Raizer Custom
ACT [Vanguard Circle] Once per turn: [Cost: Put 1 card from your hand to your soul] Until end of turn, this unit may attack even if you go first, and gets Drive Check -1.
AUTO [Rearguard Circle] Once per turn: When your other rearguard on the same column as this unit Stands, you may Stand this unit.
One of Nova Grappler's Double Rares, set number V-BT01/023 RR. Designed by Itou Akira and illustrated by DaisukeIzuka.
Hi-powered Raizer Custom
AUTO [Vanguard/Rearguard Circles]: When placed, call 1 "Battleraizer" from your soul to Rearguard Circle in the back row of the same column as this unit.
AUTO [Vanguard/Rearguard Circles]: When its attack hits a vanguard, by paying [Cost: Counterblast 1, choose 1 "Battleraizer" on your Rearguard Circle, and put it into your soul] choose 1 of your other rearguards and Stand it.
Battleraizer
AUTO: When you ride this unit, draw 1 card.
Battleraizer is a Common, Hi-powered is V-BT01/022 RR. Also designed by Itou and illustrated by DaisukeIzuka.
Perfect Raizer
Imaginary Gift: Accel
AUTO [Vanguard Circle]: When it attacks, by paying [Cost: Counterblast 2], choose 2 of your front-row rearguards and Stand them.
AUTO [Vanguard Circle]: When its attack hits, if you have a "Raizer" card in your soul, Countercharge 1, and 1 of your units gets Power +5000 until end of turn.
This is Nova Grappler's Vanguard Rare, V-BT01/004 VR. Designed by Itou and illustrated by ToMo.
Showing posts with label battleraizer. Show all posts
Showing posts with label battleraizer. Show all posts
Tuesday, May 8, 2018
Monday, May 7, 2018
Today's Card Analysis: Maximum and Jet Raizer
The Japanese cards of the day are two of the first Raizers from V-Booster Set 01: UNITE! TEAM Q4, Maximum Raizer and Jet Raizer. Designed for maximum synergy with the Accel Gift, these two ramp up the power to levels comparable with Royal Paladin and Kagerо̄ while remaining usable in any Nova deck.
Jet Raizer is an easy 10k booster far exceeding Gojo, as his 3k can be stacked by multiple placements in the same turn. As long as you can consistently gain another instance of Accel, Jet should continue to be live even in the longest and grindiest of games, as you continually gain another opportunity to call another unit each turn. When you want to go in and force damage early you can make him a 16k booster with three calls, which can make a 28k lane with Extra Muscular or any other Hero buffed by Miss Splendor. The card opens up a lot of options for making powerful rearguard lanes and is likely to get better as the format ages, despite its below-average base power.
On top of all this, these reveals finally give us an idea on where Nova Grappler's boundaries for Commons are in the set. The clan will have 16~17 Commons in BT01, depending on whether or not there's a grade 3 above Maximum Raizer and below Gabiya.
The previous Japanese cards of the day were Flame of Hope Aermo and Lizard Soldier Raopia.
V-Booster Set 01: UNITE! TEAM Q4 will launch in Japan May 25th, 2018, and in English June 22nd. It will be accompanied by sleeves based on Dragonic Overlord and Blaster Blade. V-Trial Deck 01: Sendou Aichi and V-TD02: Kai Toshiki will launch in Japanese May 11th, 2018, and in English June 8th. They will be accompanied by a new sleeve based on the "Imaginary Gift" design.
The first Extra Booster set of Standard, V-EB01: The Destructive Roar will launch in Japan June 29th, 2018, and August 3rd for the English-speaking world. The accompanying new anime series, codenamed "Origin," began airing May 5th, with an English-subtitled simulcast on both YouTube and Crunchyroll.
