Hello and hello everybody, and Welcome to So Imba!
Where we learn to be a better card fighter.
To kick start our new blog, the first idea I'd like to share is for our more advanced players, the concept of Hidden Triggers.
So, as we all know, there are 4 types of Triggers:
DRAW!
HEAL!
CRITICAL!
and STAND!
Of these four triggers, each has their pros and cons, where Critical triggers are considered just barely the best, because they can throw the enemy off their calculations.
Depending on your deck, which triggers you pick to use varies.
OTTs will use more Draw, Kagerou might take up 12 critical trigger, and Nova Grapplers will want to go with at least 8 Stand.
But one thing with most decks dont change:
They have 16 triggers, and 4 different triggers.
For example, in 12 Crit Kagerou, your build would be:
4 Heal Trigger(Dragon Monk Genjho)
4 Critical Trigger(That Snake guy)
4 Critical Trigger(Embodiment of the Spear, Tahr)
4 Critical Trigger(Blue Ray Dracokid)
and what about Nova Grappler?
4 Heal Trigger(Round Girl Clara)
4 Stand Trigger(Lucky Girl/Cannon Ball)
4 Stand Trigger(Battleriser)
4 Critical Trigger(Red Lightning)
Hmm...
Noticing a trend?
Here it is: Everybody uses 4 different types of cards for triggers, and 4 of each, what we like to call 4/4/4/4.
This method of deck building is actually so common place, that most players will see the first few triggers they see, and instantly try to map out what triggers you are playing.
For example:
You attack, hit a critical trigger(Lets say, Tahr.)
They take 2 damage. On the returning turn, they attack once, which you take, opening a Blue Ray Dracokid. Then, they attack again, and THEY get a critical trigger.
The two damage you take starts with Dragon Dancer Monica, allowing you to draw, then a Dragon Monk Genjho, which gives you a heal.
So far, the opponent has seen four different triggers: Two different critical triggers, one heal, and 1 draw.
THUS, they will assume, and play accordingly to, the following triggers they assume are in your deck:
8 Critical, 4 Heal, 4 Draw.
This is where "Invisible Triggers" comes into play.
The opponent at this point is playing according to what he expects your triggers to be, and hence will start defending higher than needed at around 4 life, because of the criticals, and be more willing to stay at around 5 damage, to mitigate the usefullness of your heal triggers.
What I'm trying to say is that
If you hit a STAND trigger, lets say,
The Opponent will be COMPLETELY caught off Guard, because they did not think ahead to the possibility of more than 3 attacks in one turn.
Invisible Triggers is a concept that trys to outsmart the opponent, by packing an unorthodox number of triggers, in an attempt to throw the opponent off guard.
For example, instead of running
4/4/4/4,
Try playing in...
4/3/3/2/4
or
4/4/3/1/4
In this way, you manage to sneak in a stand trigger, with the opponent completely caught off guard when they see it.
Of course, for different decks, you may want to try different arrangements of triggers, to match your decks play style.
However, try to keep the trigger you are trying to hide at 1 or 2, because at 3 or more, the opponent will be able to pick up on it much much faster, defeating the purpose of the hidden triggers.
Do keep in mind that the rate of success may not be that high, it is a very sneaky and unpredictable way to push for more damage.
Thats all for today.
/Rauzes
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