Bass.EXE: Ultimate Destruction

by SoulXCross | Last updated May 30, 2020

Bass is the Ultimate Net Navi. Armed with the "Get Ability" program, he strengthens himself by absorbing and downloading information from available resources around him, aiding in his strength to beat down almost anyone. 3/1/2 stats are incredible offensively, but expect to get hit hard in return. Despite his weak defense, you can utilize his innate yellow cards, among other yellow support cards, to provide some impressive counter play to many different strategies. Bass' destructive power lends itself well to a pure Yellow build, as he can easily abuse his 2 yellow resources: "At Fault" and "Interconnected". For the most part, all you want is at least 3 yellow resources in play. Once you do that, every card in this deck is online. Power is easy to come by thanks to "ElecTeam" and "Always a Competition". Furthermore, the yellow event "Technichal Difficulties" outright destroys any pesky resources your opponent may have on the field. Or, late game, if you go for a big "Interconnected" play, then you can easily replenish all of the power you blasted away. "Reckless" and "Smack Down" are essentially the same card, but by playing a 4/4 or 3/3 split you will get to them more often. This allows you to have more resources of different names in play at all times, while still having the consistency of destroying resources. This will allow you to use the "BoysBomb" and "BoysBomb3" battle chips to their full potential. The final 3 cards are really a grab bag of options that you can apply. Want to power up, while still having a decent destiny in your card? Play "Fish Intervention". Want to get back power so you can blast more reliably? Play "Energy Bomb". "Lightning1" is another fantastic battle chip to consider as well, since it can basically nukes all of your opp's power with a single blast. Some things to keep in mind when playing this deck:3. Thanks to "Always a Competition" and the abundant amount of "free to play" resources (basically resources that don't require energy to be put into play), you can easily start the game with 5 power, on the very first turn. 2. After destroying resources, using "Lightning1" will basically shut the opponent out of the game for at least one to two turns. Can't play cards without any power. 3. "WoodMan: Outdoorsey" can very well be swapped out for 4 copies of "Gender Differences". Both cards are insanely powerful, and I highly recommend playing if not a set of one, then a combination of the 2. Being able to grab back a "BoysBomb3" or an "Interconnected" for a late game push is incredibly powerful.

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