Maximum RaizerMaximum Raizer is an interesting inversion of the Start Deck card Sage of the Arts Jauron, gaining 10k when it attacks while not boosted. This is designed to complement with Accel, as the additional rearguard circles you gain from Asura Kaiser and Battledore Fighter are not boostable due to the lack of back row units behind them. With the continuous +10000 power you gain from Accel, Maximum will swing for 32k each turn, functionally demanding a Heal Trigger in guard versus Dragonic Overlord and Alfred or a minimum two guardians from CEO Amaterasu and other Nova Grappler grade 3s. The card's weaknesses is that like Miss Splendor it doesn't possess the Accel Gift, so all it can do on the vanguard circle is attack for a vanilla 22k--not that impressive when you realize it's interchangeable with an 18 column versus half the format. For many fighters, the trade-off will be worth it considering that Maximum is easily the best target we've seen for Asura's stand skill, swinging 42k on his second attack.
AUTO [Vanguard/Rearguard Circles]: When it attacks a vanguard and is not boosted, this unit gets Power +10000 until the end of that battle.
Jet Raizer
AUTO [Vanguard/Rearguard Circles]: When your other rearguard is placed, this unit gets Power +3000 until end of turn.
Jet Raizer is an easy 10k booster far exceeding Gojo, as his 3k can be stacked by multiple placements in the same turn. As long as you can consistently gain another instance of Accel, Jet should continue to be live even in the longest and grindiest of games, as you continually gain another opportunity to call another unit each turn. When you want to go in and force damage early you can make him a 16k booster with three calls, which can make a 28k lane with Extra Muscular or any other Hero buffed by Miss Splendor. The card opens up a lot of options for making powerful rearguard lanes and is likely to get better as the format ages, despite its below-average base power.
On top of all this, these reveals finally give us an idea on where Nova Grappler's boundaries for Commons are in the set. The clan will have 16~17 Commons in BT01, depending on whether or not there's a grade 3 above Maximum Raizer and below Gabiya.
The previous Japanese cards of the day were Flame of Hope Aermo and Lizard Soldier Raopia.
V-Booster Set 01: UNITE! TEAM Q4 will launch in Japan May 25th, 2018, and in English June 22nd. It will be accompanied by sleeves based on Dragonic Overlord and Blaster Blade. V-Trial Deck 01: Sendou Aichi and V-TD02: Kai Toshiki will launch in Japanese May 11th, 2018, and in English June 8th. They will be accompanied by a new sleeve based on the "Imaginary Gift" design.
The first Extra Booster set of Standard, V-EB01: The Destructive Roar will launch in Japan June 29th, 2018, and August 3rd for the English-speaking world. The accompanying new anime series, codenamed "Origin," began airing May 5th, with an English-subtitled simulcast on both YouTube and Crunchyroll.
Sunday, March 31, 2013
Nova Grappler Extra Study Material: Raizer Series
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| Photo by rawritzrichii, not to be reposted elsewhere without the original photographer's express permission. |
The first vanguard for this subgroup is the Grapplers' original Battleraizer, bringing back both the advantages and disadvantages of a cycling trigger; you won't be able to maintain the +1 from him outriding, but you will be able to maintain a high trigger count all the way to the endgame. And since BT06: Breaker of Limits, Turboraizer has also been brought in to allow for up to eight cycling triggers in the deck, although because of how valuable criticals are to professional play as a whole, you may only want to run five at the most. EB01's Raizer cards give us a way to get more out of our FVG--the grade 1 Raizer Custom is a base 6000 unit normally, but when Battleraizer is on the same row as him, he gets +6000 power during your own turn for a base 12000 grade 1. In the early game you can use this unit by himself for an independent offense, and in the late you can use Battleraizer's boost for a crossride-busting 18000-power line, opening the field at the expense of card advantage. Something to note about this is that for a very long time now, Raizer Custom's skill has been mistranslated, and the official English print contains a clause that Battleraizer must be on the back row, so you cannot put out a temporary 15000-line formation by having Raizer Custom in back. Also keep in mind that Turboraizer cannot completely sub in for Battleraizer, since Raizer Custom doesn't get the same boost from having a Turboraizer in his column but it will become useful to have another Raizer unit further down the line.
