Saturday 26 December 2020

The Future of Narukami in Zero - Brawlers Part 3


I hope everyone has been enjoying these articles because this'll be the last one as I cover the bossess and discuss some theory while I'm at it.



Yeah they kept printing these filler cards even into Legion format.  It's even worse here since it's not a Legion unit and doesn't enable your best RG skills.



Honestly when I look at him on his own Knuckle Dragon is kinda average compared to previous Narukami bosses (EDD, GBD, Unlimited) as he's basically a Vermillion that swings for 28k but when does a Vermillion clone care about swinging for lots when he's usually the first attack?  No what makes this card a staple RRR is the name and what he enables as your typical attack with BBKB will result in 2-3 units being hit which allows Slash Dragon/Buster to get +6-9k and Arc to get +6k.  That's 31k potentially with Slash Dragon + Arc which is strong enough to hit through not one but two defensive triggers.  Now should we expect some changes to his effect?  Possibly.  Given that this will be one of your two main boss units until Buster comes out I could see Zero adding on some form of Crit gain to make him more of a threat.



And then we have this guy.  Knuckle Buster is fantastic.  You get to swing at the VG and any 3 RGs of your choosing or you can just kill any 4 RGs instead and let your sides poke at the VG.  He is selective, non effect based removal that can utterly decimate any deck that needs cards to stay on the board to make plays and he's a crossride.  A crossride that with his own cost can put Dragon into the soul to offset having to ride him first no less!  Take all the upsides I mentioned with Dragon and tack on another 3k to your lanes to enable some massive beatdown potential!

With that being said compared to paper VG there is the obvious issue of feeding his cost.  Much like with DOTE and other Persona Blast users you don't have the ability to add any Big Bangs you drive check to your hand so being able to repeatedly use Buster's skill could be difficult since you're relying on constantly drawing into your 3s (which means you're definitely running a draw heavy trigger line up) which depending on how RNG favours you means you'll have games where you'll just never resolve Buster's skill and he ends up sitting there being a vanilla.  I think they'll definitely have to add on a skill that lets you get a copy of itself or Dragon to your hand to make him more consistent.  Another downside to this card that I have to repeat from earlier is that we won't get him until Blazing Perdition's release in Zero since that was the set Buster came out in the Japanese paper game.

That being said since I always have 4-5 Grade 3s after my Turn 1 that definitely won't be an issue with me.  Especially if I set Knuckle Dragon as my Heal.  That way I'll always open with 2 post mulligan.  Hahahahahaha fuck this game.



Well...he's not awful.  Maybe he'll get played as the 9th Draw trigger in the Pre Buster deck?  Again I don't know if you want to play any non Legion units in this deck.



See my comments on Kohiko.  NEXT.



Behold the "Vanilla Legion" as I call them.  They do nothing but swing for 25k on V and swing for 12k on rear while their Legion Mate is a 10k Vanilla.  This may see play in the early build of the deck until the Perdition cards come in.



This card was pretty strong for the short bit it was one of only 2 Legions in the game before everyone else got ones of their own >.>

That being said Shotgun Blow has potential in Zero.  I expect his cost to be buffed to CB1, him to be put in the first set with Knuckle Dragon, the crit gain makes him a finisher/bridge card to a finisher and he's splashable in many NK variants (and works well with either Break Ride).  Since you have to play 13 Grade 3s in the deck Shotgun Blow doesn't have to worry about competing with other Legions for space like in the paper game.  I expect him to be one of the main bosses with Knuckle Dragon in the initial deck then he becomes your Heal Trigger when Buster comes out.



Skybeat is pretty solid and will likely be a RR making him a fantastic addition to any budget variant of the deck and likely the 9th Draw trigger in the early build of the main deck.  Can't go wrong with free intercept sniping.



[AUTO]:[Counter Blast (1) & Soul Blast (1)] When this unit is placed on (VC), you may pay the cost. If you do, search your deck for up to one card named "Brawler, Skybeat Dragon", reveal it to your opponent, put it into your hand, and shuffle your deck.
[AUTO](VC):When this unit attacks a vanguard, this unit gets [Power]+2000 until end of that battle.

I mean as much as I like Skybeat Dragon I would not play this just to search it for the next turn.  I guess he's something you can ride if you're going first and can't Legion yet?  Would have been better if he rode Skybeat from the deck.



