Monday, 14 July 2014

Maiden of Venus Trap, "Reverse" and Muse

[ACT](VC) Limit Break 4 (This ability is active if you have four or more damage):[Counter Blast (1) & Choose one of your «Neo Nectar» rear-guards, and lock it] Look at up to five cards from the top of your deck, search for up to one «Neo Nectar» from among them, call it to (RC), shuffle your deck, and that unit gets [Power]+5000 until end of turn. (The locked card is turned face down, and cannot do anything. It turns face up at the end of the owner's turn.)
[ACT](VC):[Counter Blast (1)] This unit gets [Power]+2000 until end of turn.
[CONT](VC/RC): Lord (If you have a unit without a same clan as this unit, this unit cannot attack)
[AUTO](VC) Limit Break 4 (This ability is active if you have four or more damage):[Counter Blast (1)] When this unit attacks a vanguard, you may pay the cost. If you do, look at up to five cards from the top of your deck, search for up to one card with the same name as a «Neo Nectar» on your (VC) or (RC) from among them, call it to (RC), and shuffle your deck.
[ACT](VC):[Counter Blast (1)] This unit gets [Power]+2000 until end of turn.
[CONT](VC/RC): Lord (If you have a unit without a same clan as this unit, this unit cannot attack)

So this past weekend I did the BT14 Sneak Peak and it was brilliant between 13 people we pulled every RRR except for Minerva all "Reverse" units, several Quintet Walls and 1 SP. Very impressive. The Event Promo card was "Maiden of Venus Trap Muse" which is why I'm doing this blog post.

Here we have two similar cards but with distinct differences in their Limit Break, everything else however is the same. So bearing Neo Nectar and it's mechanics in mind which of these units is better. To work this out we have to break down timing, cost, and effect.


First of all- Timing:
"Reverse" uses an [ACT] skill which means, unless otherwise stated as part of the skill, you can use it as many times as you are able to pay the cost, however these skills also occur before battle during the Main Phase.

Muse on the other hand uses an [AUTO] skill, something which can only be activated at a specific time. And of course if you are able to pay the cost, if applicable.

COST:
Both are pretty much the same but with the difference being that "Reverse" in order to fit with the continuous theme of the "Reverse" series also includes "Choose one of your «Neo Nectar» rear-guards, and lock it" as part of the cost. otherwise both cards would be a Counterblast 1 and you're done.

Affect:

"Reverse"
Look at up to five cards from the top of your deck, search for up to one «Neo Nectar» from among them, call it to (RC), shuffle your deck, and that unit gets [Power]+5000 until end of turn.

Muse
When this unit attacks a vanguard, you may pay the cost. look at up to five cards from the top of your deck, search for up to one card with the same name as a «Neo Nectar» on your (VC) or (RC) from among them, call it to (RC), and shuffle your deck.


Comparing these skills, at first glance "Reverse" would seem to be better gambit, able to select any card of he five you pull and call it to the field with an extra stage of power on top for the duration of that turn and you're able to do it more than once. But note this happens before battle and working out what to call may not be as easy as you may think. Bearing in mind in order to get your +1 you have to first give yourself a -1 for that turn, loosing not just a unit on the field but also the circle it was on.

Muse while only able to perform her skill when she attacks, she doesn't actually have to hit which means you can get in 4 attacks as opposed to just 3, without the need of stand triggers. However you also need to pull a copy of one unit already on the field making this more hit and miss, even though it is true with the style of Neo Nectar as a whole. Flowers bloom and spread. It's the best comparison to make.

To conclude.
Having gone over both cards, "Reverse" IS slightly improved from Muse depending on your own play style. But for extra pressure in the battle phase you're going to looking towards Muse. Reason being is this.

If you sacrifice a 7000 power booster to call another unit at 10000 or less, that +1 stage totals 15000 power, in 11k meta, you need to be hitting 16 or greater to force 2 stages of guard from an opponent's hands, but with Cross-Break Rides and Nouvelle we are currently in a 13k meta, especially with Royal Gold Paladins joining the 13k X-Ride party with set 14. The problem with this is that in a 13k meta the "magic numbers" to hit change again. No longer is it a case of hitting 16, 21, 26, ect. The goal posts have moved and now you need to be hitting 18, 23, 28 and so on to cross over in the next stage of power.

I'll have more on why I predict the ENG meta will be a X-Ride fest in the future but all I'll say is this, we're not the Japanese and while we may use them for reference, with their meta being 8 months ahead, there are also some things we do differently. Bearing in mind part of what makes a clan meta is its popularity, if one clan or deck is more common it has a higher chance of winning, but that does not mean it is better, and I feel this is where a lot of folks are misguided.