Naru's biggest problem is their lack of a solid first Stride.
This doesn't solve that problem.
While its presence does help prevent your opponent from rushing you, Naru doesn't have a ton of defense. Most players will keep their drop zone and field to a minimum in the early goings of the game, so as a first stride it won't do much.
While Vanquisher seems the obvious answer to go with for the new Stride, because it's the better Standard deck and can later bind yet another card from the opponent's hand, Vanquisher's early game is non-existent.
Meanwhile, GBD and Detonix actually DO have an early game and can try to force some shield out of the opponent so when you do Stride, your Stride can actually do something.
The new Stride really starts excelling at 2nd Stride and beyond, but Naru will struggle to stay alive that long. And as mentioned, Katrina counters it pretty hard.
When one of your counters is a top meta deck, that already hurts the deck's chances of being competitive.
If this card bound the top cards of the opponent's deck if there was less than 4 cards in their drop zone, it'd be a lot better.
Then there's also the fact that you're essentially left just playing Standard with the Stride almost acting like an Order card that's not in the main deck. It'd have been nice if it at least gave your G3 Drive +1, but they probably didn't want to because of Detonix.
In most situations yes. I was talking about a hypothetical situation that requires 1) a fan concept to come true and 2) the opponent to overcommit early. Neither of those things are likely, so fulgurate remains unusable trash
Fair warning, without Rinne only works against slower decks.
I went 1-2 against Luard with it and only because I managed to G Guard and then went into Atagolord and Birded him down to 1 card in hand, but I still needed to hit a crit to win which I got because he was at 4 and G Guarded my Atagolord.
lol, Novas is actually my main in ZERO right now. I was one win away from ranking up and then went on a massive losing streak and went back down to 0, so I switched to OTT to change things up and see how it did.
I've had some games where I get too many Grade 3s in hand so I don't drive check anything. Royal Paladin can somewhat exploit the RNG shuffle algorithm with Gancelot, there are so many times where I use it to search a Blaster Blade then drive check a Heal and it's not a coincidence.
I was planning to build Bermuda because I had a Raindear deck way back then and G3s being Trigger is a huge buff for cards like her or Goku, but after several games with Goku where I don't get a single trigger I think I'll go for Granblue instead.
Granblue will also get a second wave sooner than Bermuda and a fair chunk of wave 1 carries to it, not a lot of wave 1 Bermuda carries to their second wave because it'll be PRISM.
The upside of clan events is that if you want that clan it has an exclusive Gacha that you can farm without worrying about pulling other clans you don't want. The downside is that if you wanted that clan but missed the event you're out of luck until they release another event with the clan's next wave in the future.
Yeah, how Japan handled their events in a typical month is that in the first season of the month, there would be new cards added to the Gacha (which can be referred to as a Set, but you can get old cards from new sets too, there's just a Rate Up for new cards) and then there'd be a seasonal event as well.
In the second season of the month there would be a clan event.
Seasonal Events have been the biggest mystery for the English version. They could have just released everything in the same order as the Japanese version, but then you'd have a Christmas Event in April or May, so they might not want to do that.
Though at the same time they can't just give us whatever seasonal event Japan has at the moment either. For example, the last event Japan had was the Sakura one, but the featured characters were Rekka and Kamui, and Angel Feather isn't out yet in English so we can't have that event.
So yeah, if we get Granblue this month it'd be a full month early, but maybe they'll give us clan events faster than Japan got them.
I've been quite unlucky lately. I had a plan to go up by 5 ranks per day since I entered legend, should have ended yesterday as Legend 20 and today as Legend 25 but only managed to go up to 22 due to my streak of bad luck. I may end up crafting a Blockade after all and remove the Blazing Flare engine.
I've been trying to make OTT work with no luck, I only have one Tom so I rarely see him and when I don't the deck struggles to push any damage, the few games I won where because my opponent lost at least 2 PGs to either damage/drive checks or riding them.
That was one of the most intense games I've ever played. OTT guy healed four times on me. I tried to see if I could kill them at 4, but they hit a damage trigger so I only got them to 5. They then drop a Tom on me with me at 5 and only one trigger left in my deck which was a heal. I hit the 6th heal and survive and win the next turn.
