Thursday, January 23, 2020

Perfected Time Ruler Katana World Set Review

Here we are again. New set, new post about new set cards! Before I head into the cards, I would like to mention that I'm only going to cover cards that have a use in some way to Katana World decks. There are a couple Katana World cards that if they had no business being in Katana World because they only support Time Dragons. I skipped over those cards in this review since all I would basically say anyways is "This card is not good for any Katana World deck since all the requirements are Time Dragon related".

Great Electrodeity of Freedom, Izanami


Let's start with Amaterasu's mama! Izanami has respectable stats which are 12000/2/12000 and has static triple attack regardless of which of her abilities you choose. Her main ability is named "Leave it to me!" and it's a named once per turn. This is the first size 3 electrodeity for it's ability to have a named once per turn ability. This means that you cannot activate it on an Izanami monster on the field and an Izanami item you're possessed into on the same turn.

Her "Leave it to me!" skill has one of two choices. The first skill allows the player to gain another turn if they drop 5 different size 3 Electrodeity from hand. By different, it means the 5 cards all must be differently named, unique size 3's. The second option allows the player to call a size 3 Electrodeity from drop without paying the call cost and its size is reduced to 0 until it leaves the field.

Ultimately, the point of Izanami is to use the first ability to get an extra turn then, during the second turn, call one of the size 3s that were discarded back as a size 0. It's a nice game play idea and getting 5 different size 3s in hand is a decent challenge to get an extra turn. I don't see it being good enough to win tournaments but at least Electrodeities have a new game play style other than being a shell for Lost World.

The biggest issue holding this deck back from being really good is the lack of good size 3 Electrodeities. Currently, there are 7 different size 3 Electrodeities. Opinions can vary but generally speaking, I believe that out of those 7, 2 are solid staples (both Amaterasu forms), 3 are decent (Mizuhanome, Izanami and Ameno-Wakahiko) and 2 are subpar (Amatsuhikone and Susanoo). Fortunately, between the staples and decent category, that adds up to 5 so the viability is there but it would be nice in the future for Bushiroad to release a few more decent size 3s to add more variety.

Fortunately, as we'll see later in the post, there are some new Electrodeity cards that help recur the discarded size 3s or dig deeper into the deck to find size 3s so the player can have more extra turns. Also, keep in mind that starting with Buddyfight Ace, a player can't have more than one extra turn in a row.

Also, while you, the viewer is trying to formulate a deck, don't forget about older Electrodeity cards to help get the 5 different size 3 Electrodeity cards faster. Mainly Guardian Electrobeast, Goryou, Miracle Fighter, Kagura, Electrodeity Welcome and Electrodeity Return.

Nanomachine Ninja, Tsukikage "Re:B"


Bushiroad started to print old buddies from the previous seasons and change their effects but usually keep it within the scope of the original skill. Then, they put a "Re:B" at the end. It's a way for them to modernize the old buddies the community have grown to love by updating their effects to better match the current power creep. Tsukikage was one of these instances.

Re:B Tsukikage has two skills now. His first skill is a tutor for up to 2 size 1 Katana World monsters and add them to your hand. If you add two, you discard a card. His second skill is very similar to his original "Nanomachine Body Replacement" ability. Now, it activates on any monster on the field and it can be used when the monster leaves by any means. Unlike the original which was only on destruction.

So what does this mean? Well he's much more viable in other decks as a tutor. Earlier seasons in Katana World relied mainly on size 1 monsters so Skull Warriors, Blade Beasts and Oni Assassins can use him to help tutor monsters they want. Discarding for all these decks is not really an option either since they either want certain cards in drop or can call monsters back from drop so the discard isn't a big hit.

Many of these decks mentioned also don't have a lot of protection on the board or would prefer cards to be destroyed but it's nice if they could stay on the field as well so Tsukikages new "Nanomachine Body Replacement" helps to that end. Skull Warriors could be destroyed but remain. Blade Beasts could get more cards in drop by the discard and Oni Assassins can drop targets they can recur back later.

Kagura, Blossom Dancer


Blossom Dancer has two abilities that can only be played during the opponent's turn. The first is you may equip up to one electrodeity item from the deck or drop zone and if you searched your deck, shuffle it. The second is just a simple "next damage taken is reduced to 0" effect. 

The first effect is more important than the second. Prior to this card, if Electrodeities went second, they were practically open to any threat the opponent could present. Many times being an easy target for FTK decks. With this card, now during the opponent's start phase, Blossom Dancer can be used to equip Kagura-bell of Worship from deck or drop. Then, once the opponent goes into main phase, the player can equip a size 3 from hand and at least hold a chance. Also, if the size 3 item and/or bell are put to the drop, this spell can help recover the player back into the game by, at the very least, getting the bell re-equipped.

Electrobeast Emissary, Shino


Shino is a nice consistency card for either getting a size 3 electrodeity in hand to start off the game or the new play style with Izanami where you can drop 5 different size 3 electrodeities to get another turn. It's size reduction doesn't matter a lot but it does work much better on the board when it's a size 0. It's last effect acts like a soulguard for any electrodeity on the field. Even the item. Just like Cherry Blossom Dance. That'll help somewhat against decks like Godpunks that can put cards to drop via call costs or the new Time Dragons with them returning cards back to the bottom of the player's deck.

Freed Flower of Yosen


A new attack null for Electrodeities! Unlike other attack nulls where the player gains life or gauge back, this one can end the battle phase if it's the third or more attack. Helps deal with decks that have a lot of attacks in the battle phase. It will probably be a 3 or 4 of in any Electrodeity deck. Regardless if its a Lost Electrodeity or a normal Electrodeity deck. Denying your opponent all of their attack phase is really strong.

