Hi amigos! After testing with Zorga, brainstorming with other players, and seeing the results from some tournaments, it’s time to go in depth some key aspects on building a Zorga deck for Standard.
I will cover a little in more depth on the cards and ratios as a whole. What’s also unique with Stoicheia, as a nation, since it has a lot of key things to keep in mind as well. So I’ll do my best to mention the highlights of the deck as a whole. Metagame considerations and deck lists will also be mentioned.
Also, CardFightKing will cover some metagame pointers in this deck study guide. He’s a well known Aqua Force/Stoicheia player and YouTuber. A pleasure to have him share in this article.
Table of Contents
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Zorga’s Play Style
Let’s talk about big picture, what is the end goal or winning image that we want our Zorga deck to accomplish?
Zorga’s Key Strengths
- Alchemagic! Being able to use two Normal Orders in one turn.
- Access to revival skills.
- Most Normal Orders and units that have revival skills give +5k to revived units.
- We have access to RGs that become big beaters.
- Can have a full power turn starting on Turn 3.
Alchemagic will play a big factor on deck building! Which makes this deck the most unique out of the current Ride Lines in other nations.
Maintaining & Gaining Advantage + Pressure
Currently, compared to the other decks in the metagame, we’re limited to 3 attacks per turn. Other decks have access to multi-attack and we have to be mindful of how our deck can deal against those decks.
So if we’re just limited to 3 attacks per turn, then what do we do to really be effective in our matchups? Glad you asked! There’s 2 factors that we should focus on as a whole:
- Maintaining and gaining advantage
- Applying pressure
We need to have enough cards in hand to defend ourselves. That’s where our revival skills can help with conserving hand and building an effective field formation.
Both our revival skills and other support cards help on creating 3 big attacks! The bigger our attacks are, the more harder it is for our opponent guard against.
To sum it up, the big picture is to be able to do our turns with as much pressure and advantage gaining. As a result, we can survive our opponent’s turns and be able to close out the game as soon as possible.
The Normal Order Dilemma
As explained with our winning image, we take advantage of the Alchemagic mechanic! However, it requires a good amount of Normal Order cards in the main deck to be consistent enough to pull off.
Why is it a dilemma though? Glad you asked! Remember that Normal Order cards aren’t units. They cannot be used as RGs nor be used for guarding. Which means outside of their own skills, they’re essentially non-existent cards in hand when it comes to guarding and sometimes having a unit on the field.
The problem gets worse when you start accumulating too many Normal Order cards in hand. There are some ways to get around it such as discard excess Normal Order cards with Riding from the Ride Deck, a PG cost, and other skills/costs.
Our deck building will involve having a healthy consistent ratio of Normal Order cards and also other cards to help out with having a solid deck. Let’s get into it!
Cards Played & Ratios
The Ride Line
To start things off, Rancor Chain is a really good G1 Ride Line VG! We’re able to dig deeper into our deck by 2 cards! Not only that, we can discard certain cards to start setting up our drop zone. If you discarded an Order card, you’ve essentially +1 in hand advantage!
The RC skill is okay but not great. If you played an Order card it gets +2k, which means it can be a 10k booster. However, there are other cards that can serve a bigger role, so the ratio of Rancor Chain is only 1 and should be in the Ride Deck.
Our next Ride Line VG is Husk Dragon! It has a simple skill of grabbing a Normal Order from the drop zone and add it to hand! So the same one you discarded with Rancor Chain, can be grabbed back. It’s another +1 in hand advantage just by riding up.
The RC skill is actually good because it becomes a 15k beater when an Order was played that turn. Here are some numbers that it can make to really hit some thresholds:
- 15k Husk Dragon + 5k = 20k (Good against G2 VGs)
- 15k Husk Dragon + 8k booster = 23k
- 15k Husk Dragon + 10k = 25k
- 15k Husk Dragon + 8k booster + 5k (Spiritual Body Condensation, Admantis) = 28k
- 15k Husk Dragon + 8k booster + 10k (Persona Ride or Grief, Despair, & Rejection) = 33k
- 15k Husk Dragon + 8k booster + 20k (Persona Ride and Grief, Despair, & Rejection) = 43k
Husk Dragon is a good beater to have. Many builds play 1-3 copies. There is another beater that is better, but we’ll cover that card in a bit.
