Er-ehm. Now that I started the pot with a very bad pun, sorry, let’s get started on with new Gold Paladin reveals.
Master Swordsman of First Light, Gurguit Helios
[Stride]-Stride Step-[Choose one or more cards with the sum of their grades being 3 or greater from your hand, and discard them] Stride this card on your (VC) from face down.
[ACT](VC)[1/Turn] Unite(Active if you have called two or more units to (RC) or (GC) during this turn):[Choose a face down card from your G zone with the same card name as this unit, and turn it face up] This unit gets drive +1.
[CONT](VC) Generation Break 3:This unit gets [Power]+5000 for each of your rear-guards, and for the battle that this unit attacked, your opponent cannot call grade 1 or greater cards from hand to (GC)
Wowwee. That is one GOOD STRIDE. I’m gonna go and start breaking down the skill.
The first skill is reminiscent of Gancelot, because a quad drive on first Stride is always pretty cool. He need’s to persona flip himself AND be at unite to achieve that though, so you may wanna be careful and not stride into the wrong guy, especially if your board is locked/are low on cards/is destroyed by a Zeroth Dragon. Locks can mess up this guy’s chance to get a quad drive, as you won’t be able to call much, and you do need to activate Unite to get it off. On other matters, if this is your first stride, he can enable GB2, which is good too, but losing that precious GB3 will hurt too. Though, he still will give an easy, uncomplicated +1.
His GB3 is what is getting slapped on almost all cards now. I mean, Guard Restrict is amazing, and Gurguit needed some love BADLY, but it’s getting pretty boring now. But I ain’t complaining, cause Gurguit needed this to make him better, even if slightly.
So yeah, he restricts Grade 1 and greater guards from hand, so RIP Dumjid/Saori. And that’s not even the full skill. For each rearguard, he get’s a huge 5k boost, meaning he can power himself up by almost 25k, meaning the total power will be 26k + 25k= 51k. That’s a lot too. But still, the GB3 is CONT, so losing even one rearguard to Denial Griffin, Impede, or Cannoneer makes the vanguard swing less powerful. This skill makes you at least somewhat able to withstand a locked field. Also, the skill is free, so we have no complicated restrictions on him that utilize any resources. Also amazing attacks.
But the thing is, he doesn’t actually FEEL like a Gurguit. The first boosted up rearguards to astronomical levels, and the second could multiattack AND boost power. Helios doesn’t do those things. Bu I’ll take a good stride. And he even boosts Heavenly Law’s boost skill, as he’s a good follow up to this.
Like, first stride Heavenly Law flips up another, meaning 2 Gurguit units in the G Zone, and this flips up two more Gurguits. So, in the follow up turn, you get a total face up Guruits, meaning a total 10k boost. Boi. That’s insane power up.
Also, amazing art. That sword is getting bigger and bigger. I rate the card a good 9/10.
Knight of Sunny Day, Salonius
[CONT](RC) Unite(Active if you have called two or more units to (RC) or (GC) during this turn):If you have a grade 4 vanguard with “Gurguit” in its card name, all of your units get [Power]+2000.
[AUTO](RC):At the beginning of the guard step that your vanguard with “Gurguit” in its card name is attacked, you may put this unit into your soul. If you do, call two cards from the top of your deck to (GC)
Bushi’s on a roll these days. Giving crazy good cards to clans at low rarity. I mean, this guy is a fuckin RARE. How bout that?!
So, the first skill requires Unite and GB1, and also needs a Grade 4 vanguard. But the 2k he gives across the board is totally SWEET. It’s almost like he is a mini Heavenly Law. Almost. Because giving 10k to all is slightly borken. But yeah, the skill fixes columns quite well, especially first stride Heavenly Law’s. Good card is good;needed it.
The second skill is something I’d describe as being the icing on a pretty great cake. When your Gurguit vanguard (duh) is attacked, you push him into the soul and superior guard with the top 2 cards of your deck.
I’m like, pretty satisfied now. Gurguit is, was, and always will be a defensive deck. The almost Bloom level attacks are an obvious plus. Not to mention you can preserve combo pieces in your hand to follow up with an explosive next turn. More soul is always welcome, RayGuit fully appreciates any extra soul. Although, the skill will always force you to call 2 cards no matter what, so it’s kinda infuriating if you’re running low on cards. Then again, you shouldn’t use his skill if you have low cards anyway.
And the most important thing. All of this, is FREE. No resources used, and you have yourselves a insta 4 off card. Can’t speak much on it, it’s pretty simple. 10/10.
Knight of Radiant Sun, Carinus
[CONT](RC):If you have a vanguard with the unite ability, this unit gets “[CONT](RC):Resist“.
[ACT](RC) Generation Break 1 Unite(Active if you have called two or more units to (RC) or (GC) during this turn):[[Rest] this unit] Choose one of your units, and it gets [Power]+4000 until end of turn. If you have a vanguard with “Gurguit” in its card name, choose one of your rear-guards with a different card name than this unit, and you may put it on the bottom of your deck. If you do, draw a card, and Counter Charge (1).
Oh wow. The deck keeps on getting better and better by each card reveal. This by far is m favorite unit, and it’s not hard to see why.
The first skill grants him Resist, which can be said to be semi-permanent. He requires a Unite vanguard to get resist, which is a double-edged sword. Resist is nice, or the deck loses to lock, but it takes away one big card play. I mean to say, OG Gurguit DOES NOT HAVE UNITE. OG Gurguit is by no means the better ride, but it doesn’t synergize with this card at all. If you want Resist, you need to ride Golden Holy Sword, which has a lackluster GB2, and if you ride the OG, you get superior guards, but lose out on Resist. This is not of much importance on your own turn, where your vanguard will most certainly have Unite, but on the opponent’s turn, when you are prone to lose units to control clans.
For the answer to the above question, we have his second skill. By resting him, you return one card to deck, draw a card and countercharge one. It synergizes quite well with Golden Holy Sword, by removing the rest units called by his tag-along skill, and fixing up Unite without messing up the formation of your board. Quite good, actually enforces Golden Holy Sword to be used.
Also, he gets the opportunity to have a good early game, as he can’t be targeted by Martial Arts ONLY of you have a Unite vanguard. So yeah, there’s that.
However there are many restrictions on this too. The way his skill is worded means that you can’t spam him with other copies of him. You also lose out on offensive pressure as you lose a boost, which can secure a win or make you lose, especially if you don’t run stand in bulk.
Also is a common. 10/10 for this guy too.
Thanks for reading!
I’ll do a post on Murakumo, seeing that they are getting very good commons. But I think that the stream today will reveal Yasuie and support, so I’m going to wait and see.
[ACT](RC)[1/Turn] Thunderstrike 4(This ability is active when your opponent’s bind zone has four or more cards):[Counter Blast (1)] This unit gets [Power]+2000 for each card in your opponent’s bind zone until end of turn.
Yay! A Cloudmaster whose skill can be used each turn! As you know, Cloudmaster Dragon gains 2k for each bound card and restricts intercepts only on-call. That alone killed it. A temporary card is not useful for the deck, as you lose out the pressure next turn, and thus needs replacement after a turn. The restrictions are kinda easy now; Raigeki 4 is kinda easy to get with all the binding the deck does now, and CBs are a joke, especially now that SPARKING, Hardrod and previously Vianne existed. All in all, a great card.
Oh yeah, doesn’t have GB. Early game looking good with Hardrod and this guy.
Also is a Common.
[AUTO] Generation Break 1:When this unit is placed on (RC), your opponent chooses a card from his or her drop zone, and binds it face up.
This is what is known as the “icing on the cake”. An already good card, and this skill is quite good too. On-call, GB1, binds a card from drop for free. I know what I said about on-calls, but free binding is always great. This is like Rockclimb but free. Damn, deckcrafting is getting harder with each new reveal. More on this at the bottom.
