Table of Contents
Last Set Update: Booster Pack 02: A Brush with the Legends
The successor of those who used to see beyond, Hexaorb Sorceress is the Grade 3 unit of the secondary ride line for Keter Sanctuary. It takes inspiration from the Oracle Think Tank clan. In particular, the Magus archetype from which it is descended. Hexaorb’s rideline plays similarly to said clan and features deck manipulation skills and trigger-based effects. Together they allow you to shape your turn.
Hexaorb’s specialty is to increase the effectiveness of your triggers by both empowering their effects with Hexaorb while also activating skills to empower their formations. It also features some elements of deck manipulation which calls back to Oracle Think Tank and in particular the Magus series, which this deck succeeds both in terms of gameplay and aesthetics.
Hexaorb can play rather differently depending on the build and can be played as either aggro or combo deck depending on what is the focus when building. Either way, the deck is somewhat piece reliant as it does require Persona Ride to consistently win games, as it is by far your strongest turn with the deck and will be something you will have to try and play into.
Unlike Bastion, Hexaorb is not forced into a solely G3 oriented strategy and thus gives the deck a lot more flexibility in terms of play and deck building.
The ride line for the sorceress has relatively simple skills with Tier Square giving you a draw for a Counter-Blast 1 when you ride on top of it and Pentagleam allowing you to rearrange and manipulate the top of your deck. Both skills help the deck to run smoothly with the extra draw helping you stabilize and the rearrange from Pentagleam being essential to play your Turn 3.
As a Rear-Guard, it has a useful skill to be able to send an opponent’s rearguard from the front row to the bottom of the deck for one Counter-Blast when you drive check a trigger.
Pentagleam has a useful skill that allows you to place the top card of your deck to the top or the bottom and even gives itself a little power if the unit is sent to the bottom, generally used as a way to set up for Hexaorb when a need for it comes up, can be combined with drawing skills to secure pieces in hand as well. As a rearguard, it is costless and can even gain 2000 if you place the card on the bottom instead of the top. Being free is its biggest strength as it gives you the freedom to spend resources on other units
Hexaorb features 2 effects, the first activates whenever you check into a trigger during your drive check. It allows you to give any Rear-Guard you want +10000 power. This power does not need to be given to the same unit the trigger power is given to, allowing you to either form large columns that gain 2x the normal power or 2 balanced rearguards in the front row, it is also possible to give this extra power to its booster, making guarding a 2 to pass against this unit, actually one to pass. All this makes Hexaorb a unit that is difficult to defend against when you do not have sentinels and that is why the unit is actually really powerful.
To Top it off, a persona-ridden Hexaorb has the skill to give itself an extra drive and even set up a critical or front from your hand to the top of your deck to set up winning columns.
The Blaster Ride-Line
Sometimes some players opt to use Blaster Javelin and Blaster Dark as their G1 and G2, as they do add another layer to the deck, giving it access to a Turn 2 retire and potential drive check or a free rearguard at worse. While not common for pure Hexaorb builds, it is a pretty common choice for Grade 3 focussed Hexaorb decks.
Main Deck Options
To get the most out of Hexaorb skills, having units that can control the top cards of your deck is key, especially early and during non-persona ride turns. This will ensure that Hexaorb can put out consistent pressure and even a “false” check can bait the opponent into playing differently
The two cards that are sure to be staples are definitely Diaglass and Olwein from D BT02.
Diaglass Sorceress ( CORE )
A new card from D BT02 is looking to be a mainstay for the deck for a long time. It can check the top 2 cards of your deck and call up to 2 units amongst them to rearguard for a Counter-Blast 1 and discard 1, while also leaving cards you don’t call on the top. It is useful for filtering through your deck to get to your triggers and also to build up a field in the early stages of the game. It can even work if Pentagleam is your Vanguard making it even useful on Turn 2.
Its counterblast cost is something you have to watch out as you do want to prioritise them for Hexaorb’s Persona Ride Skill if possible and even Olwein as that extra/drive or power is what pushes for game.
Exquisite Knight , Olwein ( CORE )
In my opinion, the most impactful card from Set 02 for Hexaorb, is Exquisite Knight, Olwein, and can manipulate the top 2 cards of your deck and place any number of them to the top or bottom for just a soul
You can leave 2 triggers on top, put both to the bottom, or whatever that may fit the situation. It’s the most cost-effective way to manipulate your deck and will be the main card you want to be seen throughout the game as having this card and a Diaglass later into the game can make up for not drawing into a persona ride.
On top of that, it has an effect to give itself 10000 for a Counter-Blast 1 whenever you reveal a drive trigger, making sure you can form strong numbers even when your field is smaller or just to spread out power evenly when we do take Hexaorbs’ own skill into account. This skill is not once per turn, so it easily forms columns above 50000 if you do commit to it, making it a finisher in its own right.
