Pale Moon has a good matchup against decks that cannot use a lot of Counterblast at the same time. Pale Moon’s main obstacle is reaching enough power with all of their cards and stunting the attacks it’s capable of can be devastating. Pale Moon has a bad matchup against decks that easily gain power on the opponent’s turn, whether it be through Triggers or another way. The Hand Size issue can be partially fixed with Draw Triggers, but it comes down to playing and guarding smartly, as with maximum Heal Triggers you can afford to guard things a bit less and with the repeatable use of an Accel Circle you don’t really need more than one. Attack with your Vanguard when you need to or when the opponent gets their first damage trigger. Critical effects aren’t as necessary if you can hit with every single card, so Front Triggers and become very important, and you can rely on that to avoid Damage Triggers. If you need all four Triggers at different times, is there a way for it to work? What’s more, there isn’t any additional Critical effects in the clan but they still suffer from Damage Triggers and the lack of a real plussing engine outside of Golden Beast Tamer, and that still decreases the cards in hand. Pale Moon’s changes thankfully do not require much in the way of Soulblast or Counterblast, but running out of Counterblast is painful. I’ve listed what would happen in an ideal game, but not every game will go like that. This spectacle will continue until the opponent is overwhelmed and succumbs to the performance. Using Comicality Chimera, Jumping Jill, Midnight Bunny, Nightmare Doll, Alice, and Purple Trapezist, it becomes a breeze to switch out one Unit for another in a cycle, allowing this Accel Clan to attack with multiple Units on a single Accel Circle, which is a real showcase of power. Once you ride into Golden Beast Tamer, the attacks can commence. Starting Presenter lets you get more cards into soul, and Amaranth Beast Tamer lets the circus show commence. Pale Moon is a dangerous offensive clan with plenty of ways to make sure an opponent can’t protect against everything they can do.Īt the start, you want to Soulcharge enough cards to get the party started.
This allows tech cards and niche abilities to show up in the moments they’re needed the most, and with the power of the combos they can enable they can attack a lot with just a little setup. The ability to soulcharge gives them a lot of options since they are able to call Units from soul and rotate performers and Units as they cycle and continually grow more powerful. Pale Moon is mostly unchanged from their original incarnation. With that out of the way, let’s answer question 1. Once we answer these questions, there will be questions about those questions, but we’ll cover those afterwards.
This time, we’re going to cover the clan of Pale Moon, and the theme for this article is going to be “Combo Starters and Enders”, so even for those that don’t play Pale Moon they can still get something out of this article.Īs a reminder, here are the general questions we ask ourselves for each set.ġ) Competitively, why should I play this clan over other clans?Ģ) What is the ideal set up from opening hand to final turn?ģ) How does our play look like versus an opponent? thenightsshadow here, and as we do each time on the Breakdown, we look at several questions about a series, deck, archetype, or card, then get on down to breaking down what makes it tick and how one should approach playing it.
PALE MOON STANDARD DECK TOP SERIES
This article series is intended to cover a wide range of topics about particular sets, and will help players of all kinds when it comes to knowing their set or the set of an opponent. This article is rated Experience Levels 3-6.