[CONT](RC) Generation Break 1:During the battle that this unit boosted a unit with the thunderstrike ability, that unit and this unit cannot be chosen by the effects of your opponent’s cards.
Resist to an entire column on boosting a TS unit. No explanation needed.
OhwhoamIkidding. Narukami is so not known for hand advantage or field presence, and this guy helps in not getting annihilated by Advance Guard, Denial or in mirror fights. God, don’t you hate it when a 39k MAD is attacking, and a Denial Griffin pops out of the blue? Shocking (no pun intended, or I guess semi-intended), but that shit happens when you play sometimes. After Ziegenburg, of course you’ll see a lot of Kagero now. That’s for another day though.
I like this unit. Will play him, no questions.
[AUTO](RC) Generation Break 1 Thunderstrike 3(This ability is active when your opponent’s bind zone has three or more cards):[Put this unit into your soul] At the end of the battle that this unit boosted, if you have a vanguard with “Vanquisher” in its card name, you may pay the cost. If you do, draw a card, and Counter Charge (1).
The selling point on this card. Or just for me cause I’m really biased to Jeffery-ish units. Ya know, the Gold Paladin one?
Restricted by Raigeki 3 and GB1 (unfortunately, but we can’t be busted now.), after boosting, put him to soul, draw 1 and CC1. Exceptionally more good than SPARKING’s soulcharge as it is selective, while SPARKINGs TS4 is not selective. CC1 is good, but I doubt we’ll need more counterchargers when we have SPARKING, Hardrod and Vianne. The draw is always welcome.
I don’t know about you people, but I’m surely running it. N…no, it…it’s not for the art only.
[AUTO](RC):When this unit is attacked or chosen due to an effect of your opponent’s cards, your opponent chooses a card from his or her drop zone, and binds it face up.
Tit for tat. When this beauty is chosen or attacked by an opponent, like retires, paralysis, mirror bounds, etc. you in turn can bind a card from the drop. Like I said; an eye for an eye. Except I didn’t say that. XD.
I have to test her out.
[CONT](RC) Thunderstrike 5(This ability is active when your opponent’s bind zone has five or more cards):During your turn, this unit gets [Power]+9000, and “[ACT](RC)[1/Turn]:[Counter Blast (1)] If you have a vanguard with “Vanquisher” in its card name, choose one of your opponent’s (RC), and until end of turn, when this unit attacks a vanguard, this unit battles both the vanguard and the units on the chosen (RC).”.
Hot damnnnn. This is goooood. TS5, a previously dreamable requirement, now is very easily attainable. After attaining this requirement, she gains up 9k and another ACT skill, through which by paying one CB, you can attack the vanguard as well as a chosen rearguard when you attack a vanguard.
Sooo good. This is so Brawler-ish that I’m very happy for some Brawler-like support, even if it’s not direct.
Also the 9k is like 3 bound cards on a VOLTAGE turn, so that’s another plus point. 9/10
Oh, look. No GB. 10/10 12/10.
Wow, so may good cards are out now. I have to test them.
Also, I can’t say that I’m gonna be online anywhere, either on Reddit or Discord. So if you wanna talk to me, PM me on Reddit at u/ScharhrotDarkness, and I’ll ping in to you if I log in once in a blue moon.
In today’s weekly bites, we got the official reveals of the new Vanquishers an a new starter. Thus Vanquisher is the first strider to officially have three shockingly different strides. One is rearguard dependent (VOLTAGE), one is purely vanguard focused (VMAX), and the newest one is a fusion of both: VBUSTER.
[ACT](VC)[1/Turn]:[Soul Blast (1) & Choose a face down card from your G zone with the same card name as this unit, and turn it face up] Your opponent chooses one of his or her rear-guards and one card from his or her drop zone, and binds them face up. If the number of your rear-guards is greater than the number of your opponent’s rear-guards, choose up to three of your units, and they get [Power]+3000 until end of turn.
Hmm, so the first skill is quite interesting. For a soulblast and a persona flip, you can potentially bind off two units, giving you a good edge on various previous problems that involved having a good first stride and also sets up further turns.
We’ve never had anything that binds two cards straight forward, without, ya know, having any on-hit restrictions (Zorras, VOLTAGE), or Thunderstrike restrictions (Voltechzapper). So people, we have ourselves quite a potent, powerful first stride right here.
If you are fighting a mirage clan such as Pale Moon, Granblue, etc. then you can get off one bind from the drop atleast.. The 3k to three units is also pretty good for more power columns.
Also messes up drop zone reliant clans such as Granblue and Luard to some degree.
[CONT](VC) Generation Break 3 Thunderstrike 7:All of the units in your front row get [Power]+5000, and this unit gets [Critical]+1/Drive+1.
The icing on the cake. It makes me so very happy. 5k to front row, combined with the previous skill’s 3k, makes a total of 8k boost to your selected units, which mostly will be front row units.
The critical is honestly great in the deck. You get so much pressure, it’s not funny. Wouldn’t be worth wasting him, but the Raigeki is high enough, so doesn’t matter.
The quad drive….hmm. X-Gallop was the first, followed by Rebellion, Gancelot, this guy, and…… I don’t remember others. Everyone X-Gallop now.
Jokes aside, VBUSTER’s quad drive gives us a bit more hand advantage, and is pretty aggressive with the crit as well.
C. Final Verdict:
Dum, dum, dum!
10/10 great card.
I highky recommend you to get 4 of him. He outclasses every other first stride for Narukami, and also is useful in EVERY SINGLE Narukami build.
The art is fucking sexy also.
A. Dragonpedia Archive Listings:
Name: Dragonic Vanquisher “SPARKING”
Set: G BT12
Race: Thunder Dragon
B. Skill Breakdown:
[AUTO](VC) Thunderstrike 4 (This ability is active when your opponent’s bind zone has four or more cards):At the beginning of your ride phase, Counter Charge (1) or Soul Charge (1), your opponent chooses a card from his or her drop zone, and binds it face up.
THIS. This is the skill we’ve been waiting for, albeit restricted by Raigeki 4 (Am I the only one who thinks Raigeki is cooler than Thunderstrike?)At the beginning of the ride phase, you can CC1 or SC1. This alone makes this guy a must run as a main. Vanq decks can be quite CB heavy if not managed properly, and VBUSTER and Fatine (Idk why I mentioned her) use soul, which may add up to a lot . So, resource management is always welcome. The bind from drop is also quite good, as one bind = 3k on VOLTAGE turns, and attaining Raigeki 7 is also a thing.
[AUTO](VC):[Counter Blast (1)] When your G unit Stride, you may pay the cost. If you do, your opponent chooses a card from his or her drop zone, and binds it face up. Then, if the G unit you Stride has the thunderstrike ability, your opponent chooses one of his or her rear-guards, retires it, and binds it face up.
The on-stride is pretty solid too. More bind from drop = more headache to dropzone dependent decks. Very plain, straightforward and AWESOME skill we deserved.
Moving on. The other part activates when you Stride a Thunderstrike unit. Then you can retire and bind one rearguard. This part of the skill can be only used with three units right now: VMAX, Voltechzapper and VBUSTER, the Three Vs. So the probability of you getting off this skill is a tad low, although I do appreciate it. Two binds for one CB is good. Also helps boost up the Raigeki count faster.
C. Final Verdict:
Insta 4-off. No questions asked. Although I do lose out on original’s defensive GB2, this guy is on another level altogether.
Art’s great too. Vanquisher always looks good.
A. Dragonpedia Archive Listing:
Name: Hardrod Dracokid (seriously Bushi?)
Set: G BT12
Race: Thunder Dragon
B. Skill Breakdown:
[ACT](RC):[[Rest] this unit] Your opponent chooses a card from his or her drop zone, and binds it face up. If he or she could not bind a card, you Counter Charge (1), choose one of your units with the thunderstrike ability, and it gets [Power]+3000 until end of turn.
