Friday, March 1, 2019

Golgen Garga & Vile Vanity Katana World Set Review



Two sets in not only the same month but the exact same day again. I've gotta say that that's pretty crazy. I'm surprised that they didn't release one during February and another in March. Especially since there were no new cards in February in English. It's more than likely because they were both designed with the other in mind and it fits thematically for both to come out together.

Because one set (Violence Vanity) only had two Katana World cards, the easiest and best way to review them is both in the same post instead of separating them. Plus, Bladedancers are the only Katana World cards in Violence Vanity. It's in there because there was no space for it in Golden Garga and Kanesada doesn't side with Ranma and the vile gang anyways. 

So let's start with Golden Garga!~

Golden Garga


Deity Gargantua Dragon


Jack of all trades

I'm going to be starting on a non-Katana World card surprising enough because it matters later on. Gargantua Dragon has received a new, upgraded version. If he is your buddy, the player may play any Dragod attribute cards in their deck. Even if it's not the same world as their flag.

His call cost is pretty standard for a base form. His standard abilities is penetrate, move and soulguard. So with that out of the way, lets look at his interesting abilities.

The first ability is he can be called to the field at counter speed from the soul of a Dragod by pay his call cost. This allows the punches to keep coming during the battle phase and G-EVO into another form.

The second ability is his new Deity G-EVO ability. At the end of the battle with Deity Gargantua Dragon, draw a card. Then, call one Dragod from the hand on top of him without paying it's call cost. Deity G-EVO only activates once per turn and it's treated as standard G-EVO as well. Without the once per turn clause to this ability, he could get really insane with how often he could Deity G-EVO so it's good it's limited to once per turn.

It's important to note this because this will probably be the preferred buddy for Garninjas. Allowing access to other Gargantua Dragon forms. Obviously it still synergizes with all the usual Garninja cards but it'll be fun to experiment with different Gargantua Dragon forms and evolutions!

Radiant Combat Deity's Glory


Let's go team!

Even though this card isn't Katana World, I wanted to mention it because just like Garga's base forms, it can be used in any world. It is essentially a counter speed G-EVO from drop. This can help if the opponent rests Garga or prevents him from attacking at all or if they're trying to destroy him. Just counter with Radiant Combat Deity's Glory to get over it whatever effect they're trying to apply to Garga.

Affectionate Heavenly Deity, Amaterasu

My girl is back!

Moving onto best girl. Amaterasu has a new form. From this point on, I'm going to call her Affectionate Amaterasu. She can either be called on top of the Kagura-Bell of Worship without paying her call cost or she could be called to the field for that spicy 3 gauge cost.

A common misconception and knee jerk reaction is to use Nirvana Amaterasu instead of Electrodeity of Light, Amaterasu (OG Amaterasu). There's a problem with that. Only using Nirvana Amaterasu is going to drain the player's life pretty quickly. Even to a point where the opponent could just go into final phase and cast an impact. The point of Affectionate Amaterasu is to be used in conjunction with OG Amaterasu. OG Amaterasu will provide the life needed to keep using Nirvana's ability.

If anything, Affectionate Amaterasu could basically replace Susanoo. Susanoo was only useful during the player's turn since he provided no defensive options. Amaterasu still costs the 1 life to use either of her abilities but they work on both on and off the player's turn. Both skills draw a card and she still gets the triple attack that Susanoo has. Sure she doesn't get the penetrate but that wasn't even a big selling point with Susanoo. What's better than the penetrate is her 14,000 power or defense (what?!) she can possess. Plus, losing the penetrate makes her immune to Skill Binder since, you know, triple attack is not double attack. The counterattack is really something that can be ignored. It's obvious that it'll get counter attack. Affectionate Amaterasu will more than likely be destroyed by a card effect when she's on the field as a monster anyways.

What is weirder is I see Affectionate Amaterasu being more frequently called to the side of the field instead of being used as an item. Especially since she costs 3 gauge but the board works well in this way. The reason being is it's preferred to keep OG Amaterasu as the item so the life gain is sustained even when Affectionate Amaterasu isn't available.

Gargantua Thunder Deity Wind Demon Dragon


ORA ORA ORA ORA ORA ORA...

Gargantua gains a new Katana World form in this set and it's actually good. It takes the offense to the extreme. Every time he attacks, he can generate a size 0 dragod with 6,000 power/2 critical and 6,000 defense "token". This ability isn't once per turn. Oh and he has triple attack. No big deal. Let me just basically punch at least six times with just Garga alone since he can call up to three tokens during the battle phase.

I should mention that these monsters are not literal tokens like in other card games. I use the term token loosely since they're very similar to tokens in other card games. They are just like normal monsters and all the normal rules apply to them like any other monster.

It's now a toss up between Thunder Deity Wind Demon Dragon and Gargantua Wind Demon Dragon. Thunder Deity Wind Demon Dragon is offense to the extreme while Wind Demon Dragon provides some defense on the opponent's turn. This is an example where this is no clear cut better card. It depends on the match up. I could even see argument that Thunder Deity Wind Demon Dragon is better since the player doesn't need to worry about defense if the opponent is pummeled to oblivion. 