Zorga is our main G3 Ride target. It’s what allows us to use Alchemagic in the first place! Furthermore, it has the 2nd skill to CB1 revive a unit! This skill is helpful in build our field formations. However, there are other revival skills that are more beneficial since those give +5k to the revived unit. So be mindful of using this skill versus another better revival skill.
The Order Cards
We’ll start off with the 2 most important and used Normal Orders for this deck:
- Spiritual Body Condensation (SBC)
- Grief, Despair, and Rejection (GDR)
Spiritual Body Condensation is a great card and it’s typically the one you want to activate from hand. It’s a G1 Order so we can even use it on Turn 1. Keep in mind you can only revive a unit with the same Grade or less than your current VG.
GDR is another great card because for CB1, typically our front row units gain +10k until the end of turn. It’s almost like a Persona Ride. You can also use it on a turn you’ve Persona Ride for a +20k power up in total. You can even make some really good magic numbers such as 43k to guarantee 3 card guards (outside of PGs).
Now when used together with Alchemagic, it gets even better. Using Spiritual Body Condensation from hand and GDR from drop, you can first revive a unit and have it gain +5k. Then GDR gives your front row +10k. The timing is better because you revive first to complete your front row before those units gain +10k. Furthermore, the revived unit will see +15k in total! With Persona Ride, it’ll see +25k!
Here are some nice magic numbers with the total power ups:
- 8k unit + 15k = 23k
- +25k = 33k
- 13k G3 + 15k = 28k (can force 2-3 card guards)
- 15k Husk + 15k = 30k (Great against G2 VGs)
- 10k G2 + 8k booster + 15k = 33k
- +25k = 43k (force 3 card guards)
- 15k Husk + 8k booster + 15k = 38k
- +25k = 48k
The next two Normal Order cards are Cursed Souls and Tearful Malice. Cursed Souls can be played at 2-3 copies. It’s mainly useful as another name for Alchemagic. The effect is beneficial but it’s random. I feel this card is the most useful in the early game as soon as you ride to G3 because it does help with building a drop zone and can help with building a field of units to work with moving forward. This card may be replaced in future support potentially.
Tearful Malice is interesting. So it’s benefit looks really useful. Being able to CC1 and put itself into Soul to help build Soul is awesome. But what holds this card back, is the cost.
Retiring two RGs in a deck that can revive units seems like a fairly easy cost to compensate for right? I thought so at first, but there’s a problem and awkwardness that many players and I have ran into. Outside of Cursed Souls, our revival skills are limited to only being able to revive one unit at a time. We don’t have an easy skill to revive multiple units at once that we can easily rely on.
Zorga can only revive one unit with 1CB. If Zorga was like Cocytus from V Era, where it can revive more units later on, then Tearful Malice can be easily used without hurting your field formations.
Furthermore, our field formations do need columns to make numbers most of the time. Especially Husk Dragon with an 8k booster for example. So it can be challenging to retire RGs because you actually want to use them!
This card may be played at 0-1 copies in a deck.
We also have two Blitz Order cards to use. The first is Sealed Path, however, currently it’s not worth being played. The main reason is the cost of 2CB is expensive for Zorga. We would rather have our CB used for GDR and Zorga’s revival skill.
The next Blitz Order is Ghost Chase! This card is seen played at 1-4 copies in Zorga decks. It provides a way for us to return cards from RC to hand! That can also mean cards that we have revived too! So if for example, you milled your Over Trigger or your PGs, you can revive them to RC and then use Ghost Chase to return them to hand!
Cards that are great to return to hand are:
- Over Trigger
- Zorga copies (for Persona Riding the following turn)
- Units that have On Place skills (Admantis, Ellenia, etc.)
Be mindful of matchups that remove your RGs. You may “waste” your resources on getting a certain piece to RC but then it’s removed before you can resolve Ghost Chase to retrieve it.
Ghost Chase is mainly used defensively, but you can use it in a more offensive way as well. Mainly with boosters such as Admantis, PGs, triggers, etc. You can even call the boosters from hand to help make numbers that turn and then just return them with Ghost Chase.
The Rest Of The Main Deck
As mentioned earlier, Zorga relies on making big columns to apply pressure. We have our go-to beaters.
We have both Hydrolic Ram Dragon and Husk Dragon! Hydrolic Ram Dragon is often played at 2-3 copies in most builds. It’s a stand-alone 18k beater that can already force 10k guard on its own. Other skills that give it +5k and/or +10k, will help it reach better thresholds such as 23k/28k/33k/38k/43k. What I’ve noticed is that we can only revive so many units onto the field. So having a stand-alone card that doesn’t need a booster to make better numbers is much appreciated.
