CFV Weekly Update 21st July, 2017

'Steam Knight, Shulgi' is a Grade 2 for Gear Chronicle. He has “[AUTO](RC):[Counter Blast (1)] When this unit attacks, you may pay the cost. If you do, this unit gets [Power]+4000 until end of that battle. If this unit is boosted by "Steam Gunner, Shusin", until end of that battle, your opponent cannot call grade 0 cards from hand to (GC).” Now we go to his supporter, 'Steam Gunner, Shusin', she has “[CONT](RC):If you have "Steam Knight, Shulgi" in the same column as this unit, this unit gets [Power]+3000.” and “[AUTO](RC) Generation Break 1:[Soul Blast (1)] When an attack hits a vanguard during the battle that this unit boosted, you may pay the cost. If you do, choose one of your opponent's grade 1 or less rear-guards, and your opponent puts that unit on the bottom of his or her deck.” So both of these units together make a 21k 'Silent Tom' column which is also non-Generation Break. The only Generation Break is to put the card on the bottom of the deck. This can also be used in any Gear Chronicle deck, though they are not Zodiac Time Beasts.

Thunderstike is going to get a lot of acceleration in this set. The new 'Vanquisher' Grade 3 is 'Dragonic Vanquisher “SPARKING”'. His first skill is “[AUTO](VC) Thunderstrike 4:At the beginning of your ride phase, Counter Charge (1) or Soul Charge (1), your opponent chooses a card from his or her drop zone, and binds it face up.” Then his second skill is “[AUTO](VC):[Counter Blast (1)] When your G unit Stride, you may pay the cost. If you do, your opponent chooses a card from his or her drop zone, and binds it face up. Then, if the G unit you Stride has the thunderstrike ability, your opponent chooses one of his or her rear-guards, retires it, and binds it face up.” This second skill is really amazing and speeds up Thunderstrike a lot. The only problem is there aren't too many choices for a Thunderstrike Stride. Though you do have 'Voltechzapper Dragon' who's effect you would probably be able to pull off first stride as it's only Thunderstrike 3. 

Another good choice for your first Stride would be the new 'Conquering Supreme Dragon, Dragonic Vanquisher “VBUSTER”'. He has two skills of “[ACT](VC)[1/Turn]:[Soul Blast (1) & Choose a face down card from your G zone with the same card name as this unit, and turn it face up] Your opponent chooses one of his or her rear-guards and one card from his or her drop zone, and binds them face up. If the number of your rear-guards is greater than the number of your opponent's rear-guards, choose up to three of your units, and they get [Power]+3000 until end of turn.” and his second skill is “[CONT](VC) Generation Break 3 Thunderstrike 7:All of the units in your front row get [Power]+5000, and this unit gets [Critical]+1/Drive+1.” His first skill would easily put you at Thunderstrike 4, allowing you to use Sparking's Thunderstrike ability at the beginning of your next turn to put you at Thunderstrike 5, which then gives you the chance to go into 'VMAX' for your second Stride. The second ability is also great as the +1 Drive is very important with Narukami's lack of drawing cards. 

'Hardrod Dracokid' is the Forerunner that Narukami players have been dreaming about. He has “[ACT](RC):[[Rest] this unit] Your opponent chooses a card from his or her drop zone, and binds it face up. If he or she could not bind a card, you Counter Charge (1), choose one of your units with the thunderstrike ability, and it gets [Power]+3000 until end of turn. This is why it would be so easy to get to Voltechzapper for your first stride, as nothing has to hit and you don't have to rely on rescorces to get the skill of.” His second ability is “[ACT](RC) Thunderstrike 4:[Counter Blast (1) & Put this unit into your soul] Choose one of your units, and it gets [Power]+3000 until end of turn. Your opponent chooses one of his or her rear-guards, retires it, and binds it face up.” This is a great final use for him when you've used his as much as you need. I would recommend using this in nearly any Narukami deck as having access to Thunderstrike cards will help a lot, especially for Strides and G Guardians.

'Remaining Moon Miko, Haruzuki' is a nice bit of 'Tsukuyomi' support. Her skill is “[AUTO]:When this card is discarded from hand for the cost of Stride, if you have a card with "Tsukuyomi" in its card name on your (VC) or soul, draw a card, choose one of your <Noble> units, until end of turn, it gets [Power]+5000, and "[AUTO](VC/RC):When this unit's attack hits a vanguard, choose a grade 3 card from your drop zone, and you may return it to your hand.".” So not only do you get a draw to make up for the usual discard, but as 'Tsukuyomi' only has to be in your Soul, you can use 'Susanoo' as your Vanguard to get a second draw, helping out a lot when it comes the Oracle keyword. There aren't too many Noble Grade 2s, though the Power up is a good target for the Grade 2 'Tsukuyomi' who would otherwise not be doing much other than being 9k vanillas.

'Dawning Moon Miko, Akizuki' is a Grade 2 support for 'Tsukuyomi'. Her first skill is “[ACT](RC)[1/Turn]:[Soul Blast (1)] If you have a grade 3 or greater vanguard with "Tsukuyomi" in its card name, look at the top card of your deck, put it on the top or bottom of your deck, and this unit gets [Power]+2000 until end of turn.” and then she has “[ACT](Hand):[Discard this card] If you have "Godhawk, Ichibyoshi" on your (VC), search your deck for up to one "Goddess of the Crescent Moon, Tsukuyomi", ride it as [Stand], and shuffle your deck.” Giving you a better chance of getting that Ride Chain is always nice, but the shuffle does slow down the stack quite a bit. Unfortunately you probably won't be able be able to use the first skill overly much unless they give Oracle Think Tank some good Soul Charging abilities in this set, as doing it too much will just get rid of the Ride Chain bonus.

'Stealth Dragon, Ungai' is a Grade 2 for Nubatama. Its skills are “[AUTO](RC):[Choose a card from your hand, and discard it] When a dominated unit attacks during your turn, you may pay the cost. If you do, draw a card, this unit loses this ability until end of turn.” And “[AUTO] Generation Break 1:When this unit is placed on (RC), choose up to two of your rear-guards and up to one of your opponent's units. Until end of turn, increase or decrease the [Power] of those units until it becomes 11000.” So now even if you try to keep only weak cards on the field during your opponent's turn, they can still find a way to Dominate and make them strong enough to hit your Vanguard.