A lot of players were very happy when they see Narukami was listed in the featured clans for BT-08. Because Narukami was absent from BT-07 despite being a clans used by a main character in the anime. This time, Narukami brings us a totally different style of play, as well as some utility cards previously available in other clans, and now finally owned by Narukami as well. As a Narukami player myself, I was quite excited when they started revealing the cards as well. However, after I saw the previews, my anticipation instantly dropped from bad to worse. I wouldn't say the new Narukami cards suck, but it really doesn't impact the clan too much, and truthfully speaking the initial cards given to them are way better than the new ones. Why do I say so? Let's have a look at the new previews:
Demon Sealing Divine Dragon, Dangari
The new Limit Breaker for Narukami, and the 2nd 11k unit for Narukami as well. From the first looks, we might feel happy that Narukami can finally field eight copies of 11k units, however, I think that Dangari is actually a liability in the deck. Let's have a look at Dangari's skills:
[ACT](V)(LB4): [CB1, select a card bound by this unit's skill to the bottom of your deck] Retire one of your opponent's RG. This skill can only be used once per turn.
[CONT](V/R): When your Bind Zone does not have cards bound by this unit's skill, this unit gets -2000 POW.
[AUTO]When this unit comes into play in (V), bind the top 2 cards of your deck.
Yes, Narukami gets another unit that is able to retire an opposing unit. But look carefully, this unit has a lot of drawbacks. Firstly, you have two bullets (cards bound by this unit's skill) to be used, but in truth, you can actually use one. Because after you used both the bullets, Dangari instantly turns into a 9k weakling thanks to its CONT skill. And remember Dangari's LB is an ACT skill, so you have to endure a torrent of attacks by your opponent before you can do anything.
Also, tying into its CONT skill, Dangari can't be played as a RG because you won't have cards bound by it when it is played as an RG, hence the power penalty kicks in. Oh, you might think that you can just reride a new Dangari on top of the previous one, then you can get another two bullets to be used. But, you're going to make the unused bullets useless sitting in the Bind Zone. What happens if the bound cards are Triggers? You should know the answer.
Thirdly, Dangari can only retire front row units, and only once per turn. Yes you might be able to retire a crucial Interceptor that might block your attack, but isn't Dragonic Kaiser Vermilion does a better job than Dangari? And Vermilion doesn't get power penalties unless you mix clans.
In short, my personal opinion is Dangari is only a tech card in Narukami decks. I would prefer Vermilion or even Rumblegun Dragon as my main Vanguard compared to him, as the latter two can consistently pressurize your opponent without much drawbacks.
Sealed Knight of the Thunderfang Demon Lance
The 3rd 10k Grade 2 for Narukami. Like Dangari, this unit also has some drawbacks tied to his bonuses. Let's see what are they:
[CONT](V/R): This unit has RESTRAINT.
[ACT](V/R): [CB1] If you have a <Narukami> Vanguard, this unit loses RESTRAINT for the turn.
[AUTO](V/R): When this unit attacks and if you have a <Narukami> Vanguard, this unit gets +2000 POW for that battle.
Good, a 12k attacker that can make us possible to form 20k lines even in G2. But is it really that good? This unit has RESTRAINT, and the cost to release his Restraint is to pay CB1. In a clan that already consuming heavy dosages of Counterblasts, do you think you'll have extra to pay for his restraint release cost? For me, I don't think so. You have Demonic Dragon Berserker, Garuda to reopen your flipped damage, but how often will your opponent to let Garuda's attack hit?
Sealed Knight of the Thunderflash Demon Blade
The second 8k Grade 1 for Narukami, and a very terrible one. And again, his skills:
[CONT](R): This unit gets -4000 POW.
[AUTO](V/R): When this unit attacks and if you have a <Narukami> Vanguard, this unit gets +2000 POW for that battle.
Awful, totally awful. Having eight 8k boosters is good, but having one that has a permanent -4k power booster is bad. Unless he's in the V circle, don't even think about calling this card as a booster or even an attacker. The CONT skill totally cancels off the AUTO's advantage. He will never make the cut in my decks.
Sealing Priest, Koukou
The new starter available for Narukami, and again, another really subpar one. Skills please:
[AUTO]: When you ride a <Narukami> on top of this card, you may call this card to (R).
[ACT](R): [SB1]: Choose one of your <Narukami> unit's CONT skill. For that turn, it loses the skill.Hmm... A unit that can rectify the problems of the aforementioned 3 cards. But do you really want a 3k unit on field? You can at most, make a 15k line out of it, and 15k doesn't really that threatening nowadays. Also, although Koukou's skill can cancel off the power penalties and restraints of the new units, but do you have that many Soul topay for the cost? Assuming you Ride until G3 with Koukou as your Starter, you'll only have 2 Soul to pay for the skill twice, and remember, Narukami don't have a good Soulcharge mechanic unless you're playing Riot General, Gyras.
The conclusion about these first four cards is they hardly can go to any deck other than a deck that can consistently abuse Koukou's SB skill, which the only one I can think of is Gyras. Other Narukami builds like Vermilion or Rumblegun won't have slots to accommodate these cards as those build were already CB heavy. Still I won't give up on them that easily, just that I need to squeeze my brain more to think of some funny combo to mash these fellas up XD
New cards aside, Narukami now also gets a pair of clones, which I think is something they really needed most: Limit Break acceleration. Guys, meet the brothers Dragon Monk, Kinkaku and Dragon Monk, Ginkaku.
When I say LB acceleration, you guys should know what am I trying to say here. Yes, these two units are the most anticipated 'Master of Pain' clones. Kinkaku is a 8k G2, while Ginkaku is a 6k G1 that shares the same skill: CB1, put the top card of our deck into the Damage Zone, and shuffle one card from your Damage Zone back into your deck at the end of your turn.
Finally, Vermilion builds can threaten your opponent faster and you now have a way to shuffle back Triggers in your Damage Zone back to your deck. While Ginkaku has doubts because of him being only a 6k booster, but Kinkaku is definitely going into my deck despite him being a 8k unit only.
The last preview of this article is another new G3 for Narukami - Celestial Maiden of Dark Arts, Carri. Carri is something like the Djinn series from the TD, but with a slightly different taste. Unlike the Djinns, Carri can attack Rear Guards, but in order for her to gain the power bonus, you must have more RG than your opponent when Carri attacks.
The power bonus that Carri receives is +3k when in VG, or +1k when is RG, so it means that she can make 23k and 19k lines maximum with boosts from Red River Dragoon and Photon Bomber Wyvern while in VG. Not a bad card I would say, just that you need to play with Stand Triggers to maximize her potential.
So here's my review of the new Narukami cards. Sorry to say that I'm not that fond of them for the moment (maybe I just haven't found a way to make them useful yet). At the meantime, I'll just stick to my Rumblegun and Vermilion build. My personal opinions aside, what do you guys think about these new units? Let me know your comments and do share out your thoughts if you think you have a way to make these cards really viable in the current environment. Until then, I shall excuse myself for now.