Damn the Pojo character limit! Rage!!!!!!!
Somewhat obviously put, this is an article for Pojo peeps to look through. It has no particular presence in this blog other than just being here as it's a much different pace than what I'd like here (which at the time of posting is a lot of grimacing over my inability to Pale Moon) so yeah.
Please note many of my reviews may be opinionated and were created during sleepless nights, so please forgive if something doesn't seem especially right and point out as you wish.
Introducing you measly trial deck starter that no one ever wants...really...huh...
Recommended only at 1 (starter) in Gyras Megablast.
★1/Demon/Boost[AUTO]: Pioneer (When another unit from the same clan rides this unit, you may call it to (RC))
[CONT](VC/RC): Restraint (This unit cannot attack.)
[CONT](RC): This unit cannot boost rear-guards.
★1/Human/Boost[AUTO]: When another «Narukami» rides this unit, you may call this card to Rear-guard Circle.
[ACT](RC):[Soul Blast(1)] Choose one of your «Narukami» vanguards or rear-guards with a [CONT] skill, and that unit loses that skill until end of turn.
Koh Koh isn't the best unit in the world, sadly. His skill has probably about 2 shots before becoming a totally dead card. He's supposed to be used in conjunction to many set 8 cards, but does a pretty poor job at it. With Flash, Thunder Fang, and Dangarii all having similar drawbacks, he'll allow maybe a single column to achieve optimal power for 2 turns, while his own 3K power will screw up a column he's placed in. Yeah...
One can argue he allows the Djinns to hit Rearguards, but that brings up the question of why you're using Djinns if you want to hit Rearguards.
★1/Dragonman/BoostAUTO: When another «Narukami» rides this unit, you may call this card to Rear-guard Circle.
AUTO [R]: [Counter Blast (1) & Put this unit into your soul] When an attack hits a vanguard during the battle that this unit boosted a «Narukami», you may pay the cost. If you do, choose one of your opponent's grade 0 rear-guards, and retire it.
Often looked at first between the 2 competent starters. Saishin offers the 'standard' 5K boost of moving starters. What's interesting though, is what his skill does. Most starting Vanguards are often accompanied by a skill that supports their own deck and forwards plays. Not Saishin, he goes around laughing at other starters trying to do so. In fact, due to those starters usually being very big roles at getting a deck started along their way, Saishin probably is one of the easiest ways to make a really big impact on the opponent in the early game. He has one weakness though, a LOT of starters are probably going to get out of the way by the time you [I]can[/I] use Saishin. In fact, the only time you can be sure to at least threaten a moving starter is by going first, as going second often gives the opportunity to use their starters skill and usually get them out of the way. Not a big deal really, due to that 5K boost being actually pretty decent. As a little note, Saishin runs circles around Spring Breeze players trying to Superior Ride Pellinore.
★1/Human/BoostAUTO: When another «Narukami» rides this unit, you may call this card to Rear-guard Circle.
ACT [R]: [Counter Blast (1) & Put this unit into your soul] Look at up to five cards from the top of your deck, search for up to one grade 3 or greater «Narukami» from among them, reveal it to your opponent, put it into your hand, and shuffle your deck.
The second of the competent starters. Spark Kid Dragoon and his clones focuses more on security of riding more than anything, and second as easy field scalers. Let's just think of it like this. Let's say you run 5 Grade 3 that work best as Vanguard. Riding straight up from grades 0-3 in succession, you have a ~76% chance of riding one of them. Factoring in Spark Kid Dragoon's skill, you now have a ~88% chance of riding one of those 5 Grade 3s. Overall doing a pretty good job at securing that ride.
Some people may not know what I mean by field scaling, so here's a short lesson. Field Scalability is basically the ability to set up your field optimally with little to no derps. The thing with starters is that they often get replaced by a better booster. Spark Kid does his job by clearing away while still giving you an opportunity to get another unit out of it. This principle also applies to just not having enough frontline attackers, moving a 4K unit in the back into a +10K unit at the front.
Stop trying to be a hipster and run 4 heals!
★1/Human/Boost[AUTO]: When this unit is placed to the Rearguard or Vanguard circle, choose one of your «Narukami» vanguards or rear-guards with a [CONT] skill, and that unit loses that skill until end of turn.
Seal unit support is fun and all, but a trigger probably doesn't need this sort of skill.
The general consensus is that it's really stupid to run Stands in a Vermillion Centric deck and if you want to argue with me, you can file your claims in the form of private messages and I promise to pretend I looked into them after I delete them.
On a more serious note, Narukami has no shortage of beaters to actually justify these guys, and in fact, beaters like Vasuki come close to flat out abusing them. It's still a pretty bad move to try this with Vermillion, but in general, it certainly has a place with the other builds.
★1/Demon/BoostACT [R]: [Put this unit into your soul] Choose up to one of your «Narukami», and that unit gets Power +3000 until end of turn.
Your ever so important Critical Triggers. As a little note, Malevolent Djinn was once known as Djinn of the Poison Mind, with good reason. His skill, while seemingly beneficial at first, is a net loss in shield value. You just gave up 10K shield to maybe force 5K more out of the opponent. Use with caution.
