Friday, February 1, 2013

Sealed Narukami finally unleashed.


Hey everybody!

Today I'm going to be talking about the Sealed Narukami Archetype that will be coming out with BT08 and the pros/cons that it has.

The first thing you have to do when looking at this set of cards, is realize it's intended for fun. You won't be hitting the competitive scene like if you ran Vermillion, but if you want to run a unique type of Narukami then this is the group of cards for you!!!

Sealed Narukami is a set of cards with great effects, but has negatives thrown into them, making them pretty bad cards. Luckily, they have been given just a little support to help shine; you just have to plan the deck around it.

The Exorcists are going to be a main focus point as well. The Sealed mechanic only works because of them.

Also, using the combos takes a little skill in learning when to negate their effects and when to wait on them. So without further ado, let's start with the Grade 0's!

Exorcist Mage, Koh Koh
[AUTO]:When another «Narukami» rides this unit, you may call this card to Rear-guard Circle.
[ACT](RC):[Soul Blast (1)] Choose one of your «Narukami» vanguards or rear-guards with a [CONT] skill, and that unit loses that skill until end of turn.

Now, this little guy is your starter. He is what makes all of your Sealed Narukami work by taking away the negative continuous effects. The main problem I have with him is not his 3k power, but the fact that it's only until the end of turn. If it was until the start of your next turn, this would be amazing and probably a little broken.

 
Divine Sealing Kid, Soh Koh
[AUTO]: Pioneer (When another unit from the same clan rides this unit, you may call it to (RC))
[CONT](VC/RC): Restraint (This unit cannot attack.)
[CONT](RC): This unit cannot boost rear-guards.

This is your actual Sealed Starter. Not much to say about him other than that being at 6k, he is just a pure booster  for the VG, which isn't too bad but could be better. He honestly doesn't belong in a pure Sealed deck since Koh Koh is the better support, but since he is a Sealed Narukami I had to add him.

Exorcist Mage, Rin Rin
[AUTO]: When this unit is placed to the Rearguard or Vanguard circle, choose one of your «Narukami» vanguards or rear-guards with a [CONT] skill, and that unit loses that skill until end of turn.

Here is our one and only current trigger in the Sealed set. Her effect is mostly used for when you have used up all of your Koh Koh's Soul Blasting, and need to get rid of a continuous effect for the turn (but at a hefty price of a 10k shield). Also, I'm happy they made her a Stand Trigger since this deck will be running several. A fun combo with her is putting her in the soul to negate one effect, and adding another Soul Blast  target for Koh Koh's effect.

Exorcist Mage, Roh Roh
[AUTO]: When this unit is placed on the Rearguard or Vanguard circle, choose one of your «Narukami» vanguards or rear-guards with a [CONT] skill, and that unit loses that skill until end of turn.

The Exorcist Grade 1 is to help support and unseal all of his Narukami buddies, an easy enough effect; just throw him down on a rear-guard to negate a CONT effect until the end of turn. With a 7k boost behind his effect, he is always a must in this kind of deck.

Seal Knight of Demonic Blade, Flash
[CONT]【R】: This unit gets [Power]-4000.
[AUTO]【V/R】: When this unit attacks, if you have a «Narukami» vanguard, this unit gets [Power]+2000 until end of that battle.

Here is the first Grade 1 of the Sealed Set, and now you will start seeing the negative continuous effects that come with these cards. They really weren't playing around with this mechanic when they decided to add the negative effects. A constant 4k attack  doesn't make it that great of a booster, but if you use an Exorcist to negate it you have an 8k booster for one turn. His other effect which gives him +2k can make him a very powerful attacker in early game. Swinging at 10k on first turn can put a lot of pressure on your opponent.

Seal Demonic Dragon, Indigo
[CONT](RC): This unit cannot boost grade 2 or less units.
[AUTO](RC): When this unit boosts a «Narukami», the boosted unit gets [Power]+3000 until end of battle.

This is the main booster of the set, which can get up to 9k boosting columns. His negative isn't terrible, he just can't boost anything under a Grade 3. For early game this could set you back  since you'll need a Grade 3 in your front row to even use him. Luckily, that's why we still have the Exorcist around to remove that CONT effect if needed.