Fusion Style, Stance of Staring -Ichi-


Love this card. It's pretty straight and simple. During an attack phase (either players attack phase) check the top 3 cards of your deck, put 2 to hand and 1 to gauge and it can only be casted once per turn. It's unfortunate it's during the attack phase so you can't work on setting up with your item and size 2/3 of choice during the main phase but I'll take consistency where I can get it. Bladedancers still run Goryou anyways.

Excelskill of Iai, "Kamikaze"



A new impact for Bladedancers! About time. This one helps in so many ways that the first one didn't. First, the cast requirements is the same as Pinnacle of Iai, Godspeed. Second, the cast cost is different but shouldn't be much of a problem. Kamikaze costs 2 gauge instead of 1 gauge and a life. Especially since Bladedancers also received Fusion Style, Eye-gouging Stance -First Rank-.

Kamikaze's effect nullifies the attack, and for the turn nullify all abilities of the attacking cards, destroy those cards, draw two cards and deal 3 damage to the opponent. What really makes this impact better is that regardless of the board state, you can at least draw 2 and attempt to deal 3 damage to the opponent. That's where Godspeed fell short. It didn't have any draw effect and its 3 damage depended on one or more cards being destroyed which is hard to do because many decks have abilities that prevent their cards from being nullified or destroyed by card effects at the same time.

Keep in mind that the draw 2 can be a curse in late game when the deck could be very low on cards but it's generally accepted to be a positive. Also, just as a reminder, this card can be tutored by SUZU.

Also, as an aside, spell nulls don't work on impacts. This should be obvious by now but I've met a few people who think impacts count as spells.

Conduction Swordsman, RIN


RIN is a nice addition to Bladedancers to help them keep a board on the field but she conflicts with a card from the last support which is Fusion Style Training Grounds, KAZIBA which seems like an odd design choice. Even the player can't destroy their own cards with Celestial Arts, Returning Water if RIN is on the field. That being said however, KURAGANE's forms had a difficult time staying on the field even with soulguard so she'a welcome addition. Other wise, she just gives the deck more aggression. Only small downside is her stats are pretty low. 

Electrobeast Emissary, Kouki


Kouki is like a mix of Electrodeity Return and Electrodeity City Center, Takamagahara but fails to be as useful as either one on their own. She's a jack of all trades, master of none kind of card. She can only return one size 3 electrodeity from drop back to hand and she doesn't cover as many effects from Takamagahara.

I understand the new support is built around getting various size 3 electrodeity in hand for Izanami's extra turn skill but I'd rather grab back 2 different size 3 electrodeities with Electrodeity Return instead of Kouki. That being said though, a deck built around Izanami is probably going to run both Kouki and Electrodeity Return anyways. I don't see her being run in a Lost Electrodeity deck which, between the two deck choices, is the more competitive option.

Takamagahara is usually a sideboard card anyways and covers more protection than Kouki so there really isn't many reasons to run Kouki just for field protection however, in a deck built around Izanami, she would be a good choice so the opponent can't interfere with the board as much during the player's extra turn.

Kronos Retrograde


This card is the second bounce spell for Katana World. The first being Water Technique Minawagakushi. While you could technically counter call a Time Dragon monster from hand, there aren't enough useful monsters that are both Time Dragon and Katana World to run it in any deck for that specific purpose. This is more of a sideboard card for the bounce at best.

Time General, Plage Dents


For being a Time Dragon, Plage Dents surprisingly fits as a control/beatstick card in Garninjas. His size is reduced by 3 when Garga is on the field. His discard ability fits perfectly with the Ninja's discard theme. Bounce is in a better place than destruction (but not by much) but it's unfortunate it's only once per turn when it's not that strong of an ability. He has double attack with some decent stats as well to help with trying to clear monsters on the field.

Overall, a surprisingly decent card for Garninjas. Especially for Bushi's track record of Time Dragon cards usually being pretty useless for the world they're in. If someone wanted to build just a straight aggressive form of Garga, I could see this being used to bounce back monsters and have the opponent wide open to be attacked.

Time Observer, Nautical



Generally speaking, this card is useless for Katana World. However, Nautical is one of those cards that is a generic splash into a deck if you really need soul removal. There's better cards out there for soul removal that can use their effects sooner in a turn and that aren't a size 2 monster that has to take up your field during the battle phase just to use a mediocre effect. I mainly just wanted to point out that it is an option.

Deity Dragon Ninja, Fuuma


Fuuma is a nice consistency addition to both Tsukikage ninjas and Garninjas since it allows the player to search for their item. I don't know how after all these years, no such tutor was made until now. It helps bump up Garninja's FTK consistency since players needed Garkunai to FTK. Previously, Garninja decks just had to keep drawing and drawing and drawing and hope they get their item.

His second ability gives all Dragod and Ninjas penetrate for the turn which is "nice" but there's so much damage reduction and "players can't take effect damage" effects that it probably won't be useful most of the time for its discard effect. This card's main goal should be to just tutor

Time Scout Herite



Last (and certainly least) is Herite. Some people may question why I have Herite on the review since he's a time dragon but I just want to point out that "technically" he is usable in Garninja decks to just call at counter speed but this effect isn't worthwhile enough to run him in Garninjas. His stats are bad enough that he's not going to take anyone by surprise and do something worthwhile. Garninja can't even get the critical reduction portion of his ability.