A clan from the Dragon Empire, Nubatama exists as an espionage corp with no known leader. Filled with ninjas and spies, Nubatama specializes in recon and intelligence gathering. They have no one leader, however, it seems to be lead by the “Congo” faction. Notable users within the anime are Mark Whiting and Shingo Komoi in the V Series reboot.

 

Nubatama is a Protect clan which focuses on disrupting opponents by forcing them to discard cards in their hand. It also maintains defenses by being able to easily return units on the field into their hand as well as sacrifice the ones which stay on the board for a self-generated sentinel ability. 

 

It is recommended that a decent understanding of tempo is learned when using this clan as many of its strengths and survivability can be attributed to keeping control of the game’s pace and going for the finish when the opportunity comes. 

 

While it is currently a clan with many shortcomings, gathering intel through learning matchups, exploiting weaknesses, and maximizing usage of beneficial skills based on different scenarios can lead to Nubatama being a force to be reckoned with, and one that shouldn't be underestimated.

 

Pros

  • Powerful damage denial

  • One card comeback

  • Self-generated sentinel ability

  • Powerful card cycling

  • Easily accessible  counter-charging and soul charging abilities

Cons

  • Effectiveness of turns rely on having specific card combos/lack of consistency

  • Weak attacks

  • Lacks a completely optimal first ride

  • Generates very little card advantage (Can be mitigated)

 

Covert Demonic Dragon, Magatsu Storm

Grade 3

4 Copies

Finisher and perfect guard

Stealth Dragon, Magatsu Gale

Grade 2

4 Copies

Generates card advantage

Stealth Dragon, Magatsu Breath

Grade 1

4 Copies

Returns column to hand

Stealth Beast, Tobihiko

Grade 0

4 Copies

Shura Stealth Dragon, Jamyocongo

Grade 3

4 Copies

Ideal first Grade 3 ride

Stealth Dragon, Daidoku

Grade 2

4 Copies

Pays Magatsu Storm's cost

Stealth Dragon, Dreadmaster

Grade 1 

2 Copies

Cycles cards to find pieces

Stealth Dragon, Kurogane

Grade 0

4 Copies

Stealth Dragon, Voidmaster

Grade 3

3 Copies

Intercept restriction

Momentary Stealth Rogue, Tsunamasa

Grade 2

4 Copies

Soulcharges and returns to hand

Stealth Rogue of the Night, Sakurafubuki

Grade 1

4 Copies

Grade 1 countercharger

Stealth Fiend, Zashikihime

Grade 0 

4 Copies

Stealth Beast, Mijingakure

Grade 0

4 Copies

Stealth Dragon, Magatsu Wind

Grade 0

1 Copy

 

Covert Demonic Dragon, Magatsu Storm

Grade 3

4 Copies

Finisher and Perfect Guard

Stealth Dragon, Magatsu Gale

Grade 2

4 Copies

Generates card advantage

Stealth Fiend, Oboro Cart

Grade 1 

4 Copies

Generates large columns

Stealth Beast, Tobihiko

Grade 0

4 Copies

Shura Stealth Dragon, Jamyocongo

Grade 3

4 Copies

Ideal first Grade 3 ride

Momentary Stealth Rogue, Tsunamasa

Grade 2

2 Copies

Soulcharges and returns to hand

Stealth Dragon, Togajuji

Grade 1

2 Copies

Sentinel restricts for Grade 3 units

Stealth Dragon, Kurogane

Grade 0

4 Copies

Stealth Dragon, Voidmaster

Grade 2

3 Copies

Intercept restiction

Stealth Dragon, Daidoku

Grade 2

4 Copies

Pays Magatsu Storm's cost

Stealth Rogue of the Night, Sakurafubuki

Grade 1

4 Copies

Countercharges and cycles cards

Stealth Fiend, Zashikihime

Grade 0 

4 Copies

Stealth Beast, Mijingakure

Grade 0

4 Copies

Stealth Beast, Hagakure

Grade 0

2 Copies

Generates huge columns

Stealth Dragon, Magatsu Wind

Grade 0

1 Copy

 

Nubatama presents itself with a powerful early game that is able to explode if the right pieces come. The early game is where the deck can easily win the tempo in its favor by giving the opponent a rush of attacks when they are yet to produce significant resources. Performing the mulligan with every intent to open with Stealth Dragon, Magatsu Gale is recommended. The deck runs a large amount of grade 3’s and has no hard preference for a first grade 3 ride, though finding a Shura Stealth Dragon, Jamyocongo to have as a first ride is a soft recommendation. 

 

Going into the grade 2 turn, it is always recommended that there is at least one open counterblast for Magatsu Gale’s skill. 

 

Stealth Rogue of the Night, Sakurafubuki provides countercharging, cycling, and a power boost which enables it to attack on its own during the rush of an ideal grade 2 turn. The countercharging and cycling also presents the opportunity to draw into and use a second Magatsu Gale, the only card with a direct +1 in card advantage! His skill is on-call, so abuse him!

 

Cards that return other units to the hand such as Stealth Dragon, Magatsu Breath, Stealth Dragon, Magatsu Gale, and Stealth Dragon, Voidmaster are able to return Magatsu Gale into the hand so that its skill can be reused.

 

Without Magatsu Gale, grade 2 turns are more vanilla. In these cases, the appropriate action is more open-ended, If the match up is retire-heavy, then units should be returned to hand. If the match up is against an accel deck, it is recommended that units not being intended for use in intercepting are also returned to the hand. In cases where the grade 2 turn is very bare bones, rely on the first ride Jamyocongo to make up for the possible cards that the opponent would have lost from a rush through making them discard what they are left with in excess. 