Royal Paladin is still mostly "make 3 big columns" but yeah it does take more nuance to play correctly than Kagero, mainly in how you manage your resources and when to use stuff like Blaster Blade or Soul Saver. Whenever I play Kagero it's mostly "call > attack > win" and maybe blow up something with Berserk Dragon, RP requires some more thinking. Kagero also has Conroe which attracts players who don't have full PG playsets yet.
Nova Grappler is also popular for the Gold Rutile deck but that one requires more skill to play efficiently, I've run into dozens of Gold Rutile players that clearly don't know how to play the deck and just attack face carelessly or boost when they shouldn't which screws over their multiattacks.
OTT is easily the most skill demanding out the initial four, the deck is the least aggresive but if you know what you're doing you can take wins out of nowhere.
The deck is slow to push the opponent to 5 so Tom can do the kill so you need to think more about how you get there. An easy way to tell when you're playing against someone who isn't very familiar with OTT is if they run crits, how often does an OTT player call a Tom while you're at 4 damage only to check a crit which triggers your PG and screws over Tom.
The deck is slow to push the opponent to 5 so you wall up and swing face until you hit your autowin button. There's no depth to the thinking done in how to actually reach that condition, you just keep swinging until you get there. It's fundamentally the same as Kagero in that regard. If Kagero is mindless aggro, Oracles are mindless helmet.
Hi Sol, I wanted to ask the community here what you guys think about being grouped under the "gaming" vertical on Fandom. Do you guys consider yourselves more focused on the card game or more on the anime here? If you guys would rather be grouped on the anime/manga side, then being grouped with that would serve better at getting in touch with staff. We figured it'd be best to ask for you guys' input since it seems to be a mix of both and would be willing to switch you guys over to anime depending on what you all think.
So, I have a tough decision to make. Due to my financial situation, I can probably only afford one deck this year.
My local shop is willing to sell me a playset of the new Narukami stuff for $200 CAD, which is a competitive price considering the price of the cards online, but it's more expensive than I usually spend on a deck.
But while Vanquisher is definitely a great pick for Spring Fest... I'm more interested in being competitive for BCS Regionals, where there's something actually on the line.
So I'm wondering if it might be a better investment to go with something like Gears or Royals, with the TRY3 Decks coming out (plus MLB) especially as we're getting the new Order mechanic soon as well. Plus there's always the chance they could hit Vanquisher in the next restriction list if it dominates.
Also, my Spring Fest is also after the Next Stage booster as well.
I need some advice/opinions on what I should do @_@.
if spring fest is after nextage for you, i would personally wait till then to pick up stuff because narukami is probaby the best viable deck rn competitively since everything around it got nerfed so if you picjk it up jus for it to die in june its not a good investment so i would wait till the nextage reveals are done see what tickles your fancy then make the decison to buy said cards. since to me you want a deck you can play for the whole year instead of a brief period of time
Personally, I feel if you just continue play testing Vanquisher and really master it, you’ll do way better then buying Royals or Gears. Maybe play it safe and wait till all of TRY3 stuff is done, and if Royals or Gears is just THAT GOOD, then invest in one of them.
i really say wait till next stage since thats when orders might start to take off as being a legit thing, plus they may outshine narukami when they come out, but again sol narukami might be good now but it may die down due to the nextage hype so id say hold out now and wait till then cause u may get a good investment later on, plus if you do get the deck you could always sell it later and get some of your money back
Yeah, I talked to a friend of mine in my community (who is our back to back Premium Regional Champion) about it and he put some things into perspective for me, so I decided against buying the playset. There's a good chance the prices will drop by the time Spring Fest rolls around, and yeah, with TRY3 being a new "Season" with a new mechanic, it might power creep Naru out a bit, as Bushi tries to nerf Accel decks a tad after seeing how broken they made them.
ohhh yea true lol i was haype an got a set for like 5bucks off a friend, but then again if u invest in royals thts twice the money ull spend cause depending on mlb ur gonna either run altmile or messianic and the blaster support along with him
im saying that because of the main thing hess a BLASTER so mlb and messianc being in the same deck makes sense plus with him and b dark coming to rayals thats 2 more blaster units which increases the chance of messiancs skill going off 1, and 2 mlb is a good back up boss for the deck since ur relying on a high roll
So, I've only played like five games, so these are super early thoughts. I've played three games with my MLB Deck and two games with DOTE.