Why does everyone hate Jian-Shi Girl...
It's a pretty good idea to run at least a few Draws, due to Narukami lacking any internal advantage engines.
★1/Human/BoostAUTO: When this unit is placed on Vanguard Circle or Rear-guard Circle, if you have a «Narukami» vanguard, choose one of your opponent's rear-guards, and that unit cannot Intercept until end of turn.
Desert Gunner Raien is one of 2 Desert Gunners. A solid 7K boost, running him is close to mandatory just for hitting those important numbers. But, the interesting thing about him is his skill. Guess what kind of effect it has on the game.
Okay, yes, the opponent now has less to guard with. That one is obvious. In fact, too obvious, and leads to some pretty poor decisions like holding onto Raiens in your hand while you have open RG circles, just waiting for the perfect opportunity. Guys, it's a skill that was added onto a card with good stats. You're not going to die if you don't use it right.
As a little interesting note, I along with many other members have found that the Desert Gunners do a good job at slowing down the opponent's field development. This is done in too ways. Method 1 forces a poor beater to stay in its place, often to do things like force a 15K column to stay where it is while you ride an 11K Vanguard, for forcing a 9K unboosted rearguard to stay where it is while you only have 10K and up frontline units. The second method, while also exercising method 1, can be used to slow down units in your opponent's hand from showing up. Let's say your opponent has just drive checked Palamedes. On their field, you see an Akane in front of Marron. Desert Gunner that Akane and look, one less turn with Palamedes to worry about, usually. No really, it's either slow down the opponent, or free plusses from the opponent calling over their units.
★1/Demon/BoostContinuous【V/R】:This unit cannot attack a Rearguard.
Auto【V】:When this unit attacks, this unit gets Power +4000 until the end of the battle.
Auto【R】:When this unit attacks and you have a 《Narukami》 Vanguard, this unit gets Power +2000 until the end of the battle.
Okay, opinions on this card are reeeeaaaally up in the air, so bear with me if I say something you don't entirely agree with.
First of all, yes, this card has uses. You really don't have much reason to not be running a lot of beaters that can make use of that 6K boost, so playing the numbers game, you're not going to lose because you use this card. This also adds yet another 8K attacker for early game shenanigans, and a generally easy way to set up a 16K column that the opponent is never going to touch ever. However, he makes a very poor ride, due to his power bump being worth close to nothing at that point, and his 6K defense being absolutely terrible for defending. He also can't hit Rearguards, which can or cannot be a very minimal thing to worry about. Overall, this card is underrated. It's not amazing, by any means, but it's not given enough credit at all.
★1/Human/BoostAuto [R]: [Soul Blast (1)] When this unit boosts「Thunder Break Dragon」, you may pay the cost. If you do, the boosted unit gets POWER+5000 until end of that battle.
Simple, an 11K booster for Thunder Break with about 2-4 shots. I, as a Narukami user since only half of their set 6 cards including this have been leaked, can personally say that this card [I]does[/I] work really well in Thunder Break heavy decks. But don't take my word for it, just take my word for it. However, 26K Vanguards and/or 21K Rearguards are fun. Heck, with a new Ride Break unit, that can shoot as high as 36K with no triggers.
★1/Demon/BoostAUTO:[Counter Blast (1)] When this unit is placed on Vanguard Circle or Rear-guard Circle, if you have a «Narukami» vanguard, you may pay the cost. If you do, put the top card of your deck into your damage zone, and at the beginning of your end phase, choose a card from your damage zone, return it to your deck, and shuffle your deck.
Also known as Damage Exploders and Limit Break Enablers, this guy does a pretty decent job at just being somewhat useful. Maybe you damage checked a trigger and you want to try again at it. Maybe you notice the opponent's field is dwindling, and you just want to troll them with an early Vermillion Thunderbolt. Who knows. Overall, decent card, and despite being new, I hope to see be incorporated into decks in the future.
★1/Human/Boost[AUTO]: When this unit is placed on the Rearguard or Vanguard circle, choose one of your «Narukami» vanguards or rear-guards with a [CONT] skill, and that unit loses that skill until end of turn.
Once again, very interesting to say the least, but one turning things is just not fun. Still an ever useful 7K boosting power though, and combos decently well with the soon to be shown Indigo.
★1/Sylph/BoostAUTO 【R】: [Choose a card from your hand, and discard it] When an attack hits during the battle that this unit boosted, you may pay the cost. If you do, draw a card.
Don't hate me for this, but Helena is overrated.
Okay, I hope you aren't grabbing your rifles, so I hope I can justify. Helena does absolutely nothing to actually help you gain advantage, and there's nothing in his/her skill that would guarantee in some sort of way that the card you're drawing is going to be any better or worse than the old card you discarded. He does have this interesting gimmick though. His/her skill goes off for every time the boosted unit hits. This means that Vermillion, who attacks 3 units and may hit up to 3 units at once, can spam this skill and hopefully clear through your hand well. I can't recommend this card, but go ahead and use it if you really want it.
★1/Dragonman/Boost[ACT][(VC)/(RC)]:[Counter blast(1)] This unit gets [Power]+1000 until end of turn.