It is not without its fault, however. As this skill requires a Hexaorb vanguard, it is a card you will have to hang on to until Turn 3 to get full value from, unlike Diaglass or Pentagleam. S when redrawing does try and shape your hand accordingly to your game plan.
Together these cards make up the basis of the Hexaorb deck from Set 02 onwards as when paired with other cards like Pentagleam gives you plenty of ways to manipulate your deck.
Other cards to note
While it can be rather costly with its sb1 and to rest itself, using this to guarantee triggers can help you gain momentum in your aggressive plays. Right now the rest cost is not ideal but it remains an option
This units have skills that activate when you reveal a drive trigger, their effects can range from enabling multi attacks to just mantaining resources but reward the deck for playing into its regular win conditions
Divine Sister , Lepisto ( CORE )
A G3 unit with the ability to restand itself when you check a trigger and itself 5k, counterblast 2, it is the only Keter Sanctuary that can genetically have access to 4 attacks in a turn. Its skill is particularly useful to break through opponents which have been holding on to perfect guards into the later stages of the game, or even as a key unit during over trigger turns. It is seen as a key piece to the deck’s playstyle and is a very common choice with amounts varying from 2 to 4
A countercharger for Keter although it has a hefty sb2 cost. It triggers when you drive check a trigger. Has very useful battle phase applications. With Lepisto and allows you to use your counterblast a little more luxuriously.
A decent grade 3 unit that can retire itself when a trigger is checked for either a counter charge or soul charge. It helps to maintain resources and is a flexible card and can help you prepare for future turns or even to help pay for the cost for skills like Lepisto.
While not a “triggered” unit exactly, it has a similar function in the deck as a card that directly benefits from the deck manipulation strategy. When drive checked, it can call itself onto an empty Rearguard circle and gain boost to support your formation. During the next turn or when in your hand however it effectively has no effects.
Cards here are played mostly to maintain advantage or get to your combo plays especially when paired with deck manipulation cards. High Grade 3 variants often run them to create consistent fields, while Painkiller Angel is more often player in more traditional Hexaorb builds.
More ways to draw cards by trading itself and a soulblast. Used early as a way to try and draw into combo pieces or persona rides. Generally a strong filter card. Another similar card , Advancement Magic, Melcoco is sometimes played in place or in addition to it, its skill triggers during the main phase however which can be positive or negative depending on your set up.
While not commonly played in Hexa, it can serve the same role as it does Bastion in builds running a higher than normal amount of Grade 3s. A strong attacker, the soul blast cost however can add up over time and is generally why Cometh is played over it most of the time.
Form Up, O Chosen Knights ( “Form Up”)
Much like Alden, using this card requires the build to have a high Grade 3 Ratio to meet its full potential. It is a powerful order card that can draw 1, give a unit 5000 power, and even gives the vanguard an extra drive check. The last skill, in particular, works well with Hexaorb’s trigger-based skills allowing for powerful turns even without persona rides.
Cometh is the generic order from the start deck that allows you to draw 2 cards and give any unit +5000 power until the end of the next turn, this helps you to set up your top decks for Hexa or just to maintain some card advantage throughout the game. Flexible and increases the consistency of the deck.
Keter Staples and Trigger Line Up
Nice to have cards that can be played in all Keter builds and well trigger line up.
At the moment Fosado is a key card in Keter in general and is arguably more important in Hexaorb than it is in Bastion. Having a resist unit that has powerful on-hit skills that can recover both soul and counterblast, which you can use to pay for other skills. In Hexaorb you can form magic numbers with its trigger skill to make this even more likely. It gives you a lot more freedom in how you use your skills.
A Grade 3 that helps to power up other G3 rearguards to push harder, but also to maintain soul. Usually used to power up a Lepisto but is a flexible cad that is run often is high G3 Keter builds
While it might seem strange to consider it as an actual strategy, playing towards your over trigger is actually a valid strategy. Given the number of cards a typical Hexaorb deck runs that can manipulate the top of the deck, the chances of you seeing and checking into the over trigger are much higher as compared to a regular deck. As such playing into your over trigger turns during a tough spot is very viable. For Hexaorb in particular Light Dragon Deity of Honors , Amatinoa is definitely the stronger choice due to how drive checks work well with Hexaorb’s skill. And yes, like Bastion the rearguard drive checks will activate the Vanguard’s skills.
With Amartinoa , fill your front rows with Grade 3s to get the most out of an overtrigger. Lepisto in particular having strong synergy so do seize the opportunity if it shows up.
