It's kind of a generic unit, but nonetheless useful; this week's unit is Demonic Dragon Berserker, Garuda.
One of the many wonderful grade 2s that Narukami gets. |
Aww, he doesn't have a lore. Oh well, just gotta make sure next week's unit does.
Narukami
Grade 2
9000
AUTO [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.
A really simple effect, can't say much about it (which is why I picked it, because I have no time this week to do the usual skill break down and analysis).
Depending on your build, this card can be anything from simply useful, to absolutely important. Narukami, like its slightly similar older brother, Kagero, is a counterblast heavy clan on average. Thunderbreak Dragon and Dragonic Kaiser Vermillion use 2 and 3 for their skills respectively. Your starter might also eat one. Then there's Dragonic Deathscythe, a useful Berserk Dragon clone who uses 2.
Without depending on a heal trigger, Garuda's skill allows Vermillion's Limit Break to be used twice in a game, which makes it absolutely necessary if you play a deck that uses 4 copies of Vermillion as the main vanguard.
Trial deck offshoot builds will also want this. Between Thunderbreak (don't hate, he's cute), Deathscythe (don't hate, he's a useful removal tool), and Plasmabite (don't hate, I like my 13k rears), you will want some extra counterblasts.
Ok, I'm done here for today. Angel Feather is next week.
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