Friday, December 14, 2018

Buddy Lineage Katana World Set Review


I love sets that give good support to older, fan favorite decks. Especially since the new cards effects help them stay relevant in the game. Sure, the below Katana World cards won't make any of the respective decks much higher tier than they already are but the old decks become fun to play with new cards.

This review will cover the Katana World reprints as well but won't be covered too much because... well... they're reprints. This article is actually relatively short compared to other articles since these cards are just support for pre-ace decks but let's have fun and see what combos we can think of!

Size 1

Magatsu Flames, Yamigitsune

He's back! And as a Secret Rare too!
My boy gets a new form! It's retrain of Companion Katana of Magatsu, Yamigitsune. The only difference in call cost between the two is Flames of Magatsu needs a Skull Warrior to be put in his soul which, let's be real here, is not hard at all. Especially with cards like Premature Passing, Bibikawazu and the myriad of ways to destroy your own Skull Warriors.

Flames of Magatsu, Yamigitsune's main ability is the following: When the player's Skull Warrior attacks and deals damage to the opponent, destroy the Skull Warrior. If you do, your opponent loses 1 gauge, 1 life and they discard a hand card. He also has double attack and soulguard so he can destroy himself twice during the battle phase.

Couple his abilities with Demon Way Arakuyou, you can plus real hard while you make your opponent suffer with no gauge or hand cards. It does seem that Bushiroad is trying to make normal advantage decks and anti-advantage decks which is a neat idea. Water already drains gauge real easily so Skull Warriors help join in in that aspect now.

Sadly, this doesn't mean Skull Warriors are going to be back in a high tier with just one new card but I've grown to accept it.

Soarspeed Moonglow, Tsukikage

I love that Tsukikage and Byakuya's cards are one picture

Next up is the ninja brothers making a return and giving us a reprieve from Garninjas. Tsukikage costs a life but that's fine. He lets the player search for Gojinmaru and add him to hand but the player must then discard a card. He also gives all other Ninjas 3000 power, 3000 defense and 1 critical if he's on the field or in the soul of a Ninja.

All in all, a new solid form that compliments the ninja brother deck quite well.

Soarspeed Moonglow, Byakuya

You can see Tsukikage's blade in the art from above

Of course there's no Tsukikage without his brother Byakuya. Soarspeed Moonglow, Byakuya also costs a life and has his standard shadow dive and discard a ninja art to restand effect. His last effect makes it so all ninjas can't be destroy by card effects if he is in the soul of a ninja.

This will help make Arc Particles Ghoul Deity, Gojinmaru last longer on the field before using his counter/act ability to call the souls to the field.

Funny enough, this could be used in Garninjas. When Gargantua Dragon, Wind Demon is called, you could put either Tsukikage or Byakuya from the drop into his soul to give him their effect. The effects help both decks which I think is pretty neat. Gives players options. Do they want to put a base form of Gargantua Dragon in Wind Demon's soul for the extra token or one of the ninja brothers for some extra effects?

Size 2

Flash of Purple Arc, Mikazuki-Munechika


Blade Beasts also get support! Finally their first card of the season! He's a little expensive with a 2 gauge call cost but that's understandable since you need to get Japanese Blade cards in the drop for his effect.

His main effect is quite wordy. At the beginning of the attack phase, if there are three or more different Japanese Blade in the drop, all Japanese Blades get Double Attack and Penetrate. Then, if there are five or more, for the turn, all Japanese Blades get 5000 power and 2 critical.

Again, these effects lasts for the whole turn. Even when the impact monster is called during final phase. 

Size 3

MRW I pull out my beat stick
Next is the new Kid Ibuki for Oni Assassins. It's pretty expensive at 2 gauge and a life but I can understand it. He does have triple attack and allows any Oni Assassin to gain 2 face down souls. Then, if he enters by ambush, your opponent has to drop (discard) a card. All these effects rightfully justify his cost. I just hope it's worth it. He seems more of an aggressive option instead of defensive and lets be honest. Most of the time, the souls are going to go into Kid Ibuki's soul anyways.

Overall, nice addition to the Oni line up but it won't change their play style much if at all.



Spells

About time it got a reprint!

I made a whole blog post about spell nullifies over here! That would be the best way to find out what I think about this card.

Super glad they're reprinting it since it was originally printed in set 2 and that was about four years ago. Before the reprint, the card was going for about 5-7 bucks each and it was an uncommon too! The game didn't have foil common, uncommon and rares when Sakurafubuki was first printed either so now it can be found foil. 

Takes two to tango

I don't feel that this one needed a reprint as well but they were reprinting several other multi-world spells in this set so that probably justified this card's reprint.

The card was used somewhat often back at the end of Hundred/beginning of DDD season but nowadays it's a little too slow for it to be as effective. Plus, more common cards are carrying the "can't be destroyed by card effects" clause. Making this card not as efficient either.

Friday, December 7, 2018

Impact! Triple Punisher Katana World Set Review


Finally after about 4 years, Katana World got a new pre-constructed deck release. Each deck is solid with great reprints within all three decks.

Within the Katana World deck, though, three cards were reprinted: Gargantua Dragon and Fuuton, Sweeping Whirlwind and Deity Gargantua Punisher as an SP rarity. Gargantua Dragon and Fuuton, Sweeping Whirlwind were needed because of the prices of these cards going higher and higher.

Gargantua Dragon was printed a lot in the Gargantua Awakened set which helped support both the Dragon World and Katana World releases but once Magic World Gargantua Dragon was announced, people were trying to pick up copies of him left and right which increased prices and at this point, he was decently hard to pick up.

Fuuton, Sweeping Whirlwind was only a box topper from the Driven to Disorder set. They were already highly valuable in the Tsukikage/Byakuya ninja decks. Deity Dragon Tribes coming to Katana World made them shoot up even more and it was just going to get even worse without a reprint.

