Grave (Yomi)
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A: When you block an attack, first draw a card from blocking, then you may reveal a card for his character ability (not the card you blocked with though, return that to your hand at the end of combat). Next turn, if you play the card you revealed in combat, you can search for a Queen or draw a card as soon as the winner of the combat is determined. This happens after any combat-reveal abilities from the opponent, and before any combo escapes. | A: When you block an attack, first draw a card from blocking, then you may reveal a card for his character ability (not the card you blocked with though, return that to your hand at the end of combat). Next turn, if you play the card you revealed in combat, you can search for a Queen or draw a card as soon as the winner of the combat is determined. This happens after any combat-reveal abilities from the opponent, and before any combo escapes. | ||
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Q: What happens and what doesn’t happen when I counter an ability? | Q: What happens and what doesn’t happen when I counter an ability? |
Latest revision as of 02:53, 17 February 2015

Grave Stormborne, Wind Warrior
Contents |
Use training, discipline, and the spirit of storm dragons to read your opponents!
Grave lives to improve his skills every day, wondering what limits there are to a person's potential. He's dedicated, serious, and strong-willed. He carries a sword, but he was warned at a young age to "use it only when necessary, and no more." He has no such limit on tapping power from the blue dragons of lightning and thunder, though.
Grave trains alongside his sister Jaina and under Master Midori at his dojo in Dragon Tail Vale. Grave cares little about politics, and instead focuses on individual power. Many expect him to win the Fantasy Strike tournament against the previously undefeated Rook.
Card images
Deck (text)
Life: 90
Max Combo: 4
Innate:
Knowing the Opponent: When you block an attack, you may reveal a card from your hand. If you combat-reveal that card next turn but don't win combat with it, draw a card. If you do win combat with it, search your deck or discard pile for a Queen. (Shuffle your deck if you searched it.)
Normal attacks: x damage, Speed x.6
Normal throws: 7 damage, Speed x.6, 2 CP Starter, Knocks down
2: Attack 2 dmg, speed 2.6, 1 CP normal // Dodge
3: Attack 3 dmg, speed 3.6, 1 CP normal // Dodge
4: Attack 4 dmg, speed 4.6, 1 CP normal // Dodge
5: Attack 5 dmg, speed 5.6, 1 CP normal // Block
6: Attack 6 dmg, speed 6.6, 1 CP normal // Block
7: Block // Throw (KD) 7 dmg, speed 7.6, 2 CP Starter // *Martial Mastery
Martial Mastery: [Draw Phase] Draw two cards, then discard a card, then the opponent reveals their hand.
8: Block // Throw (KD) 7 dmg, speed 8.6, 2 CP Starter
9: Block // Throw (KD) 7 dmg, speed 9.6, 2 CP Starter
10: Block // Throw (KD) 7 dmg, speed 10.6, 2 CP Starter // *Mental Toughness
Mental Toughness: [Reaction] Discard a face card (and this card) to counter an ability. (Prevent and undo the ability and the opponent discards the card if played from hand. You can't counter Aces, Jokers, or character cards.)
Jack: Lightning Cloud: Attack 8 (3) dmg, speed 2.4, 1 CP Ender // *Lightning Trap
Lightning Trap: [During Combat] When you deal block damage with this card, return it to your hand and the opponent doesn't draw a card from blocking.
Queen: Dragonheart: Attack 10 (2) dmg, speed 0.0, 3 CP Ender
King: Whirlwind: Attack 7+7 (+K) (1) dmg, speed 2.2, 2 CP Linker
Ace: True-Spark Arc: Attack 12 (3) dmg, speed 1.0, 2 CP Ender // True Power of Storms: Attack 45 (1) dmg, speed 0.4, 3 CP Ender AAA
FAQ
Q: When I use Martial Mastery, do I have to discard one of the two cards I just drew, or can I discard any card in my hand?
A: You can discard any card in your hand; it does not have to be one of the two cards you just drew.
Q: How does the timing of Grave's character ability work?
A: When you block an attack, first draw a card from blocking, then you may reveal a card for his character ability (not the card you blocked with though, return that to your hand at the end of combat). Next turn, if you play the card you revealed in combat, you can search for a Queen or draw a card as soon as the winner of the combat is determined. This happens after any combat-reveal abilities from the opponent, and before any combo escapes.
Q: What happens and what doesn’t happen when I counter an ability?
A: When you counter an ability, prevent and undo all of its costs and effects, as if it never happened. Your opponent discards the ability card if they played it from their hand. You play this after they pay any costs to activate, but then the opponent gets their costs refunded when you counter.
Strategy
Note: This strategy guide was written for 1st Edition. Some content may be outdated.
Overview
Grave is a very solid character, with few disadvantageous matchups against other characters. Blocking is one of his most powerful options, and his early game block is especially scary, both because of his innate and because if Grave builds a good hand, it can translate into a lot of damage very fast. Grave is very card efficient, with many cards dealing 6, 7, 8 and 10 damage. More importantly, any pair can become a 12 damage Ace
Grave A