HOLY THUNDER. An actually god-awesome, no GB restricted unit, and that too spammable AF. Damn, Bushi, if this is the support you promised us, then I hope that Bushi maintains the norm now.
This outclasses Ascetic and Wildrun by a long shot. So much bind power, and resting>retiring anytime, anyday. Starts usage from turn one in theory. It’s a win-win either way: You CC1 and give 3k to a Raigeki unit if your opponent can’t bind, although the game flow dictates both players to have some sort of drop zone presence, more if it relies heavily on drop (I know I’ve mentioned it for about three times by now, bear with me.)
[ACT](RC) Thunderstrike 4 (This ability is active when your opponent’s bind zone has four or more cards):[Counter Blast (1) & Put this unit into your soul] Choose one of your units, and it gets [Power]+3000 until end of turn. Your opponent chooses one of his or her rear-guards, retires it, and binds it face up.
The other skill is something I personally would not use, but it exists, so yeah. By Raigeki 4, by paying a CB and putting it to soul, your opponent retires and binds a unit, and also gives 3k to a unit. Not worth much, I rather like the first skill, but this skill is very good too.
C. Final Verdict:
10/10 Full marks.
A 4 off starter for me. His usability is too high for me to ignore
Sometimes, Bushi messes up bad. But I guess it really wanted to rectify this mistake, and they fulfilled their promises to us, that Thunderstrike will get a massive boost.
Question of the Day: What is cooler? Raigeki or Thunderstrike? Let me know in he comments!
Scharhrot here with an all new post, this time modding a less-liked keyword: Thunderstrike. Thunderstrike was brought into Narukami as it’s personal keyword, but fizzled out due to it not being compatible with older sub clans or decks.
But in this post, I am not making the keyword compatible with older subclans, I’ll make that clear right now.
Thunderstrike itself is a count of bound cards in your opponent’s bind zone. This ability isn’t all that new. A certain archetype (read: Dunagree)did that before it was cool, but it bound it’s own cards.
So now, I will return to it’s roots and make Thunderstrike git gud.
The cards that made me write this post are Ground Breaking General, Bisham and Conquering Supreme Dragon, Closer Dragon. Bisham is used as a support Grade 3 for Vanq decks (tbh I didn’t know it existed), and Closer Dragon is the newly revealed GB8 for Narukami. Notice how it’s skill reads “in both players bind zone”? That thing got me thinking.
What if this is a sign that Bushi is going to make Narukami bind itself? I mean, Bisham does that and kinda helps in multi attacking, but what if this was a sign for something…… more.
The way I see it, Thunderstrike may morph into a multiattack/control clan. How, you ask? So let’s have a look at some of my (borken) CACs below:
Dragonic Vanquisher “RAIDEN”
AUTO VC GB3 Thunderstike 5 (CB1) When this unit attacks a vanguard, you may choose any number of your rearguards, retire them, and bind them face up. For each card bound by this effect, draw a card. Then, if the number of rearguards bound by this effect is three or more, each players chooses two cards from their drop zone, binds them face up, and you may CC2.
AUTO VC At the beginning of your turn, you may bind up to two cards from your drop zone face up. If you do, CC1/SC1. Then, if you bind two cards, until the end of the turn, your units’ Thunderstrike ability changes to “Thunderstrike X- This ability is active if you have X face up cards in your bind zone” and draw a card.
AUTO VC (CB1 & SB1) During your turn, when your G Unit Stride, you may pay the cost. If you do, bind upto three cards from your drop zone, and your opponent binds the same number of cards from his/her drop zone face up. Choose one of your vanguards, and until the end of the turn, it gets “CONT VC Thunderstrike 3 All your units in the front row get +1k for each face up card in each players’ bind zone”
LOL, I don’t mind if its broken. So with that, you’ll have a fairly decent idea about the route Thunderstrike CAN go on. If you don’t mind, here are some more CACs:
Conquering Supreme Command Dragon , Apokalypse Volt Dragon
AUTO VC 1/TURN: (Persona Flip) When this unit attacks a vanguard, you may pay the cost. If you do, draw a card, and until the end of the turn, this unit gets “AUTO VC At the end of the battle your rearguard attacked a vanguard, you may retire that unit and bind it face up. If you do, choose a card from your bind zone, put it in your hand, and CC1.” And “AUTO VC Thunderstrike 5 (Bind a card from your drop zone face up) When this unit’s drive check reveals a grade 1 or greater rearguard, you may choose a card from your bind zone, call it to RC. Then, if the drive checked card has the Thunderstrike ability, you may bind that card face up, and perform another drive check. If you do, this unit loses this ability until the end of the turn”
CONT G ZONE Thunderstrike 7 (CB2 and put 2 cards from your bind zone on the bottom of your deck) When your vanguard is attacked by a unit, you may pay the cost. If you do, you may either draw 2 cards, or choose one of your opponent’s rearguards, and your opponent retires all of his/her rearguards in that column, and binds them face up.
Black Thunder Dragoon
AUTO RC Thunderstrike 3 GB2 At the end of the battle this unit attacked a vanguard, you may retire this unit and bind it face up. If you do, choose a card not named “Black Thunder Dragoon” from your bind zone, and call it to RC. Then, if you have a vanguard with “Vanquisher” in it’s card name, draw a card, and the called unit gets +2k until the end of the turn.
AUTO (CB1)When this unit is placed on VC or RC, look at the top 5 cards of your deck, choose upto 2 cards among them, and bind them face up, and shuffle your deck. Then, if you bound 2 cards, search your deck for up to 1 card with “Vanquisher” in it’s card name, and put it in your hand.
Let me know your thoughts about the cards in the comments! Also, you are welcome to supplement this with your own CACs!
First Thoughts: Conquering Supreme Dragon, Closer Dragon
Yo people! Scharhrot here with a brand new analysis on the new Narukami GB8, which is totally awesome by the way.
Conquering Supreme Dragon, Closer Dragon
[Stride]-Stride Step-[Choose one or more cards with the sum of their grades being 3 or greater from your hand, and discard them] Stride this card on your (VC) from face down. [AUTO](VC) Generation Break 8:When this unit is placed on (VC), retire all rear-guards of all fighters, bind all cards in your opponent’s drop zone face up, and this unit gets “[CONT](VC):All of your units gets [Power]+2000 for each card in all fighters’ bind zones.” until end of turn.
The single word that officially is me right now. His skill retires all players rearguards, binds the whole bloody drop zone, and on top of that, he continuously gives 2k to all your units for each card in the bind zone. Fucking awesome. Short but sweet.
The feels. Tempest Bolt is back peeps! And this time, as a Brawler! (LOL, just look at the number of fists in the card’s art) It is on place, so if you don’t have any rears, you don’t lose out much. And the whole drop zone bind is just awesome. Going by basic gameplay, you get atleast 10-15 cards in the drop, and when you drop this guy, you get 20k-30k off on your rearguards, double the amount if you play against Granblue, Shadows, Genesis (pre-Dreaming Dragon), etc. Get ready for more ragequits though. Also, PGs which require another PG in the drop are dead.
Time to rejoice, Narukami players! Finally, it seems that the time for good Narukami support is here!
I’ll post a in depth analysis when CFA updates. Until that time, Scharhrot out.
I’m sorry I’m slightly late for this article, life get’s priority. But here I am, with my first ever card analysis, for the new G Guard from FC17, Sky Guardian Supreme Dragon, Impede Dragon.
Sky Guardian Supreme Dragon, Impede Dragon
[G guardian] (Usable when both fighters’ vanguards are grade 3 or greater, and the number of face up G guardians in your G zone is three or less)-Opponent Turn’s Guard Step-[Choose a card with “Heal” from your hand, and discard it] Call this card to your (GC) from face down. [AUTO] Generation Break 1:[Choose a face down G guardian from your G zone, and turn it face up] When this unit is placed on (GC), you may pay the cost. If you do, your opponent chooses one of his or her rear-guards, retires it, binds it face up, if the number of rear-guards your opponent has is two or more than yours, your opponent chooses one of his or her rear-guards, and retires it.