Fuuton's reprint was great for two reasons. First, it came in a trial deck at a guaranteed two copies so people would only need to get two to have a play set. Second, the reprint has art more associated with Deity Dragon Tribes instead of the art with Electron Ninja, Shiden on it. I personally am a stickler for having appropriate art for the appropriate deck so I was ecstatic.

The cards in the deck help solidify Deity Dragon Tribe/Ninja support. The Dimension Destroyer support was a good start but it felt like some cards were missing to complete it and this pre-constructed deck will help.

Now before I get going, I want to mention something. Both Gargantua Dragon and his new variant Daybreak Roar, Gargantua Dragon are solid cards and they should be the main ones used in any variant of Deity Dragon Tribes. I'm mentioning this now because I'm not going real in depth below on them but wanted to assert that they are going to be the go-to variants and people don't have to search high and low for the other variants of Garga at this time for their decks to function.

Without further ado, let's analyse the (Katana World) cards!

Size 0:


Deity Dragon Low-Rank Ninja, Karakazemaru



First off the list is the two "maru" brothers. Karakazemaru is a size 0. His stats are 2000/1/1000. He's also free to call.

His first ability is if he is dropped (discarded) from hand, the play can gain a life and gauge. His second ability is just like boomerang dragon. After he attacks, the player returns Karakazemaru back to hand.

Karakazemaru will obviously work well in Garninjas because that's what he was designed for. However, he does help Japanese Blade/Blade Beasts as well. The deck can have a field of potentially size 1/2 or size 3/0 monsters on the field with one or multiple weapon(s) equipped and in either case, Karakazemaru can be played to the center and bounced back to hand without ruining the formation.

Within the game right now though, 2000 power and 1 critical aren't going to make any revolutionary changes. Sure it'll help the above mentioned decks a "little" bit but it won't pull up Blade Beasts from the tier 2/3 spot it's been in for the past several years.

Deity Dragon Low-Rank Ninja, Kogarashimaru




The second brother, Kogarashimaru, doesn't do nearly as much as Karakazemaru. Kogarashimaru has very similar stats which are 2000/1/2000 and he's free to call as well.

Kogarashimaru's on-enter skill allows the player to choose one Dragod monster in the drop zone and discard a hand card. If the player does discard a card, the player puts the Dragod to their hand.

This overall is suppose to be a wash (one card discarded to put a card in hand). However, at this point, it should be well known that certain cards in ninja decks let the player draw a card if they're discarded. I'll get to them soon but just take note that these cards allow players to occasionally plus from discarding by card effects.

Even though Kogarashimaru has the potential to be a plus 1, in nearly all situations, he won't be. This extends to further beyond than just his effect. The problem with Kogarashimaru is he's a size 0. Gargantua Dragon usually wants to start the attack phase with a size 1/2 field and spam the size 0 Dragod tokens mid-battle. That being said, Kogarashimaru will have to be called over to make the initial size 1/2 board state.

If a card like Fuuton, Sweeping Whirlwind is dropped for Kogarashimaru's effect and the player gains a plus one in card advantage, they're going to lose the Kogarashimaru by calling over him and sending him to drop.

This means in a less ideal situation without Fuuton, Sweeping Whirlwind, the player will be still minusing one. Since Kogarashimaru doesn't have the bounce effect like his brother, it's not like he can be called to the center and bounced back to hand.

The above problem is why he'll ultimately not be used in competitive Garninja decks. There's other more powerful options that don't minus the player.

Size 1:

Deity Dragon Ninja, Musashi



Musashi is an example of what I like to see in cards as far as the relationship between stats and abilities on the card. He has below average size 1 stats (3000/1/1000) but if you have a Dragod on the field, he gains two critical. This means he becomes above average for size 1 monsters. He also has the static "Shadow Dive" ability that allows him to attack the opponent directly even if there's a monster in the center.

Basically, well designed cards should have this dichotomy of sacrificing stats/resources to possibly gain advantage over the opponent. This isn't to say that this doesn't happen to a lot of Buddyfight cards because it absolutely does. He's just a more cut and dry example.

Regardless of this, he won't be used in decks. Sure, 3 critical is usually nothing to scoff at but when players can transform into cards that have well over 3000 defense, it struggles to actually hit the opponent. This kind of advantage (critical advantage in this case) isn't normally sought after by competitive players because it's easy to work around and doesn't have any lasting effect on the board state after the battle phase ends.

Battle Dog Under the Moon, Nindog




My man Nindog is back with a new form. Nindog's stats are 3000/2/1000. He's only down 1000 base stats from a vanilla size 1 Katana World monster which is good. His one ability is when he enters the field, put the top card of the player's deck into their gauge for each Deity Dragon Tribe monster on the field.

Keep in mind this includes himself so the player will always get at least one gauge. With the size 0 monsters in the set, the player could get up to 3 gauge when he enters the field.

Unfortunately, there are better size 1 options and I still prefer the original Nindog more to just add more copies of itself to the hand. Sure, the cards added to the hand don't do anything but Nincat and other cards are there to freely discard the copies to get "real" cards. Plus, Nindog helps thin the deck for consistency.

Flash of Momiji, Nincat




Onto the Nincat in the deck! Flash of Momiji, Nincat is free to call as well. His stats are 3000/2/1000. His ability is when it attacks, the player chooses up to two Ninja from the drop zone with different card names and drop a hand card. If a hand card is dropped, add the two cards back to the player's hand.

One of the purposes of this card is to grab a Katana World Gargantua Dragon form to G-EVO into during the battle phase and, just like with other discard effects possibly plus one more with Fuuton, Sweeping Whirlwind. Otherwise, the effect is a plus one (discard one card to gain two cards).

The problem with this card is it's slow. It would be a more preferred ability if it could be activated during the main phase, like an on enter ability, to help the player properly set up their board but this card won't help to that end... unless you want to wait until the player's next turn.

Knives Ninja Technique, Ninbird




Well, here we are. Reviewing another Bird form. Contrary to his other Dragon World and Katana World forms though, this one is actually solid. Knives Ninja Technique, Ninbird has 4000/1/1000 stats and he's free to play. However, only one can be played once per turn.