Game 1, DOTE vs PBD, Lost: Shadows had much better hand advantage throughout. I drew far too many G3's early on, but only ever saw the one DOTE all game so couldn't restand it. PBD's buff caught me off guard, and I never manually drew any PG's. I got one with Conroe, but he ultimately killed me with a 2nd Damned Charging Lance. In this game I was trying out Flame of Promise, but then I was scared of the game's random soul blasting soul blasting my Overlord. I'd like to think it wouldn't do that, but it screwed up my 11K base Spirit Exceed when I played Granblue, so yeah. If I had a 2nd PG in this game, I would have won though.
Game 2, MLB vs MLB, Win: I kind of sacked this win. They had three PG's I had to get through. I hit a draw allowing me to draw into a PG which I used to block MLB. Then I healed back to three. Then I ate an MLB attack and went to 5. Then I hit double heal to go back to three, allowing me to eat another MLB swing and then I finished them the next turn.
Game 3, MLB vs DOTE, Win: DOTE got the CR and the restand once, but checked nothing on the restand. My 12K base saved me at one point in the game. Ultimately won because constant 2 crit swings.
Game 4, MLB vs MLB, Lost: Would hae won this one, but they healed out of lethal and I did not.
Game 5, DOTE vs MLB, Lost: I was behind most of the game, managed to retire most of his RG's including his backrow and he was low on hand, so managed to survive a turn because he hit no triggers and had nothing that could swing for 13K. Managed to get him to 5, he had one PG to survive but then hit a heal and I had nothing that could swing for 17K without hitting a trigger which I did not get. I did get DOTE's restand at one point in this game, but I hit 0 triggers on 4 drive checks so my 2nd swing didn't hit. He managed to draw into a booster to finish me off.
So yeah, Shadows are better than I thought they'd be, but are a tad hard to build. MLB definitely seems to be a popular deck and it's pretty strong. The Wingal Brave nerf hurts a bit but not too much. DOTE is very luck reliant and is a tad grindy, but lacks an explosive finisher. I feel like Crits could run well with DOTE, but you also need Draws to try and draw into your DOTE's. Also, being a Persona Blast, it also means you're reliant on drawing into it while other decks can just go off whenever they want.
MLB being better is not a huge surprise, as I felt that was the case when the cards came out back in BT05. MLB is just a constant threat, while DOTE was more of a mind games card.
I don't think Beast Deities are that good out of the gate. They'll be better when Illuminal and his support comes out. I haven't fought it yet, but CoCo looks good on paper.
I end up use 9 crit on my dote build; with draws it is prone to deckout, and it doesn't ensure I draw into dote either.
In the case that I don't draw into a copy of Dote, riding Waterfall is a good backup- you will discard that dote anyway, so might as well use it for waterfall.
It is also heavy on counterblast, so having more bellicosity might be a good idea- I only have 2 though. Burning Horn should be good too since the grade 2s can't hit 11k on their own.
The main dilemma is whether you want to ride overlord or not. By riding overlord you will forgo to use its skill due to the cost and you're prepping for dote. The opponent will also know what your move is. They can just stall for a turn before they put a field full of intercepts when you crossride.
But riding dote hurts you defensively as many cards can hit for 11k.
Doom Griffin is a bad idea in dote deck- the minus really hurts you, and it is a 6k vanilla most of the time that doesn't allow you to hit for magic numbers. Even though if you run draw you think it will fit, it actually doesn't. If only it only needs sacrifice and not cb on top of it...
Best thing about the deck is you can get barris easily. Unlike Stern, you don't have to be afraid of ditching your PGs to restand. On the flipside, sometimes you have too much barri in your hand you can't even put a proper offense.