He’s the new thundering stuff we’ve got as defense, and he’s good. Simply good. For the first time ever (or since the beginning of G, anyways) we have ourselves a good G Guard, that can be used in non-TStrike decks too.
Hi skill is, when placed on GC, by flipping a G Guard, your opponent chooses one of his/her rearguards, and retire-binds it. Then, if your opponent has two or more rearguards than you, your opponent retires another rearguard. Pretty good to activate retire/binds on opponent’s turn.
The anti-synergy of TStrike with older subclass is somewhat is brought down a peg or two, and Vanq decks simply profit from this guy.
But first and foremost, the art. It is SIMPLY gorgeous, and is reminiscent of the sub clan, Brawlers. Hell, he even has a Thundering Fist and a headband, two qualities found in my favorite sub clan. But why isn’t he a Brawler is a total mystery to me.
Next up, timing. Bushi really needs to improve on their timing. You decided to release such a good card in a set that was bound to have G Guards flipping G Guards?! This is absurd, BushiBro. You could’ve just switched Bulwark with this guy, and it would have been better. However, good card is good.
Next is the skill itself. Retiring two units is always a good skill, and the Vanq deck fully proliferates from this. This card has synergy with two cards, which pump up your VG for defense. They are Chain Bolt Dragoon, and the man himself, Dragonic Vanquisher.
Chain Bolt Dragoon
[AUTO](RC)[1/Turn] Generation Break 1:When your opponent’s rear-guard is put into the drop zone due to an effect from one of your cards, if you have a grade 3 or greater vanguard with “Vanquisher” in its card name, your opponent chooses a card from his or her drop zone, and binds it face up. If a card was bound, choose up to one of your other units, and it gets [Power]+2000 until end of turn.
This guy/gal, combined with the above mentioned G Guard, boosts up Vanq by 2k. As his skill is not restricted by “during your turn”, he can trigger on any players turn, just needing a medium to proc himself. This medium occurs in the form of two units, Bulwark Dragon, and Impede Dragon.
Sky Guardian Supreme Dragon, Bulwark Dragon
[G guardian] (Usable when both fighters’ vanguards are grade 3 or greater, and the number of face up G guardians in your G zone is three or less)-Opponent Turn’s Guard Step-[Choose a card with “Heal” from your hand, and discard it] Call this card to your (GC) from face down.
[CONT](GC) Thunderstrike 3 (This ability is active when your opponent’s bind zone has three or more cards):This unit gets [Shield]+10000.
[AUTO]:At the end of the battle that this unit is placed on (GC), for every four cards in your opponent’s bind zone, choose up to one [Rest] rear-guard in your opponent’s front row, and retire it.
While Bulwark is an easy 25k shield, his retire skills require a lot of setup. Also has silly restrictions that lock him to front row rest rearguards only. But a retire is a retire, and it helps trigger Chain Bolt’s skill.
Now on the topic of the aforementioned Impede Dragon. He is a random retire/bind, and another retire if you have no rearguards. (often the case with me.) Now, he maybe not ace Bulwark’s 25k solid defense, but he doesn’t need TStrike 8 for two binds. But as I said, a retire is a retire. No questions asked.
So, onto Chain Bolt’s skill: Resricted by 1/Turn, when a unit is retired, the opponent binds another unit from drop zone, and he gives 2k to a unit. Pretty simple, but combine him with the Guards mentiones above, and you power up Vanq to 13k and more if you have more Chain Bolts. This not only results in high defense, but also makes sure that there are at minimum two units in the opponent’s bind zone.
Now, let’s hear it for our main vanguard,
[AUTO](VC) Generation Break 2 (Active if you have two or more face up G units in total on your (VC) or G zone):When your opponent’s rear-guard is put into the drop zone due to an effect from one of your cards, this unit gets [Power]+3000/[Critical]+1 until end of turn. [AUTO](VC):[Counter Blast (1)] During your turn, when your G unit Stride, you may pay the cost. If you do, choose one rear-guard in your opponent’s front row, retire it, and bind that card face up.
This skill is GB2 reliant, so make sure you have it unlocked. This combo relies on Vanq’s GB2. As I said before, a retire is a retire, no questions. And that is because of this guy. For each unit put into the drop via an effect, he gets +3k and a crit. A carbon copy of Gauntlet Buster’s LB4, so this applies to him too. Now, see, the skill is not restricted by either 1/Turn, or “during your turn” clause, making his GB2, which was offensive, into a defensive one.
When Impede procs, he retire/binds one and retires one, making a total of two units entering the drop, equal to a 6k boost in defense. Thus, you have your vanguard sitting at 17k (or 20k+ if you have multiple Chain Bolts on field) and saving the cards in your hand, thus making way for an even explosive, or rather, I should say THUNDERING next turn.
Also, putting in some tips from the wiki’s page:
Use this card alongside Dragonic Vanquisher or Eradicator, Gauntlet Buster Dragon to buff up your vanguard during your opponent’s turn.
Use this card alongside Eradicator, Sweep Command Dragon to retire your opponent’s rear-guards (plus draw and gain power) when they declare an attack.
Machinegun Eradicator, Kantou can also give power to your Eradicator vanguard.
Use this card alongside Eradicator, First Thunder Dracokid in order to Break Ride during your opponent’s turn, retiring their rear-guards, and giving your vanguard a Power+10k to boot.
Do note that if you manage to superior ride successfully when your opponent’s vanguard is attacking your vanguard, the attack target will cease to exist, thus the attack will not hit, making the effect a pseudo-Perfect Guard.
Slowly but steadily, Vanq’s GB2 is turning defensive, and defensive GB2s are life. I PERFECTLY AM LIKING THIS CHANGE.
The interaction with FC heal: This is also pretty huge if you spam CB effects (Voltage Horn, Vanquisher G3, Rockclimb, Voltechzapper), as the CC is very welcome if you have between 0-1 CB left face up. You can also technically just g guard to cc1 without flipping over another g guard. That’s flexibility.
This card f**ks combat math over (for opponent). A few instances this happens:
Opponent attacks RG/VG first with only 2 front row and few boosters. Effectively this nullifies a single RG attack (attacker or other front row). Even better if the attacking rg is resist and the other isn’t, which results in shutting down 2 columns.
Opponent has full field and RG attacked first. This results in them having to kill vg booster (unless its important) > guarded rg booster > rg booster that hasn’t boosted yet. Same as 1, if their entire back row has resist, good fuckin luck to them as it will kill the front row(s).
It punishes resist. I never believe I’ll get to say this. As highlighted in previous 2, this becomes really dangerous when opponent field flood and have a sizeable amount of resist. You can just VMAX/Turbo(if you go Brawler style) their resist next turn.
Opponent has 2 full RG column(4 RG) and no VG booster, and VG attacks first. All you gotta do is intercept your front row (enough to bring your RG count to 2 or less), and G Guard with this. Watch them pop their RG boosters and water down their offense (especially if they have amber clones that needs boosting), or even force them to kill a column if they need to use that amber this turn. This does not include any resist units to screw up the math further.
This card greatly improves the Nightrose matchup by A LOT. Revenge on their Canoneer/Dragut shit, eats with Negrobone plays, hell it even craps on their first rg attack if they have 4+ rg and you are smart with intercepts. Factor in vanquisher GB2 or gauntlet buster LB4 and it effectively shuts down or neuters most of the attacks. Oh and the million dollar question: Would you like to retire your hollow Grenache/Negrolazy that hasn’t attack yet and lose their CC?
Mirage decks get boned really bad. In addition to Granblue, Pale Moon of magia variants get shut off badly. Often they will have to lose precious boosters or risk losing front row attacks. Paratrooper, Swordmasters, Purple Trapeze, and amber boosters: They all hurt. Harmony kinda gets hurt as well as it effectively breaks harmony in a column, and if they only have 4 rg, goodbye Olyvia turn.
