Nova Grappler as a clan hails from the nation of Star Gate. Nova Grapplers participate in a wrestling sport known as Nova Grapple. Units featured on Nova Grappler cards are usually pro fighters that gather from around the galaxy to participate. Characters like Kamui Katsuragi and Taishi Miwa use this clan in the anime!
God Hand is a unique and aggressive build of Nova Grappler that focuses on maximizing the use of your front triggers. Their advantages lie in the synergy of tutoring/checking top for God Hand, being able to stack front triggers, and the massive number gains of checking said front trigger.
Having a grade 2 turn to swing in with at least three huge numbers is incredibly powerful, and your opponent either has to drop a lot of guard or eat a lot of damage. Guarding becomes harder because of the power increase, and it could only get worse if they do not hit any defensive triggers.
Defensive triggers matter less playing this Accel clan
Additional support for front triggers reduces reliance on criticals
Can end the game fairly early
Can be too reliant on front triggers to stand a chance
Weak recovery engine if board is lost
Susceptible to rush strategies
Nova Grappler continues the trend of assembling key pieces in your hand to go off on aggressive push turns. Although you can take either build and assemble a grade 2 push turn, one defensive trigger will leave your front row rear guards open for attacks. Pieces that you should be looking for:
1. Fusing Striker
2. GainGain x2
3. Grit Bengal
With these three cards, you are preparing for at least four attacks on your grade 2 or your first grade 3 turn. Fusing Striker helps check the top five cards of your deck for God Hand if you don’t already have a copy. (If you do, discard any other card except the extra God Hand first). Additionally, Fusing Striker’s and Silver Fist’s +5k to front triggers can break through shield values that other clans can not. For example, when going second and riding Silver Fist, if they have a grade 1 Vanguard that is 7 or 8k, a 15k shield trigger for a no-pass would actually turn into a one-to-pass, because that extra +15k front trigger matches the shield value and breaks through shield to deal damage. This forces your opponent to think differently. Thus, this makes them choose between gambling a one-to-pass or just taking the hit outright to have Silver Fist filter through hitting their Vanguard.
If you decide to play more Beast Deities (beyond Illuminal Dragon) such as Beast Deity, Black Tortoise or Beast Deity Scarlet Bird, you would have to ask yourself some questions:
1. Which strategy do I want more focus on?
2. What Beast Deity and God Hand support cards can synergize with each other?
3. How do I remedy sacrificing one Beast Deity card for a God Hand support card and vice versa?
It is not impossible to marry the two together to make a formidable deck, but be prepared for those awkward hands where you see support cards that are ineffective because you are on the other grade 3 Vanguard.
God Hand can set up a formidable rush early game, but defensive triggers will not only slow you down, but can also limit your mid-game and late game strategies.
Nova Grappler’s mid-game can be the end of the game, whether for you or your opponent. Having a great first turn on grade 3 is where Nova Grapplers set the tempo for the rest of the mid-game. Sometimes, you can get games where it ends on that first grade 3 ride. This is arguably the most important phase for Nova Grapplers.
Ideally, you would want God Hand on your first grade 3 ride. However, in certain matchups, you would want Illuminal Dragon, which will be discussed in the matchups section. This mostly deals with maximizing the use of front triggers and deciding how much damage you would want to deal. It is easy to mindlessly deal damage, but you want to prepare some sort of defense to have another push turn. It is tempting to try and push, but if you push too hard, you are giving your opponent free range to potentially swing back for lethal damage.
Unless you feel confident you can end the game on that turn, it is recommended to have having rear guards start attacking other rear guards before the push when they restand through Kick Kick Typhoon or by a front trigger from GainGain. Depending on how many cards the opponent has in hand, those rear guards were called out for a good reason and would warrant a swing to control your opponent’s counterblasting.
Thankfully, you are ultimately responsible for setting the tempo for the rest of the game. So, it is up to you to decide how you want to approach each match. You must gauge the situation, including your opponent’s clan and playstyle. This is limited by the cards that you have and your drive checks. So be prepared to make adjustments as this phase transitions into the end game.
In the rarely reached late game, we look at one of the first checks: see how many front triggers are out, you want to aim to either still be on God Hand or be on your secondary grade 3 (if you have one). If you see that you are out almost all 12 front triggers with no access to Grit Bengal, you want to try out Illuminal for the pressure of adding +15k on multiple rear guards. It helps mitigate defensive triggers, causing your opponent to drop more cards than usual if they hit a defensive trigger.
There is nothing wrong with staying on God Hand though. Having an extra critical and drive check for triple drive is still an amazing finisher. It also helps to end games as your opponent will probably run out of sentinels or high-power guard cards to take a hit.