Wednesday, April 4, 2012

Set 6 Preview: Dragonic Kaiser, Vermillion

Introduction

During the next few weeks until Set 6, Breaker of Limits, is released, I will be previewing key cards that will be released in the set. With three new clans being introduced and more support for other clans, I'm sure both English and Japanese meta players will want to stay up to date with everything that is coming up. I will start with what I think is the most overpowered card in the set, Dragonic Kaiser, Vermillion.

Dragonic Kaiser, Vermillion
Dragonic Kaiser, Vermillion is a new Narukami Grade 3 that will be released in Set 6. Much controversy has been stirred about its effect, which is:

ACT [V]: Limit Break (4)(Available when you have at least 4 damage): [Counter Blast (3)] Until end of turn, this unit gets Power +2000, and battles with all of your opponent's units on the front-row with one attack.
CONT [V/R]: If you have a vanguard or rear-guard which is not a «Narukami», this unit gets Power -2000.




With such a unique effect, a few rulings have been placed:

1. Dragonic Kaiser, Vermillion attacks 3 units at one time.
2. Attacked units cannot intercept.
3. Twin Drive only once.
4. Each unit must be guarded separately.
5. Omniguards can only be used on one unit.
6. If hit, you may activate Aermo's skill for the number of hits. (Eg. If hit twice, may drop 2 cards and draw 2 card.)

Yes, you read right. When Dragonic Kaiser, Vermillion activates its effect, your opponent will be forced to either ditch their whole hand to guard, or lose two Rearguards while still having to guard to not take damage on their Vanguard. Its power boost of 2000 will also allow it to reach 13k unboosted, and in front of a vanilla 8k booster allows it to hit for 21k, forcing a 20k guard from 11k Vanguards for one trigger.

Good Card is Good

It may be obvious at this point what the root of the controversy has been. At a simple cost of Counter-Blasting 3, your opponent suffers a -2 in field advantage and suffers even more in hand advantage if they wish to guard the attack from their Vanguard. Now the only consolation at this point is that it requires a Limit Break 4, meaning that your opponent's damage needs to be at 4 or higher in order for them to be able to activate the effect. It would be wise to hold off dealing 4 damage to a Narakumi player unless you find yourself a decent advantage to be able to take the effect from Dragonic Kaiser, Vermillion because unless you want to win by deckout, you will have to deal that fourth damage eventually. The best possible outcome from this card would be taking everything which results in the loss of two rearguards and 1 or more damage. If you are at 4 or 5 damage, you would be inclined to guard, which with an 11k Vanguard would require 20k at least for one trigger, costing you at least 2 cards in your hand. The inability to do anything about it, plus the huge amount of resources it requires to defend it along with a guaranteed advantage stemming from the card is what makes this card, at least on paper, way overpowered.

Verdict

With Narukami being a new clan, releasing such a ridiculously good card was either really smart or really dumb. With it as temptation, a lot of players will be wanting to try the clan out, which would increase Bushiroad's sales of the Narakumi trial deck and Booster Set 6. However, without anything even remotely close to it that currently exists, other players will be overwhelmed and perhaps even discouraged from playing if the deck becomes too much to handle for other players. As stated earlier, what can look bad on paper does not necessarily reflect what will actually happen once the set is released. In the end, only time will tell if we were right in our assumptions.

8 comments:

  1. Counter Argument: I don't think this thing is as broken as people make it out to be. It's good, yes, but it's almost like using two Blaster Blades. Slightly cheaper, but requires Limit Break and can be stopped if the opponent feels like it. If my opponent were to use this ability on me, I likely would only focus on guarding my Vanguard (if I need to) and let him take out my Rearguards. It's not like Vermillion has any on hit abilities. If I really need to protect my rear guards, I can guard, but most of the time it's not worth it.

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  2. But getting Blaster-Bladed twice is still kinda bad. Although I do see what you mean, but the thing is that the one card does it all - kill your rearguards AND attack for a potential 21k on your Vanguard. Your analogy of using two Blaster Blades is kinda poor because they are also not forcing 20k shield fro$ your hand at the same time, although it is only for one turn. In general I do agree with you, but I do think it will be way too good in the late game when you're counting on intercepting or something to stay alive and this thing comes down on you D:

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    Replies
    1. True, but there are lots of cards that force a 20K Guard on a regular basis. Heck, the new Garmall can easily force a 25K Guard for several turns. So, like I said. It's good, but it's not broken.

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    2. But that's why perfect guards exist .___. you can't compare a guaranteed, immediate advantage to one that "may" work over time.

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    3. And I changed my wording so that I don't use "broken" ;)

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  3. I think the main problem with LB cards is we tend to overrate them at first, second, or even third glance. But even though it's still theorycraft, I got a feeling people will be able to play around LB, and in this case, Vermillion's ability. Here's what I think, with the existence of powerful LB abilities, people will stop on 2 or 3 damange, and focus more on beating each other's Rear Guards. That way, they can finish the game in one fell swoop, without risking the activation of an LB.

    And I'm sure there will be those who purposely do "No Guards" to hit the LB mark. For me, I see LB as a "good to have" ability, a fallback, backup plan. A gyakuten, turning-the-tables ability for those who got beaten up, which may or may not be able to help them win the game.

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  4. Its broken because of how you attack with it. Attack with Kaiser, trip ability; opponent burns 20K shield or a perfect guard (which still means they'll be down at least four cards) while losing their rearguards. Your rearguards can now attack without a threat of intercept, with your opponent 20K down in shield, and it doesn't even account for whatever triggers you might've pulled during twin drive. Which is ludicrous, and will almost always be a game winner. And, if they somehow survive, they have to burn additional cards to replace the rearguards in order to have a chance of counter-killing. And if they don't, next turn, you've got another 21K beast to sick on them. Ridiculous card is ridiculous.

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