It counter punishes field wipes from opponents. Harri G4, Drag it, Taiten, Chronoscommand Revolution, LJ, basically anything that haves you lose your rearguard. If you have none left, impede will kill 2 even if opponent only has 3 rg, and that’s potent shit. If they call 2 or less…this effectively blocks out 1 column.
In vanquisher, Impede is worth at least 20k shield, if no way more. You also need to factor in vanquisher gets +3k per retire, which effectively puts vg at 14k (17k with 2 retire), making a lot of 21k columns more manageable, and shits on 16k beaters without booster (like negrorook). In fact 21k is not gonna happen without some major rg power gains or triggers, as they pretty much lose the boosters. That’s without factoring the chain bol
For Kaiser, it puts opponents in a bad spot and helps you with booster which they often cannot touch efficiently. Again +1 Thunderstrike is also lovely.
This card is the best shit that happen to Naru in quite a while. The world shall weep! It is bloody brilliant.
Now, another important topic: Space. With each new card reveal, space is becoming an issue. I’m currently running this as my G Zone:
4x Voltage (AWESOME CARD)
2x VMAX (Great card, btw)
2x Voltechzapper (Good first stride if you are going second, or your opponent rushes.)
X2 Zorras (Filler)
However, due to this card (which I’m definitely running at two)I gotta make some changes in the G Zone.
Post FC, my G Zone will look like:
X1 Vritra (Just sitting here, for flip fodder)
X1 FC17 Stride
Yeah, the G Zone is kinda getting tight, so hope’s up for Bushi to increase the G Zone size.
So that’ll be it for my first Single Card Analysis. Please feel free to comment, or click dat follow button to instantly get updated on my ramblings.
Thanks for reading!
Stand UP, Vanguard!
P.S. Thanks a lot /u/cinderate for the other stuff.
So, in today’s stream, we got info ‘bout the new trial deck, and the new booster. I’ll get to it, but first off:
WHERE’S MAH FENRIR/WOLF BOI !?
Bushi, I swear, give Fenrir support, or else…………………………………………………………………………………………………
Okay, that aside, we got great info today!
G TD 13: Ruler of the Evil Eye (Reference to Shiranui, duh.)
Release Date- June 9, 2017
Main noice thingies:
Starting with Ruler of the Evil Eye, the following changes:
There will be 2 copies of a G Guardian
Trump Cards are included along with important reprints
Randomly inserted FOIL cards
Price increases from 1100 Yen to 1300 Yen
Starter Sets are being discontinued apparently, and instead Card Sleeves and Deck Holders will be released the same day as the Trial Deck.
Yep, those are the new changes starting from this trial deck. The 2 G Guards are great, also trump cards reprints. See, clearly it says reprints. So, we can expect main cards like Noroi, OG Shiranui, hell, even Atagolord could be reprinted. Goddamn it Bushi! You had one job. Yep, there’s only one reprint, which is the stride fodder. But still, I want a Shiranui reprint! The stride fodder is reprinted at four, WITH ALT ART. Goody-goody. But, the price increased by 200 yen. Also, now the TD comes with random foils, so collect four copies of each foil TD card, and you get a full foil deck. No starter sets now, so no JPN-only Starter set reprints. Or sleeves, or deckboxes. Instead, there wil be a simultaneous release.
So, new TD is great. It has the new Shiranui. What in the actual hell Bushi ?! I mean, it’s okay, you need to sell your stuff, but the old Shiranui needed to be reprinted. He went over 40 bucks now. How the heck do you want people to buy the old guy ? You could have done this with the previous TDs, put Heavens Decree and Searing Boobs in the TD, but NOPE. You just put em in the Chara booster, and right now they are 40 bucks and 50 bucks respectively.
Now, I can’t talk about the new TD without talking ‘bout it’s star card, new Shiranui:
AUTO (VC): When your Ride Phase begins, you can choose 1 card from your opponent’s Drop Zone. If you choose it, your opponent Calls that card to (RC), and when that turn ends, that Unit is Retired. [Top Secret Ability]
So,wow ! Shiranui’s looking goooooood. But what’s this? Shiranui doesn’t have Afterimage?! OH.MY.GURGUIT. That’s bad. You just got a very, very bad treatme-
WTF ?! A new keyword ?!
Bushi, stop making these idiotic new things. All the previous support goes in the drain due to this. But please, change Oracle. No questions asked.
So, Nubatama gets a second keyword called Dominate. Nothing has been spoiled as of yet, but as time passes, the keyword will debut in the anime.
(Secretly opens the wiki but sees no future Kazumi fights)
Ah well, we’ll get new episode info from MonBushi. That’s all for the new Shira-
F**k that. I didn’t even talk about his revealed skill. During ride phase, he gives you the ability to revive one of your opponents unit from the drop. One word that describes this: Weird. So, is Nubatama trying to Granblue the opponent ? I am thinking that it assists Dominate in some sort of way. Only time will tell. Anything is possible with Bushi.
My try on Dominate: I think it will be a sort of skill like Reverse. How cool would it be to control your opponents’s units?!
The deck ratios :
It’s a 54 card Trial deck, having 4 G Units.
17 new cards and 1 reprint (The stride fodder)
The price is 1300 yen
Bushi made a very good decision this time. The TDs from now on will be half Legend Decks, and more people can be introduced to the game. Except people who wanna play clans which are not MC.
G BT11- Descent of the Rogue Deity
Release date- June 9, 2017
Shoutout to the people who know me on Reddit,
I’M ON A FREAKING POSTER!!!!!!!!!!!!!!!!
Let me just say, THAT NUBATAMA GUY IS FREAKING AWESOME. He looks badass and very, very cool. But this means that we probably won’t get a Shiranui Stride Fusion. Unless Shiranui became human. Which is possible, Bushi reigns king.
The set supports : Gear Cancer, Royal Paladin, Nubatama, Dark Irregulars, Kagero, Genesis and Cray Elementals.
Royals again? Four sets in a row?! Counting the TD, Character Booster, Set 10, Legend deck, and now the booster. I can’t take this much support for abs! Even though much of the support here will be Blasters & sons. Bushi, you could postponed the set 10 support and just merge it with this set, couldn’t you? But who’ll pass up the chance for Shion “Pretty Boy” Kiba to advertise that meh card Luminous Hope, eh? Kick that Hope out out, and go jazz hands with the one and only, Brave Lancer!
Although, this is not the point of this set. This set is Aichi’s set, no questions asked. Gancelot’s getting supported, boiz!(Even though I totally hate Aichi, Gancelot git gud.)Yep, the Solitary Knight is back in action!
Ah, that reminded me. WHERE THE F**K ARE YAH, SHOUMA!? How dare you abandon my Fenrir and go MIA?! Seriously, mates, I want Fenrir support. You can’t just hand over the reins to a waifu archer L. (even though she’s totally HOT). I think the waifu is a Stride, due to the following image.
Note how the new poster boi and a Kagerian dragon is shown with her, and not Shieldmaster and new Shiranui. This reconfirms that she is a Stride. I’LL TRANSCEND THE HEAVENS FOR FENRIR SUPPORT.(Please don’t kill me, J’aime Fenrir as a GODDAMN card.)PLS SUPPORT WOLF BOI!
On that topic, Blademaster’s getting a new form (which looks like a G3, cause it has only one blade), so it’s not impossible for Wolf Boi to get support. On Kagero’s topic, Shieldmaster exists now, so, Bladeboi won’t get much from it. Although the new Kagero Stride looks ABSOLUTELY EXQUISTE. I’m hoping that he’s not restricted.
Nubatama’s first main set support in the whole of G. Wow, I mean, Bushi always gives them some near broken stuff, and as a result, they get Denialed from support. I’m hoping for some good support, Bushi don’t disappoint me.