Furthermore, you can revive the Over trigger or PGs and have them boost Hydrolic Ram Dragon and still make a good threshold. Then bounce those cards back with Ghost Chase.
Husk Dragon in the main deck is often played at 0-2 copies. Ideally, you want to use Hydrolic Ram Dragon. The main reason is that Husk Dragon needs an 8k booster to make better thresholds as a column. Typically, the Husk Dragon that is ridden with, can be SBed and revive with SBC or Ellenia. So it’s fairly easy to get it out and use it.
So why not play 4 Hydrolic Ram Dragons then? Great question! Due to the Alchemagic mechanic, we’re already running a good amount of Order cards which don’t have any shield value! More G3s in general means no real shield value.
A typical formation of 3 RGs is often enough to make good numbers. Hydrolic Ram Dragon can be by itself in the left RG column and Husk Dragon with an 8k booster can be in the right RG column. Cards that give power in terms of +5k and/or +10k will aid you in forcing 2-3 card guards.
Other G2s that are useful for the Zorga deck are both Hendrina and Ellenia.
The most of important of the G2s is Hendina. Hendrina’s skills both help with Zorga’s Alchemagic! The first skill helps with potentially milling both Normal Order cards and units that can be used for Alchemagic.
The second skill is the most important because it negates any SB costs when performing Alchemagic. Zorga currently doesn’t have an effective way of SCing cards to mitigate the costs of Order cards like SBC and Cursed Souls. This is a huge bottleneck that Hendrina solves and thus is played at 4 copies.
Ellenia has her utility of reviving a G2 or less unit from the Drop Zone. However, it’s not as necessary due to Zorga’s revival skill and also the Normal Order cards that revive units. Various decks have seen her played at 0-3 copies.
One benefit of Ellenia, is that she can help with the early game pressure on your G2 Turn. When placed, she can SB units that you rode with such as Husk Dragon and Rancor Chain. On your G2 Turn, you can SB Rancor Chain and call it behind Ellenia to make a 23k column. This helps make 2 attacks (1 from VG and 1 from this column) and can hit through if a trigger was damage checked from the VG attack.
Let’s start diving onto the G1 units.
The staples of the G1 slots are both the PG Planar Prevent Dragon and Admantis! The PG from this set is the best because if you have 1 or less cards in hand when it’s placed on Guardian circle, you don’t have to discard to nullify an attack. 4 copies for sure!
Admantis is a card that’s simple yet effective. Keep in mind that in this new overDress format that G1s are no longer 10k shield. The shield values right now are only 5k and 15k. So the additional +5k can help demand more cards to guard with.
- 18k will force a 1 card 15k shield or 2 cards with 5k.
- 23k will force a 1 card 15k shield or 3 cards with 5k.
- Furthermore, this is past a trigger threshold.
Admantis easily makes columns hit great numbers such as 23k/28k/33k/43k. Its skill is on place, so it’s a great target to revive with. In the Seraph Snow Prison matchup, it can be imprisoned and you can still get the use of it when it’s released from the Prison. We typically see 3-4 copies of Admantis.
Other cards to consider are Dark Pilgrimage and more copies of Rancor Chain. In builds that don’t often use Alchemagic, Dark Pilgrimage serves as a guaranteed 10k booster. You can put it behind VG to always swing 23k outside of other power buffs. It’s also a good booster for Hydrolic Ram Dragon. It’s typically not used in most builds, but in a build that relies on it can play 3-4 copies.
Rancor Chain copies can help serve that same purpose, but it requires an Order card to be played that same turn. It’s another reason why this card doesn’t really see little to any copies in the Main Deck.
We typically see 6-8 Critical triggers and 4 Heal triggers in our ratios. The Critical triggers are very essential because we’re only a 3 attack type of deck. Currently, we need these to provide Critical pressure when we drive check.
The Stoicheia Over trigger, Blessfavor, is really good overall when it comes to messing with our trigger ratios. It literally acts like every trigger when it’s drove checked. Thus you can tweak your ratios to have more Critical pressure or more Draw help. We’re forced to play 1 of the Over trigger, I recommend this one.
The Draws and Fronts we typically see 0-4 ratios. Some builds really want the additional draw power, so Draws are seen at 3-4. More aggressive builds play 3 of the Front triggers with no Draws.
