CFV Weekly Update 1st December, 2017

It's Neo Nectar's week this time, and to start off with have a very strong G Guardian with 'Bond Protector Musketeer, Antero', who, despite having 'Musketeer' in his name, is generic. His skill is “[AUTO]:[Soul Blast (1)] When this unit is placed on (GC), you may pay the cost. If you do, until end of that battle, this unit gets [Shield]+5000, then, if the number of your rear-guards is one or less, or four or more, this unit gets [Shield]+15000.” This can become a 35k Shield which is an incredible amount for Soul Blast 1. The condition is not too bad, as it works against burn decks, which Neo Nectar struggled a bit against before.

'Ranunculus of Phantasmic Blue, Ahsha' is our new RRR Grade 3. Her first skill is “[AUTO](VC):At the beginning of your ride phase, choose up to one card from your drop zone and circles other than (VC), and put them on the bottom of your deck in any order. If two cards were put, draw a card, choose up to one card from your hand, and call it to (RC).” Not only does this help to reactivate Bloom, but it also lets you put Locked Units away, which otherwise would hurt Bloom a lot. Her second skill is “[AUTO](VC):[Counter Blast (1)] When your G unit Stride, you may pay the cost. If you do, search your deck for up to one normal unit with the bloom ability, call it to (RC), shuffle your deck, and if the number of your units with the same card name as that unit is two or more, Counter Charge (1)/Soul Charge (1).” This is an incredible ability. Even if you don't get the Counter Charge, this skill is almost too good to pass up for an on-Stride skill. This will solve a lot of the deck's problems. 

'Flower Princess of Four Seasons, Velhemina' is the GR Stride for Neo Nectar. Her first skill is “[AUTO](VC):[Counter Blast (1) & Choose a face down card from your G zone, and turn it face up] When this unit attacks, you may pay the cost. If you do, search your deck for up to two grade 2 or less normal units with the bloom ability of the same card name, and call them to (RC) in different rows. Shuffle your deck.” Already a great skill, and can be used as a first Stride. Works well with the new RRR Grade 2, 'Kera', as they will activate each other's Bloom, and then you get to keep two really good 10k Grade 2s on the field. She also has “[CONT](VC) Generation Break 4:All of the rear-guards in your front row get [Power]+5000/[Critical]+1.” This is extremely powerful and makes the card feel akin to the new 'Yasuie Genma'. Also with a deck that can continue to call out more Units, this becomes especially deadly with it being a CONT effect.

Lastly for Neo Nectar we have the new Forerunner, 'Planting Maiden, Ozu'. She has “Bloom-[AUTO](RC)[1/Turn]:When your other unit with the same card name as this unit is placed on (RC), this unit gets [Power]+2000 until end of turn. Making her become a 7k booster.” She also has “[AUTO](RC):[Counter Blast (1) & Put this unit into your soul] When your grade 1 or greater unit with the bloom ability is placed on (RC), you may pay the cost. If you do, draw a card.” 'Elmy' still gives you more offensive pressure, but 'Ozu' gives you more chances for a defensive draw. With the Superior Callers we've been seeing so far, 'Elmy' may not be needed as much, and 'Ozu' can find a place in many of the Neo Nectar decks.

To keep going with up with the amazing G Guardians, we have the Great Nature G Guard, 'Immortality Professor, Sankalpa'. He has “[AUTO]:[Counter Blast (1)] When this unit is placed on (GC), you may pay the cost. If you do, choose one of your rear-guards, that unit and your vanguard get [Power]+4000 until end of that battle for each of your circles without a unit. After that, if the chosen rear-guard's [Power] is 20000 or greater, draw a card.” You can potentially give your Vanguard +20000 Power for that battle, which works great against any of Dimension Police's Guard Breaking moves. Though it's generally a really great Shield which will work well against 'Zeroth Dragons'.

Great Nature also get their GR, 'Omniscience Dragon, Barawool'. He has “[ACT](VC)[1/Turn]:[Soul Blast (1) & Choose a face down card from your G zone, and turn it face up] Choose all of your front row units, until end of turn, they get "[AUTO](VC/RC)[1/Turn]:When this unit's attack hits a vanguard, draw a card.", and for each face up card in your G zone, they get [Power]+4000. At the end of that turn, retire those rear-guards.” This is amazing for late game if you can find a way to accelerate your G Zone, and the +4000 for each face-up G Unit will become so hard to Guard against, and you're basically guaranteed to hit Success. This continues to show the great potential in 'Crayon Tiger' and the new 'Bigbelly' Grade 3. 