Dark Irregulars support is well timed. Finally Enishi gets his alternate Strider. Also, yay for Scharhrot support! I really want some good support, something that will make Scharhrot stand out from the rest of the builds (considering that most Scharhrot support is generic, and can be used in any build.), and ScharhrotDarkness will become a good build. It has to, it has my name after all!
MYSTERY FLARE SUPPORT?! Bushi’s definitely trolling now. Mystery Flare is the most luck dependent card in entire G. On hit, CB4 to reveal 4. If you reveal a G1, G2, G3 and G0, then you get an extra turn. Became more consistent due to Demiurge’s stacking. But a card from the same set, Heteroround killed it. Let’s see what happens now.
And yeah, the featured image has nothing to do with the decklist itself. That’s just clickbait.
I’m back with a decklist, this time for the great Fenrir !
Now, I really wanna share why I looked into Genesis, and specifically, Fenrir. Some months ago, I read the Magnus Chase books, and really decided to make Fenrir. This deck is personally my second best deck, as it requires both sense of timing and proper execution.
What is Genesis ?
Genesis is a clan which can be described as a blend of Dark Irregulars and Pale Moon, often with a mix of Oracle Think Tank. It was a sister clan to OTT, until Wiseman loop and Fenrir happened. Its main focus is mass soulcharging cards, and then mass soulblasting them for various benefits such as superior calling, drawing, power boosts, and much more.
Now, going to its keyword, Revelation. Revelation was brought out in G BT08. Revelation is an on call ability, which triggers on specific circles only, by which you can check the top card, and put it in your soul or keep it on the top of the deck. If you do the former, rest a unit. This helps to check whether the top card is a trigger or not, and if not, you can put it in your soul to increase chances of getting a trigger in your drive checks. One downside of the keyword is that you lose a booster or attacker via resting a unit, thus decreasing pressure. This cost is mitigated by the Fenrir G4, Tahro and Gelgja.
The decklist is :
Fetter Creator, Van (SV)
4 Mythical Destroyer Beast, Vanargandr
3 Mythical Hellsky Beast, Fenrir
2 Great Angel, Doom Brace
3 Beast-Slayer Military Deity, Tyr
2 Goddess of Seven Colors, Iris
2 Sky-dome Battle Maiden, Hanasatsuki
4 Mythic Beast, Fenrir
4 Goddess of Sunlight, Yatagarasu
4 Boulder Fetter, Gjoll
4 Battle Maiden, Kotonoha
3 Unappeasable Biter, Gleipnir
4 Goddess of Decline, Hel
4 Shackle Fetter, Gelgja
4 Mythic Beast, Skoll
2 Claimer Harry
4 Goddess of Youth, Hebe
4 Goddess of Sound Sleep, Tahro
2 Dreaming Dragon
4 Stake Fetter, Thviti
2 Battle Maiden, Kukurihime
One downside of Genesis is that it has a very small number of G Units, thus limiting options, and meaning that you have to play multiples of each card, despite it’s rarity.
The deck playstyle is actually straightforward, but only if you know your cards well. Our beater is Kotonoha, which becomes a powerhouses by soulcharging and more boosts if soulcharged with Revelation. We get draws from Gjoll, Hellsky Fenrir and Gleipnir, and can maintain a decent sized hand. For pressure, we have Vanargandr, which becomes even more formidable when combined with Revelation. For resource management, we have Dreaming Dragon, Harry and Hel (the CC PG).
Now, I don’t actually play the loop, but still, here is the Wiseman Loop
The Wiseman loop makes use of Angelic Wiseman, Hellsky Fenrir and the Revelation Stand, Tahro. This works best if you have low cards in the deck, like ten to twelve. So, assuming you have four Tahro in soul, at least five open CB and a lot of soul, more than twenty four, including the Tahros, you can use Fenrir’s skills to put five cards in the soul, and give a + 15k bonus to wiseman, and you have a 25k Wiseman. Then attack with him and use his skill to SB a Tahro, standing him. (Note : Standing again while attacking does not cancel the attack). Repeat until you have no Tahro in soul. This is a very fearsome loop, as you can attack more than four times for a 4ok+. Your opponent needs a lot of hand to guard against the loop. If you have Hati behind him, BOOM. Big numbers incoming. Then, after bottomdecking all your Tahros, attack with Vanguard for triple stands. I’m not going to calculate the total power on Wiseman though, better get a calculator.
However, Gears, Granblue, Kagero really mess up the loop, so be cautious.
Grade 3 :
Mythic Beast, Fenrir
[AUTO](VC) Generation Break 2:[Soul Blast (3)] When this unit attacks a vanguard, you may pay the cost. If you do, until end of that battle, this unit gets [Critical]+1, and your opponent cannot call grade 1 or greater units from hand to (GC). [AUTO](VC):During your turn, when your G unit Stride, Soul Charge (3), choose one of your vanguards, and until end of turn, it gets “[AUTO](VC)[1/Turn]:[Counter Blast (1)] When your card is put into the drop zone from your soul, you may pay the cost. If you do, call that card to (RC).”.
Fenrir is one of the best Striders in game, in my opinion anyways, at least by the Stride skill. Also, he has great art, and I definitely like The Wolf. #MagnusChase !
His Stride skill is free, and you soulcharge three cards, and give a red text to the G Unit you Stride. The red text allows the Vanguard to superior call a unit from the drop, but it has to be a unit you soulblasted. Pretty wicked, considering you get all sorts of units in the soul which you require a lot. Also, the soulcharge powers up Kotonaha by 3k instantly, making her a 12k attacker.
Good calls from his skill are Gjoll, Kotonaha and Dreaming Dragon (only get him out if your deck is low.)
His passive GB2 costs three soulblasts, and by paying the cost, he gets a critical and a glory skill too. Was pretty good back when G-Zone was 8, but now, G Guardians have powercreeped him.
Still, Fenrir is a good G3 and you will want to ride him, as you are boosted by tons by just having him on VC.
Sunlight Goddess, Yatagarasu
[AUTO](VC) Limit Break 4 (This ability is active if you have four or more damage):[Soul Blast (9)] When this unit attacks a vanguard, you may pay the cost. If you do, draw two cards, and choose up to two of your «Genesis» rear-guards, and [Stand] them. [AUTO](VC):During the battle that this unit was attacked, when your «Genesis» guardian is put into the drop zone, put that card into your soul. This ability cannot be used for the rest of that battle. (If two cards or more are put into the drop zone at the same time, put one card into the soul) [CONT](VC/RC):Lord (If you have a unit without a same clan as this unit, this unit cannot attack)
The other grade three of the deck. Yeah, I know most players run Wiseman for the loop, but I don’t like the loop much and Yatagarasu is pretty much a okay-ish backup. Of course, the new Fenrir from the upcoming set eleven will replace her, but uptil now, I’ve never encountered any problems with her. Misriding a 10k base unit is much bad than this. Yeah, she does not have a RG skill, but that is an argument for another day.
Her Limit Break skill costs soulblast nine, when she attacks, she can stand two of your rearguards, and draw two cards. This is even more effective: Soulblast two Tahro for her skill, and you instantly get two columns, fully charged, and the draws are also great.
Her second skill is also cool. If you use guardians for guarding her, she can put one of the guardinans in the soul. Only one, mind you though.This is great if you wanna get Tahros (which are kinda dead in the hand) to your soul, and ready for column stands next turn. A good point of this card is that it does not carry any GB restriction, meaning you can keep her as VG and your deck won’t be vanilla against rush decks. Then again, most cards do not have GB restricted effects. Hell, you can even rush with Revelation early game.
Grade 2 :
The actual cards that are great both early game and late game.