His ability is when a Dragod enters the field, the player may drop a hand card and if they do, the player gains 2 life, check the top three cards of the deck and put one from among them into your hand. The rest go to the bottom of the deck. This ability is a soft once per turn.

Bushiroad must've noticed people running Guardian Electrobeast, Goryou and wanted to curb the need for the card in Garninjas.

Since Ninbird is during the main phase, this card helps get the field set up. The player can possibly get their item or get Art of Truancy and make their board safer. The card states that any card can be grabbed with the effect so the player doesn't have to reveal the card to their opponent.

Size 2:

Gargantua Kirigakure Dragon




Onto the proverbial "meat and potatoes" of the deck. The Gargantua Dragon forms! First up is Gargantua Kirigakure Dragon. He has the standard 6000/2/6000 stats of other Katana World Gargantua Dragon forms.

His call cost is pay 2 gauge and put the top card of the player's deck into his soul. This is an odd call cost compared to his earlier forms. His earlier forms costed 1 gauge and put a card from the drop into his soul. This helped Gargantua Dragon get the G-EVO card in his soul to help get his form's full ability going.

Kirigakure Dragon has move and soulguard. When he enters the field, put up to one Ninja Arts from the player's deck into their hand and shuffle the deck. Then, if it entered by G-EVO, the player gains 2 life and deals 2 damage to the opponent.

The effect is quite flexible since G-EVO activates at the end of a battle with a base Gargantua Dragon. The newer form of Gargantua Dragon has move and soulguard so the player could G-EVO into Kirigakure dragon during the opponent's battle phase and search for a Ninja Arts that could help with defend during the battle phase.

Or it could go the traditional route and grab a Ninja Arts card that will help push for game such as Hades Flame Style, Art of Fire Manipulation or Deity Dragon Ninja Arts, Cy-clones Sword Dance.

Gargantua Jiraiya Dragon



The second Gargantua Dragon form in the trial deck is... okay I suppose. Jiraiya Dragon has the standard 6000/2/6000 stats. His call cost is put a card from the drop zone into his soul and pay 2 gauge. This is going back to the original, better call cost but unlike Garga's Dimension Destroyer variants, it's 2 gauge instead of 1.

Jiraiya Dragon has move and soulguard. When it enters the field, the player may pay 1 gauge. If they do, put up to two cards from the top of their deck face down on the field as "<<Dragod>>/size 0/6000 power/6000 defense/ 2 critical" monsters. Jiraiya also gives all monsters on the field +3000 power and +1 critical if he has a card with G-EVO in his soul.

The problem with Jiraiya is he's competing with Gargantua Wind Demon Dragon which is objectively better. Sure, the extra power and critical to all the monsters is nice. I won't deny that but Wind Demon Dragon helps summon tokens during both players turn to help with both offense and defense.

Jiraiya is only upon entering the field and the player has to pay a gauge to call the clones. Meaning he costs more and is limited in the situations where he excels. Sure the gauge costs is probably justified because of the bonus stats the tokens can receive but good players can usually work around generic aggressive cards.

On top of that, the on-enter token creation can cause the player to waste or lose attacks with the initial size 1 that would already be on the field and the weapon. Wind Demon Dragon is a Counter/Act ability so the play can choose when the appropriate time is to summon the tokens.

The player could probably hit with the size 1 and item if Gargantua Dragon and his Wind Demon form could destroy enough cards in the center of the field. Then, the size 1/item could attack the player. Once the size 1/item have attacked, the player could call the tokens to the field. The way Jiraiya is, the player would lose the size 1/item if they needed the extra attacks from Jiraiya to break through the center.

I know this sounds like a nit-picky situation but this can occur pretty frequently. Especially if the opponent is aware of this crux.

Spells:

Fuuton, Sweeping Whirlwind




So this isn't the first time Fuuton, Sweeping Whirlwind has been printed but it is a staple card for the ninja decks and it needed a reprint. The first time it was printed, it was out of Driven to Disorder as a box topper. I didn't review it during that post because we weren't 100% sure if it was coming out until the English version of the set came into consumer's hands and at that point, I already released the set review.

I wanted to touch upon this card because it touches upon a core concept of card games that all players should be aware of if they want to have any chance have being good at any card game. That concept is called Card Advantage.

Card advantage is a game action that either generates more quantifiable benefits or resources to you than it costs. Card advantage is a good indicator of the status of the players within the game and could indicate who is going to win said game. The logic being if someone has more cards than their opponent, then they possibly have more ways to either not lose the game or push hard enough to win the game.

Card advantage is applied to both the cards on each player's field and in each player's hand and is usually referred to as "plusing", "minusing" or "going even". For example, when someone plays a card on the field from their hand, it's considered minus one from the hand but a plus one to the field which means the player is going even.

The power of Fuuton, Sweeping Whirlwind is the case that the player can virtually never minus with the card when it's played in a ninja deck. Let's look at Fuuton's abilities and see what I mean.

Fuuton's first skill allows the player to put a Ninja from their drop into their hand. The player is minusing one for casting the spell but gains a plus one for adding a Ninja back to their hand. This is considered going even where no net gain of cards was achieved.

Fuuton's second skill allows the player to gain a gauge and draw a card if Fuuton gets discarded from hand by a card effect. Ninja cards are full of effects that include discarding in order to either draw cards from deck or gain back cards from the drop zone. This discarding is meant to curb the hand advantage that could get out of control.

Fuuton helps bypass this loss of hand cards by not only allowing the player to draw a card but gain a gauge that could help them call/cast/equip cards that are in their hand that they drew into.

To clarify this, let's look at only Art of Getting Fish's second effect which states the following:

Put up to a total of two Deity Dragon Tribe monsters or items with different names from your drop zone into your hand. If you put two cards, drop a hand card.

