Sunday, 26 September 2021

Striding Towards the Future - Narukami in Vanguard Zero Part 5

Welcome to "Cards Narukami gets in G Part 2 Literal Electric Boogaloo" with an emphasis on the 2 as this is where we start to see some decent cards here.  Before I begin I should let readers know that since the last post we've seen buffs given to how G0 Heals, Heart Thump Clones and Stride Fodder work and I've edited it accordingly.  Now let's not waste any time here as we've got a promo to tackle!



Shoran is a pomo card that came with Set 2 in the OCG that we didn't get until it was way too late for it to be relevant.  He's an interesting case as unlike later cards intended for Vanquisher, Shouran counts cards that you bound yourself for effects so he's actually a card that could see play in Dungaree who need I remind you is considerably better in Zero than his TCG counterpart.  That being said Dungaree is probably far from relevant by the time this set drops and IDK if Vanquisher will have the space for Shouran.


Here's our third and last vanilla to be released until V-Series rolls around.  Hoping to god they don't put the Zarzan package into Zero that would break this.



This really should have been imported into Brilliant Strike.  Hell they imported the G Set 5 Brawler card into Neon Messiah and he's been fantastic!  Anyway this is more support for Tempest Bolt.dek and as such it won't be used.



This is just bad.  First you have to draw this.  Then you have to retire something, then you have to retire one of your own units just to pop a random backrow.  And you'd have be considering running this over Zuitan, Spark Rain or Gunners.



Right these things.  Every clan got a GB1 12k attacker, but only when swinging at the Vanguard.  These were meant for clan builds that never got their own Burning Horn clone but these things were never played.  Better 2s just existed.  Like Desert Gunners.



Voltage Horn is Narukami's "Amber Clone" which are all GB1 Grade 2s that have to attack the Vanguard while boosted to do a Clan thing.  In this case it's likely randomly retire a unit with priority to the backrow and bind.  With this we get Narukami's new gimmick and one that has stayed with the clan since.  The idea basically was that Kagero had the ability to retire whatever it wanted compared to Narukami's random retire but whatever Narukami retired stayed dead which at the time of this set release was actually pretty strong since Legion decks still ran the format.  Binding away Seek Mate targets hurt some decks and for decks that played out of the drop zone just removing key pieces set them back.  Also if I remember my rulings correctly this effect was two parts meaning if you couldn't retire the unit with your effect, it still got bound which gives a giant middle finger to Garmore, Seeker Alfred and Saint Blow.  That being said Voltage Horn is okay as a removal unit.  What makes him noteworthy is that he's BP retire which triggers First Thunder Dracokid and therefore improves the Sweep Command Dragon deck's ability to pull off its combo. This set along with Spark Horn Dragon gives the deck a much improved gameplan and that's just one way of playing Steve.  Just wait until we get Impede Dragon!



Chatura was f**king crazy in the TCG and I don't see that being different in Zero.  The CB2 on hit draw G2s saw play here and there but this is one that can hit VGs unboosted, costs only 1 CB and lets you selectively remove whatever you want from the drop zone.  Chatura's weakness of not attacking rears and being on hit are irrelevant since you can just swing your VG at a rear and have him go at the Vanguard instead for that sweet +1.  I legit think they'll bump Chatura up to RR since *every* Narukami deck played him through the entirety of G.



Nobles still keep getting some support throughout G-Era.  Nobles still wound up sucking regardless.



Man it's weird seeing Jaggy Shot be so meh considering how broken his V retrain was for so long.  I'm honestly not sure if he'll see play in the deck since G-Narukami will probably play G0 Heals, the CCer, Djinn or the Unlocker as draws alongside Vanquisher.  And that's assuming we don't get Crimson  It depends on if they buff his skill since on hit front row retire is lol when you have to kill intercepts first.  I suppose he can always kill G3s in the front but that's less than ideal in a format that will still have Legion Decks running around.  Maybe later on when G-Decks start playing utility G3s in the front or if they give him bind.



Crimson turned out to be 'okay' in the TCG much to my chagrin.  It's debatable if a dedicated Kaiser deck was better than playing straight Vanquisher, Sweep Command or Brawler since there weren't alot of generic Narukami cards released since the gap between end of Asia Circuit to G (but I sure as hell tried to make something work).  In the end the deck ended up showing off the power of Narukami's boss Stride and Chatura more than anything else but maybe it'll be different in Zero just because you'll need additional G3s to fill out your 13 slots and a 'generic' Legion that at Limit Break gives you a free Front Row wipe isn't exactly something you can sneeze at.  Especially if they keep the Soul Blast effect to help set the drop zone up or put the LB remover in the set.  