Ah yes the "Persona Legion" units as I call them.  Legions with abilities that require either another copy of the Legion or the Mate to do anything.  There's a couple of them in the format but Wild Rush was by far the worst since like most of the drive check units you're relying on RNG to favour you and some of us just aren't that lucky.  It's a little better with this guy than Seifried since you can check either himself or the 12k attacker...but that means you have to max out on the 12k attacker in a deck that will be tight on G2 space.  Of all the Legions we have I think this one will need the most as far as buffs go.  Also what's with that on hit?  Sack one to make them kill one?  IDK about yeeting my RGs to pop a random backrow.


With that we're done!  All of the Brawlers that have the potential to be imported to Zero and my thoughts on them.  Doing these articles has made me realize that this isn't going to be a top tier deck right out of the gate like other Narukami variants on their debut simply because the other decks in the meta that Brawlers will be fighting with (Seeker, Revenger, Regalia, Raizer, Metalborg) can do some stupid shit.  The deck will be a solid Tier 2 by nature of being able to kill intercepts and swing for big but I don't know just how far that kind of playstyle can carry a deck when you'll have Restanders and Glory skills aplenty running around.  Once Buster comes out the deck will be able to do its thing more consistently and with larger numbers but this is going to be a deck like Dungaree "UNLIMITED" that will need some good buffs to stand on equal footing with the format.

But hey, at least we won't be as bad as some of the event clans.  Imagine going through all the trouble that Granblue and Neo Nectar do with their plays just to not be able to power through double intercepts.  Big sad.

Wednesday 23 December 2020

The Future of Narukami in Zero - Brawlers Part 2

 We're back!  I hope you guys enjoyed the first part of this series as now I'm going to go over the next part of the Brawler Deck and what I'm expecting of them in Zero with the Grade 2s.  Hope you've got your crafting materials ready!




My initial thought on this guy was that he'd be really strong since he'll often be a 12k attacker that can get to 18k or 21k if you're on BBKD/BBKB but then I remembered that this is Zero and you have to run Grade 3s other than the 8 that you want and Knuckle Buster won't be in the same set as Knuckle Dragon since Zero set releases are based on the OCG rather than the shenanigans that the TCG pulled.  Therefore this card initially won't be a staple 4 of since the 1-2 you'll need you can fetch via Legion Mechanic and his power gain is reliant on being on a Big Bang VG.  Once Knuckle Buster comes out I think this'll change since you'll be able to consistently power Slash Dragon up.  He'll still be a RR though.



By the time we get this the issues I mentioned with Slash Dragon should be resolved.  That said Buster is Slash Dragon but with an extra 2k with his power gains being locked behind needing a Big Bang Vanguard.  Paper Brawler decks ended up running 4 Slash Busters and 1-2 Slash Dragons and I can see that happening here.  What's interesting is will he be a RR in Zero?  He was actually a rare in OCG paper format and when BT-16 released here they rarity bumped him to RR.



This won't be played.  There are literally 3 other Grade 2s in the subclan that can swing for 12k or more.



I honestly don't remember if any of the other 10k intercept units are in Zero with reworked skills or not.  Either way pass.


[AUTO](VC/RC):When this unit's attack hits a vanguard, if you have a vanguard with "Brawler" in its card name, Soul Charge (1), choose a card from your damage zone, and turn it face up.

Huh.  Brawler got their own Zuitan as a promo?  Well this is interesting.  We all know how good on hit CCers are in Zero format and I think you can definitely make a case for Plasma Claw Dragon in the deck since your power play G3s use CB.  I can already tell that the G2 space in this deck will be cramped.




There really isn't much for me to say here.  CB1 to pop an intercept in Zero format is fantastic given that right now Narukami plays cards that CB2 to achieve the same result.  The only downside of Skyhowl is that he doesn't work on VG like Scythe/Saucer but that's a minor issue when you've got so much more to gain from using him.  You enable your power gainers like Tonfa Brawler, you let your board wipers hit more cards and later on when Conquest Dragon is available you can pop one of two intercepts so that he can kill the other one and buff your front row.  My question is will he be a RR or R?  Skybeat was a TD boss and RR but they also made Vowing Sword a RRR...




Wildfist is a tough one.  Unlike the other G2s he can only get to 12k but he'll always be at that 12k.  He's also gonna be competing for space with your other (and better) Legion Mate G2s but for the first wave of support Brawlers will get you may end up needing him.  It'll come down to how they handle the skill of the Legion he's associated with since it wants to drive check itself or Wildfist and that needs to be buffed.



Ah yes, the "when you Legion perform X" clones.  I think most of them saw little play since by nature you only Legion'd once a game and they were only good on the turn you perform Legion and were dead draws otherwise.  This deck definitely has better cards to run.




