Tuesday, April 17, 2012

New Contender: Narukami

So one card in the upcoming set that has captured a lot of people's attention is Dragonic Kaiser, Vermillion. While this card has a lot of hype at the moment, I want to take a look at the deck that will be supporting it. Much like Kagero, this deck is focused more on sheer power than gaining card advantage. I feel like this will be a deck that a lot of Kagero players might gravitate to, either as a side project or if it turns out to be good enough maybe even their main deck. Even people who usually play decks like Royal Paladin or Oracle Think Tank might give Narukami a try simply because of the allure that Vermillion brings.

Every informed Cardfight Vanguard player should know what Vermillion is and how it affects the various mechanics of the game, namely blocking. However, if you are a little behind because you actually live a full life, here are a couple of links that will quickly clue you in!

Dragonic Kaiser, Vermillion Wikia:
http://cardfight.wikia.com/wiki/Dragonic_Kaiser,_Vermillion

Cardfight!! Vanguard: HerO's Blogspot post:
http://herocfv.blogspot.com/2012/04/set-6-preview-dragonic-kaiser.html


Thunder Break Dragon



Another grade 3 that Narukami decks are sure to utilize is Thunder Break Dragon. For simply having 4 damage this card gets +5K power when it is your vanguard and attacks the opponent's vanguard. No counter-blasting required! Unless of course you are intending to utilize its Blaster Blade like effect, in which case you counter-blast 2 to retire a grade 2 or lower rearguard when this card is placed on the vanguard circle. Since Thunder Break Dragon can easily get itself up to 15K power you only need a 5K booster in order for it to hit the magic number of 20K power. Nifty! When playing this deck I might tend to play this guy as my main vanguard, opting to only drop Vermillion when I intend to use his effect which, mind you I haven't done any testing so this is just speculation, will probably only happen once a game. I am fairly confident that it will happen at least once a game though.


Demonic Dragon War Ogre, Carla




On to the next one! Which is Demonic Dragon War Ogre, Carla. This card is a grade 2 with 9K power. When it hits your opponent's vanguard you can flip a previously counter-blasted damage back over so you can use it again. This card will force blockers from your opponents hand like none other. You probably won't be able to get this card's effect off very often, but when you do you will most likely be able to use Vermillion's devastating effect for a second time. So to spell this out, you used Vermillion once and you have 4 damage with 3 flipped. Then you take another point of damage for 5, 2 damage available for counter-blasting. Then, if Carla goes off, that means you have a third damage to use and Vermillion is ready for a second round! As I said though, even if you don't get this off then it means that your opponent is dropping a lot of their hand and will make this a priority target when they're attacking. This pulls some attacks off of your vanguard, allowing you to let this guy go and conserve your hand if need be. 

On a side note: hitting a heal trigger can also help reset your damage for a second Vermillion attack. 

Dragon Dance, Rai Rai


Another card I find really interesting for the Narukami clan is Dragon Dance, Rai Rai. This card is a grade 1 6K booster. When you soul blast 1, the boosted unit gains 5K power. Essentially, this guy boosts your rearguard or vanguard by 11K power! With Rai Rai behind your Thunder Break Dragon you could potentially hit for 26K power. If your lucky enough to hit 2 triggers this unit's is propelled up to 36K power. That means if your opponent is on the brink of death (or losing, "death" is kind of dramatic) they would need to block that one attack for 40K. Obviously, they are going to null guard, lose, or just take the damage assuming they have 4 or less. I can see this guy ending games. So watch out.

Of course Narukami have a lot more cards. They have a guy with an Aermo effect, one has an effect similar to Blaster Blade, etc. I'm also not going to go over the triggers. They will probably be getting one card of each type of trigger... blah blah blah. I think I've covered the more unique Narukami cards but feel free to look a little deeper if you think you might want to run this clan. This is a deck I will at least give a shot, being able to swing with so much power seems like a lot of fun.

Sorry I'm posting this kind of late. I had to start it and come back to finish it. I ended up getting a few matches in today which was really fun. I may have a friend of mine that would be willing to share his amazing insight into the mechanics of this game. In other words, he would write articles on how to get better at Cardfight Vanguard. I know his input has improved my game by TON. In fact, he actually taught me how to play from the ground up. I'm not sure when he will be able to get around to tackling these articles seeing as how finals are coming up really soon for us. It could be a bit, I'm telling you this as sort of a sneak peak into the future of this blog. Thank you for directing your web browser to The Fight. I hope to post another article up later this week. 

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