The current Narukami Grade 1 lineup is rather lacking,
so having a solid 7K booster with an occasionally useful
ability is nothing to complain about. Dropping him on
turns 2 or 3 to limit your opponent's field scaling can
sting if they don't have a proper boosting unit to call,
and things only snowball from there with Vermillion
further invalidating their front row grade 2s around
Raien works post-Thunderbolt, too, perhaps even better
than he does in the mid game. There will be times where
that intercept is a necessity for survival, ie. acting
as the fifth card to stop your usual wave of attacks
assisted by a trigger. Take advantage of these
opportunities, and you're golden.
Raien could stand to be better and is easily one of the
first candidates to go when we see some expansion of the
clan. However, he's worth some spots now, so don't be
afraid to give him some love. 3/5
What's up, you guys?! It's Tuesday and time to review a
card that's actually overdue for a review...
Desert Gunner, Raien
[AUTO]:When this unit is placed on (VC) or (RC), if you
have a źNarukami╗
vanguard, choose one of your opponent's rear-guards, and
that unit cannot intercept until end of turn.
A few weeks ago, we did our Grade 1; 7000 week, and we
were told to review this card's older brother, Shiden,
and I thought that card was stupid. While reviewing
said card, I mentioned Raien here and how it should be a
4/5 rating. Weeks later, I still stick by that rating.
Raien is VASTLY superior to Shiden as it not only
negates an interception but it's a very stellar 7000
power booster! This is potentially one of the best
unique cards that Narukami decks can get, and it's only
a R! If I had a Narukami deck, unless it was based on
the soon-to-arrive Eradicator deck, I'd be running 3-4
copies of this in a heartbeat.
Next Time: If I get any ginger jokes from this, I'm
taking your soul...and you wouldn't be the first. >:)
Go Rogue...Go Pro!!!
Desert Gunner Raien
Raien is the grade 1 rear guard stunner of Narukami.
Much like his big brother Shiden, when he hits the
field, you select an opponent’s unit, and that unit
cannot intercept this turn. Unlike Shiden, this guy is
more likely to see play in a Narukami deck simply by
virtue of his 7k body and occasionally useful skill.
Raien shares the same fault with Shiden, which is, in
general, retiring rear guards is better than freezing
them, but as a booster, he has a slightly higher
utility. As a 7k, he can help the front row units reach
that all important 16k magic number. In addition, as you
will realistically only get a Vermillion limit break off
once per game, Raien can help put lots of pressure on
the opponent late game. After they eat a Vermillion
attack, assuming they are still alive, they will need to
spend more cards to get their field re-established. At
this point you can drop a Raien and freeze one of their
front row, allowing you to take advantage of their
reduced hand size and assault the vanguard. Drawing him
at the right time is key, though. His skill is of little
use early on, and hoarding a 7k booster because it might
be useful later on can lead to weak fields.
Narukami is all
about pressure, and knowing when to apply that pressure
is the key to winning. Raien can help force cards out of
the opponent’s hand, leading to their eventual defeat.
Rating: 4/5 –
Timing is the key.
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