Go To Plays
Turn 2 Play: (VG + 18k/23k RG Column)
If you have Admantis with another unit you can make an 18k/23k RG column:
Then perform the following attack sequence:
- VG (10k)
- RG Column (18k/23k)
Or if you have just 1 Ellenia, you can call it to RG and revive the SBed Rancor Chain:
Then perform the following attack sequence:
- VG (10k)
- RG Coumn (23k)
G3 Turn Play: (Alchemagic Play)
A great and common Alchemagic play is to use both SBC and GDR. Your setup before performing Alchemagic can already have the following:
- Hydrolic Ram Dragon #1
- A booster for both VG and other RG column
Then you can revive either a 2nd Hydrolic Ram Dragon or Husk Dragon:
Then perform the following attack sequence:
- VG boosted by Rancor Chain (33k)
- Hydrolic Ram Dragon #1 (28k/33k with 5k booster)
- Hydrolic Ram Dragon #2(33k unboosted/ 38k/41k boosted) OR Husk Dragon (38k boosted)
You can also use Husk Dragon as a 5k shield intercept the following turn. Add an additional +10k if you Persona Rode this turn.
G3 Turn Play: (Ghost Chase bounce Over Trigger)
You can revive cards like the Over Trigger with Zorga’s skill. Then during your opponent’s turn, you can guard with Ghost Chase and bounce Blessfavor to hand. Which can then be used to guard with during that turn additionally.
Other Key Tips
Resources To Keep In Mind
Resources such as CB and SB are something to always keep in mind. Cards like Hendrina help eliminate SB costs from your Alchemagic plays. If you really think about it, there isn’t much SCing for the deck. We only ride up and we also SB our starter when we ride with Rancor Chain on Turn 1. So really we only have 2 cards in the Soul to work with once we ride to G3. In order to add to the Soul, we would have to ride again (ideally Persona Ride).
What happens when I have no Soul and I don’t have Hendrina for that turn? Glad you asked! If you don’t have a field to work with or build from hand/or Zorga’s CB revival skill, then it’s really rough to do anything effective.
When it comes to CB, we don’t have any CC units with the exception of the Normal Order Tearful Malice card that can CC. However, it’s rarely used due to its high cost of retiring 2 units. So be very mindful of your CB. Typically, you want to use your CB for the Normal Order card GDR. Then use Zorga’s skill if only really needed once or twice.
When CBing, I recommend CBing the cards in damage that can be potentially used later on if they’re Healed and sent to Drop Zone. Also, Healing damage is one way to look as potential “CCing”. But that’s really what we have currently to work with.
Try To Avoid Having Too Many Orders In Hand
What I’ve found, it’s best to have at least 1 Normal Order card in hand by the end of your turn. That way, you’re guaranteed to perform Alchemagic next turn. However, when you start to have 3+ Normal Orders in hand, your guarding is greatly affected. Essentially, those cards are useless and can only serve as discard fodder for the PGs. So there’s a balance to keep in mind so that you can still perform Alchemagic and have a healthy hand for guarding.
Find A Balance In Resources And Building An Effective Field
As you perform Alchemagic, be mindful of the field that you’re building and/or powering up. The deck currently doesn’t massively revive a whole field of units at once. We’re basically tied to a CB or SB equals 1 unit.
Cards like Husk Dragon are great to revive, but also need an 8k booster to pass great thresholds. Where a stand-alone card like Hydrolic Ram Dragon can apply great pressure on its own. I find myself almost forming an “L” shape field where one side is just Hydrolic Ram Dragon and the other is a Husk Dragon with an 8k booster.
Do your best on forming fields while effectively managing your resources with what you have available.
I’ll cover some deck lists and mention some of the key points of each one.
AegisMK2’s April 2021 Deck List w/ Husk Dragon + Ellenia: (YouTube Video)
The biggest reason that this build plays multiple Husk Dragons in the Main Deck is because they have 5k shield. More G3s like Hydrolic Ram Dragon don’t have shield. So in his eyes having too many G3s with Normal Order cards, makes our hand weak. Ellenia is used to help better fields to have early game and make Husk Dragon columns more easily.
StandUpTheSoryu’s April 2021 Deck List w/ Dooger + Pilgrimage: (YouTube Video)
Notice that this build plays 4 copies of both Dooger and Pilgrimage. Furthermore, the number of Normal Order cards is only 8. The build can use Alchemagic, but it doesn’t rely on it as heavily as most builds.