Overall, a very simple skill for very simple purposes. Sadly though, I really can't recommend this card. If it's for the 7K boost, I'd just use, say, Raien. The deck as a whole uses way too much CounterBlasts, especially Vermillion, to really make any use of this card effectively. May have a place in some of the more CounterBlast efficient builds.
★1/Dragonman/BoostAUTO [V/R]: [Soul Blast (1)] When this unit attacks, if you have a «Narukami» vanguard, you may pay the cost. If you do, this unit gets Power +3000 until end of that battle.
Basically, if you ever had any want to run the G1 Djinn, and you think you have the Soul to pay, use Yowsh. He won't kill you, he'll do decently otherwise.
★1/Winged Dragon/BoostAUTO [R]: When this unit boosts a «Narukami» vanguard, if the number of cards in your opponent's damage zone is three or more, the boosted unit gets Power +4000 until end of that battle.
Introducing the easiest to use, and possibly even best 10K Vanguard booster in the whole game. I really hope I don't have to explain exactly why this card is so good, so here it is. Personally, I'd approve 3, but builds with 4 have worked, even in the competitive scene.
Vanilla 8K. Also like Wyvern, there's little to explain despite how completely useful they are. Run 4.
★1/High Beast/BoostAUTO: [Soul Blast (2)] When this unit is placed on Rear-guard Circle, if you have a «Narukami» vanguard, you may pay the cost. If you do, draw a card.
A card that I take interest in, Rising Phoenix is that card you run few of that is great to have, but won't kill you if you have too much. With a bit of review from CrazyCat, a member I trust because I'm quite sure he isn't actually crazy, or surprisingly, isn't actually a cat, I can say this card definitely is one to atleast try out.
★1/Thunder Dragon/Boost[CONT](RC): This unit cannot boost grade 2 or less units.
[AUTO](RC): When this unit boosts a «Narukami», the boosted unit gets [Power]+3000 until end of battle.
Okay, this card got a lot of reviews, all of them drastically different, really I cannot find a card that had any more controversy.
Indigo is, in my opinion, a very good card. But not without faults. While it is unable to actually boost a few cards you'd probably see yourself wanting to use with this card, it does have the benefit of making Grade 3 Rearguards doubly potent.
First of all, while his requirement is strict on you, it casts false information on the opponent usually spelling out 'attack this rearguard, get rid of it, and Indigo can't boost anymore'. Wether or not the opponent is a complete ninny to their inner cardfighter spelling out doom for them, that can usually end in your favor possibly taking pressure off your Vanguard and if you have the spare G3s, save a [U]lot[/U] of shield as you bluff maybe a big attack at it that you have no need to guard.
Meanwhile, on the offensive side, its 9K boost is amazing. With Dangarii, the weakest of the Grade 3s, that's an 18K column right there. With something as big and scary as a charged Vasuki, thats 29K power right off, which even Cross-Rides would be very afraid of. But the biggest and probably best trait about it, is how well it works with the 11Ks. Instant 20K column for more 10K Vanguard abuse by Vermillion decks. That's right, Vermillion now works in the Vanguard and rearguard slots, we have our own Dragonic Overlord. Also works great with the Djinns/Breakthroughs for that nice, solid 21K column. Overall, a very strict card, but ran in the right amounts and used correctly, the rewards can and will be very much the risk.
Also, it combos with Roh Roh very well, surprisingly, for those one turn bursts after the opponent jacks up your field somehow (like an opposing Vermillion Thunderbolt).
★1/Human/Boost[CONT] [R]: This unit gets [Power]-4000.
[AUTO] [V/R]: When this unit attacks, if you have a «Narukami» vanguard, this unit gets [Power]+2000 until end of that battle.
It's...interesting? Honestly though, he's not actually very good unless you plan to use only one of it as a card you can ride in place for your real 8K Vanilla, and hope you can just guard with it in order to discard it. However, with all the new Cross-Ride units coming out, his 4K power [I]may[/I] actually not be as bad of a drawback. If you expect too many Cross-Rides, you might be able to use this behind, say, Garuda as practically the same performance as any other booster, while also getting the benefit of a better confirmed 8K G1 ride.
★1/Demon/BoostAUTO [R]: When an attack hits a vanguard during the battle that this unit boosted a «Narukami», you may return this unit to your hand.
And another sub-par unit. His skill may look cool at first, but don't be deceived. The reason why these units were made because then, you could guard more, yet the only time you'd actually want to guard so urgently that you'd take apart your field is probably the late game. Well guess what, you're probably not getting through in the late game. Go ahead and try to bring up points to defend this, I can probably shut them all down.
★1/Winged Dragon/Boost[CONT]: Sentinel (You may only have up to four cards with "Sentinel" in a deck)
[AUTO]:[Choose a «Narukami» from your hand, and discard it] When this unit is placed on (GC), you may pay the cost. If you do, choose one of your «Narukami» that is being attacked, and that unit cannot be hit until end of that battle.
Known as a 'Perfect Guard', Guld is a card generally though of as staple in Narukami decks, and it's a tad dumb to not run them. Run 4, as if your life depended on them, because sometimes, it really can.