Let's go through the process one step at a time:

  1. The player casts Art of Getting Fish (-1 card. -1 overall advantage)
  2. The player grabs two cards from the drop and adds them to hand (+2 cards. +1 overall advantage)
  3. Since the player grabbed two cards, they must drop a card from hand (-1 card. 0 overall advantage)
Art of Getting Fish is balanced in the sense that there is no net gain of cards in hand or field for the player. Let's say the player discards Fuuton, Sweeping Whirlwind in step 3. Then, Fuuton will activate in a "step 4", if you will, and the player will gain a gauge and draw a card (+1 card. +1 overall advantage).

I know only gaining one overall card advantage doesn't sound crazy but when you apply this to other cards and combos decks can do, it can accumulate a lot of cards and give you, the player, an edge over the opponent. There is more to card advantage but I wanted to talk about the aspect of it in relation to Fuuton, Sweeping Whirlwind.

In Buddyfight, there is also life and gauge as a resource but I won't get into those right now. The core concept to understand is card advantage at the moment and make sure you understand it well.

Ninja Arts, Hiding in Fallen Leaves




This next card can help with card advantage as well. Ninja Arts, Hiding in Fallen Leaves has two abilities. At counter speed, the player can gain 3 life.

This is nice for when the opponent is trying to close out the game with an impact. The 3 life gained can help keep the player from losing. Many impacts state that the impact can't be nullified, the damage can't be reduced or the player can't be revived. Hiding in Fallen Leaves gets around all of this because the player is just gaining life points. However, going with the card advantage from above, this is a minus one since you're discarding a card and gaining no cards in return. Normally this could be seen as bad but if you need to lose a card to stay in the game, it is probably worth it.

Hiding in Fallen Leave's second ability is the better of the two effects. When it gets dropped from the hand by card effects, the player gains 1 life and they draw a card. It's just like Fuuton's discard effect except you gain a life instead of a gauge. This makes it as a solid back up to Fuuton and I could see it being played probably around 2-3 since the first effect isn't as ideal to Fuuton's first effect.

Deity Dragon Fuuton, Gale Blade



Deity Dragon Fuuton, Gale Blade is also playing into the discarding effects of Garninjas and card advantage. Let's review each of it's effects one at a time and see how it is in relation to card advantage.

The first effect, at counter speed, allows the player to return a size 2 or less monster or spell on the opponent's field to hand. Players may initially think this is going even because the player is losing Fierce Wind Blade to have the opponent lose a card on the field but you must look one step further.

The card is returning to the opponent's hand. Sure, the card is minus 1 on the field but it's a plus 1 back to their hand. Mean while, the player loses Fierce Wind Blade for casting it; Making it a minus 1 for the player.

So you, the reader might wonder why you would use this card's first effect. The fact of the matter is that cards like this may make you minus 1 but it can give you what's called tempo against your opponent. Bouncing a monster or spell that would cause a lot of damage can give you the edge you need to survive this round and win next round.

The second effect only activates if the card is dropped from hand by a card effect. The player pays 1 life and can bounce any card back to hand. Again, there is no hand advantage to be made since it's being discarded and you're only shifting the card from field back to hand but there's a lot of cards that can't be destroyed by card effects. Returning cards to hand can give that edge you need against certain decks.

Combat Rations -Gar-Rice-




Gar Rice (as I'm going to call it) is a solid draw spell. It is a great, simple example of a plus one in card advantage. The player plays Gar Rice (-1) to draw two (+2. +1 overall advantage). I know I'm really beating this proverbial horse but I want to emphasize what main concept is taken the most into consideration when looking at cards and building Garninjas correctly.

It's also good to note that this card is at counter speed. If the player can't get a Dragod monster on the field with total power of cards on the field being 12,000 or more, they can probably get it when the tokens are called to the field. Sure it's slower than playing it during the main phase but it's better than nothing at all. This card is also why I still prefer the original Nindog compared to the trial deck variant. Original Nindog has 6000 power.

Deity Dragon Doton, Cliff-Splitting Wall




Cliff-Splitting Wall is a new shield for Garninjas. It can only be casted if there is a Deity Dragon Tribe on the field during an attack on the opponent's turn. Nullify the attack, then the player may drop a hand card. If you do, gain 2 gauge and draw a card.

Like most shields, and regardless of it's secondary effect, it's a minus one to hand advantage but that's not a bad thing. Shields aren't really valued for their card advantage. They help the player stay in teh game. The secondary effect is naturally going even so if you have a duplicate item in hand or a second Art of Truancy in hand, by all means ditch it to gauge 2 and draw a card. At this point it should be obvious but the two best cards to discard are either Fuuton, Sweeping Whirlwind or Ninja Arts, Hiding in Falling Leaves.

Items:

Deity Dragon Wristguard, Gar-Claw




Moving onto the items now, the first one is Gar-Claw. It has 6000/2 stats and costs a gauge and life to equip. The claw has double attack and if there is a Dragod on the field, all of the player's monsters can't be destroy by the opponent's card effects.

Between the two trial deck's items, I prefer this one over the next item card. The anti-destruction is always a welcome sight to see and it has 6000 power. Making it easier and require less cards to get Gar Rice off.

Deity Dragon Kodachi, Gar-Tsubaki




Gar-Tsubaki has 4000 power and 2 critical. It costs 1 gauge to equip it. It's similar in effect to Deity Dragon Blade, Garkunai. Gartsubaki states if the player is being attacked, they may drop a hand card. If they do, for the turn, the next time the player would be dealt damage it is reduced by 3 and it's a soft once per turn.

Instead of nullifying the attack like Garkunai, it reduces damage received. I would rank Garkunai higher than Gartsubaki because Garkunai's ability isn't once per turn.

Impacts

Deity Gargantua Punisher!! (Katana World)




I already reviewed this card in the Dimension Destroyer Katana World set review which you can read here! Just scroll down a little ways.

Otherwise, it's cool to see another SP foiling of a card. I love the gold border SPs so I fully welcome this card into my collection but it probably won't be used...