Oh right.  I forgot there was a G2 Brawler in Moonlit Dragonfang.  He's probably not coming just because of the Resist effect he has (it's Hexproof) and the can of worms that would open at this point in the game.  By the time we'd get this the deck will have long passed needing him.



I actually wonder how much value 10k vanillas will have in the game.  Legion Format was where we saw the start of Grade 2 gaming (though nowhere near to the extent as in Stride) and having a 10k base while trying to win the game of chicken definitely helps.  Keep this one in the back of your mind if G2 gaming becomes common.




Lisei is the G2 version of Arc and as such will be good for the same reasons.  He's arguably the most consistent power gainer of the deck since he buffs of retires of any form and between this and the Slash bros you'll never be short of G2s that can hit for 12k+.



Huh this actually isn't that bad considering how useful On-hits are in Zero.  Stick an Arc behind him and it's not too crazy to think that he'd hit through a defensive after your VG swing.




Remember when I said there were multiple alternatives to Lightning Rush?  This would be another.  Kohkin also has the benefit of being a 12k attacker on VG if you're able to clear the front with an intercept snipe and can hit for 19k with a 7k booster which is great in early game.  He's also not Brawler locked like his G1 counterpart and therefore can be played in other Narukami variants, like Vermillion.



I mean...he's basically a Desert Gunner but on crack as long as you're in Legion.  Early builds of the deck will definitely want to make use of this since they'll be focused on going face with crits and later builds can use this to disable the front row while nuking the back row.  A potential 1-2 of for sure.

That's it for this post.  I was initially going to cover the Grade 3s as well but then I realized I'll be going into more detail with those and don't want to make this post longer than it already is.  Therefore I'll wait until later to talk about the heavy hitters of the deck.  Until next time.

Monday 7 December 2020

The Future of Narukami in Zero - Brawlers Part 1

Right so Set 12's been out in Japan for a hot minute and to nobody's surprise Eradicators are doing jack all which means for anyone who wants to play Descendant and win then they should stick to Vanguard Zero where the deck is actually good for now going into the future of Break Ride format.  However as we all know the good times will eventually come to an end when the Link Joker arc wraps up sometime into next year and with it the likely relevancy of Eradicators since the deck has remained largely the same since GBD/EDD came out and none of the new boss monsters that have come since haven't been good enough to be more than a one of tech in the deck and spoiler alert: the last set of Eradicators won't be breaking this trend.  So then what's next for Narukami?  After all you've probably got tons of gems saved up from your Character Fights but nothing to use them on!

Enter Brawlers.



Brawler is Narukami's 2nd Subclan and it's focus is on the Legion mechanic.  While we don't know how Zero will adjust Legion for it's format (I'm hoping they don't let you shuffle back triggers.  That was a bad idea in retrospect and it would clash with the goal of games in Zero being fast and simple) I do think that the Brawler deck will perform solidly in the game due to how it functions.  Will it do as well as Eradicator has been performing in Break Ride format?  That's hard to say as the best version of the paper deck (Big Bang) lacked a finisher which was a huge problem in a format of many other decks having access to Restanders (Seekers, Revengers, Perdition Dragons, Raizers) or Guard Restrict (Liberators, Regalia, Metalborg) but in Zero things may be a little different since much like any other Narukami archetype Brawler has the ability to snipe Intercepts with ease and as we all know being able to get 3 direct attacks on the Vanguard can get you far in Zero.  There's also the little things when it comes to the deck that I'll address later as in this article I'm going to go over every card I expect to see printed for the deck in Zero and giving my opinions on how useful they will be since this is a deck that I played for years.  Basically through reading this I hope to help people get a good idea of where they'll want to spend their gems since the deck will likely consist of 2 playsets of RRRs at minimum and a hefty amount of RRs depending on how they handle some of the Legion Mates.  With that said let's get into it.


Playstyle


Brawler can be seen as a return to the classic Narukami way of having your Vanguard clear out the front row with its attack to allow your rears to swing face like the Vermillion decks of old.  Where Brawler improves on this is that it has more cards that power up from you killing things, specifically your Grade 1s and 2s.  Brawlers have multiple 2s that get 3k whenever you kill something in a deck that can usually kill 2-3 Rear-Guards a turn which if my math is correct will allow your side lanes to hit over at least one defensive trigger and force 2 damage.  I cannot tell you how many times my attempts to push got cockblocked by my opponent hitting a trigger on the first fucking swing and with this deck it's possible to push through 1, maybe even two triggers if you see your G1 that powers up to make 34k swing.  Your side lanes can get that big.