Cards like Dooger can get it’s +5k with just have a field present, no need for an Order card to resolve that turn where as Husk requires it. Pilgrimage is always a 10k booster which is great for units like Hydrolic Ram Dragon and your VG. Where as Rancor Chain needs to see an Order card resolved.
Commander Jaime’s May 2021 List w/ Hydrolic Ram Dragon + Ellenia: (YouTube Video)
This build uses Ellenia to help with early game mainly. Ellenia’s skill later on can be helpful. Also, Hydrolic Ram Dragons make it easier to build proper RG column numbers. You don’t always need a booster and it can be stand-alone.
Furthermore, the Front triggers are used for added aggression since we usually attack with our Vanguard anyway. Plus, the shield value is greater than of a Draw tigger.
DifferentFight’s June 2021 Deck List w/ Husk Dragon + Ghost Chase: (YouTube Video)
DifferentFight also expressed that Husk Dragons were preferred due to having shield value. Furthermore, he plays 3 Ghost Chase and 3 Front triggers which can help with aggression and getting some combo pieces back for reusability.
CardFightKing’s June 2021 Deck List w/ Hydrolic Ram Dragon + Ghost Chase: (YouTube Video)
I think CardFightKing’s list is pretty solid overall. It has the main cards to help with aggression and utility thanks to both Hydrolic Ram Dragons and Ghost Chase. Furhtermore, it corporates Draw triggers and Front triggers together.
Here are more YouTube videos on other deck lists:
Senpai’s April 2021 Deck Profile:
NexusCorps’ June 2021 Deck Profile:
Metagame Considerations & Pointers
In this part, CardFightKing has valuable insight on having some pointers with specific matchups. These are his words, so here are some pointers to aid you in your games.
“Zorga in the Metagame is a very strong deck but much like a lot of decks in the current set, it is more matchup dependent than strength of the card pool. Zorga’s spellcaster playstyle using options and unique defensive capabilities provide interesting approaches to a variety of matchups.“
The Bastion match up is a very tough one. As we recognize, Bastion is one of the strongest decks and as well one of the most popular (if not the most popular deck in the set 1 format). The deck has a straightforward playstyle and doesn’t really have any complexity to it. In the case of Zorga, the best way to really react to the deck is to pressure early. The goal is to mulligan for Hendrina or other cards you can play out early. With Rancor chains ability to draw, it could provide some early filters. If you get Body Condensation then don’t be afraid to utilize that towards board presence.
Bastion is strongest when going first but if you can continue to apply pressure and test the players hands with powerful columns, you should find more success against the deck. Do not worry about the rear guards as they do not play any 5k shields outside of the G3 angel. This means to poke away as much as you can until they hit 6.
The Hexaorb match up is a very weird one. Only because it is a deck you rarely see in tournament play. The deck plays much like old school OTT with manipulation and control over strong drive checks. However this deck needs to Persona Ride in order to unlock its full capabilities as well as have improved CB management. This is a deck that you can damage while you continue to set up because they are doing nothing without some CB. Obviously defensively it is hard to stop only because they enhance the trigger checks and can potentially stack and over trigger. But for this matchup pressure as needed but don’t be afraid to damage deny. As well as blocking Fosado from hitting because we do not want to give them a free CB or Soul.
Bruce is one of Zorga’s hardest matchups. It is a deck that gets very aggressive turn 4 and can really pile on the damage. This turns into a damage race for you as the Zorga player. Bruce does not need CB to fully function and they have a ton of really good units they can place onto the board. What you as the Zorga player needs to do is use as little hand as possible to build up a board and make sure that you are competent when it comes to guarding. Knowing what damage and when to take it is important as the Bruce restand play, especially on a persona ride, can hurt. Make sure to prioritize removing Eden from the board as well. Eden is a card that if left alone will gain so much value the longer it sticks to the board. You want to damage race but be smart about which units you allow to exist on the board.
Baromagnes is a deck that you don’t really want to carry into late game. You want to use the same strategies as we do with Bastion vs this deck. Baromagnes is a card that wants to carry into late game and continue to swing with a Crit, while board wiping you, and creating a board for themselves. However, Baromagnes is weak at the start of the game and they have to sacrifice their hand during the ride line in order to build up the Soul. This means you should come out in full pressure mode. You want to pile on the damage and not even have to wait for certain cards to build a board. Cursed Souls (G3 order) should be a card you want to save for a late game if possible. When Baromagnes board wipes you, you also gain a massive amount of Soul to use to rebuild the board. Also, setting up Ghost Chase in this matchup is a low priority as your board is usually gone and will hurt the overall effectiveness of the play. It is a time sensitive match up and one that can get progressively worse if you are unable to put them to high damage within the first 5 turns of the game.
