Oh dear god, I forgot to press 'publish' before I took a break for Christmas/New Years


[AUTO](VC) Limit Break 4 (This ability is active if you have four or more damage):[Counter Blast (2) & Bind the top card of your deck face up] When this unit attacks a vanguard, you may pay the cost. If you do, choose up to one of your opponent's rear-guards in the front row, retire it, and this unit gets [Power]+2000 for each «Narukami» in your bind zone until end of turn.
[CONT](VC):If you have a card named "Sealed Demon Dragon, Dungaree" in your soul, this unit gets [Power]+2000.
Well it's a Cross-Ride, so automatically it has that advantage over every other boss that isn't in existence.


How to use this card
With how much emphasis I put on pointing out the potential power that Unlimited has, it should be obvious where I'm going to go with outlining Unlimited's role in the deck: An offensive finisher, meant to overrun the opponent through gigantic numbers. What really makes Dungaree Unlimited interesting is that it's not just a one trick pony, not counting the retire that comes with its Limit Break, and all this rests with how it interacts with its previous form.

As for the strategies themselves, it all lies in how efficient Sealed Demon Dragon, Dungaree's skill is while playing off of Dan Dan. Since I assume we know to run 4 Perfect Guards or at least why one should, it should be easy to expect the opponent to have one in hand. Ignoring that you may use other units' skills in the fight, or Heal Triggers or Damage Unflippers, you're generally only going to see 2 shots at Unlimited's skill. With one Perfect Guard close to guaranteed and a second easily looming over, there's always the issue of finding ways around it. While strategies like Raptor Colonel's exist and are easily applicable here, SDD Dungaree provides an interesting spin onto standard finisher tactics. For example, if the opponent preemptively prepares for Unlimited by setting up for 18K numbers, it would ultimately make very little difference between going ahead to Cross Ride or staying behind on SDD Dungaree, at least defensively. Because of this, it's actually a perfectly valid move to stay on its previous form to wait it all out.

That was just one example, where I would manage to attain every benefit from both outcomes of using Dungaree Unlimited simply by using SDD Dungaree. In another case, you could have used a card like Dragonic Deathscythe, which would cost you 2 Counter Blasts. Once again assuming you (eventually) will get 5 damage, that means that you can still use SDD Dungaree and Unlimited both once.
The only problem with this strategy is that it relies on using Dungaree Unlimited's 13K base status as a cushion for SDD Dungaree to not be especially beaten up. Once again, I really must point out that this is an added feature to what you should already be drilling, and along with constantly keeping track of B.a.s.s. Values on either side of the field, you absolutely must be able to recognize when staying on SDD Dungaree will become more of a drawback than it's worth.
How to Fight Against This Card
It shouldn't be hard to recognize that you generally want to have a well balanced deck that can handle having units retired from time to time, but since that's normally an inherent trait of any good deck, there really shouldn't be much need to go into detail.
With that out of the way, what should be important to note is how to use your Perfect Guards. Unfortunately, this is an extremely case by case scenario sort of thing to deal with, meaning I can't give any proper tips. What should always be kept in mind however is to understand B.a.s.s. Values or something of the like in order to consistently stay aware of when either player will lose, and then play around it. Ultimately, the reason why the alternate strategy with SDD Dungaree works is because the Dungaree player can take control of how long the match lasts. It's being able to recognize the length of the match under this influence that can outline exactly when a Perfect Guard would be most effective, and allow for avoiding and outmaneuvering some +30K attack.
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Card Design
As usual, this thing. I'm also going to make no comments on the Cross Ride part, due to reasons...
Funny enough, the Limit is actually perfectly balanced; at least within a vacuum. 2 Counter-Blasts easily stacks up for the high quality +1 the retire generates, leaving Limit Break to count for the power boost. Ultimately, due to only one Bind in a vacuum, and the efforts of chaining multiple other cards otherwise, this means that every part of the skill is perfectly accounted for.
As per the request for the article: Unfortunately, the metagame isn't based off what is balanced and fair. Decks like Dauntless the End and Eradicators are teaming with units that functionally serve just as well as Dungaree Unlimited and SDD Dungaree can offer, while also being far cheaper and just far more easy to activate and utilize than the latter. From a Card Design perspective, the card just isn't well fitted for dealing with the metagame. While it does have the potential to do so, other cards in the game need a far more mellow and balanced out approach in their designs before such units like Unlimited, which are powerful and balanced, can really shine.
If the real reason of the late article is that you forgetting to click the "Publish" button, I'm gonna rage hard.. D:<
ReplyDeleteLol.. kidding.. Thanks for the deep analysis of the card. There are some new things I understand about this card now..
More questions:
- Do you think this card will be any of use in a Dungaree Unlimited build? I think this will make the cb2 cost of Dungaree's skill cheaper upon activation and can make use of the wasted soul..
cardfight.wikia.com/wiki/Dragon_Dancer,_Agatha
- Do you think it's a good idea to have two or more Dan Dans in the deck considering the mass amount of Linchu in a given metagame?
Thanks again..
I'm not even kidding. I could've sworn I hit it before Christmas or something. D:
Delete-Should you find the space for it, Agatha's 7K base and cost looks more than reliable enough for the deck. Go for it if you want.
-Ehh...if we're talking about metagame stuff, that's a serious double edged sword right there. For one, the deck lacks much any especially notable ways of increasing riding consistency to make up for the ratios, and while here are enough +11K beaters in the deck to fight in an 11K metagame, using multiple 5K boosters can easily backfire against Cross Rides.