Seal Knight of Demonic Lance, Thunder Fang
[CONT](VC/RC):Restraint (This unit cannot attack.)
[ACT](VC/RC):[Counter Blast (1)] Until end of turn, if you have a «Narukami» vanguard, this unit loses "Restraint".
[AUTO](VC/RC):When this unit attacks, if you have a «Narukami» vanguard, this unit gets [Power]+2000 until end of that battle.

This card is the best of the Seal cards, with his own effect being able to break his own seal. Being a Grade 2 and swinging for 12k at either the Vanguard or Rearguard gives you amazing options on what to attack. Not to mention on turn 2 you can set up a powerful 20k column to start swinging. There isn't a lot of bad things to say about this card other than that you have to waste a CB1 on him, and since in this deck you don't Counter Blast much anyway, you have the space for it. Don't forget an Exorcist is always around to use their effect instead to get him swinging.

Divine Seal Dragon, Dungaree
ACT【V】: Limit Break 4 (This ability is active if you have four or more damage): [Counter Blast (1) & Choose a card that were bound with this card's effect, and put it on the bottom of your deck] Choose one of your opponent's rear-guards in the front row, and retire it. This ability can only be used once per turn.
CONT【V/R】: If you do not have any cards in your bind zone that were bound with this card's effect, this unit gets Power -2000.
AUTO: When this unit is placed on Vanguard Circle, bind two cards from the top of your deck.

Finally, we are to the Big Boss Dragon of the Sealed Narukami. Dungaree has a mixture of different effects that you have to keep up with. First off, when you ride him on the Vanguard you have to bind(Remove from play) the top two cards of your deck. What's really bad about this is that they are blind binding effects, so you might bind two triggers or other important cards in your deck. The second is that if you have him on the rear-guard, or no more bind cards while on the Vanguard, he is only a 9k. However, don't forget you can use an Exorcist to remove this effect for one turn.

Now what's best about him is his Limit Break, which can make up for the negatives he has stacked against him. For just one counter blast you can retire any rear-guard from your opponents front row, which is great for getting rid of huge beaters and destroying those 20/21k columns your opponent has set up against you. Also, you can keep re-riding Dungaree on himself, making sure you never fall under an 11k Vanguard and giving Koh Koh more Soul Blast.

That's it for all the current Sealed cards in the Narukami Clan, but there are several more cards that this deck can help support with the Exorcists effects which we will go over now.

Djinn of the Lightning Spark, Flare, and Flash

The Djinns have been out since the Trial Deck and have amazing attack power, but the only downfall they have had is that they can only attack the Vanguard. This means if your opponent has strong rear-guards you want to take out, you are out of luck. Now we have a new option with the Exorcists being able to remove the effect that only allows you to attack Vanguards should you ever need to use them to take out a rear-guard for a turn.

Brightlance Dragoon
CONT [V/R]: If you do not have another «Narukami» in the same column as this unit, this unit gets Power -2000.
ACT [V/R]: [Counter Blast (1)] This unit gets Power +1000 until end of turn.

Honestly, I only added this card because you can remove his CONT negative effect with the Exorcist. I only recommend this card if you want to add another 10k Grade 2 to the deck.

Riot General, Gyras
[AUTO](VC):At the beginning of your main phase, Soul Charge (1), and this unit gets [Power]+2000 until end of turn.
[ACT](VC):[Soul Blast (8) & Counter Blast (5)] This unit gets "[AUTO](VC):When your «Narukami» attacks, put the top card of your deck into your drop zone. If a «Narukami» is put into your drop zone this way, the attacking unit gets [Power]+3000/[Critical]+1 until end of that battle" until end of turn.

Alright, I added Gyras in here since he can actually work as a good alternative Grade 3 in your Vanguard slot instead of Dungaree. His ability to let him Soul Charge every turn will keep providing constant Soul Blast for Koh Koh, along with Koh Koh being able to boost Gyras to 15k since Koh Koh is so weak, only being at 3k. Not really recommended, but I noticed a little potential in this card with the Sealed Narukami.

Final Thoughts
I love the Sealed and Exorcist Narukami, from the interesting effect choices to the art-work that has been given to them. There isn't much else to talk about on the subject of them since we still have quite a few months until set BT08 is released here in America. Hopefully when the set comes out I'll have plenty of time to play test it with all the options given to us so that I can have a deck profile set up for all of you, along with what triggers and units work best with them!!!

Thanks for reading and hope you all enjoyed it.

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