Deity Dragon Ninja Arts, Multiblade Whirlwind



As if one impact wasn't enough for the trial deck, Bushiroad had to add a second one. Whirlwind Blades requires the opponent to have 5 life or less and have a Dragod on the field. It costs 2 gauge to play. It deals 2 damage plus the number of monsters on the player's field with 6000 power or greater and the damage cannot be reduced.

I could see people trying to work it into their decks. I probably won't run this but, it objectively is better than Deity Gargantua Punisher for several reasons.

First, the casting requirement is less than Deity Gargantua Punisher. Whirlwind Blades only needs a Dragod on the field and the opponent at 5 or less life.

Second, given that the cast cost is less, the same amount of damage can be potentially done.

Third, but I believe is most important, it's a Ninja Arts attribute card. Meaning it can be tutored with Gargantua Dragon's Kirikagure form, Secret Scrolls or put underneath Shinobi Scrolls and still be casted. It can also be grabbed by Apex of Flashstep, Tsukikage from the drop if you so choose to do so.

Now people may say that it's possible for the opponent to destroy the tokens at counter speed to deal less damage to the opponent when the player casts this impact and you may be right. However, if the opponent did have such a card, they will probably use it during the battle phase to lessen the effectiveness of the attack phase instead of during the final phase.

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So that's that. I hope the card advantage part was informative to some people newer to card games. Normally I don't bring it up too much but with all the discarding done in the deck, I wanted to put it out there and have people be aware of if they're losing or gaining cards in hand.

Let me know if you have any questions. I feel deck building Garganinjas is a little more complicated than usual now and there's actually a couple different play styles you can play around with.

Friday, November 2, 2018

Dimension Destroyer Katana World Set Review




Katana World finally is in a main set of the Ace season. It's personally kind of odd for more Katana World to come out right after Miracle Fighters but it's fine.

I'm surprised they're releasing two more different Katana World archetypes this set. The two new ones are Ninjas (but it's with Gargantua Dragon) and Bladedancers. This currently makes three new archetypes this season. For the last several seasons, they've only been releasing one new Katana World Archetype a season and just sprinkling support for it through the season.

I'm not surprised that Gargantua Dragon is taking on the Ninja mantle but I am surprised that it's the first non-Dragon World Gargantua Dragon deck. This confirms in my mind that Bushiroad really won't let Ninjas die.

At this point, we have been informed that Gargantua Dragon is going to be in Magic World as well. What is odd though is that Garga won't be any specific attribute in Magic world that already exists.

My theory on why they're having Garga be Ninjas in Katana World but no old archetype in Magic World is because Ninjas are a special archetype to Bushiroad. Ninjas have always have the counter spells and impacts to stop virtually any play style. To keep the game balanced to some degree against the main decks, they need this threat of counter play in the game and ninjas fit this spot.

It is refreshing that the new ninjas aren't based around Tsukikage and Byakuya. Don't get me wrong. I love the ninja brothers but all the support focused around them which got kind of predictable and narrowed what cards were considered viable. Did it directly work with Tsukikage and Byakuya whether by card name or play style directly? No? Cool. The card wasn't used.

This also comes with the added benefit of already having some solid pre-existing support for Ninjas that isn't going to break anything in a Garga Ninja deck. Some notable examples are Searchlight, Shinobi Scrolls, Secret Scrolls, Fuuton, Sweeping Whirlwind, Apex of Flashstep, Tsukikage, etc. The list could go on for a while but that's a solid start. The deck is very discard heavy but there are cards, both old and new, to help mitigate the hand loss.

Bladedancer's play style is interesting. It revolves around having a weapon equipped that will never attack because all the good card effects will require that the weapon be standing. This requirement is for their impact which is the ace card in the deck but we'll get to that. Other than the weapon, it only plays size 1's and 2's.

Without further ado, let's start with Gargantua Ninjas.

Gargantua Ninjas

Items:

Deity Dragon Blade, Garkunai


Currently, the only weapon  meant specifically for Garga Ninjas. This card costs a gauge and a life to equip but it's effects are worth it. As far as I can remember, it's actually the first weapon with the Ninja attribute. This means it can be tutored with Miracle Fighters but I don't think that will be a thing.

The card has two effects. If there's a Dragod, (a.k.a Gargantua Dragon or one of his forms) all monsters on your field get 3,000 power and 1 critical.

It's counter skill lets the player discard a Ninja Arts from their hand during an attack and if you do, the attack is nullified. This allows the deck to play a variety of ninja arts without having to worry about how many shields the deck should run. couple this with Fuuton, Sweeping Whirlwind and you could shield multiple attacks using little to no cards in hand. Keep in the mind you can only nullify attacks that are attacking the player specifically. This can't protect the side monsters.

Speaking of Fuuton, Sweeping Whirlwind, you will absolutely need to run the card to make the most out of the deck most likely as a 4 of. There is also going to be Ninja Arts, Hiding in Fallen Leaves but that will come out in a later set in the Impact! Triple Punisher decks.

Size 1:

Nincat


First up in the line of monsters is the adorable Nincat. Just like with Dragon World Dragon Deity Tribes, he's one of the basic advantage cards for the deck. He's free to call with 2000/2/1000 stats.

His skill is when he enters the field, if there's another Deity Dragon Tribe on the field, the player discards a card from hand to gain a gauge, life and draw a card. It helps mitigate the cost of the weapon without losing any advantage.

Since this ability isn't once per turn, it's safe to say you could run 3-4 in a deck without a problem.

Nindog


Moving onto the second of the trio, Nindog is a good thinning card for the deck. He's free to call with 6000/1/1000 stats. When he enters the field, you grab any Nindogs from the deck and put any amount to the hand and the rest to gauge.

This leaves flexibility in allocating resources where necessary. More often than not, you'll probably put most if not all of the Nindogs to hand. Because of this easy thinning of the deck, the deck will probably run 4 of this card.


Ninbird


Last and absolutely least of the main Garga trio is Ninbird. He's free to call as well with about average stats being at 3000/2/1000.

