What's up, Rogue Squad?! So for today's Card of the
Day, we're going to take a look at the new starter for
the new/old clan, the Nubatama ninjas.
Stealth Beast, Kuroko
[AUTO]: Forerunner (When a unit of the sameclan rides
this unit, you may call this unit to (RC))
[AUTO](RC):[Soul Blast (1)] When an attack hits a
vanguard during the battle this unit boosted, if you
have a źNubatama╗ vanguard, you may pay the cost. If you
do, choose up to two cards from your opponent's bind
zone, and put them into his or her drop zone.
...the ninjas definitely learned a few new tricks,
and in this instance, it's messing with the Bind Zone,
which is normally only attended to with Dark Rex and
Dung, but I digress. For Kuroko here, his ability cost a
single Soul Blast of all things, and when it boosts an
attack that hits the Vanguard, you can do said cost to
drop 2 of your opponent's bound cards. On it's own, it
isn't much if anything, but when combined with
Kujikiricongo, Kabukicongo, Fuuki and Tamahagane, the
amount of bound cards can easily go up and make this
card an even bigger threat as it'll pressure the
opponent to a corner with this one card along with
Dreadmaster. Heck, I've even seen people run multiple
copies of this card as it can make the opponent be in a
awkward situation where they'd need to guard until they
can guard no more, but personally, I believe that's what
the Nubatama are to play like.
Overall, you can't underestimate Kuroko as if you do,
you'll end up with a lot less cards than you were with
before, but that's just how they roll.
Art: 4/5 (I'm a sucker for Ninpo)
Next Time: So Guardians of the Galaxy is almost a
thing...why is that rodent talking?!
Go Rogue...Go Pro!
...and DON'T be a Sackboy!!!
Stealth Beast, Kuroko
Moving on, we look at Nubatama's currently only unique
starter, Kuroko. When it boosts and attack on the
Vanguard and it hits, you Soulblast 1 card to select up
to 2 cads in the bind zone, and send them to the drop
zone. Binding cards is Nubatama's new thing; it's all
only temporary though, so of course doing this binding
shtick is only useful Late Game when you want to screw
the opponent's ability to guard a that time so you can
What we have is a way to turn those temporary losses
permanent in the MIDDLE of the game. By having less
cards, their ability to defend is compromised, you can
increase damage gap in the middle and so in Late Game
the output's the same. That also provides pressure for h
turn, which is a nice point in its favour.
Also, it's a potential +2, man. It's a good starter.
It's the only starter Nubatama has that doesn't suck,
but it's a good one.