BT09: Clash of the Knights and Dragons will bring us a third Raizer unit for grade 0 and a second for grade 1, Minimum Raizer and Burst Raizer. Minimum is a critical trigger with no skill that's run generally for consistency purposes. You'll rarely call him, but as the Raizer series as a whole builds its skills around having any Raizers at all on the field, and Nova Grappler is naturally a clan that lends itself toward base 11000 attackers, when you do need to call a trigger to make that 16000 power line or meet certain skill requirements, Minimum is important over other critical triggers for his synergy with Raizer-specific skills. Burst Raizer on the other hand is Oasis Girl right down to her skill and power, but again I need to stress the importance of the "Raizer" name. Having four more grade 1 Raizers is going to be very useful once we hit grade 3.
At grade 2 EB01 gives us Hi-Powered Raizer Custom, a base 8000 unit that gains 8000 power if Battleraizer is on the same column. Hi-Powered forms stable base 16000 lines so long as you do not boost him, and when you do he breaks 22000, generally requiring two or more cards to be defended against while only causing you to lose one in the process. Since the standard Battleraizer doesn't return to the deck until the end phase of the turn, if you drive check a stand trigger after Hi-Powered's attack, he'll be at a full 16000 power prior to the stand and will break 21000 after, taking full advantage of the Grapplers' native stands. BT09 expands on grade 2 by bringing Transraizer to the table. A base 7000 grade 2, when called or ridden Transraizer can open up the top card of the deck and if it's a grade 1 or 2 Nova Grappler, call it. In a standard Raizer deck you're looking at between 26 and 27 search targets, a little over half of the available deck for a possible +1, which helps to compensate for the inevitable losses that the Raizer deck takes from cycling its triggers.
Grade 3 is where the strategy comes together. Perfect Raizer is the centerpiece of the Raizer series, a base 11000 unit whose continuous skills give him +3000 power for each Raizer unit in the soul, and if there are four or more Raizers in the soul he gets +1 critical. This is further fueled by his autoskill, soulcharging all Raizer units on your side of the field when he is ridden, but it's offset by him losing -2000 power if there are no other Raizers on the field. To deal with this best, you should keep an additional Raizer unit in hand to call after riding him, ideally Transraizer to cope with the loss of rearguards or another Perfect. Like with the Dark Irregulars and other soul-based decks, a Raizer build needs to measure its soul intake carefully and set goals for soul size. It's not enough to wantonly ride Perfect Raizer after Perfect Raizer. Four is the most obvious goal, since it will set Perfect Raizer up for 23000 power / critical 2 with another Raizer on the field. This is an extremely powerful independent attack, hitting base 10000, 11000 and 13000 power units for the perfect numbers all at once, and while Perfect Raizer can go for 30-31000 power with the right boosters, that static critical and strong independent power means that with four to five soul no booster will be needed.
With that four-soul goal, you can partially circumvent the normal loss of advantage that your Battleraizer FVG would normally incur by dedicating it to setting up the soul. This gives you one of those four Raizers for free, reducing your total needed cost to -3. Since the opponent will likely be dropping a perfect defense the moment that your static critical comes out, that comes down to a single card difference between your opponent and yourself in an ideal game on that turn, and with Perfect Raizer demanding two to three cards for defense every turn after, you should be able to close that difference quickly. To help deal with the threat of retire-based decks, you can further build that soul through rides, which will also decrease the amount of cards that you'll need to intentionally lose to Perfect's autoskill. It can be a little hard to learn at first, but as with any subgroup, practice will bring out the best understanding of the strategy.
In addition to its gameplay strengths, this deck is definitely gearing up to be one of the cheaper ones of the EN format. EB01 has just 35 cards in the set, and with only Perfect Raizer and ZANBAKU competing for the 1 RRR per box spot, that makes assembling most of the cards for the deck very easy. Trial Deck 03: Golden Mechanical Soldier already comes with all of the basic Grappler cards like Shout and additional triggers, so one TD03 and a couple of EB01 boxes will go a long way to giving you a Raizer deck that's just short of complete. The key units that would be missing in that case are four copies of Twin Blader from BT02: Onslaught of Dragon Souls, additional copies of the boss card Perfect Raizer, and possibly some Hi-Powered Raizer Customs. "Cheap" and "competitive" aren't usually words that go together, but much like Giraffa, the Raizers are a background deck that when played properly, can hold their own in the world of pros.
Next, I'll be visiting the Beast Deity series and its evolution from BT06 through BT09.
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