Unfortunately his skill is lacking. After he battles, the player puts Ninbird to the drop zone, then, the player gains a gauge and deals 1 damage to the opponent. This is a pretty plain and non-impactful effect which causes most players to not even run him.

Deity Dragon Ninja, Yasiromaru



Last of the size 1's is Yasiro Maru. It's another free to call monster. It has 3 abilities. First, if the player has an item equipped, Yasiro Maru gains 2 critical. Second, when the card is destroyed, the player gains 2 life and lastly, it has move.

There's a couple problems with the card. The first skill can be inconsistent since the weapon doesn't have a staple tutor. the second skill is slow and is easily telegraphed. Meaning the opponent can work around the 2 life gain and move just tries to make the second skill occur more frequently. Overall a lack luster card that doesn't do anything.




Size 2:

Gargantua Wind Demon Dragon


Moving onto the first new form of Katana World Gargantua Dragon. Gargantua Wind Demon Dragon has 6000/2/6000 stats. His call cost is to put a card from the drop zone into its soul and pay 1 gauge. Keep in mind that if it's called via G-EVO, you ignore this call cost.

He has double attack and soulguard which are pretty standard for Garga. His special ability, "Replicate", allows the top card of the deck to be put on the field face down as a kind of token. The tokens have the Dragod attribute. They're a size 0 with 6000/2/6000 stats. If there's a card with G-EVO in his soul, you can call 2 of these face down tokens instead.

Keep in mind that the call cost allows a card from drop to be put into this Garga's soul. If there is a base form of Garga with G-EVO in the drop, it's easy to fulfill the second part of "Replicate".

This is the main Garga that will be played in the decks since the tokens are free to call have a lot of flexibility. They can be used during the player's turn to be called to the center and opposite side of Garga after the other side monster and the Kunai attack.  Then, during the opponent's turn, call them to the center and replace the first token. This makes an attack wiff (and possibly stop penetrate damage).

Gargantua Koga Dragon


Gargantua Koga Dragon has the same call cost as Wind Demon Garga. Keep that in mind with his special ability. This Garga can help get over big center walls since he has Shadow Dive. His other "standard" skills are move double attack and soulguard.

His more special ability is the following; If his soul has G-EVO, he can destroy a monster on the opponent's field. If the monster is successfully destroyed, the player gets to draw a card and deal 2 damage to the opponent. Since this isn't once per turn, it will activate both times he attacks.

While this skill is solid, there is a lot of monsters that can't be destroyed by card effects so it has limited uses. Especially since some archetypes have weapons and items protect the monsters on the field so Koga Dragon can't theoretically pop the set spell that protects the monsters then the monsters.

Another problem with the skill is the 2 damage is dependent upon the monsters successfully being destroyed. It would've been better if it was just "destroy a monster and deal 2 damage" but this keeps the card balanced and stops it from getting out of control which is fine.

Spells:

Deity Dragon Ninja Arts, Cy-clones Sword Dance


While we're moving on to the spells section of Garga Ninjas, and subsequently, Ninja Arts, I want to preface this section by reminding you, the readers, that with the Garkunai, none of these cards will be dead in the hand since they can be used to shield attacks.

Moving onto the first new Ninja Art spells, we have one heck of a free to cast spell. This spell allows the player to re-stand a Dragod and stand any other cards with the same attack power as the chosen Dragod.

This is a powerful but niche card. Just because I say this is a niche card card doesn't mean it won't come up frequently. Based on the art, it should be self-evident the point of this card. The card is suppose to let Wind Demon Gara restand with his size 0 token clones to re-stand and keep attacking. Of course it would work with Nindog on the side with Garga as well but that's not as impactful as with the tokens.

Art of Truancy


Next is one of the meat and potato spells for Garga Ninjas. Art of Truancy is a set spell. It protects all Deity Dragon Tribe monsters from destruction effects which is always welcomed.

Its second effect is just like Electron Ninja, Shiden's "Cyber Analysis" ability. Once per turn, you may pay 1 gauge and discard a card to draw two cards. Of course to make sure this doesn't get out of hand, there can only be one "Art of Truancy" set on the field.

It's a real solid advantage card. Especially since Fuuton, Sweeping Whirlwind make this literally free advantage.

Art of Speedrun


Here comes Ninja doggo to the rescue! Art of Speedrun is a nice, versatile card. You may pay 1 gauge to nullify an attack and if there's a Dragod on the field, destroy a CARD on the field. Helps get rid of pesky set spells or strong items that can be destroyed.

If there's no viable option to destroy and/or you can't spend the gauge for the card, just discard it with Garkunai equipped to just nullify the attack. I'm sure Nindog would understand.

Art of Getting Fish


Last of the new Ninja Art spells is Art of Getting Fish. I personally love these innocent Ninja Art names. They're pretty cute and funny.

The first skill is when the card is dropped by card effects, the player gains two gauge. This is an okay effect. It's not as good as Fuuton, Sweeping Whirlwind but it's a nice backup.

The second effect is better. The player can put up to two Deity Dragon Tribe monster or item from their drop to their hand. If the player picks up two cards, they must discard one card. This is to keep the deck from gaining a free +1 in advantage... but wait! There's more! It can become a free +1 and a gauge if the card you discard is Fuuton, Sweeping Whirlwind since you can then gauge and draw. Nothing says the card discarded had to be one of the two cards the player picked up.

I hope you are all seeing how pivotal of a card Fuuton, Sweeping Whirlwind is in this deck at this point.


Impacts:

Deity Gargnatua Punisher!!


Last for Garga Ninjas is the impact and it's actually a solid impact. It's also named exactly the same as the Dragon World version so, if in the future, Bushiroad makes a flag that allows all Deity Dragon Tribes to be played under one flag, up to four between the Dragon and Katana World impacts could be in a deck. This is because they both share the exact same name.