Besides the Overtrigger, Hexaorb can benefit from both criticals and fronts, but criticals are generally the more consistent choice for most of the game as it ensures that the deck can push the opponent even when he is at lower damage. Thus I recommend still playing 8 criticals at the very least to have that pressure at all times. Afterward, it is a matter of what your priorities are Draws to gather more pieces or fronts to have more targets for Hexaorb and pushing power late game which can make a difference as one front effectively gives you 4x 10000 power with Hexaorb’s skill.
The new front trigger introduced in D BT02 , it has a useful skill to gain 5000 shield when your opponent is a Grade 3 Vanguard or greater making it a strong 20k shield which can be game winning against decks like Bruce and Bastion.
In my opinion with the skills in mind, there are 2 main ways you can go about playing Hexaorb, the first is to play it aggressively and use the “Double” Trigger Power to overwhelm the opponent with strong numbers and critical pressure while the other makes use of the rather generic g3 package to add onto the Sorceress to take advantage of the engines there.
Hexaorb ( Base )
This style of the building makes use of the strong deck manipulation options and plays rather aggressively, making full use of Hexaorb’s effect to push damage. It aims to win by overwhelming the opponent with trigger effects and is surprisingly consistent thanks to the new tools the deck has got in Set 02. It is easy to understand yet hard to master and you will have to get used to how to make use of your deck manipulation skills alongside draw skills and even to play mind games with your opponent to some degree.
Hexaorb G3 Focus / Form Up
A lesser common version of Hexaorb that uses High Grade 3 amounts is not unlike Bastion. It uses the strong Grade 3 Package present in Keter such as Fosado and Rafluke to have a stable power and advantage throughout the game, sometimes even Alden.
In Set 02 the deck also received multiple cards for Grade 3 strategies that have indeed made this strategy more appealing. Namely, Form Up, O Chosen Knights ( Form Up). The order does a lot of things but the main thing to note is the ability to give the vanguard extra drive checks when you control 4 G3 Units. Allowing you to both digs deeper in your deck and check into more triggers. The Blaster Ride line ( G1-G2) is also a common addition for these strategies as the extra drive early game can help you cycle more cards or at worse is a free call.
These builds focus more on having more explosive Turn 3s as opposed to Hexaorb’s signature deck manipulation, making it a better pick if there are control decks in the metagame ever get dominant.
2 videos covering both builds presented here are attached under additional information , so do check it out to find out more in detail about them
Of course these arent the only possibilities as more variants are being tested.
Generally, Persona Ride and Diaglass are your priorities. The rest can differ depending on the build or style of play you are going for. For example a build playing for Form Up , may choose to keep more G3s etc.
The early game isn’t particularly exciting for Hexaorb so honestly, it falls to how you want to play, with a rush build, getting damage in is especially important to make sure your games will end as quickly as possible whereas other builds may prefer to take it slow and wait for advantage engines to play safely.
The most relevant skill here is Tier Square Sorceress as it will always draw you a card if you have a counterblast, so do not guard the first attack against your vanguard to reap the benefits of this draw.
Calling a booster behind the vanguard early on is good to guarantee some damage in with cards like Facciata and Painkiller being optimal boosters, as they have skills that can be resolved if you feel like you need it.
Another card that can be highlighted here is Diaglass Sorceress as if you’re playing Pentagleam as your ride line G2, it can act as early as Turn 2, which can be a strong play to get units to aggro/counter rush an opponent especially going second.
This is where the deck goes live, as Hexaorbs will activate, this is when you want to start to put pressure on the opponent. During this turn, you will aim to get some damage if you are following up a successful aggressive game as this is where the deck is most consistent due to Pentagleam’s skill.
Other factors to consider are also whether you have a Persona Ride ready for the next turn as that will determine how conservative you can afford to play.
In general, having a persona ride guaranteed will allow you to play more aggressively than if you would not, as keeping just a persona ride and a crit/front will ensure that you will be able to push decently during the next turn.
If you do not have a guaranteed persona ride, playing more passively and using one “deck manipulation” card may be more ideal as this will ensure you have at least a game plan during the next turn. Here it is also good practice to combine your deck manipulation alongside draw skills to further get into your deck and possible pieces you may need next turn.
For G3 based variants, however, the game plan is usually different as they tend to be focused on meeting the requirements of cards like Alden or Form Up Chosen Knights to create consistent and stable formations.
T4 – Persona Ride Turns
Ideally yes, this is probably what you will be going for this turn and the next, Hexaorb’s persona ride is especially potent with its extra drive and ability to “guarantee” a trigger that can easily form hard to defend numbers especially fast, the idea is to apply constant pressure throughout the turn so one thing to note is not to overcommit all your scrying skills during this turn if you suspect the game might not end there and then.
