The
Japanese card of the day for this weekend is Neo Nectar's triple rare stride unit from
G-BT02, Jingle Flower Dragon. Intended as an endgame unit to be used on
your your fifth turn and later, Jingle Flower endows the entire field
with massive power boosts in the same vein as his 2012 predecessor
Sephirot. However, Jingle Flower's boosts vastly exceed those granted by
Sephirot, as a trade-off to being available only twice per game and
inside of a very limited window.
ACT (Vanguard circle): Once per turn:
[Choose a face down card named “Holy Tree Dragon, Jingle Flower Dragon” in your
generation zone, turn it face up] If the number of face up cards in your generation zone is two or more, choose one of your units, during this turn it gains "CONT (Vanguard/Rearguard circle): During your turn, all of your units get Power +2000 for each unit you have with the same name as this unit."
Jingle
Flower's skill is moderately complex. It targets a single unit on the
field, but actually increases the power of all of your units in play. In
order to optimize Jingle's skill, you need to choose the unit which you
have the greatest number of cards with the same name as it in play, and
because some Neo Nectar units can take on the name of another card,
this may not be the unit that you actually have the most actual copies
of. As
an example, the promotional card Maiden of Flower Screen can use her
once-per-turn generation break skill to gain the name of another card on
the field, by returning a nontrigger unit from the drop zone to the
deck.
This makes it possible to have five instances of the same name in
play rather than the standard limit of four, causing all of your units
to get five instances of +2000, a net of +10000 power. The optimal setup
for this uses two Flower Screens and three identical grade 1s that the
Flower Screens will take the name of, preferably Sour Sourer (スッパ・スッパー Suppa Suppaa)
a base 7000 grade 1 that gets +1000 power for every other Sour Sourer
in play. All three Sour Sourers will have +4000 power from their own
skill, and with every unit getting +10000 power from Jingle Flower
Dragon's persona generation skill this will create rearguard power lanes
of 40000 and a vanguard lane of 55000 power. With this in mind as the
standard to which your Jingle Flower strategies need to get as close as
possible to, a more likely situation is to be able to get out two copies
of a unit and use Spring Waiting Maiden Oz
to bring the third in, but without access to the Flower Screen promo
these three units will result in "just" a +6000 power boost to every
card through Jingle Flower's skill.
Even the small
numbers for Jingle Flower are more than reasonable. With standard 16000
power rearguard lanes and just two instances of the same unit in play,
your formation will have 24-37-24000 power, and with three that jumps up
to 28-41-28000 power. Because each unit gets the power bonus
individually, having a booster in play greatly increases their
effectiveness, and wanting to have three or more instances as a specific
number means that Jingle Flower works best with replicating grade 1
units. The new Neo Nectar fosters a method of play akin to vegetative
cloning, deriving strength out of numbers from repeatedly cloning
individual plants to cultivate a field from a single seed. Like Vict Plasma
and other persona generation units, Jingle Flower can only be used so
many times per game. He effectively succeeds Arboros as the finishing
move of the clan, but because of the limitations on how many times his
skill can be activated, there is no reassurance of being able to simply
have the power boosts for the rest of the game. That kind of play
instead goes to the Maiden of Ranunculus, Aasha.
Hence, Jingle Flower is best reserved for very late in the fight when
the opponent is already at the four and five damage mark.