The card is pretty par for the course for a finishing impact. The opponent must be at 5 life or less, have a Dragod monster on the field and the total power of all cards on the field must be 12,000 or more. The player pays 2 gauge and deal 5 damage that can't be nullified or reduced. Besides the 12,000 or more power for its cast cost, it's nothing crazy.

Game finishing impacts have always been a weird card that some decks do want to run usually for first turn kills (FTK) and some decks don't care about. It's hard to say if this will be run. Life gain is pretty rampant in some decks where this could be a dead card. I'm going to probably not run it especially since Vanity Cells come out in this set.

Bladedancer

Items:

Excelblade Godslash, KANESADA


What better place to start than with the go-to sword in Bladedancers. A long with the Bladedancer attribute, both swords have the Excelblade attribute as well.

Excelblade, Godslash, KANESADA cost 1 life to equip. It has 10,000/1/6000 stats. One interesting note is that this card is actually the first item in Katana World that has defense.

The weapon's first ability that is "technically" bad but it's not a big deal. When this weapon is on the field, the player can't call monsters to the center. The second ability helps to keep the weapon consistently on the field. The weapon can't be destroyed or bounced back to hand and all bladedancers (even the monsters) cannot be rested by your opponent.

The second ability helps guarantee that unless the monsters get destroyed, they will be able to attack. The main point of this second ability is so the Bladedancer's weapons don't get countered easily by cards like Barbed Wire. I don't mean that the opponent will want to rest KANESADA because it's a powerful attacking weapon.

On the contrary, the deck doesn't even want to attack with the item. The deck focuses around using the powerful impact that can only be casted if the weapon is standing.

The card also has counterattack and with 10,000 power, it can counterattack almost every card. The problem is the very prevalent "can't be destroyed by effects" effect that saves monsters from counterattack. Before there's controversy, I'm going to lay it out here. Counterattack is effect destruction.

Excelblade, Beastcut


Ah the... "special" Excelblade weapon. It costs 1 gauge to play with 5000/1 stats. Just like KANESADA, monsters can't be called to the center once it's equipped and it can't be rested by your opponent's card effects.

It does give all Bladedancer monsters +5000 power and 1 critical but that won't really matter.

The problem with this weapon is no defense and no protection from card destruction unlike KANESADA. Sure the stat boost is nice but the Bladedancer monsters have good enough stats that they can hit almost anything.

I may throw it in sideboard if the opponent really likes high defense monsters or items (i.e. Prism Dragons or Electrodieties) but that won't be every match.

This would be a backup weapon but between running four copies of KANESADA and Silver Orchid Swordsman, SUZU, the player should be able to get to the weapon somewhat easily. That's basically 8 copies in the deck. That isn't consistent enough for me to say you'll get the weapon every game but at least SUZU helps. It's unfortunate that the back up plan to get the needed formation is so bad.

Impact:

Pinnacle of Iai, "Godspeed"



I know this is a little out of order since I tend to leave impacts for last but there's a reason for this. The Bladedancer deck revolves around this impact.

The impact can only be casted if the player is being attacked and the player's equipped weapon is standing. The player pays 1 gauge and 1 life which is a little expensive but it's worth it.

The impact, at counter speed, nullifies the attack. Then for the turn, nullify the abilities of all the attacking cards and destroy them. If any of them are destroyed, you deal 3 damage to the opponent. Sure this card can be worked around but it is a powerful effect nonetheless.

Most people are running Demon Way, Sakurafubuki or ...Or So the Dream I had Went in their respective world decks. This gets around that counter play since impacts aren't spells and this is more powerful than most, if not all, attack nullify spells.

This impact is a main reason why the weapon the player equips won't be attacking.


Size 1:

Silver Orchid Swordsman, SUZU


We have arrived to SUZU as the first size 1 Bladedancer. She's the tutor for the deck. She has pretty standard size 1 stats at 2000/2/1000. She costs 1 gauge to call. When she enters the field, you can search for an Excelblade from the deck. The impact is an Excelblade as well so it's tutorable.

Sure it'll be an obvious give-a-way to the opponent that you're grabbing the impact and showing it to the opponent but now they'll have to maneuver their battle phase around the player potentially casting it.

SUZU's other ability givers her penetrate and double attack if the player has an Excelblade eqiupped which should be very easy to accomplish considering you can tutor for it with the very card that gets the penetrate and double attack.



Heavyblade Swordsman, NAMARI



NAMARI is an intersting card and I like it. It's free to call with 5000/1/1000 stats. At counter speed you may call the card to the field from the player's hand and redirect the attack. If it gets destroyed on the opponent's turn (which it will 99% of the time) you can grab an Excelblade from the drop.

Who thought you could only cast the impact up to four times in a match? Just cast the impact, call this guy on the opponent's next attack, let him die and retrieve your impact to make your opponent hate you. They then have to work around the impact yet again.

Magnetic Swordsman, NEO



NEO is the man. Sure he has midiocre stats at 4000/1/1000 but he's one of the core advantage cards for the deck. He costs 1 gauge and top of the deck into his soul. When he attacks, if you have an Excelblade equipped, gain a gauge and draw. Since he has double attack, this occurs each attack. This gives the player the gauge needed to cast the impact on the opponent's turn. The advantage is even more unreal if you play one on the left and right.


Rainbow Swordsman, TITAN



TITAN is a drop zone retrieval card. His stats are pointless. The main point of this card is to rest him and pay 1 gauge to grab the two main Bladedancer monsters you want to actually call back during the turn to your hand.



Size 2:


Steelframe Swordsman, KUROGANE


Kurogane is the main size 2 you'll want to call to the field. His stats are 6000/2/1000. His call cost is 1 gauge and top of deck into his soul. He has double attack and soulguard.

His ability is at the start of each player's attack phase, if your Excelblade is standing, destroy a CARD on the field and if you do, you gain 2 life and deal 2 damage to the opponent. Considering many times at least one card on your opponent's field is vulnerable to destruction, this effect should go off somehwhat frequently. Some decks protect themselves pretty well against card destruction so it can be hit or miss.