This is where the deck is deadliest as just a double trigger will give you 4 chances to give 10000 power easily overwhelming an opponent which does not have sentinels
T4 – Non Persona Ride Turns
While we do want to have a Persona Ride every turn from this turn onwards, learning how to play without it is also important so as long as we do not have a persona ride searchers, generally the game plan now is to use rearguards to manipulate the cards of the top of your decks to compensate for the lack of persona ride skills, you should be able to adjust to this scenario Rather focus of forming basic columns to push as much hand as possible, 23k – 30k lines are ideal as they will hit effectively if you check a single trigger.
Olwein and Diaglass again are particularly strong units here as they will help you manipulate the top of your deck significantly. With Diaglass usually being the first one to activate as it can potentially refill a board if needed.
While it might seem strange to consider it as an actual strategy, playing towards your over trigger is actually a valid strategy. Given the number of cards a typical Hexaorb deck runs that can manipulate the top of the deck, the chances of you seeing and checking into the over trigger are much higher as compared to a regular deck. As such playing into your over trigger turns during a tough spot is very viable especially given the skills of Olwein.
How should I distribute the power?
Some factor to take note of is the number of criticals you are checking this turn , but also the number of sentinels the opponent has. Below is a general guideline of what should go through your mind when choosing to put all the power to a unit of splitting them. Of course, there are other factors and I would like to bring up Olwien’s second skill here as well as it can help you form good numbers on both columns even when focussing power onto a single column.
Keeping track on your opponent’s drive checks especially sentinels is very important in playing the deck optimally so do be sure to do that.
As a rule of thumb , Ideally we want both rearguard to hit beyond 40000 at the very least , as that will most often always burn through the most shield consistently.
Example in Practice – Given the same condition ?
Persona Ride – 2 Criticals Guaranteed , 1 Counterblast Open for Olwein.
Balanced – Splitting the Power ( 20000 to each side )
Focused- Giving all trigger effects to Fosado
Deck Manipulation Skills
There are multiple ways of using these skills besides just digging for a trigger. By setting up the top of your deck and using draw skills, it is possible to draw into cards that you may want before your vanguard attacks. This is useful for securing over triggers or perfect guards.
Another way that will come up is to also pull some bluff’s and make your opponent believe you have set up a double trigger which will cause them to guard excessively when you are actually trying to secure certain cards into your hand. This will also change the way they defend and might even bait out a perfect guard prematurely. It’s a skill that will come with experience but I feel its certainly one that should be considered in some scenarios, So it’s good to practice and learn when these scenario are viable or when getting to your triggers is more important
Pentagleam Sorceress Vanguard Skill
This will activate the moment you ride Hexaorb and will allow you to rearrange the top of your deck this will help you see the top card of your deck and rearrange them accordingly to how you need them. Ideally, you should be aiming to place the triggers you want to check at the top of the deck to quickly push your opponent to high damage with Hexaorb skills.
In these situations, cards that can scry or draw are very valuable as it allows you to remove the non-triggers out of the stack of 3, by removing cards from them.
Here are some applications that you can use alongside your skills
Example 1 ( Using Draw/Call Skills )
- if you reveal a mix of triggers and non-triggers, you can leave the non-triggers on top and draw/call them with cards like Painkiller or Diaglass, ( tho at worse you could always leave them at the top to check into them)
Example 2 ( Setting up Defensive Plays )
- Leaving a trigger as the 3rd card in the stack guarantees you a damage trigger to soften your opponent’s next turn. This is best used when you have at least another trigger in the stack as it still allows you to pressure as checking no triggers makes your deck plain. A little niche but it is useful when going first
- High Comeback Potential
- Plays of any tempo in the game well
- Flexible and can adapt to different situations
Hexaorb is a very powerful deck that relies on momentum and pressure to win and with the Set 02 support, has sufficient tools to make this into a viable playstyle. Its ability to manipulate the top of the deck gives it the ability to look for triggers to give the potential to get that timely Heal, Crit, or even Overtrigger that can easily steal games.
- Weak against removal as it is a rearguard based strategy
- Piece Reliant
- Can be slow
Despite the consistency tools, the deck can still be reliant on drawing persona rides or be lucky enough to draw into a constant supply of deck manipulation cards to constantly pressure the opponent especially going second.
Being a rearguard reliant deck, it also suffers against decks with control elements in matchups such as Prison or even cards like Lenard. Thus, when committing a board be sure to be conservative if you are unable to end the game there and then
Hexaorb is a very simple boss unit that works as a basic action in the game that being drive checks. And it is that simplicity that keeps it a very flexible unit that can be used as the basis for a multitude of strategies with the two here is the primary ones played at the moment. That said the deck has enough nuances that need to be uncovered and is a time commitment for sure to master them. If you’re looking for an explosive and rogue pick for the upcoming, I think there are a few picks better than Hexaorb.
With that I hope you enjoyed reading this deck study and do check out the deck profiles below for a more in depth look at the builds
Set 02 Deck Profiles and Analysis
Set 01 Deck Profiles and Analysis