An errata gave Guld a new Limit of Sentinel, meaning you can only have up to 4 "Sentinel" or Perfect Guards per deck. While this might not mean much in our monoclanatic world as of this update, can it be a hint towards the future?
★1/Winged Dragon/BoostAUTO：When you place this unit on a rear-guard circle, choose another «Narukami» unit, that unit gets Power +2000 until the end of the turn.
Starlight Unicorn apparently has a dragon cousin.
I really can't recommend this to someone. Run it if you want, but don't expect amazing results.
★1/Thunder Dragon/Intercept[AUTO][(VC)/(RC)]: When the unit attacks, if you have fewer cards in your hand than your opponent, this unit gets [Power]+3000 until end of that battle.
Hey look! An 11K attacker!
Brightjet is an interesting card, to say the least. If you play offensively (spam from your hand), he adds on to your offensive measures. Sadly though, his skill sorta demands him to attack first in order to not lose a good opportunity, and his base power makes him a miserable ride. He also doesn't have his attack power after you've gotten to a dominant position. His stats do however have some use within a Cross-Ride format.
★1/Human/InterceptCONT [V/R]: If you do not have another «Narukami» in the same column as this unit, this unit gets Power -2000.
ACT [V/R]: [Counter Blast (1)] This unit gets Power +1000 until end of turn.
Hey look, a card that almost completely surpasses Brightjet. And it sorta does. Brightjet is always 8K base, meanwhile Brightlance can be a 10K, being a far better ride if you're forced to. Sadly though, his skill is far more costly due to Vermillion and Deathscythe already demanding for that skill. However, more economic cards are entering Japan's scene, meaning this card would probably serve pretty well as a beater for good numbers. This card also doesn't actually [I]require[/I] much maintenance, so he also serves well as a secondary 10K for Narukami to use.
★1/Thunder Dragon/InterceptAUTO [V/R]: When this unit's attack hits a vanguard, if you have a «Narukami» vanguard, choose a card from your damage zone, and turn it face up.
Garuda here is probably one of our better Grade 2's. Why? Pressure. More on pressure will be covered later, but this card is full of it. He does a good job at putting a giant 'guard me' sign over its attacks, due to how useful his skill is. This helps in damage control, allowing you to still be pushing around the opponent, but not accidentally fueling them and giving your own Heal Triggers more breathing space. His skill hitting also does well for the deck. Narukami is very Counter-Blast reliant, and each Counter-Blast does count. Definitely one of the first cards you consider in the Grade 2 line up while building the deck.
★1/Human/InterceptAUTO: When this unit is placed on Vanguard Circle or Rear-guard Circle, if you have a «Narukami» vanguard, choose one of your opponent's rear-guards, and that unit cannot Intercept until end of turn.
Hey look, that card Raien was like.
Most of the more important points, pushing, field impediment, and chances for free retires have already been covered. As a rule of thumb though, 7K boosters are far more important than 9K beaters, so if you are one who is interested in their skills, Raien should come first before Shiden. Another of the more useful Narukami Grade 2 though.
★1/Demon/InterceptCONT【V/R】: This unit cannot attack a Rearguard.
AUTO【V】: When this unit attacks, this unit gets Power +4000 until the end of the battle.
AUTO【R】: When this unit attacks and you have a 《Narukami》 Vanguard, this unit gets Power +2000 until the end of the battle.
The least playable of the Djinns, at least from what I can come up with. Without a boost, it falls short to hitting 11Ks. What's worst, it can't even target rearguards with it's meaty 10K attack. His 8K defense also isn't the most sightly thing. Still quite underrated, but not the first card you go towards, and Brightlance still supersedes this.
★1/Human/InterceptAUTO [V/R]: When this unit's attack hits a vanguard, if you have four or more other «Narukami» rear-guards, draw a card.
Ensei is...controversial. He's got a pretty cool looking skill, a close to free +1, but is hampered for many reasons. First of all, he's absolutely miserable at actually hitting 11K Vanguards, due to Narukami's lack of a 9K booster. He can put some threat at Grade 2, but may clash with Photon Bomber Wyvern, and will demand way more out of your hand than a deck with no self-advantage engine/field scaling skills can handle. Finally, unlike Garuda, you shouldn't really expect to actually be hitting much nor applying good pressure against the tankier decks in the game. Finally, that 7K power is absolutely miserable for defending. Use with caution, if at all.
★1/Demon/InterceptAUTO:[Counter Blast (1)] When this unit is placed on Vanguard Circle or Rear-guard Circle, if you have a «Narukami» vanguard, you may pay the cost. If you do, put the top card of your deck into your damage zone, and at the beginning of your end phase, choose a card from your damage zone, return it to your deck, and shuffle your deck.
Like Shiden, many of his points were covered in the previous grade. Try it, love it, hate it, don't bug me about it, just mess with it and see if you can make something of it.
★1/Thunder Dragon/InterceptAUTO: [Counter Blast (2)] When this unit is placed on Vanguard Circle or Rear-guard Circle, if you have a «Narukami» vanguard, you may pay the cost. If you do, choose one of your opponent's grade 2 or less rear-guards, and retire it.