In the TCG Dragonic Vanquisher was mediocre AF on his release, establishing a long and storied history of hype followed by crushing disappointment as he failed to deliver results again and again.  Will it be different here?  He certainly has the potential because of how Zero works.  First up is his on stride skill of removing an Intercept for the low cost of CB1 which at the time of this post I think they'll keep since Chonojet Dragon's removal effect didn't get nerfed.  Obviously intercept removal on demand is extremely powerful in a format that needs intercepts and PGs to live and Vanq's GB2 is a redo of Gauntlet Buster Dragon's Limit Break...except you don't have the luxury of a Break Ride to trigger it and this deck isn't able to trigger it twice in a turn without Striding.  Still it's something to keep in the back of your mind if you decide to run non GB based removal options like Dragonic Deathscythe/Saishin in order to bait PGs out.  Once the deck gets its Glimmer Breath clone the GB2 gets useful and honestly it's gonna be tough to drop this guy for Sparking when he comes along just because Front Row Snipe > Back Row Snipe.  I should note that like all the other Stride Breaks shown so far Vanquisher is likely to get the effect of on ride +3k until end of turn which I still don't understand why it's there but oh well.  I'm also hoping he gets an additional buff to help with bind acceleration since part of why Thunderstrike sucked was with how slow it was to get going.  Maybe add random drop zone bind to the front row snipe?



On hit Strides in general are massively buffed in Zero because they will actually hit most of the time.  Zorras is pretty good for that since he's a free (backrow) retire while letting you selectively bind 2 cards from the drop which triggers both retire oriented and bind oriented skills.  He's yet another option to enable Sweep memes and will see some amount of play for a good while for that reason. He's also likely to be one of the RRRs in the set if Kagero's on hit stride is anything to go by.



Here's the payoff to all of that Noble crap.  A free nuke 1-3 that gains a crit.  It's an okay card in a bad deck that you'll randomly lose to just because it'll be one of those games where you can't draw a PG and they hit draw triggers on both turns four turns in a row then when they attack they flip their 1 crit trigger they play 'just because.'  Must be nice to be that fucking lucky.

I mean what?



Conquest is cracked.  A free front row snipe that also buffs your front row to scale over triggers if you manage to completely clear both intercepts?  Yes please!  Conquest's existence actively punishes people who try to play around your removal effects by allowing you to power up your front line to 19, 36 and 19+ if you're able to stick a Rising Phoenix behind one of your lanes.  A deck that benefits from this immensely is Brawlers since Conquest now gives you a line of play if your opponent has 1 or less units in the front which is something Revengers have been known to do.  Conquest being added to the Big Bang deck now puts your opponent in a quandary as they much choose to either call a board down and lose it to Buster or call no board and get pushed by Conquest.  It's this interaction that made Brawlers such a good deck during Mid G and I fully expect Conquest to be one of Narukami's two GRs in the set.  I also think that there's a reasonable chance of him getting a buff that makes it so that he does something as a first stride.  Maybe they'll separate the retire and buff effect so that one isn't GB2 locked and the other is?  The clan is definitely going to need some form of playable G-Flip first stride to play until VBUSTER comes along since VOLTAGE was terrible at that job.



Our last card is going to be another G-Unit from Fighter's Collection 2015 and one that I think has a legit chance of making it into Set 2 as it's the last piece of support that Brawlers are missing and Turbo happens to be a doozie.  On his own he's just a Vermillion for a CB and SB but if you happen to be in Legion state he's a complete boardwipe that ignores Resist and Anti-Retire.  You thought the numbers Brawlers were hitting were silly before?  Imagine the Slash Bros getting 6 triggers!  The fact that Turbo isn't GB locked means you can wipe the front row on first stride which can be brutal for some decks.  Turbo is a fantastic card and the one-two punch of him and Conquest did an amazing job of carrying Narukami through G until Vanquisher got his third wave of support (VMAX) and even then you could still argue that Brawlers were better.  Mind you that was more of a testament of how awful Divine Dragon Caper was for Narus but we'll cross that bridge when we get there.  That being said I'm not 100% sure we'll even get Turbo in the set just because Set 1 didn't show any of the legacy cards from FC15 (Religious Soul Saver, DOTA) but then that begs the question of what the other GR will be.  I hope to god it's not Zorras.


