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Stealth Rogue of Revelation, Yasuie -
July 29, 2015
[AUTO](VC)[1/Turn] Generation Break 2 (This ability is active if you have two or more face up G units in total on your (VC) or G zone):When your rear-guard is put into your deck due to an effect from one of your cards, search your deck for up to one card with the same card name as that card, call it to (RC), and shuffle your deck.
[AUTO](VC):[Counter Blast (1)] During your turn, when your G unit Stride, you may pay the cost. If you do, choose one of your rear-guards, search your deck for up to two cards with the same card name as that unit, call them to separate (RC), shuffle your deck, and at the end of that turn, put the units called with this effect on the bottom of your deck in any order.
Ratings are based
on a 1 to 5 scale.
1 - Horrible 3 - Average. 5 - Awesome
Murakumo's Stride vessel. As his GB2 skill, which is
normal for units like this, once per turn, when a clone
vanishes back to the deck, you then summon it back, and
it gets to stay there PERMANENTLY. On Stride, CB1,
choose a rear-guard, clone it twice.
So this is basically the most reliable way to play
Homura Raider outside of Lake Diver. Now this is a
better option over Magatsu Storm; not only does he grant
more freedom in deck choice in favour of stuff that
actually feeds your gambits, he can also let you keep
your advantage once you've Stridden enough times.
Granted it's not exactly Neo Nectar or similar and
probably won't be ever, but it's nice to have.
Downsides? Obviously copy management for everything's a
bit of a pain, considering you have to have one unit on
the field and only one removed from the deck to clone
optimally and with a sufficient amount of board-wipe is
easy to disrupt, but come on. I wasn't expecting it to
break the game or anything.
He's okay and probably the best option Murakumo have.
Which isn't saying a lot, mind.
Stealth Rogue of Revelation, Yasuie
So, we have the Break Stride of the Murakumo clan.
And what's the Break-stride ability here? When you
Stride, CB1, choose a Rear guard and call up to two
copies of it from the deck. Then at the end of the
turn, put them at the bottom of the deck.
That, that's not TOO bad, now three units with the same
name? Why does that seem familiar to me? I
could have sworn that there was a...
Oh right! Homura Raider! Yasuie grabs 2
copies of a unit from the deck and calls them to R, and
then Homura Raider uses them to restand?
Okay, so it costs three counter blasts to do that, but
so what?! Three counterblasts to make Murakumo go
from the worst clan in the game to semi-decent?
That seems good to me.
Murakumos need a LOT more work and a real advantage
engine before they can move up past this, but at least
it's a start and...
Oh, right, the GB2 skill, almost forgot about that one!
Mostly because the Break Stride ability is pretty good
on its own.
If a unit is placed on the bottom of the deck by another
skill, go grab a copy of the card that just disappeared
and call it to rear guard.
Won't work with Homura Raider, but dang! That's
EXACTLY what I was talking about when I said that
Murakumo decks need a solid advantage engine and a way
to make use out of their temporary cloning abilities.
Overall, it won't make Murakumo suddenly compete with
the top five decks, but at least Yasuie pushes Murakumo
towards the middle of the pack instead of dead last.
Okay, after the horror that was yesterday's card, I'm
officially impressed with Bushiroad here.
Also, tomorrow's card has a history with today's card.
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