Friday, 5 June 2015

Deck Analysis: Nubatama

Nubatama are one of the first clans to exist in vanguard, being printed in set 1. They have arguably one of the best mechanics in Vanguard, hand disruption, so Bushiroad, fearing that they would become game-breaking, only ever gave Nubatama 4 cards, not enough to make a full deck until set 13. Even now, Nubatama only have 27 cards in their entire card pool, which is the smallest card pool of any clan in the game, including Gear Chronicle. The main reason that Hand disruption is considered so powerful is that it can only be replenished by drawing more cards, unlike rearguards which can be superior called.


Six Realms Stealth Dragon, Jorurirakan 

Jorurirakan featured on my top gen G-Unit's list, so you know I already think he's good. His ability is that when he attacks a vanguard, you can counter-blast 2, bind a rearguard face up, your opponent binds a card from their hand, and if you stride over a Shura-Stealth, those cards bound by this effect go to the drop zone. What's so great about this ability is that he is very flexible. He can snipe some of your opponent's vital rearguards while still removing from their hand, he can quickly and effectively punish a rush. He can still put a lot of pressure on your opponent when you do not draw Dreadmaster, another card I'll be talking about. He is also valuable for forcing your opponent to lose more cards when they are at 4 damage.

Six Realms Stealth Dragon, Gedatsurakan

Gedatsurakan is also a great G unit from the fighter's Collection. His skill is that if he hits a vanguard, your opponent discards a card. This card is very valuable as a first stride and when you have a lot of Dreadmasters on your field and are pressed for counterblasts.

Rain Element, Madu.

Madu is run because Nubatama have no way to plus, and because they run a Legion, this card can keep valuable Grade 3's in your hand for striding. It is also a very valuable card against Megacolony. It's skill is that if one of it's hearts has a base value of 10K or lower, you put a grade 3 in the drop zone to your hand.


The Legion Leader for Nubatama and the deck's Main winning condition. His skills are Legion (Obviously) and an ability that can be used only when in Legion. It requires you to discard a card with the same name as a unit on the vanguard circle, and then if your opponent has 4 or more cards in their hand, you bind two of their cards face down, you then choose one of your opponent's rearguard, and bind it. All cards bound with this effect return to your opponent's hand however, so it isn't permanent. His other skill gives him 3000 power when he attacks a vanguard and there is another unit in the same column. Nubatama finds it easy to keep hands below 8 cards, so 2-3 Personas is enough to completely stop your opponent from guarding. 

Many people prefer Kabukicongo, but I find he does little in a pinch, which is why I run Yozakuracongo. Yozakuracongo is essentially a weaker version of Mandoracongo. His Limit Break is Counter Blast 1 Discard 2 Yozakura gains 10000 and if your opponent has 4 or more cards in his hand bind two of them and they return to their hand at the end of their turn. He's essentially a backup plan.


Daranicongo is the Legion Mate, and in Legion he functions as a 11k beater who can remove cards from the drop zone. This card can be useful for creating pressure lanes, especially with Dreadmaster or Kuroko, however he is mainly used for Mandoracongo's Persona-Blast.


Tamahagane is one of the best rearguards to use in Nubatama's early game and my G2  ride target thanks to Kuroko. he simply binds any of your opponent's rearguards on the field when he is placed on the field. Later game he becomes less useful, however. This card's main feature is that if Kuroko is not retired, it can force your opponent to either use 15k of shield, be risky and use 10k of shield (Which if I check a trigger they lose 2 cards instead of one) or lose their starter.



It's Kokujyo who is the main G2 of the deck, however. He gains 2000 for every one of your opponent's card bound this turn. He combos very well with Jorurirakan and Mandoracongo.


Dreadmaster is one of the first Nubatama cards ever, and still one of the best. His skill is when an attack hits when this unit boosted and you have less cards than your opponent, CB1 and your opponent discards a card of their choice. Thanks to stride, Every card in your opponent's hand is now valuable, so essentially your opponent has to get rid of a card they want in order to progress, and since Dreadmaster's skill still works when you attack a rearguard, you can attack rearguards in decks where your opponent cannot superior call and force a guard. Dreadmaster's main problem however, is that he forces the deck to attack with the vanguard last, when it would rather attack with the vanguard first. And since this card's only restriction is that your opponent must have more cards than you, you can easily use this in the early game.


Kuroko can force overguarding early, something that Nubatama excels at. His skill is that when an attack hits a vanguard when he boosts, you can soul blast 1 and put two cards in the bind zone to the. drop zone. He combos very well with Mandoracongo, Yozakuracongo and Tamahagane, as those cards bind cards for Kuroko to bind.

Overall, Nubatama are a cheap, Effective and relatively powerful deck in the vanguard metagame, it isn't tier one, but it's fun and effective, and is only weak to heavy retire and oracle think tank.

Decklist:
G0: 18
8 Crit
4 Draw
4 Heal
2 Kuroko

G1: 13
4 Dreadmaster
4 Mijingakure
3 Fuuki
2 Sakara Fubuki

G2: 11
4 Daranicongo
4 Tamahagane
3 Kokujyo

G3:  8
4 Mandoracongo
4 Yozakuracongo

Strides: 8
3 Gedatsurakan
3 Jorurirakan
2 Madu

2 comments:

  1. Awesome nubatama analysis! Do Stand triggers make a difference? I enjoyed reading this blog post ^^.

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    1. Stands get in the way of the deck. Nubatama has a problem with pushing damage, so having crits is necessary,and the draw triggers are needed to get combo pieces like Dreadmaster, the other Kuroko and Tamahagane. You can still run stands, but the deck will find it harder to push your opponent to higher damage. Hope this helped, and sorry for the late reply.

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