What's old is still good


Another thing about this deck to point out is that it isn't as xenophobic as Eradicators were as while you have the obligatory Brawler locked 10k/12k attacker and units that require a Brawler Vanguard to do a thing none of your main G3s actually care about having non Brawler units on field or in hand like Descendant or Sweep Command Dragon.  This means that the Desert Gunners are fair game and we all know how good those things are in addition to being able to play our older Perfect Guard since this deck doesn't care about being at 4/5 damage for its plays.  Garuda is also a card to keep in the back of your mind since Brawlers don't have any in theme Counter Charge to my knowledge and some of the cards do cost 2 CB.


The cards

Here we go!  I'll be going over the cards in order of G0 to G3 in two separate articles with this one being focused on G0s and G1s.  Obviously Knuckle Turbo won't be discussed since it's a Stride.



Like any 6k starter you'll only see this if your opponent is VP Farming and isn't being a scumlord that plays Heals/PGs.



In case the text is confusing to read because old VG text this card is saying it's skill triggers when you perform Legion.  In general starters who only trigger when you Legion never really see play since they're pretty slow (you're basically waiting until your 2nd G3 turn going 1st) and with some exceptions the payoff was never worth it since there usually better starter choices for most decks in the format.  Being a 9k booster is definitely not worth over other NK starters.



So this guy's technically generic and an 8k Booster provided you clear the front.  It's not awful but I can think of other cards to play instead.



This is definitely better than the other starters shown as basically for CB1 any time you kill something in the front by effect or battle, you pop its booster.  That being said that's alot of CB you're potentially burning through as Knuckle Dragon uses 2 to swing at the front, so you're using another 2 in order to wipe out their back.  4 CB for retire 4?  No sir.

Honestly I'm at a bit of a loss as to what starter is ideal.  Prior to the recently announced nerfs I'd have said Saishin since killing Judgebau is very important but now I'm leaning towards Spark Kid Dragoon.  The Big Bang deck needs G3s in hand to enable Knuckle Buster so Saishin fetching one goes a long way.



Nope.



Your G1 space is going to be very tight and this isn't worth playing over Rising Phoenix, let alone the better Brawler G1s.



So redundant.  BBKB already swings for 25-28k on its own.



Meanwhile this guy does the same thing but is Legion locked.  Is that better?



[AUTO](RC):[Soul Blast (1)] During your turn, when your opponent's rear-guard is put into the drop zone, you may pay the cost. If you do, this unit gets [Power]+2000 until end of turn.


Huh.  I didn't know that there was a Promo card for Brawlers that we never got.  It's also bad.  You'll see why later.



Wildclock is the standard Subclan 10k attacker that you would expect it to be.  Eradicator, Demolition Dragon sees some play now and then and I can see the same happening for this guy.



At the time of this being written we don't know how Quintet Walls will work in Zero if they even bother to put them in.  Quintets were good in theory and they did see small amounts of play but ultimately everyone continued to use PGs instead.  That being said this is a Sentinel that'll appear in the set Brawlers come out in and if you have spare Sentinel Medals to burn and want some easy RR gems then just get these before you crack packs I guess.  I'll have to re-evaluate this once we get more info on Quintets.



Kokon appearing in Zero during Legion format is a big stretch since we got this card during early Stride Format.  That being said I'm hoping that Zero imports some of the Legions and Legion Support that were printed during Stride Format to not only buff up some clans who didn't get Legions until Stride Format (Megacolony) but because I think it would be silly to have these legacy support cards get printed again well after the decks they support are out of the spotlight.

That also being said Kokon was really good for his time and was part of why the Brawler deck was competitive during G-Set 5 format.  I can see him not being imported as he's basically a better Arc.



This guy is a generic 10k attacker for any Narukami deck that can clear the front row consistently.  Like Vermillion.  He won't see play of course since I suspect Egghelm Dracokid (the Limit Break remover) would get used first.



Kohmei's great.  He's an easier to pull off Castor that's not locked to Brawler VGs which is great for older decks like Dungaree since you're usually sniping at least one front row unit a turn anyway.  



Fun fact: Arc's artist is the same one who has done Blaster Dark and Ahsha.  He's also really good.  Arc is a better Shuki since he doesn't care if you kill something by battle or effect to get the +3k, you just have to be in Legion.  He was also a pain in the ass to get in the TCG.  Stupid short prints.



And the last card for Today is Teirin who is a 9k attacker as G1 but only against Vanguards.  He wasn't very good to begin with but in Zero format where you have to clear the front row just to attack the Vanguard he's sorely outclassed by Tohkon who is also outclassed by Wildclock.


There you have it.  Stay tuned for the next part where I cover the meat and potatoes of this deck: the G2s and 3s.