Battle Maiden, Kotonoha
[AUTO]:Revelation-(RC) (When this unit is placed on the specified circle, look at the top card of your deck, and you may put that card into your soul. If you do, [Rest] one of your rear-guards) [AUTO](RC):When your card is put into your soul during your turn, this unit gets [Power]+1000 until end of turn. Then, if it was put into your soul due to the effect of your revelation ability, this unit gets [Power]+1000 until end of turn.
Arguably one of the two best grade twos of the deck. She has Revealation, and a really good skil too.
The skill boosts her power by 1k for each soulcharged unit, and another 1k if soulcharged with Revelation. You already soulcharge three for Fenrir’s Stride Skill, making her a 12k attacker instantly. On Tyr turns, she hits 15k, 18k or 21k, depending on your drive checks. Combine her with Tahro and/or Stands, and you at least force your opponent to guard with two-three 10k shields.
Like I said, best card of the deck. Also, as her skill is not GB restricted, you can potentially go early game like me and get cards in to the soul. The target for resting should be Van, which is a good card too.
Boulder Fetter, Gjoll
[AUTO]:Revelation-(RC) (When this unit is placed on the specified circle, look at the top card of your deck, and you may put that card into your soul. If you do, [Rest] one of your rear-guards) [AUTO] Generation Break 1:[Counter Blast (1)] When this unit is placed on (RC), if you have a vanguard with “Fenrir” in its card name, you may pay the cost. If you do, until end of turn, this unit gets [Power]+4000, and “[AUTO](RC)[1/Turn]:[Soul Blast (3)] When this unit attacks, you may pay the cost. If you do, draw a card.”.
A glimmer clone, who is far to good not to use.Has Revealation? Check. Power boosts? Check. Draw power? Check. The second greatest card after Kotonaha, he is probably the only card which I don’t feel bad about riding. Probably because I can superior call him after soulblasting him.
His skill is on-call, by paying one counterblast, he gets 4k and a 1/Turn red text, but is restricted by GB1 and needs a Fenrir vanguard. His red text is on-attack, by paying three soulblasts, you draw a card. A combo I like to pull off is soulblast a Tahro to restand him midattack for another attack, or two Tahros to restand the whole column. You can get this off only once, cause it would be a dangerous loop if the red text was not 1/Turn.
You also can combine him with Gelgja’s soul skill, to get a 10k boost on him, but for that to happen, you’ll need to rest Gjoll via Revelation first.
His art’s cool too. And he’s only a R
Unappeasable Biter, Gleipnir
[AUTO](RC) Generation Break 1 (Active if you have one or more face up G units in total on your (VC) or G zone):[Counter Blast (1)] When this unit attacks a vanguard, if this unit is boosted, you may pay the cost. If you do, Soul Charge (3). Then, if your card was put into the drop zone from your soul during this turn, draw a card.
Gleipnir is a very old time card, from set 4. The conditions for his skill to activate are the same as other Amber Clones: On-attack, if boosted, pay a CB and all that. He is the same.
His skill lets you soulcharge three, and then if you soulblasted before using his skills, you draw a card. Pretty good, considering that he soulcharges, but I will replace him with the RR G2 (it is coming, don’t ask me who) from set 11.
Grade 1 :
Shackle Fetter, Gelgja
[AUTO]:Revelation-(RC) (When this unit is placed on the specified circle, look at the top card of your deck, and you may put that card into your soul. If you do, [Rest] one of your rear-guards) [ACT](Soul):[Put this card on the bottom of your deck] Choose one of your rear-guards, [Stand] it, and it gets [Power]+3000 until end of turn. If you have a vanguard with “Fenrir” in its card name, Soul Charge (2), choose one of your units, and it gets [Power]+3000 until end of turn
Best grade one imo. He has great art and great synergy with Revelation too.
His skill activates in the soul. It is an ACT, so use your Revelations beforehand. By bottom decking him from soul, you can stand one of your rearguards, and give it +3k. Then, if you have Fenrir as VG, you soulcharge two and give another unit 3k. Not decking out is always helpful, and the additional SC helps boost up Kotonaha too. He should be your G1 ride target, ’cause it is always good to use Revelation on G2.
Good card overall, dead if you get him in the hand. But that is the reason I use Yatagarasu.
[AUTO](RC)[1/Turn] Generation Break 1 (Active if you have one or more face up G units in total on your (VC) or G zone):When a card is put into the drop zone from your soul, put that card on the bottom of your deck, and Counter Charge (1).
Harry is the only card that countercharges in the deck, and also helps in not decking out.
His skill is 1/Turn, when you soulblast, you can bottom deck that card and countercharge one. Useful when running low on CBs, but the deck does not use much CBs to make it worthwhile.
Grade 0 :
In this segment, I will talk about two triggers and the starting vanguard
Fetter Creator, Van
[AUTO]:Forerunner [AUTO](RC):When this unit [Rest] due to the effect of your card, choose one of your units, and it gets [Power]+2000 until end of turn. [AUTO](RC) Generation Break 1:[Put this unit into your soul] When your drive check reveals a normal unit, you may pay the cost. If you do, draw a card.
Van is the new starter of the deck. He is purely here for becoming a scapegoat to Revelation and the draw.
His skill, when rested due to your card effects (Revelation, duh), he gives one of your units +2k. Early game power-ups are nice.
When your drive check reveals a normal unit, by putting him in the soul, you draw a card. Pretty useful skill, and the draw helps too.
You can replace him with Leyding, but I feel that Van is much more versatile and synergizes with Revelation. Too good not to use.
Goddess of Deep Sleep, Tahro
[AUTO]:Revelation-(RC) (When this unit is placed on the specified circle, look at the top card of your deck, and you may put that card into your soul. If you do, [Rest] one of your rear-guards) [AUTO] Generation Break 1:[Put this card on the bottom of your deck] When this card is put into the drop zone from your soul, you may pay the cost. If you do, choose one of your rear-guards, and [Stand] it.
Another Broken Stand trigger. His skill is when soulblasted, by bottom decking her, you stand one of your rearguards. Infinitely better with Revelation and some good cards. Who doesn’t like multiattacks ?
But she is a dead card in hand, so get her to soul no matter what
[AUTO](RC) Generation Break 1 (Active if you have one or more face up G units in total on your (VC) or G zone):[Put this unit on the top of your deck] At the end of your turn, you may pay the cost. If you do, return all cards from your drop zone to your deck, and shuffle your deck. Then, if ten or more cards were returned, draw a card.
A card you definitely want to use if you don’t wanna deckout. His skill triggers at the end of the turn. By top decking him, return all your drop zone to deck, and shuffle. If you return more than ten, draw a card. Good things come in C rarity, don’t they?
The best time you want to use this card is if you have less than ten cards in the deck.
The G Zone :
One of the cons of Genesis is that it has a very small card pool, at least for grade fours. But, we still have some good units.
Beast-Slayer Military Deity, Tyr
[Stride]-Stride Step-[Choose one or more cards with the sum of their grades being 3 or greater from your hand, and discard them] Stride this card on your (VC) from face down. [ACT](VC)[1/Turn]:[Soul Blast (3)] Look at the top card of your deck, put it on the top or bottom of your deck, and until end of turn, this unit gets “[AUTO](VC):When your drive check reveals a grade 1 or greater card, you may Soul Charge (3).”.
Yep, I love Tyr. He sets up the soul so hard that it’s not funny
His skill is once per turn, by soulblasting three, he gets red text that allows him to soulcharge three when you drive check don’t drive check a grade zero.
Now, what makes this card so good ? The fact that it sets up your soul is nice, but you can also get in key units like Gelgja, Tahro and even dreaming Dragon, so that you have chances of surviving without decking out. Even more, you pump up Kotonoha with +12k (assuming you drive checked three non-grade zeroes, and 3k with Fenrir). Anyways, you will probably use him only once per game, mainly because he has fulfilled his purpose of filling the soul.
He can really set you up for a finisher turn, on either Hellsky or Vanargardr, as now, you will have a big soul and low amount of cards in deck.