A RRR Grade 2 is 'Artistic Ocelot' with “[AUTO](VC/RC)[1/Turn]:When this unit attacks a vanguard, choose one of your other rear-guards, and you may have that unit get [Power]+4000 until end of turn. If you do, at the at the end of that turn, retire that unit. and also has [ACT](RC)[1/Turn] Generation Break 1:[Counter Blast (1)] If you have a vanguard with "Bigbelly" in its card name, choose one of your other rear-guards, it gets [Power]+4000 until end of turn, and at the end of that turn, draw a card, and retire that unit.” This is an improvement on 'Binoculus Tiger' as a Counter Blast isn't too much of a cost for Great Nature. Yet again, this card can activate Success really easily with giving that +8000 power to one Unit. 

'Physical Action, Maoche' is a grade 1 for Great Nature with success 20k and [AUTO](RC)[1/Turn]:When this unit boosts, until end of turn, this unit gets "[AUTO]:When this unit is retired from (RC) during the end phase, draw a card. Then, if it is retired as successful, you may put this card on the bottom of your deck.". This is a very nice way to slow down the deck out problem. As Success is a very flexible keyword, this condition becomes quite easy to accomplish and will give you those reliable draws, as well as emptying circles for the G Guardian.

Megacolony get some more 'Machining' support. The first one being the Grade 2, 'Machining Princess'. Her first skill is “[ACT](RC):[[Rest] this unit] Choose one of your units with "Machining" in its card name, and it gets [Power]+3000 until end of turn.” And the second skill is “[ACT](RC)[1/Turn] Generation Break 2:[Counter Blast (1)] [Stand] this unit, and until end of turn, it gets "[AUTO](RC)[1/Turn]:At the end of the battle that this unit attacked a vanguard, if the number of your opponent's units in [Stand] is zero, choose one of your other rear-guards with "Machining" in its card name, and [Stand] it.".” Giving the 3000 Power is great for when you're Standing the Unit back up, it will most likely be able to attack the opponent's Vanguard on its own. You can also Rest it twice, which would be a good choice when you're using 'Machining Despot' to be able to Paralyze as much of your opponent's Units as possible.

'Machining Leafy' is a Grade 1 with the Stride fodder skill of “[CONT](Hand):If you have a vanguard with "Machining" in its card name, while you are paying the cost for Stride, this card may be discarded as a grade 3.” And has the skill “[AUTO]:[Soul Blast (1)] When this card is discarded from hand for the cost of a G unit with "Machining" in its original card name for Stride, you may pay the cost. If you do, choose one of your opponent's rear-guards, and that unit cannot [Stand] during your opponent's next stand phase.” The Soul Blasting may seem a bit costly in 'Machining', but we may be seeing more Soul Charging in the future. This isn't too great when Striding into 'Despot', but when Striding into 'Destroyer', this will work a treat. 

Megacolony in general also get 'Wing Wall Mutant Deity, Morphocyan', another G Guardian for this week. She has “[AUTO]:When this unit is placed on (GC), if the number of your opponent's rear-guards in [Stand] is two or less, this unit gets [Shield]+10000 until end of that battle.” This is easier to achieve than the others, though doesn't offer as high of a Shield value. I can see this replacing the Fighter's Collection one, though it would have been nice to see the +20k Shield G Guardians spread into Megacolony.

'Elegant Mutant, Twilight Madder' is a new Grade 1 for 'Darkface' with “[AUTO](RC) Dark Device:When this unit boosts, if you have a grade 4 vanguard with "Darkface" in its card name, you may have this unit get [Power]+3000 until end of that battle. If you do, at the end of that battle, draw a card, and put this unit into your soul.” This will make your 'Alcides' column 31,000 Power which is incredible for Megacolony. The Soul Charge will also help Megacolony a lot, as Soul is something they really need a lot of to continue their skills.

'Fluffy Beefly' the Promo has finally been revealed. It's a Grade 1 with “[CONT](VC/RC):If your opponent has a unit in [Stand], this unit cannot attack. This doesn't stop you from boosting if your opponent has a stood unit, but at the same time, it's a terrible ride target if you're going second.” Though after that, or if you're going first, it becomes great.