Dragonic Deathscythe is your Narukami clone of Berserk Dragon, and just as useful too. Keep an open eye on the game and snipe out the one unit who's giving you the most trouble, and you should clear through very fine. Really though, I kinda hope I don't have to go in depth into how good this card is. He is very costly in Vermillion builds though, so you'll need to be much more aware of the gamestate to make use of this card than you already are, so watch out. Another one of the go to Grade 2s.
★1/Thunder Dragon/Intercept[AUTO](RC):When this unit attacks, if you have a vanguard with "Vermillion" in its card name, this unit gets [Power]+3000 until end of battle.
A 12K attacker for Vermillion-centric builds. As usual, I cannot begin to explain how good these cards are for any deck, especially since this card is virtually costless, so please try not to go hipster and not use this.
★1/Winged Dragon/InterceptAUTO [V/R]: When this unit attacks, if the number of cards in your opponent's damage zone is three or more, this unit gets Power +3000 until end of that battle.
And another beater to add to the list. He probably is the easiest 11K attacker to fulfill, and as such, is probably the prime target for deck builders that really want the power, like Gyras players or those facing Cross-Rides. He still suffers from 8K base, however, and his early game isn't the best in the world. English players may still want Brightlance if they really insist on beaters, but in a Cross-Ride world, Hex Cannon takes charge.
★1/Human/InterceptCONT【V/R】: Restraint (This unit cannot attack.)
ACT【V/R】: [Counter Blast (1)] Until end of turn, if you have a «Narukami» vanguard, this unit loses "Restraint".
AUTO【V/R】: When this unit attacks, if you have a «Narukami» vanguard, this unit gets Power +2000 until end of that battle.
A Grade 2 12K attacking, 10K base unit. Stat wise, pretty awesome. He has the power to hit 11K and MLB unboosted, Cross-Rides with near any booster, and 10K Vanguards for 20 with a Red River behind it, making it one of the better upfront battlers of the Grade 2 line. However, his restraint is very costly in Counter-Blast heavy builds, and probably won't fit in best with Vermillion. He serves a far greater role next to more economic Vanguards, like Dangarii and Turbulence Dragon.
★1/Human/Intercept[AUTO]: When this unit intercepts, if you have a <Narukami> Vanguard, this unit gets [Shield]+5000 until end of that battle.
The clan's superior intercept unit. He serves the role of making sure you don't die, which he actually does pretty decently. He shouldn't be ran in too big amounts, but he's certainly an option if you think he's good.
Our Vanilla unit. Not much to say, despite him being so incredibly useful. English players have a bit of slack not to run him, simply due to Raien doing a pretty good job at supplementing attacks.
★1/Thunder Dragon/Twin Drive!!AUTO [V/R]: When this unit is boosted by a «Narukami», this unit gets Power +2000 until end of that battle.
As stated with Dust Plasma Dragon, 12K attackers are just amazing. While it's probably not the best idea to base you line up on this guy, any non The BLOOD decks would expect amazing performance out of this unit in most every situation. Once again, I really hope I don't need to delve into why this card is so good, I'll be happy to explain if you ask, but overall, good card is good.
★1/Thunder Dragon/Twin Drive!![AUTO](VC):[Choose a «Narukami» from your hand, and discard it] When this unit attacks, you may pay the cost. If you do, this unit gets [Power]+6000 until end of that battle.
[AUTO](RC):[Choose a «Narukami» from your hand, and discard it] When this unit attacks, you may pay the cost. If you do, this unit gets [Power]+3000 until end of that battle.
Ehh, to be honest, I'm not [I]too[/I] excited for this guy, but it certainly has its uses.
Honestly, if it was any more economical, it would be amazing, but I am not too convinced on it or its clones. For one thing, he has a 16K attack in the Vanguard slot, for a cost. I'd much rather Thunder Break do that job for me. So what's left is the rearguard slot...which it won't fare as amazingly either compared to say, Breakthrough Dragon, due to the fact Indigo exists. Still an option, but I'd say to prioritize others long before this one.
★1/Noble/Twin Drive!![AUTO]【V】: When this unit attacks, if the number of rear-guards you have is more than your opponent's, this unit gets [Power]+3000 until end of that battle.
[AUTO]【R】: When this unit attacks, if the number of rear-guards you have is more than your opponent's, this unit gets [Power]+1000 until end of that battle.
Another clone I'm not too amazed by.
Really now, its power ranges are close to nothing for what it could be doing, and its requirements aren't as flexible as one would initially believe. Just don't do this to yourself.
★1/Dragonman/Twin Drive!!AUTO (RC): When a grade 3 «Narukami» is placed on your Vanguard Circle, this unit gets Power +10000 until the end of turn.
Relatively simple skill, but absolutely diabolical. When comboed with our Ride Break, we can expect columns shooting far past the 25K mark all over the place. Even without it, that's still a 20K unboosted attack. Essentially, since its really hard to cause yourself to minus when you ride due to the nature of Thunder Break, Dangarii, Eradicator, and the BLOOD's skills, you can get away with a lot of card advantage. Even in cases where the ride does end up being a direct minus, Vasuki's extra stage means probably 10K more shield or even a Perfect Guard which would probably end with the opponent spending atleast 1 more card instead of usual to break even with your ride minus. To put it simply, when comboed with the right Vanguards, Vasuki becomes an amazingly potent unit for guiding you to victory. Generally for players that like explosive power over smaller constant forces of power.