On soul blast: reminder that in the rulebook it does say that you soulblast the top card of your soul. Irl game you can switch the order of your soul anytime you wish, but in zero you can't, so it will *always* soulblast the most recent card you put into soul first. Though I'm not sure if they avoid soulblasting crossride bonuses.
Which is why when you run a golden beast tamer deck, you use hades ringmaster to ensure you don't disturb your soul setup.
Just curious and realized the game actually had a few different interactions to the real game due to certain nerfs and buffs and since the last time you messaged me was about CF Zero that got me wondering about how the game is.
VG ZERO is a lot of fun. It's interesting seeing what works better or worse with the new rules.
I played Raizers last season and got the highest rank I've achieved with it. I feel like Perfect Raizer is super broken in ZERO and probably should be nerfed like Amber Dragon, Eclipse was but not sure what they would do to nerf it other than maybe removing its on ride effect to create a Battleraizer.
The JPN version is about to enter a Crossride Meta, so it'll be interesting to see how that goes.
Some of the boss fights in Story Mode can be a tad frustrating because while you have RNG, they do not, but I was eventually able to beat them with the base set and even the recommended characters. It's not really worth it to go through the story on Hard mode though I think.
It's quite easy to play the game without spending money too, the game's fairly generous with free packs.
The biggest complaint people have is that they don't really separate the Gacha's. They just shove almost all (except for some commons) in one Gacha, and then have a Rate Up Gacha once a month with new cards that makes it easier to get those newer cards, but yeah, if you're only wanting cards for a specific clan, it's a tad harder.
Some clans are also only released through Clan Events, which makes it easier to build the clan, but there's no way to get crafting materials for the clan after the Event so if you were unlucky with your pulls you might not be able to finish the deck. So far Granblue and Spikes were released through Clan Events, and I think Neo Nectar is coming out soon through a Clan Event as well.
The Crafting system is ok, but it's a tad annoying that every clan has their own crafting material and you don't gain a ton of it per day since you mainly earn them through character fights, which cost Stamina and you typically only gain 0-2 materials per fight while RRR's cost 100 RRR Gems, 200 RR Gems and 400 R Gems. You also get materials if you go over 4 copies of a card, and you can dust SP cards for materials, but you can't dust non SP cards. Still, I've managed to craft quite a few RRR's in the game.
The game gives you more of the universal C materials than you'll ever need.
But yeah, been playing it since Day 1 and I'm still enjoying it a lot.
So, I decided to why not and downloaded the game. And while most of it's pretty straight forward, there are a few things I'm not quite too keen about.
For one, what exactly are the good ratios for grades in this game? I mean maybe it just defaults and is always at 13, 13, 13, but I almost feel like my draws just aren't good. And at that, what would be the best ratio for triggers in your opinion?
Then there's the whole are so which would be better, Critical or Stands? I'm trained to like Criticals however I'm noticing that because I can't just put the Critical where I want like I can in the real game they don't seem to be nearly as strong as they are. Either I'm missing something but I'm noticing that because I got to attack Intercepts before attacking the Vanguard, I always at least have something to stand.
Draws are the best trigger in the game because they never whiff.
You'll see a lot of decks run 9 Draw, 4 Heal.
Because you're constantly having to call things, and you don't draw all that often for most decks, Draws help draw you into more intercepts, PG's and key pieces. If you don't run draws, you'll find you'll lose a lot of momentum for most decks. For example, I can easily out resource a 9 crit deck with a 9 draw deck.
Stands are better for decks that can't deal with double intercept very well, such as Granblue and Oracle Think Tank, but you still want to run draws.
Crits are definitely heavily nerfed in ZERO. They are good early game, but later on most of the time they just get PG'd. There are some decks that can better utilize Crits over Stands, though. For example, a clan like Gold Paladin when they are released in English work well with 9 crit, because they can call units really easily.
9 Crit is recommended for dealing with Hard and Very Hard AI though.
And yes, 13/13/13 is the locked grade ratio and can't be altered.
The most common begginer's mistake when deckbuilding in ZERO is running mostly Crits, which is fair because it's what everyone does in the physical game but for ZERO you gotta have a different mindset to adjust to the changes.