Grave A

Grave 10

Grave 7

Grave 7

Grave 10

Grave K

Grave 6

Grave J

Grave A
Basic gameplan
Your fundamental plan with Grave is to use his amazing blocks early on to get a good hand, and protect those blocks with J
Grave J

Grave Q

Grave A

Grave 7

Grave 8

Grave A
That's the basic plan, but in some matchups and against some players, you'll need to deviate from it. Just keep in mind that this is your most fundamental gameplan.
Card Analysis

Grave 2

Grave 3

Grave 4
Attack / Dodge

Grave A

Grave 8

Grave 5
If you start with 3456, it's reasonable to try to land that straight. Just be careful about playing different cards just because you want to build up a straight. You will find that by the time you do, you already have a decently sized hand.

Grave A

Grave 5

Grave 6
Attack / Block
Basically, these are the blocks you are going to use. If you have them, you will probably block with them.

Grave J

Grave A

Grave 7
Throw / Block / Martial Mastery
This is one of the hardest cards to play. Martial Mastery is a very powerful ability. However, throws are scarce for Grave, and this is his fastest. Against some characters, the choice is actually easy: for Setsuki, Rook or Midori, just use it as Martial Mastery most of the time ; it's not like the speed of the throw is going to do any good. Martial Mastery is especially good against Setsuki, since she does not have many real options in hand in general.
Against other characters, it's going to be a tough decision. A common strategy is to use them early on as throws, and later as Martial Mastery. Only block with this card in the most extreme of situations.

Grave 8

Grave 9
Throw / Block
These Grave throws are kind of slow (especially the 9), but hey, you need throws. Don't block with them if you can avoid it, and be extremely wary of exchanging them for Aces. You really don't want to run out of throws (you probably will anyway :/).

Grave 10
Throw / Block / Mental Toughness

Midori 2

Jaina 7

Geiger 4
Blocking with a 10 is somewhat of a desperation move, and in most matchups, you will only want to throw with a 10 in the most extreme of circumstances.

Grave J
Lightning Cloud attack (*Lightning Trap)
One of the best things in Grave's arsenal. Lightning Cloud is an excellent early game combat card, especially against grappler opponents - you can get good results by just playing it as soon as possible in the first few turns. Since early game dodges are much rarer than blocks, and since speed 2.4 is very reasonable, you'll rarely regret it.
An early game tactic of "play Jack if you have it, block a lot otherwise" can be surprisingly effective, since blocking is a good counter to what beats your Jack: dodges and early fast attacks.

Grave K

Grave 6

Grave Q
Dragonheart attack
Dragonheart is a super efficient card that happens to be speed 0.0. If you want to attack, this is generally your best choice. It's also one of the main ways to beat other people's attacks late on, when you don't have dodges, or even in place of dodges. Try to save them for the late game, when attack wars are more common.

Grave K
Whirlwind attack
Whirlwind is one of Grave least powerful cards, but it's still not bad at all! It's 7 damage for a card, and when you have 2, you can do decent throws and less terrible dodges. It's actually pretty reasonable when you need a fast attack, and Queens
Grave Q

Grave A

Grave 7

Grave A
Keep in mind that powering up KK for A in a vacuum is wrong unless you want to complete your AAA set. K+K is 14 damage versus a single Ace's 12. Both can be comboed into just as easily. The single Ace is faster, so it will win more as a naked attack, but K+K is two cards, so if you lose combat you only lose half the damage.

Grave A
True-Spark Arc attack / True Power of Storms attack

Lum A

Argagarg A

Valerie A
Sticking to AAA or going to single aces is one of the main valuation decisions for Grave. If the opponent makes your life easy by throwing jokers around, good for you. However, against a lot of players, it's better to save the headaches after a few turns of AAA not finding its way and just start slipping in Aces in simpler ways.

Grave Joker
Gold Burst / Rewind Time
Everybody has these! It's a pretty close call between Gold Burst and Combo Escape here, since his Aces are pretty strong. You'll have to make a judgement call depending on the matchup.
How to beat Grave
It's hard to really say how to beat Grave, because it's very character dependent, but the biggest tip is probably to use Combo Escape against him. Grave has trouble translating his hand into damage. If you have a decently sized hand and Combo Escape, make his life miserable in the late game. If you know AAA
Grave A

Geiger J

DeGrey A

Argagarg A
Outside of that, a block/fast throw mixup is hard for Grave to deal with early on. Later on, replace blocks with dodges. Attacks that only lose against Q are OK too. But really, all of this depends a lot on matchups.
Matchups
Grave vs Grave
This matchup revolves around J
Grave J

Grave 7
Please don't make this mistake: Jokers should be Combo Escapes, and nothing else. Grave hates Combo Escapes. That alone makes a huge difference.