★1/Thunder Dragon/Twin Drive!!ACT【V】: Limit Break 4 (This ability is active if you have four or more damage): [Counter Blast (1) & Choose a card that were bound with this card's effect, and put it on the bottom of your deck] Choose one of your opponent's rear-guards in the front row, and retire it. This ability can only be used once per turn.
CONT【V/R】: If you do not have any cards in your bind zone that were bound with this card's effect, this unit gets Power -2000.
AUTO: When this unit is placed on Vanguard Circle, bind two cards from the top of your deck.
A card that received and still has many different opinions floating around it. Let's go check out its stats.
Sporting an 11K body, it sits on the better side of the base power curve in this game, dodging the effectiveness of a lot of cards and their rise to power. However, use its skill twice and it will lose 2000 power, putting it below the base power curve and putting itself at risk. Basically meaning that unless you can help it, don't use its skill twice.
This is where a lot of issues surrounding this card appears, and I'm going to answer to the most common one. First and foremost, its not nearly as destructive as Vermillion. While yes, this is true, so isn't Thunder Break Dragon, but it's still a viable choice. But what I really want to get to is the cost of this card. Vermillion can, abstractly, be viewed as a CB3, kill 2 rearguards, vs this card who is CB1, kill 1 rearguard. Essentially, this causes this card to be an extremely cost-efficient card for the deck to rely on as a whole. It even outclasses Thunder Break is this area of efficiency, as Thunderbreak's cost of 2 Counterblast for 1 retire is double that of this card's, for practically the same affect on the opponent's field. So, is it not as destructive? Yes. However, its much more efficient per Counter-Blast, so essentially it is just as effective.
A little fun fact: There's no clan restriction on this card, free 11K for everybody ^ ^
★1/Demon/Twin Drive!!Continuous【V/R】:This unit cannot attack a Rearguard.
Auto【V】:When this unit attacks, this unit gets Power +4000 until the end of the battle.
Auto【R】:When this unit attacks and you have a 《Narukami》 Vanguard, this unit gets Power +2000 until the end of the battle.
As with its Grade 1 and 2 incarnations, the Grade 3 Djinn sits on a golden throne of miscomprehension. Oh well, at least people have already began to warm up to it.
In the Rearguard, it plays its role as your ever amazing 12K beater. In the Vanguard slot, it spikes to 14K power, which with Photon Bomber creates a 24K, Cross-Ride smacking column. While he lacks the ability to hit rearguards, his power means that's usually not an issue in the first place, and the stability in how effective he is even when forced to ride him, so it's a rather small problem.
If you have just picked up a trial deck, feel free to hold on to the copies of your Djinns. If you really don't want to lose the option to attack Rearguards, use Breakthrough. Rather simple, I hope.
★1/Thunder Dragon/Twin Drive!![ACT](VC) Limit Break 4 (This ability is active if you have four or more damage):[Counter Blast (3)] Until end of turn, this unit gets [Power]+2000, and battles every unit in your opponent's front row in one attack.
[CONT](VC/RC):If you have a non-«Narukami» vanguard or rear-guard, this unit gets [Power]-2000.
Probably one of the more Counter-Blast expensive cards in this deck, and with good reason. Some can go ahead and say Vermillion is the defining card of Narukami, and they wouldn't be wrong. Boasting 11K defense, Vermillion can essentially become on of the better tanks in the entire game by bashing down the opponent's forces in one go. In fact, his skill essentially ends up to being atleast a +4 in raw card advantage, atleast 2 cards from the hand used to guard it out and 2 rearguards up at front dying off at front.
Not only does he match up for raw stats, his act skill means you can wait for the perfect time to completely decimate the opponent's beaters. Palamedes? Gone. Benedict? Nope. Vasuki? Nah. This, when coupled with Vermillion's defensive 11K power, creates an extremely well suited card for nearly every situation. Heck, his skill is even effective when it hasn't gone off yet. While you're still building up for just the right moment to unleash this juggernaut, the opponent can be deterred from even using their most powerful cards in fear of losing them right away, giving you a free opportunity to get ahead in the war of attrition and gradually push the opponent down, until they are forced to call their better set of beaters to meet their fate. It's these features that make Vermillion such a potent boss card for Narukami.
Please note, Vermillion is a pro-defensive skill. You win if you focus on screwing their rearguards more than the offensive value of 3 attacks at once, and take advantage of the cards you'll end up saving from a proper Vermillion Thunderbolt.
★1/Thunder Dragon/Twin Drive!![ACT](VC) Limit Break 5 (This ability is active if you have five or more damage):[Counter Blast (3)] Until end of turn, this unit gets [Power]+5000/[Critical]+1, and gets "[CONT](VC):This unit battles every unit in your opponent's front row in one attack".