The threat of freely destroying cards will make the opponent want to get rid of KUROGANE though so he does at least boast the field presence and the soulguard helps keep him on the field

Alloy Instructor, SHAKUDO


Alloy Instructor SHAKUDO is the only other size 2 Bladedancer. His call cost is-... wait. Is that triple attack? Sheeeet. I'm ready to start swinging with him. Anyways, his call cost is 2 gauge and the top card of the deck into his soul. If the Excelblade weapon is standing, all Bladedancers get +3000 power, +1 critical and penetrate.

He's clearly the more aggressive of the two size 2 Bladedancers. With a weapon standing, he boasts 10,000/3/4,000 stats which is nothing to sneeze at. Definitely a solid backup option if you can't get KUROGANE on the field or if all the cards on the opponent's field can't be destroyed by card effects.

Spells:

Forging - From Fire -


Forging - From Fire - is the Bladedancers draw spell. You draw a card for having a Bladedancer on the field then, if there's an Excelblade (the weapon) on the field, draw again and it can only be casted once per turn. It's just like Pot of Greed from Yu-gi-oh... too bad I can't remember what that card does.

Anyways, solid advantage card. Run 3-4 of it in the deck. You won't be sorry.

Fusion Style, Steadfast Sequence the First


Not a lot of spells in the set for Bladedancers but that's fine. The two there are are real solid. Fusion Style can only be casted during the opponent's turn and if your Excelblade item is standing. The player gains two gauge, 2 life and the next time the player would take damage, reduce it to 0.

Obviously this should be casted during an attack. The damage reduction to 0 is better than a nullify because reducing damage to 0 means the attack finished and allows counterattack to activate with the KANESADA item. If it was nullify, counterattack wouldn't go off. The two gauge and 2 life gain also sets the player up for the impact as well.

Electrodeities

Size 3:

Radiant Electrodeity, Ameno-Wakahiko


On to the one and only Electrodeity in the set. The buddy stealing Radiant Electrodeity, Ameno-Wakahiko is a new Electrodeity that can be possessed into. He costs 2 gauge but if you possess into him, you don't pay the call cost.

His first, static skill is if he has an Electrodeity soul, he cannot leave the field by the opponent's card effects. This is mainly meant to combat again Vanisty Husk Destroyer's "put cards to drop" effect. This will not stop Topfist Vainglory, Brawlzeus from sending the size 3's and/or Kagura bell to the drop though. Brawlzeus puts a card to drop from his call cost. Call cost does not count as a card effect.

What else is nice about Ameno-Wakahiko's first skill is the player will know in advance if they want to possess into Amaterasu during the opponent's turn or not because the opponent would go into Lost World before the player has to possess. If they go into Lost World, protect yourself by going into Ameno-Wakahiko. If they don't go into Lost World, Amaterasu is probably the better size 3.

Ameno-Wakahiko's counter skill allows the player to pay 1 gauge. If they do, the player draws a card and reduces the stats of one card on the opponent's field gets -3000/-1/-3000 stats. What I find baffling is this stat reduction doesn't synergize too well with Ameno-Wakahiko's first anti-Lost World effect. Most Lost World monsters have enough power and critical to not care about this stat reduction.

One thing to note about him as well is he has no real offensive pressure. Sure, the player could reduce the stats of a card during the their turn but with no double attack or higher, he doesn't provide any offensive pressure during the attack phase.

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To conclude the post, both Garga Ninjas and Bladedancers are solid decks but I don't see them winning any regionals. Based on other decks with similar play styles, they're a tier 2 deck.

Garga Ninjas have the potential to be better in the future with the support we know they're getting but at the moment, not too much. Sure, it's a new play style and I'm totally open with Ninjas being open center instead of closed center now but that a lone doesn't make it any better or worse that the Ninja Brothers build.

The main problem I see with Bladedancers is the consistency to get their blade. Between KANESADA and SUZU, that's 8 cards in the deck but out of a minimum of 50 cards, that's still only 16% of the deck. Sure the player has the initial 6 cards, the draw and charge and draw but that's still low compared to Electrodeities that have Electrodeity Festival and Miracle Fighters to help get the cards the player needs. This consistency, a long with amazing stats, is what makes Electrodeities such a strong deck right now.

Let me know what you guys think about the new decks. Are you hyped for them? Disappointed in them? Think they're better or worse than what I say? I'd like to know.

EDIT: I was requested to make a sample deck list for each of the new decks. I haven't play tested these deck lists personally but this should be a good starting point and based on how the deck feels for you, you should be able to adjust a few cards here or there to better fit your play style or your local meta.

Gargantua Ninjas:

Buddy: Nincat

Size 1:
4x Nincat
4x Nindog
3x Clean-Up Ninja, Kunoichi Saori
3x Apex of Flashstep, Tsukikage

Size 2:
4x Gargantua Dragon
4x Gargantua Wind Demon Dragon
3x Gargantua Koga Dragon

Items:
4x Deity Dragon Blade, Garkunai

Spells:
4x Art of Truancy
4x Art of Speedrun
4x Searchlight
4x Fuuton, Sweeping Whirlwind
3x Art of Getting Fish
2x Deity Dragon Ninja Arts, Cy-clones Sword Dance


Bladedancer:

Buddy: Silver Orchid Swordsman, SUZU

Size 1:
4x Silver Orchid Swordsman, SUZU
2x Heavyblade Swordsman, NAMARI
4x Magnetic Swordsman, NEO
2x Rainbow Swordsman, TITAN

Size 2:
3x Guardian Electrobeast, Goryou
4x Steelframe Swordsman, KRUOGANE
4x Alloy Instructor, SHAKUDO

Items:
4x Excelblade, Godslash, KANESADA

Spells:
4x Forging - From Fire -
4x Fusion Style, Steadfast, Sequence the First
2x Miracle Fighters
4x Clear Serenity
3x Banquet of the Unrighteous
2x Demon Way, Sakurafubuki

Impact:
4x Pinnacle of Iai, "Godspeed"