents next turn. Lock acts to limit both the number of attacks the opponent is able to make as well as try to stifle resource management in limiting how many cards can be used with on place/call effects. If only one RC is unlocked then the opponent is forced to call over cards in that RC to further proc any desired effects with regard to his/her game play. In other words, cards that would otherwise aid in attacks/boosting are being retired and this can add up quickly.

Unlike its BT13 legacy format counterpart, V era Chaos Breaker, from Clan Selection 1, does not require pitching a card from hand to lock. Instead, the opponent gains a Force gift marker, the type of marker (choice maintained throughout the game) and where it is placed both being their choice. If desired the opponent can place the marker on a RC that has a locked unit. This may indeed be the desired option given that the locked card is likely to be retired in due time, opening back up that circle for the opponent to try to gain an advantage with.

However, V era Chaos Breaker does mirror the legacy version of itself in two ways in that when an opponents unit is unlocked the Chaos player is able to retire that unit for SB1 and as a result draw a card. This isn’t a hard once per turn, meaning the Chaos Breaker player can readily replenish the hand when needed trading SB1 per retire/draw. The difference here is that the card being soul blasted does not need to be a Star-vader, unlike for the OG BT13 Chaos Breaker.

The added twist to V is that on retirement of the opponents unit/s the Chaos player also forces the opponent to lose 2 gift markers per each such card retired, in the process gaining for him/herself a Force marker for each marker removed. These will be either Force 1 or Force 2, whatever chosen to be the marker for the duration of the game. If there’s only one marker to take then take it. If there aren’t any to take away and you simply want to retire and draw to help dig for that much needed piece then by all means do so.

Because Chaos acts to limit the number of cards the opponent will call to the field, this means the Chaos player plan is the ‘long game’. By literally grinding the opponent to a halt, there will be the need to generate relatively large columns to punch through a hand size of 10-12+ cards (typically go Force 1). Fortunately, V era Chaos Breaker Dragon comes with an added [CONT] bonus. If the opponent has a locked card then Chaos Breaker gains 10,000 power until the end of turn on both VC and RC, making it a 23,000 beater. This forces an added 15 shield out of hand, helping deplete the much needed triggers to guard against the onslaught of the Chaos player.

Clan Selection 1 also gave us the G2 Zirconium, who helps in both locking up the opponents board as well as putting on more pressure for the opponent to guard. Both features are much needed in order for the Chaos player to keep up. Zirconium acts as the throttle on whether or not the Chaos player can get the win. It truly gives the deck the gas it needs!

Place Zirconium on VC/RC to pay CB1, forcing the opponent to take the top card of their deck and place it face down as locked in the RC of the opponents choosing. If they choose a front row RC then the opponent limits him/herself in the number of attacks on his/her turn. If he/she places the card locked in the back row then Zirconium gains 10,000 until the end of turn and the Chaos player draws a card. As a [CONT] if the opponent has a locked card then the Chaos players G3 vanguard critical is set to 2. Lock the field, build those columns/crits, and punch!

The Youtube content creator Strictly Broken wasn’t wrong when he said “…it feels like, that Chaos Breaker is due for something else…”. I am mostly in agreement with this. However, in this case where there is a will there happens to be a way. A number of cards exist that can aid both in the over arching strategy of Chaos Breaker as well as in managing the resources to get there. Let’s dive right in!

First and foremost, for just SB1 on RC placement Crunching Deletor Baruol omega locks the opponents board. This means that the opponents locked units will remain as such until the end of their second turn from when its proc’d. Any card locked after it’s effect ignites is also included. This effect causes a huge tempo swing advantage for the Chaos player. It is also key in pushing to build a locked board state using Zirconium when paired up against a boardless state deck such as Granblue. Baruol is truly an honorary ‘Star-vader’ of sorts, not at all auxiliary but rather fundamental.

Secondly, the G1 from Clan Selection 1 Craving Claw allows the Chaos player to accelerate the process of proc’n Chaos Breaker. By shoving Claw into soul, the Chaos player is able to unlock a opponents locked card and then choose another to become locked instead. In the process, Chaos Breaker is able to then proc for SB1 to retire, draw, and gain Force markers much sooner. This helps put on the much needed pressure to close the game!

The other ability on Craving Claw gets into resource management, our next order of business. When the attack by Craving Claw itself, or that it boosted, hits look at the top seven cards for a Star-vader (Chaos, Zirconium, or itself), reveal it to the opponent and shuffle the rest back into the deck. In the same vein as that of White Dwarf, Dark Gates, and the Bangle, this search utility of Craving Claw helps the overall consistency of the deck. The underlying weakness of the deck is in its reliance on not only Chaos Breaker but also Zirconium. And these cards help us get there!

The aforementioned list of cards not only help search out the much needed pieces. They each also come with added utility. White Dwarf is a 13,000 beater or booster if the opponent has a face down card. Dark Gates is a hard +1. The Bangle acts to SC1, fueling both Chaos Breaker and Baruol alike. Likewise, Nordstrom Dragon acts to CC1, providing Chaos Breaker and Zirconium the CB1 they both need. This card can be rather awkward in that it must target a G2 or higher to retire itself and the targeted card in order to gain the CC1. I find running it at 2-3 copies to be optimal in this regard.

Sculpting the trigger line up is somewhat subjective and I would like to finish out this deck list with arguments to back my choices. 7 draws, including 4 draw/PGs, is what I typically run in V era Link Joker. I have found this to be very beneficial in my playing. However, with the line up of normal units and orders presented I have decided to split the sentinels 2 draw and 2 critical. This provides a bit more pressure in running 7 crits. And the deck has a number of ways to plus outside of RNG draws; Craving Claw, Dark Gates, Bangle, and Chaos Breaker himself. To make up for the 5,000 shield values on the 3 extra draw I have put in Metrial Fang as my other G2 slot. Not only does it make up 1 for 1 in shield value, Fang also provides a way to damage deny if needed.

Some ending remarks… Of note, 8 G2’s has not been a problem given the level of deck manipulation as discussed above. Also, one adjustment you may wish to consider is Gunec for Dark Gates, to bounce Zirconium.

Try it out and let me know your thoughts. Until next time! Stand up… THE… Vanguard!

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