[CONT](VC):If you have a card named "Dragonic Kaiser Vermillion" in your soul, this unit gets [Power]+2000.
[CONT](VC/RC): Lord (If you have a unit that doesn't belong to the same clan as this unit, this unit cannot attack)
Essentially, his skill is just like Vermillion's, except with a much bigger number and a lot scarier if it actually gets through. I'm warning you, do not underestimate Vermillion.
But what really makes THE BLOOD special is its 13K defense. Just by riding over Dragonic Kaiser Vermillion, due to how hard it is to form 23K rearguard columns or especially threatening Vanguard columns at that range, Dragonic Kaiser Vermillion goes from a defensive juggernaut, to an absolute monstrosity that comes close to impossible to touch. Throw in even more retiring from the rest of your deck, and you can find it can be very hard for the opponent to actually be able to threaten you much at all.
★1/Thunder Dragon/Twin Drive!!AUTO [V/R]: When another of your grade 3 «Narukami» is placed on Rear-guard Circle, this unit gets Power +3000 until the end of turn.
I can't really recommend this card because of how gimmicky he is, and its close to impossible to get really consistent results out of it. Still a pretty card to look at though.
★1/Thunder Dragon/Twin Drive!![AUTO] Limit Break 4 (This ability is active if you have four or more damage):When a «Narukami» rides this unit, you may choose one of your opponent's front row rear-guards, and retire it, choose one of your vanguards, and that unit gets [Power]+10000 until end of turn.
[AUTO](VC):When this unit attacks, if the number of cards in your opponent's damage zone is three or more, this unit gets [Power]+2000 until end of that battle.
[CONT](VC/RC): Lord (If you have a unit that doesn't belong to the same clan as this unit, this unit cannot attack)
Much like Power-Breakers like Garmore and Thunder Break, Eradicator gives the Vanguard lane a huge 10K power bump, if only for one turn. Not only this, but retires a unit on the opponent's field, all for no Counter-Blast cost. It's not even super gimmicky because even on its own it's still a solid Vanguard. With 11K base, it supersedes many power columns that have been appearing left and right all over Vanguard, and is one more reason why you don't need a 10K Vanguard anymore. On the offense, it gains +2000 power on the attack. But back onto the Ride Break skill, how do you guys like Vermillion Thunderbolt? Well guess what, you can do it with far more attack power and at the cost of only 1 CB. I'm not even kidding, Dangarii pairs so well with this card. That's right, for just 1 CB, you ruin the opponent's front row rearguards and hit as high as 31K. Overall, a greatly looked forward to card.
★1/Noble/Twin Drive!![AUTO](VC): [Counter Blast (1)] When this unit attacks, you may pay the cost. If you do, this unit gets [Power]+10000 for each unit named "Evil Heavenly God of Wind, Vaayu" on your Rear-guard Circles until end of that battle.
Oh hey, it's Indra~
Oh wait, I haven't gotten to that card yet...
Vaayu here is an interesting spin off of an older Narukami. Where Indra works to accelerate the game pace and play the technicalities of the game, Vaayu works by straight out overpowering the opponent. With Photon Bomber's boost, 1 Vaayu would make the Vanguard hit as high as 30K. With 2 Vaayu, that's 40K. And finally if it's the turn immediately after ride breaking, this unit can hit as high as 50K power, the practical epitome of Perfect Guard or die.
It's not that simple however, as you first need to collect many Vaayus. However, as a late game skill, it's not at all that hard. With cards like Spark Kid Dragoon and the fact you can have cycled much of your deck by that point, collecting 2 or 3 isn't at all much of a hard thing to do if you want. The real issue this card has to put up with is the mid game. While it won't be wrong to say man Narukami Vanguards are late game bosses, many of them are also sitting on 11K defense to help them pull through. Vaayu lacks this. On that note, Vaayu is an amazing finisher, but needs another unit to carry it into the late game. Eradicator, anyone?
★1/Thunder Dragon/Twin Drive!!AUTO 【V/R】: 【Counter Blast 1】 When this unit attacks, you may the cost. If you do, this unit gets Power +3000 until the end of that battle.
Our ever lovely Bors clone. Plasmabite's usefulness is not one to really be questioned, however he just has a few clashes with other cards. Specifically, the Counter-Blast heavy Dragonic Kaiser Vermillion. Because of this, our cheaper, 12K attacking Grade 3s are more favorable. But once again, this card's usefulness just isn't one to be questioned. With a 13K attack, it reaches all sorts of solid Magic Numbers more than easily to help with attacks. To put it simply, if you think you can afford the Counter-Blasts, Plasmabite is more than a reliable rearguard unit to depend on.
★1/Human/Twin Drive!!AUTO 【VC】: At the beginning of your main phase, Soul Charge (1), and this unit gets Power +2000 until end of turn.
ACT 【VC】: [Soul Blast (8) & Counter Blast (5)] This unit gets "AUTO 【VC】: When your «Narukami» attacks, put the top card of your deck into your drop zone. If a «Narukami» is put into your drop zone this way, the attacking unit gets POWER +3000/CRITICAL +1 until end of that battle" until end of turn.
A Megablast unit, and it's ACT too, which means its actually useful.
