Such a unit may support you by being able to function outside of their offensive peak or give you plusses that help you weather out attacks. Late Game Utility – After your first grade 3 ride, you would want a unit that can reliably function as the heart card or as a backup plan in case you aren’t able to stride that turn. The best outcome for this grade 3 is to force a perfect guard out of your opponent or to bring them to four damage, which allows you to push for a win next turn if all goes well. This lead grade 3 primarily serves to force cards out of your opponent’s cards through a high-powered attack or help you survive your opponent’s stride turn by providing you with defensive options if you went second. First Ride Potential – Because the offensive potential of Dimension Police starts during the turn they are able to ride to a grade 3, it is important to have a unit that your opponent will be forced to respect, especially when you are going first. These criteria are what, in my opinion, make certain grade 3 units worthy of being put in the deck because of how they will benefit me in the mid to late game. To decide which grade 3 units are worth running, I came up with some criteria that I refer to when deciding which grade 3 units would be worth running in my deck. The first priority of course, is your main vanguard who can benefit you both on your first ride and for the rest of the game. Typically, you would want units that can support your vanguard and make it more threatening, with having threatening rearguards as your second priority. The next thing to consider is what your game plan should be. Thus, for the purpose of this article, we would assume that a 16 is the optimal number for grade 3 units including heal guardians, leaving us with 12 possible grade 3 units to choose from in your line-up. With the introduction of heal guardians, this brings up the number to around 16-17, and it’s now possible to go lower because your heal guardians will still be treated as grade 3 units anyway, and reducing say at least two grade 3 units in your line up will not hurt you too much, as you still have 15-16 grade 3 units to work within your deck. With that in mind, it would be better to run around 12-13 grade 3s, as it gives you a decent chance of not bricking and at the same time, you have more potential active units to work with after you have used your units to guard your opponent’s attacks. Thus, we can say that such grade 3s are more or less “passive” units, because they do not directly aid you in your offensive plays that serve to end the game. First, you have to factor in the fact that some of the time, your grade 3s will go into your damage zone or be used as guardians from hand via Geomaglass’s effect. What should I keep in mind: guard breaks, situational cards, and moreīefore we start to decide which grade 3 units are going in your line-up, we must first ask ourselves: How many grade 3s are optimal for Dimension Police? As mentioned before, you’re looking at at least 10 grade 3 units, but that itself is quite problematic. With so many good units to choose from a plethora of options, it can be quite difficult to decide which units deserve a spot in the line-up.
Usually, a Dimension Police deck runs at least 10 grade 3s, but with the introduction of heal guardians and more cards that reward the player for revealing grade 3s during drive check, it becomes imperative to run more than that 17 becomes the good new standard for running grade 3s in a Dimension Police deck without too much risk of bricking during the early game. Unfortunately, because there is only so much that you can put in your grade 3 line-up, a player must be careful in choosing which grade 3s to choose and have a solid win condition in mind to know which units among the many competing ones to put in their line-up. Introduction: Why is it difficult to choose which grade 3s to run?ĭimension Police, being a clan that heavily relies on grade 3s for its offense and defense, has a plethora of options for choosing which grade 3s to use.