The Orfist matchup is not as scary as some perceive, in fact, Zorga has a decent matchup vs it. Orfist in set 1 does not have too much going for it as it doesn’t have all but 1 removal option and most of the time the just have a stabilized board of tokens, draw, then swing. It is a deck where you just need to be able to guard effectively. The Orfist deck’s natural power is capped around 40-43k and Zorga has the ability to reach higher numbers. This is just the battle of guarding effectively and pressuring. Now you can damage deny Orfist if they rush you early, so you don’t allow them to use Orfist’s ability to get the Shadow Tokens. Which can make for a very lackluster turn 3 for them. But they also need to draw into their Order card since only 1 is guaranteed.
Prison (Seraph Snow)
This is by far the hardest matchup in terms of ability usage vs you as the Zorga Player. The Prison deck specializes around taking your units then putting pressure on your resources to get them back. You want them back because the majority or all of your field is removed each turn. This hurts Zorga as we use CB to power up units though GDR and Soul for other Order cards. With the Festival Collection, Prison has the on-hit ability to now take 2 cards from your Drop Zone. While this may seem more annoying than great, Zorga uses his resources every turn and with the strain this deck can put on that, you will find yourself burnt out the longer the game goes on. It is another deck where you should not expect to be able to use Ghost Chase against as well. Now you can set up the Prison by using Admantis because it can come out and give +5k. And Orders can be placed into drop afterwards if they were imprisoned too. This match up is difficult and will test your resource management and decision making abilities.
This matchup is one where Zorga does not have too much of an issue with. The Vairina build of Dragon Empire has a fairly low hand size due to the aggressive nature of the deck. The offense in the deck is pretty good but you can CB deny them early if they want to keep Arcs in the front row. They also tend to try to defend the overdress cards more than the VG so pressurizing them can help get their hand size even lower which will open up room for you to easily put on damage. Obviously you need to be smart about what attacks you let through but sometimes pending damage, let Valiente restand force them to discard a card, this way they have 1 less card form the Drive check and more room for you to push damage.
The Eugene matchup is about as rare as the Hexaorb match up. However, Eugene is really a deck that did not receive a lot of good support during this first set. The columns are underpowered and they win mostly through exhausting your board. However in Zorga we can easily get the board back and create a new one. This really is a match up where Zorga has better pieces and you should watch out for the Triceratops play that gives Eugene an extra Crit. Otherwise, it is a straightforward matchup where you can let the deck’s natural field generation and playstyle really take over.
The Magnolia match up can go one of 2 ways. Either you completely destroy them or they do not get punished for dealing damage and just win through multiple attacks. The magnolia deck can not play the late game as they run through their resources the fastest. CB denies works wonders against them and forces them to rebuild a board from a lack of hand. It also turns their plays into a vanilla board where sometimes the attacks cannot even reach your Vanguard. The deck can get the jump on you if you are unable to guard and they are not punished by a damage trigger. However, this is a straight forward matchup and since they have no real board control, you can set up on them and utilize Ghost Chase combos and maintain a strong front row to push damage.
This is one of the longest matches you will play. The play really comes down to who can have the better sequence of Order cards and how smart you play the matchup. Look to utilize Ghost Chase to bounce your PG to hand multiple times in order to starve off the GDR and persona ride push turns. It is a long battle of attrition and a lot of time you will be mirroring the same plays; however, the winner is determined by who has better resource management and can sequence your order more effectively
This deck study covers Set 1 and Festival Collection. There will be an update or post article that is linked to Set 2.
Zorga I feel is in a good spot moving forward. From the cards we’ve seen in Set 2, it’s already improved the deck. I’m also looking forward to future Normal Orders being released for Stoicheia. Alchemagic can use any Normal Orders moving forward.
Credit To Amigos
I definitely want to give credit to a lot of amigos that have helped with brainstorming, thoughts, ideas, sharing experiences, etc.
Force of the Ocean is a big one! When the reveals happened, we were all very excited to figure out the deck! Some of us also play Granblue and Yu-Gi-Oh, so it almost feels like we’re playing “Spellbook Granblue” LOL.
Axis Vanguard as well with their thoughts and perspective. Shout out to one of our graphic artist, Zeow, for creating the thumbnail as well!