Megablast falls under its own set of ups and downs. First of all, although its +2K might look interesting, but up until you Megablast you actually lag far behind every Narukami Vanguard that is either 11K, or Thunder Break Dragon. Reasons being, it just won't hit as hard, nor have the 11K defense all other Narukami Vanguards. But that won't matter! It's all about the-
Also, you can't use any Counter-Blasts, as despite Garuda and Heal Triggers existing, there are just pure derp ups that can happen to you. But then again, they are all being spent for the megablast, so-
Also, an opponent who is aware that Gyras is a megablast would avoid actually giving you that 5th damage to avoid getting hit. I mean sure, most likely, it will have to happen eventually, but that just causes so many more gimmicks to this.
Honestly, I have a bit of bias against all Megablasts, but Gyras is going to need reliable methods of Soulcharging to really become a thing.
★1/Thunder Dragon/Twin Drive!!
[AUTO](VC):When this unit's drive check reveals a grade 3 «Narukami», choose an opponent's grade 1 or less rear-guard, and retire it.
Rumble Gun Dragon, or as I like to dub it, Bubble Gum Dragon, plays a little differently than the general smash and bash of other Narukami Vanguards. Where Dangarii, Vermillion, and Thunder Break all require CB to retire on your command, Bubble Gum will retire for free as your luck determines. Raising the chance you pull 'trigger', between a Grade 3 and an actual trigger, by 19% or so. Basically put, a long game is a prosperous game for you, as you net raw advantage throughout the game. His skill however, is extremely defensively suited, and while his cost, or lack of, exists to allow other CB heavy cards to run around freely, this means that the game is based on attrition, another reason why this card steers so far away from normal Narukami smash and bash. With the lack of a Kimnara clone to supplement this, Rumble Gun may not be the most optimal build, but players who enjoy a lengthy game and more defensively suited decks can definitely look towards this unit.
★1/Thunder Dragon/Twin Drive!![AUTO](VC) Limit Break 4 (This ability is active if you have four or more damage):When this unit attacks a vanguard, this unit gets [Power]+5000 until end of that battle.
[AUTO]:[Counter Blast (2)] When this unit is placed on (VC), you may pay the cost. If you do, choose an opponent's Grade 2 or less rear-guard and retire it.
Another boss with only 10K base, Thunder Break Dragon is a power breaker unit. This means that its Limit Break gives it an extra +5000 power on its attack. This, when paired with Thunder Break's Personal Booster or Photon Bomber Wyvern, leads to extremely huge attacks and big pushes in the form of constant 25/26K assaults. Not only that, but on ride, its skill is like that of Berserk Dragon, retiring an opponent's rearguards and breaking even with the ride itself, meaning it would be more than safe to ride this unit over other Vanguards just for the retire or Vanguard boost, as card advantage would always be in your favor.
★1/Thunder Dragon/Twin Drive!![AUTO](VC): Limit Break 4 (This ability is active if you have four or more damage):[Counter Blast (1)] When this unit's attack hits a vanguard, you may pay the cost. If you do, retire all of your opponent's grade 3 rear-guards.
[CONT](VC):During your turn, if have a grade 3 «Narukami» rear-guard, this unit gets [Power]+3000.
Gasp, an on-hit Limit Break.
Similar to my opinions on Gold Paladin's version of this card, I just don't like how its skill got played out. Completely ignoring how hard it is for a Vanguard to hit the opponent's Vanguard in the late game in the first place, its skill is one a defensively suited one that was meant to put pressure on the opponent. Erm, that doesn't sound exactly right, or threatening.
Overall, if you want to use this, please discard those thoughts.
AUTO [V]: [Counter Blast (1)] When this unit attacks, you may pay the cost. If you do, this unit gets Critical +1 for each unit named "Vajra Emperor, Indra" on your Rear-guard Circles until end of that battle.
Vaayu mentioned this card a lot, so on we go~
Indra is a card that has a really weird approach to things. Its skill is one that is best used in the early to mid game, yet the way it works makes it extremely hard to actually do it. Requiring another copy(s) of itself, it would need quick collection with units like Spark Kid assisting it, and Spark Kid being pretty much the only one who would help, that ends with a really half baked skill. Still though, as it works, its a pretty nifty looking skill.
Until you note that it accelerates the game pace while still remaining the inferior Vanguard in many cases. Without a base power any higher than it currently is and a maximum output of 20K with Photon Bomber, its pace accelerating skill can end with it actually losing the sped up battle of attrition. That is, if it even happens in the first place. You could argue to switch over to another Vanguard, which of course means reliably riding into another Vanguard-type Grade 3 when you already have 4 of these.
I can't recommend this card.
★1/Thunder Dragon/Twin Drive!!
AUTO:[Counter Blast(2)] When this unit is placed on a (VC) or (RC), and you have a <Narukami> vanguard, you may pay the cost. If you do, choose one of your opponent's rear-guard on the front row, and retire it.
Cool looking card. While not especially good for attacking, it comes out as another Berserk like skill to help tank and control. I could only recommend this in control builds and not so much that it becomes redundant, but its one card that has its uses.