Thread:Ghunter32/@comment-11501216-20140927081808/@comment-4844839-20141009121103

You're welcome, glad if that helped. Let's answer the next questions, shall we?

Buddy Help is optional. If you find extra draw unnecessary at the moment (meaning without that extra draw, you can get Sieger out of your deck anyway) then feel free to take it out of your deck.

Forbolka should be run at least 3; same goes with Rise & Fall. I just find it safe to run 4 because:


 * it can be used as a meat shield before dropping Sieger


 * gauge is always important, and moreover it doesn't make you pay life like Rise & Fall


 * if you overgauged, you can always use it as a fodder for Sieger's soul anyway

Running 4 Glacies is not bad. I ran 3 because:


 * to use it as a null, you need a size 3 on your field. Meaning you must have Sieger deployed.


 * I don't always have Sieger on my field and my hands are often clogged with useless Glacies. If I need a meat shield, Vragos or Thundertornado is better by stats comparison. (Glacies's 4k power can barely hit anything nowadays)

So there you go. From my deck list, we can replace 2 Magmanova with 1 Vragos and 1 Glacies.

So getting to the most interesting question, when should we deploy Tempest Enforcer into play exactly? Basically the correct timing to play Tempest Enforcer is to make sure that your opponent cannot remove it from your field. If you're battling against Magic World, make sure that the opponent doesn't have 2 gauge to cast Oops, for example. If it is a mirror match (Sieger vs Sieger), you may want to rush it to Tempest Enforcer as fast as possible. Wrath Trigger helps a lot with this.

Well, there's a lot of answers for the last part, but I think it's best to just leave it to your experiences. Sometimes even though I still have 1 soul on Spartand, when it dies I just make it evolve to Tempest Enforcer anyway (because I know my opponent doesn't have enough cards to counter Tempest Enforcer) and finish him on my turn before he tries anything funny. =)