Sol Aurora


Most wholesome art of the set


I swear this card is almost borderline criminal for Electrodeities. Getting an Art of Shadow Stitching effect for not only free but regaining a life and gauge? What puts icing on the cake for it is Sol Aurora isn't limited to being used only if there's an Electrodeity on the field. It can be casted at the very least to nullify the attack as long as the player is being attacked. This helps combat the the FTK Mobile Aerial Team decks can do with Brave Energy Full Drive! Sure the gauge and life isn't gained but at least you aren't dead.

Deity Dragon Nina Arts, Shadowflash Slash


Watch closely... did you see it?


Shadowflash Slash is clearly meant to be used only with Garninjas since the original Ninja deck can't complete the requirement for it to even be casted. It has two nice, flexible options both with counter. Either go on the offense and give up to three cards on the player's field 1 critical or try to slow down the opponent by destroying up to two cards on their field. Both effects are solid but not over powering. Especially since one critical gain for all cards is pretty easy to deal with and anti-destruction cards tends to dictate what cards are going to be destroyed anyways.


Feline Clone, Nincat


A crazy cat lady's best friend


Feline Clone, Nincat is very similar to Nindog but with a gauge cost to grab more copies. However, he gives all other Nincat 2,000 power and 1 critical. The problem is the player wants a form of Gargantua Dragon on the field. With Gargantua Dragon on the field, Nincat's effect can't even go off to give other Nincats more stats because of the size limit. Because of this, he has no real place in a deck.

I'd rather use Nindog for a couple reasons. First, not only to filter the deck and gain hand fodder, but I'd rather have the option of putting some in gauge if needed. Nincat doesn't have this second option. If any are going to hand, they're doing so during the charge and draw of the turn which is slower than Nindog's gauge effect.

Art of Diversion Kunai


Nincat coming in with the assist


Art of Diversion Kunai is like an enhanced Ninja Arts, Snake Gaze. Sure it needs a Dragod on the field and costs an extra gauge but it rests all monsters instead of just one. This is a nice option against a field full of Vile Demonic Dragon, Vanity Husk Destroyers but just like Snake Gaze, it doesn't rest items and there's some scary items right now. Regardless, it's a nice option that isn't a waste. Shame it couldn't be used to some degree with the original Ninja brothers but I digress.


Cherry Blossom Dance

*eats popcorn while watching the dance*

This card should be reviewed to be used for almost every Katana World deck that uses items even though it's a Ninja Arts and has Garga related artwork which alludes it to only being played in Garninjas.

It's a generic enough card that any deck that has item-removal problems could use it to help keep it on the field (Blade Beasts, Electrodeity, Bladedancers, etc). Especially since Vanity Husk Destroyer is prevalent this season. The can't call from drop effect is just icing on the cake. It's not a huge problem right now for decks to be calling from drop but it at least helps restrict the opponent's options.

Overall, a nice side board card to help deal with Vanity/Brawlzeus/Magic World bounce cards.

Deity Dragon Ninja, Shiryumaru


*yawn*

I'm just not going to say anything about this card. Literally not worth my time. I'd rather run a 4,000 power/2 critical/1,000 defense vanilla monster. Let's move onto something worth my time. Talking about the Violence Vanity cards!

Violence Vanity



Fusion Style Training Grounds, KAZIBA



The squad's all here

I'm glad Bladedancers are getting a few cards. There seems to be just enough Bladedancer cards to just barely make a deck right now so these two cards help supplement them. KAZIBA is the first set spell designed specifically for Bladedancers.

First ability gives all Bladedancers (including the weapon) an extra 2,000 power. That helps with getting over walls and the counterattack of the blade being more successful.

Second ability burns the opponent for 2 life and gives 2 life to the player whenever a Bladedancer monster on the left or right are destroyed. This was a flaw with the deck. The opponent could just keep board wiping the monsters on the sides without repercussion. This kind of forces their hand in going at the player directly. Also, don't forget multiples of this could be set on the field! Plus, they all proc when a monster is destroyed!

Stout Gold Steelframe, KUROGANE


Just a good alternative to OG KUROGANE


A new form of KUROGANE. I don't have much to say about it. It's basically just a different variation of his original form. This one does have triple attack instead of double attack. Unfortunately, it's only 1 critical instead of 2. However, this new form does nullify the chosen card's abilities so Soulguard won't save the card. Overall, this was probably made just for consistency reasons. This is a situation where it's really six of one or half a dozen of the other.


Scratch my back and I'll scratch yours

One of the promos for Violence Vanity is Fusion Assist. It has one of two options that can be used by paying 1 gauge and if the item is standing. First effect is that neither Bladedancer on the left or right can be destroyed for the turn. The second is a card on the opponent's field loses 3 critical for the turn.

The later option looks more appealing than the former. Especially since Fusion Style Traning Grounds, KAZIBA already deters the opponent from destroying the left or right. At least the 3 critical reduction helps just activate counterattack of the weapon with minimal to no damage. It also helps reduce the threat of double/triple attacking monsters with high critical.





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