And that about wraps it up.  All in all I'm cautiously optimistic that Narus will do well when their first wave of G-Support comes around as Zero has been pretty good to the clan for the most part.  Them un-meming Dungaree is a testament of their ability to give out solid buffs to cards that need them.  What the best version of the deck will be remains to be seen as Brawlers have a fantastic non stride game and Conquest gives them some much needed counter play to the opponent's counter play while Sweep has RNG based multi attack potential and Vanquisher will eventually take the clan on his back.  Vanquisher does have the benefit of being able to use Desert Gunners to disable intercepts so any stride play with a Gunner is 3 attacks to the face for CB1.  Barring some crazy stuff I think the Vanquisher Deck is going to look like;

1x Lizard Soldier, Saishin

4x Heal G0
4x Dragonic Vanquisher
4x Djinn
1x CCer / Vermillion

4x Desert Gunner
4x Chatura
3-4x Garuda
1-2 Deathscythe/Voltage Horn

4x Anastasia
4x Mighty Bolt
3-4x Desert Gunner
1-2x Rising Phoenix

4x Conquest
4x Zorras

Until next time.

Sunday, 12 September 2021

Striding towards the Future - Narukami in Vanguard Zero Part 4

 Heyo.  It's that time again.  What time?  The "Bluestar899 makes Narukami speculations" time.  I figure this would be more fun to do rather than rip on Vowing Sword Dragon from V-Collection (TLDR it sucks in V but is decent in Premium) since I actually play a fair amount of Zero compared to the paper game fuck DBS and Buddyfight for killing my locals and I enjoy making these speculatory kind of posts.  I might do these for Neo Nectar, Granblue and Genesis as well since they were also clans I invested alot of time into during the G Era and I'm looking forward to getting my hands on them again.

Back to Narukami though since at the time of this post being written Brawlers are one of the best decks in Zero (Knuckle Buster got a significant buff) and the first batch of G support the clan gets benefits them greatly in a couple areas that will help keep the deck going strong until Dragonic Vanquisher is able to take over in later sets.  Vermillion and Eradicators also get some stuff here and there (especially Erads) so all those RRRs and RRs (and Super Deck) that you grinded for will still have use going forward depending on where they release cards from the Fighter's Collection.  I'm pretty confident Turbo's going to be in their first wave but Warning may come later since it appears in the mid point of G's story.

With that being said here's how we'll break it down.  This post (and the following ones) will be discussing cards that Narukami got from G-Set 2 Soaring Ascent of Gale and Blossom along with the first Fighter's Collection released in G (and one hot take).  I'll also be talking about Grades 0-1 and 2-4.  I'm pretty certain these cards will appear in the 2nd G set for Zero just like in the paper game and as before I'll be looking at the cards from the perspective of how I think they'll fair/be adjusted for Zero's format and mechanics.

Also before going any further I need to reiterate the changes that will be coming to the game when G begins;

-The conditions to Stride are the same as Legion.  The player that won the dieroll may Stride on Turn 4.  The player that lost may Stride on Turn 3.  Your opponent's grade does not matter.  This is a direct counter to decks that stayed on Grade 2 (Ripples) or Grade 1 (Sevenrunner) in order to prevent their opponent from striding before riding up and killing once they had depleted their resources.  How much this changes the "Grade 2 game" remains to be seen as dedicated G-Decks were infamous for their lack of early game and this could be exploited by archetype decks that could rush them down on the Grade 1 and 2 turns.

-The cost to Stride is still a Grade 3s worth of cards from hand.  You now draw 1 card upon striding to make up for the lack of cards being added to hand off Triple Drive.

-The G-Zone is 8 cards right now.  This changed to 16 when G-Guardians were introduced in the TCG.

-G0 Triggers are being added to the game.  They're set in regards to what type of trigger they are and cannot be changed.  Busted AF Stand Triggers can't be made into Heals or Draws.  Sorry bro.

-G0 Heal Triggers act as pseudo PGs in hand against lethal hits.  They'll block any attack that's less than your VG's power +15000 and will trigger before PGs do.  Finally!  I'm no longer fucked when I draw double Heals off Dragonic Descendant!

-You can only still have a total of 13 triggers in your deck between your G0s and G3s.  Basically if you only play 4 G3s then you'll need 9 G0s.