Mythical Hellsky Beast, Fenrir
[Stride]-Stride Step-[Choose one or more cards with the sum of their grades being 3 or greater from your hand, and discard them] Stride this card on your (VC) from face down. [CONT](VC) Generation Break 2:Your rear-guards’ revelation ability changes to “[AUTO]:When this unit is placed on (RC), look at two cards from the top of your deck, search for up to one card from among them, put it into your soul, and put the rest on the top of your deck in any order.”. [ACT](VC):[Counter Blast (1) & Soul Blast (3)] You may draw a card. If you do not, put up to one card from the top of your deck into your soul, choose one of your rear-guards, and that unit and this unit get [Power]+3000 until end of turn.
The grade four form of Fenrir.
His first skill changes Revelation to : When placed on RC, you check the top two, put one in the soul and other on the top. The ability gets rid of the downside of Revelation, which is the resting, and allows you to check the top two.
His second skill, by paying a counterblast and three soulblasts, you can either draw a card or soulcharge the top card. If you do the latter, choose a rearguard, and they both get +3k. Another vital piece in the Wiseman loop.
Now, how do we use these ability to the fullest ?
First, you need to have the G3 Fenrir as vanguard (and GB2). Then stride into this guy. Call a unit with Revelation (preferably Kotonoha); use her skill to check the top two, and put one normal unit in the soul. If the other unit you top decked is a normal unit, use Fenrir’s second skill to either draw it or soulcharge it (Soulcharge is better; more power to Kotonoha) thus increasing trigger chances. Then use the red text given by G3 Fenrir to call another unit with Revelation, and repeat the above. If you get a trigger unit, keep it there and keep using more Revelation units to to soulcharge all your normal units, thus having only triggers in the deck. Instant wincon, while also pumping up Kotonoha.
So, this is another thing I do post first-Strides. While Fenrir is not a finisher, he helps plenty by removing normal units from the deck. But, he is ferocious if you have pushed your opponent to five damage, as mostly, all your drive checks will be triggers. The best I got was when I faced some one on four damage, used Revelation twice to get out two normal units, and was a three to pass. First Drive check? Critical. Second Drive check? Critical. Third Drive check? Critical. THE REAL FORM OF HELL.
For all those who don’t believe :
Mythical Destroyer Beast, Vanargandr
[Stride] (Released when both players’ vanguards are grade 3 or greater!)-Stride Step-[Choose one or more cards with the sum of their grades being 3 or greater from your hand, and discard them] Stride this card on your (VC) from face down. [AUTO](VC) Generation Break 2 (Active if you have two or more face up G units in total on your (VC) or G zone):[Soul Blast (6) & Choose a face down card named “Mythical Destroyer Beast, Vanargandr” from your G zone, and turn it face up] When this unit attacks a vanguard, you may pay the cost. If you do, until end of turn, this unit gets “[AUTO](VC):At the beginning of your drive step, look at four cards from the top of your deck, search for up to four cards from among them, put them on the top of your deck in any order, and put the rest on the bottom of your deck in any order.”.
Another finisher of the deck. Vanargandr is really good, provided you have not ended the game before using him.
His skill is generation break two, when he attacks, for a persona flip and six soulblasts, he gets the red text. The red text is, before he drive checks, he checks the top four, and then you arrange them accordingly. He is especially useful when the opponent is at five damage and you are sure that you have triggers in the deck. If you do not get any triggers, you can bottom deck the cards, hoping to get triggers.
Now, I do not use him for trigger stacking, although that is a very powerful thing, I use him to soulblast my four Tahros which are in the soul to stand two columns, thus making more attacks and bottom decking all the Tahros. Thus you can have up to six attacks with him, not including trigger effects from drive checks.
I will not talk about Doombrace, because he is mostly a filler G Unit.
G Guardians :
Sky-dome Battle Maiden, Hanasatsuki
[G guardian] (Usable when both fighters’ vanguards are grade 3 or greater, and the number of face up G guardians in your G zone is three or less)-Opponent Turn’s Guard Step-[Choose a card with “Heal” from your hand, and discard it] Call this card to your (GC) from face down. [AUTO]:When this unit is placed on (GC), choose one of your rear-guards, and if you have a card with the same card name as that unit in your soul, this unit gets [Shield]+10000 until end of that battle.
Hanatsuki is the G Guard from set 8. When placed on GC, if you have a card in the soul with the same name as a rearguard, she gets +10k shield. Easy-peasy.
The shield gets better as the game progresses, and thus your defense increases.
Goddess of Seven Colors, Iris
[G guardian] (Usable when both fighters’ vanguards are grade 3 or greater, and the number of face up G guardians in your G zone is three or less)-Opponent Turn’s Guard Step-[Choose a card with “Heal” from your hand, and discard it] Call this card to your (GC) from face down. [AUTO]:When this unit is placed on (GC), choose up to three cards from your drop zone, and put them into your soul. If three cards were put, this unit gets [Shield]+5000 until end of that battle.
Iris is another great G Guard. When placed on GC, she puts three cards from drop into the soul. Great skill. All your soulblasted units or heal triggers go to your soul for soulblasting next turn. Great card. And if the new Fenrir has a GB2 similar to Gavrail’s, it’d be even powerful.
So, this is my Fenrir deck.
Early game: You want to get Gelgja, Gjoll to the soul as fast as possible. Plop Kotonaha down for early game beatdown. Get normal units in the soul as much as possible before first Stride. Main ride mostly should be Fenrir.
First Stride, Tyr only. Soulcharge half the deck to the soul. Do not go for triggers first Stride. Genesis works best late game.
On second Stride turn is where you get serious. Go into Fenrir or Vanargandr. This depends on you, and how fast you wanna end games. Mostly get a Dreaming Dragon to RC now, and start soulblasting triggers from the soul. Only triggers, mind you. Normal units stay in the soul. Get out your Tahros for multiattacks, and use Dreaming Dragon at turn end to replenish the deck with triggers. End games with Fenrir or Vanargandr.
Todays card of the day features a Genesis Heal retrain (and Witch support too?)
Witch Queen of Big Achievement, Laurier
Fighters Collection 2017 – G-FC04/030 (RRR)
[G guardian] (Usable when both fighters’ vanguards are grade 3 or greater, and the number of face up G guardians in your G zone is three or less)-Opponent Turn’s Guard Step-[Choose a card with “Heal” from your hand, and discard it] Call this card to your (GC) from face down. [AUTO] Generation Break 1:[Choose a face down G guardian from your G zone, and turn it face up] When this unit is placed on (GC), you may pay the cost. If you do, choose two or more normal units with the same grade each from your drop zone and soul, up to a total of three cards, return them to your deck, this unit gets [Shield]+5000 for each returned card until end of that battle, and shuffle your deck.
The G Guard is okay. Its skill is GB1, by flipping a G Guard, choose two or more units from the drop and soul with the total being three of the same grade, and return them to the deck. She gets +5k shield for each unit returned this way.
Now, you can’t return triggers with her, restricting her to only normal units. But we still can send back perfect guards, stride fodders and other cards required in the deck. So, it is a 50-50 split for using her. Iris is still better than her, and Hanatsuki is kinda good too. You will have a maximum 30k shield with her though, making her more powerful than the other G Guards Genesis has. Anyways, guess I’ll replace a Hanatsuki with her.
Ah, almost forgot about the shuffle. The shuffle resets all your deck stacking, so be careful.
Good unit, all in all.
Witch of Big Bowls, Laurier
Fighters Collection 2017 – G-FC04/054 (RR)
(You may only have up to four cards with “HEAL” in a deck.) [AUTO]:When this card is discarded as a cost to call a “Witch Queen of Big Achievement, Laurier” from your G zone, you may put this card into your soul.
You thought I was going to talk about the card ? Ah well, when discarded to call Laurier G Guard, put her in the soul. Pretty good, though Murakumo needed this type of heal.