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Ranunculus of Searing Heart, Ahsha 
- #G-CHB01/008EN

Reviewed: March 7, 2017

Bloom-[AUTO](VC) Generation Break 2:When your other unit with the same card name as this unit is placed on (RC), Counter Charge (1)/Soul Charge (1). [AUTO](VC):At the end of each turn, choose a card from your hand, and you may call it to (RC). [AUTO](VC):[Counter Blast (1) & Soul Blast (1)] When your G unit Stride during your turn, you may pay the cost. If you do, choose one of your rear-guards, search your deck for up to one card with the same card name as that unit, call it to (RC), shuffle your deck, and the unit called with this effect gets "Boost" until end of turn.

Rating: 3.50 

Ratings are based on a 1 to 5 scale.
1 - Horrible  3 - Average.  5 - Awesome

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Saikyo
Cardfighter
R

Ranunculus of Searing Heart, Ahsha 

Wow. This Ahsha m8. This Ahsha calls a unit straight from the hand every time the turn ends. Her GB2 Bloom kicks in whenever she gets cloned while she's on VG circle, Countercharging and Soulcharging 1 each. And when you Stride, you Counterblast 1 and Soulblast 1 to clone a rear-guard and grant it boost until end of turn.

Okay, so she can bypass the field-control decks by calling from the hand at the end of the turn, therefore letting her keep doing things without losing steam. Her GB2 is actually somewhat relevant given calling Thuria is a thing and it recoups Counterblast back for you, otherwise calling Grade 3 Ahshas to the board with no way to Stride afterwards is pretty dumb. Needing to pay soul for Striding hurts a little as riding normally is only offering 2 soul at the table, but your starter, usually Elmy if you feel Ida is winmore, and your exclusive Critical can get it back for you, so it's not so bad. 

Strictly better than original Ahsha, solving the Altmile clause the old Ahsha didn't have and badly needed and allowing for a more forgiving field thanks to Boost granting. Not to say that you shouldn't run 4 of each.

3.5/5


Winston Fairwinds

[Ranunculus of Searing Heart, Ahsha]

This Ahsha has no buff ability to fall back on should you not be able to Stride, so her utility for Striding better be up to snuff. Thankfully, it is.

First ability makes it so Ahsha.dek can continue to ignore her countercharge PG. (Seriously, Bloom.dek hasn't needed it since G Set 6.) You will have to call another Searing Heart Ahsha or Thuria though, so if you got one in hand, feel free to unflip that damage.

Second ability is pretty flexible. At the end of either player's turn, you can call a unit to RC. If it's the end of your turn, you're probably A) calling an Ahsha/Thuria to set up for your newest G-Guard, or B) calling a rearguard in case you need a full board to thwart something like Phantom Blaster Diablo. At the end of your opponent's turn, you're probably calling a unit to proc your GB2 or setting something up to clone.

Third ability is the sauce tho. Giving any unit Boost is much better than a measly 2k, and now it means you can effectively make a board out of anything. The only matchup you're worried about now is Link Joker. Vanquisher can be annoying too, but they don't stop you from throwing around numbers on your turn.

Some people want to do SH Ahsha/Ines, some want SH Ahsha/Marjukka, and some are just gonna run 8 Ahsha. There are pros and cons to each, but this new Ahsha outshines the original. The only thing that concerns me is that she has no ability to make pressure if you don't Stride, like HD Altmile does. Grab your 4. Hopefully the hype and waifu tax passes so you can actually complete your Bloom decks.

3.5/5

 


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