With that all said let's begin.



G was when Bushiroad started to really push their goal of getting people to play Stand Triggers (up until G almost no competitive player worth their salt played Stands) by printing really strong effects on them.  Vianne definitely makes a strong case as she cycles herself for a draw and gives you a Countercharge for the low requirement of the clan doing it's natural thing of retiring.  Even triggers in Battle Phase.  Honestly this one's a tough as by playing Vianne you have reason to not play Demonic Dragon Berserker, Garuda as your CCer but on the other hand just about every deck in the game benefits from 9 Draws.



Spoiler Alert: Every set of support Narukami got in G also dedicated way too many slots towards making different Eradicator builds work while failing each time.  For Set 2 it's Tempest Bolt/Twin Thunder Dragon.  You know the ones that saw no play outside of memes.


Whoa really?  Yes really.  We saw during the intial reveals for triggers that Gear Chronicle is already getting Heart Thump Worker which Reseph is a clone of.  Furthermore we've seen that these crits also have the bonus effect of drawing you cards if you hit any as damage checks which is pretty much them saying "STOP PLAYING 9 DRAWS PLZ" which is cute because even then I think draw heavy lineups may still be the way to go.  The thing is in spite of the buff to these RR crits and Vianne being a cycling CCer I don't know if they're still better than sticking with max draws.  Stands are good on offense only and sure the new crit gives you a draw on defense, but not on offense and in a clan that has often been reliant on Draw Triggers to maintain its hand is it REALLY worth it to cut them out for Reseph?  I think in the end 9 draw will probably be the better route to go just because Draws are good 100% of the time vs other triggers being good some of the time.




Honestly I have the feeling that G-Forerunners are all going to have Resist just like the ones we saw during Legion format.  Just like Legion starters these guys are slow to act and can therefore be picked off.  If so then there may be a case for Dracokid as he scales every time any card is bound and the Vanquisher deck at this point will be able to bind 2 a turn.  Otherwise I guess you can still run Saishin to pick off key Grade 1s like Dorint.




This is Narukami's 2nd G1 Vanilla.  Hard to imagine it took until G to get another one!  Also for a short period this guy (and Red River) also saw play in one of the Narukami decks during the mid G format so there's merit to this!  The TLDR is that riding an 8k base allowed you to defend against early game rushes easier since alot of decks couldn't make numbers that got over 13, 18 and 23k which mattered at that time.  Plus 8k paired nicely with a certain 11k attacker.




Pyglma was pretty good for the format he came out in.  A grade 1 that could swing at the Vanguard by itself if you needed it to was a nice utility option to have.  Zero's Intercept mechanic however hurts Pyglma and IDK if he'll see play over other options like Shuki, Koumei or Castor.



That's right Eradicators get their own Balan/Dorint and all you have to do is kill intercepts with Saucer Cannon or maybe Cho-Ou if they finally decide to release him.  This along with Zuitan can help the deck fund some pretty greedy plays with Gauntlet or give you more uses of Sweep Command Dragon (we'll get to him soon) and all you need is some soul.  Hoping he isn't a RR.


Not much to say on Stride Fodders.  Every clan gets one for their original G3 boss and I really hope these aren't RR.  I still have PTSD from how V-Series made them pricey RRRs.
EDIT: Lol they're RRs.  In addition they've been changed so that when placed on RG you discard any card to add the designated G3 to hand.  Straight improvement.  Shame it's going to be a RR.

     

Our last card for this post is a new type of PG introduced in G that sometimes go by the name of Unflip PG or CC PG.  These were commonly some of the most expensive cards in a G Deck due to lack of reprints (Kagero's Protect Orb topped at nearly 40!) and in Zero we don't have to worry about that because of Sentinel Medals.  Yay!
That aside PGs that CC are obviously good.  Their existence kind of adds a new dynamic to how some people will go about attacking as in the past decks like MLB would purposely try to bait PGs while damage denying.  Now we have PGs that circumvent that so now it becomes a matter of how far obnoxious decks like those will be willing to go to be scumbags.  I do wonder what the activation conditions for these will be.  My gut says the same as BR-Era PGs.

That's it for now.  What we see here isn't anything too noteworthy which is to be expected with first wave G era cards since it was at this point they were coming up with new playstyles for some of the clans at this time.  Narukami definitely got tweaked to be less of a Kagero clone in this set which we'll see when we dive into the 2s and higher in the next post.