Grave J
Keep in mind that if your attack meets a block, it's going to be really painful.
The whole reason why this happens is that Grave has no real way to punish throws; he can't use jokers as a gold burst either. So both players should throw a lot. The only good anti-throw Grave has is straights.

Grave Q

Grave A
Grave vs Jaina
Your blocks own, but so do her attacks. The early game is slightly in Grave's favor, since if she attacks into a block, it's painful. She can't do much about blocks more than blocking back ; she can throw, but not for a really big win. So basically, Grave should block a lot. The other part of the story is that block vs block is slightly favorable for Jaina. Jaina has a better late game because of her Smoldering Embers (10)
Jaina 10
So while Grave has the early game advantage in theory, Grave is under pressure to do damage before the late game. This pressure makes his early game not a breeze.
In summary, block quite a bit, your J
Grave J

Grave Q

Grave A

Jaina Q

Jaina 7

Jaina A
Basically, the matchup is a race. Grave should try to "get in" before it's too late.
This matchup is about even.
Grave vs Midori
This is an uphill battle for Grave, but once he gains momentum, it's his game to take.

Grave J
Playing Block vs Block is to Grave's benefit, but since Midori doesn't need to attack, it's not a great move.

Midori A

Midori 2

Grave 10

Grave Q

Grave A

Grave J

Grave K
This matchup is about even.
Grave vs Setsuki
Attack and block a lot. Counter Bag of Tricks
Setsuki 7

Grave 7

Grave 8

Grave 9

Grave Q

Grave A

Grave K

Grave 10

Setsuki 7

Grave Char

Grave Q
You should favor Combo Escapes over Gold Bursts. She goes down fast, and you don't need the 2 aces from a successful Gold Burst. That will increase the number of combats she needs to win, and since Setsuki will practically always follow up after her combat card, the success of your Combo Escape is practically guaranteed.
This matchup is in Grave's favor.
Grave vs Rook
J
Grave J

Grave 7

Grave 10

Rook 5

Rook 3

Grave A

Rook 5

Grave 10

Rook J

Rook A

Rook J
This matchup is slightly in Rook's favor.
Grave vs DeGrey
Throw him. DeGrey's only real counter to throws are Pilebunkers
DeGrey Q

Grave J

DeGrey Char

Grave K

DeGrey A

DeGrey K
Basically, this matchup is defined a lot on the early turns. If he drops his hand fast, you are half dead, as Grave has big issues emptying his hand. But Grave should win most combats as he has faster throws and attacks in general.
This matchup is even.
Grave vs Valerie
In the early game, throw a lot, block some to scare her, then throw some more.

Valerie A

Grave 10

Grave 7

Grave Q
Going block vs block against Valerie isn't especially good, since it lets her build her hand, which is often a hard thing for her to do.

Grave Q

Grave A

Grave J

Valerie A
Jokers are Combo Escapes against Valerie. Do it after throws, normals or dodges, since your jokers are worth one extra combat. Don't be afraid to bluff her, either. You are going to build a big hand pretty easily, and Valerie has 80 life. If you bluff her, however, bluff her at dodges. She won't stop for bluffs with normals or throws.
This matchup is in Grave's favor.
Grave vs Geiger
My first tip is "Ignore his Fast Time Spiral (J)
Geiger J

Grave J
Try to avoid attacking with any non-J, non-straights early on. Gold burst is an acceptable move here, but keep in mind that Geiger blocks quite a bit.

Grave J

Grave K

Geiger J

Geiger 4

Grave 9

Grave 8

Grave 10

Grave 7
You will use all your throws because you should throw as much as you can, but use them wisely, as they are scarce. Block a bit just to keep him afraid, but don't expect much attacks until mid to late game. Also, be ready to save dodges, as your game is going to be obviously dodge / attack heavy late, with some throws.
This matchup is slightly in Grave's favor.
Grave vs Lum
Lum is a lottery, sometimes his attacks are awesome, sometimes they are irrelevant.

Lum K

Grave 2

Lum Q

Lum K

Grave 10

Lum 10
This matchup is in Grave's favor.
Grave vs Argagarg
This matchup revolves around J
Grave J
Now that we defined the matchup, some tips.
If you really want to attack, do it, but be very cautious. Of course, unless your hand is big, throws are KD. KD a lot. And then use Block / Normal attack.
Using Joker as a gold burst is reasonable since you won't escape big combos anytime soon against Argagarg.

Argagarg A

Grave A

Grave Char
This matchup is slightly in Argagarg's favor.
Credit to WaterD for this strategy guide.
See also: Grave (PS), Grave (FD)