 

For decks that opt to run Stealth Beast, Muhou Garou, he is the ideal grade 2 ride.

 

mid game

Momentary Stealth Rogue, Tsunamasa is able to use its skill to soul charge once there is a grade 3 vanguard. It is useful especially for Force matchups due to the opposing vanguard’s 13k base power. The ability to give +3000 power to any unit on your board can make the difference between winning or losing if used correctly, though at this stage, it is generally recommended that a grade 3 receives it. 

 

It is ridiculous, but blind soul charging a grade 3 greatly accelerates the deck’s speed and options. Jamyocongo is able to limit the opponent’s hand down to 4 and Magatsu’s multi-attack ability becomes active.

 

Tsunamasa is able to return itself into the hand with a soul blast which means that every turn, you have a chance of soul charging that grade 3 as well as distributing that +3000 power. 

 

It is at this stage that the deck should have a grasp of the game’s tempo. If it falls too far behind, it is prone to being easily defeated as it does slow down on the first grade 3 ride without a lucky grade 3 soul charge. In cases where the opponent is ahead, limiting their counterblast and attacking rearguards is a beneficial option. Even if opponents are able to conserve cards in hand due to counterblast denial, Jamyocongo could possibly take those away upon being re-ridden.

 

Also, Covert Demonic Dragon, Magatsu Storm can possibly be an optimal first ride if used in tandem with Stealth Dragon, Daidoku. In some matchups it is a powerful method of controlling the tempo, increasing the deck’s card advantage, and cycling through the deck and drawing the next ride. Magatsu Storm’s ability to nullify an opponent’s vanguard attack when used with Daidoku makes it so that for the turn, the opponent’s Vanguard attack only took one counterblast to completely nullify, on top of being able to draw a card for each Daidoku retired by the ability. Against force and protect decks, this is a powerful tool in controlling the pace of the game.

 

late game

Stealth Dragon, Magatsu Storm is the deck’s finisher. When ridden on Jamycongo with an active hand limit to four ability, it is lethal. Magatsu Storm is a vanguard which relies heavily on other units which makes the effectiveness of turns rely heavily on what combo pieces are available. However, so long as one rearguard is able to return itself or another rearguard into the hand, Magatsu Storm can enable multiple attacks for an offensive push.

 

Stealth Dragon, Voidmaster shines when used in tandem with this unit. Since the deck does not produce large numbers when attacking, but at this stage, produces multi-attacks, the ability to restrict your opponent's intercepts forces them to overguard and to rely on cards in their hand. Of course, when riding Magatsu Storm on a fully active Jamyocongo, the opponent would only have four cards to guard five attacks. Thus, it is most likely they would have no choice but to take damage.

 

The finisher with tons of combo potential, explosiveness, and survivability!

When using Magatsu Storm’s recalling ability, all three called cards are given +5000 power. It presents the opportunity to call a new board which can take the opponent by surprise.

 

Possible Combos:

  • Tsunamasa + Magatsu Breath (booster) = 29000 Power (Mitigates Tsunamasa having 8000 power and can be 32000, hitting a Protect/Accel number with Tsunamasa’s ability) 

  • Voidmaster/Magatsu Gale + Tsunamasa (ability)  = 23000 Power unboosted.

  • Voidmaster + Oboro Cart =  53000 Power (This can be given sentinel restrict!)

  • Any Grade 3 + Oboro Cart = 60000 Power (1 trigger) OR 82000 Power (2 triggers) (This can be given sentinel restrict!)

  • 2x Oboro Cart behind Vanguard (ability) + Hagakure = 1-2 Hagakures with the same power as the Vanguard attacking on the 4th and 5th attack. Give all trigger powers to vanguard. 48000 Power (0 triggers), 68000 Power (1 trigger), 88000 Power (2 triggers)

 

Also, there is another detail about Magatsu Storm to keep in mind. Magatsu’s ability to call three cards is mandatory once the cost is paid. Therefore for cases in which Magatsu’s ability is activated and calling a third card would greatly reduce the amount of shield in hand and would not be preferred, choosing to call a Protect marker with Magatsu’s ability would fulfill the condition, but due to rulings regarding Protect markers, the Protect marker would not be called and would stay in the hand.

 

Bermuda Triangle

Matchup Difficulty: Moderate

On top of being a protect clan, Nubatama has the answer to survive against Bermuda Triangle’s powerful attacks through Magatsu Storm’s ability. The rough patches exist during turns in which Jamyocongo or Voidmaster are the Vanguard. It is recommended to be on Magatsu Storm as much as possible. A second ride Jamyocongo is okay for one turn, in situations in which it would be effective. Nubatama has an answer to nullify Bermuda Triangle’s powerful intercepts which they gain from Colorful Pastorale, Fina through the ever-useful intercept restriction ability of Voidmaster. Despite having answers, the sheer power and consistency of Bermuda Triangle makes the matchup far from an easy victory.

Dimension Police

Matchup Difficulty: Easy

Dimension Police generates large numbers on their Vanguard. While other clans could likely run out of sentinels guarding these powerful attacks, even falling to the ever so dangerous Ultimate Dimensional Robo, Great Daiyusha’s re-riding ability, Nubatama does not have this issue so long as they are able to find Magatsu Storm. Magatsu Storm is able to self-generate a sentinel, and this ability is not once per turn. Being able to nullify the opposing deck’s big plays without even having to consider using the Protect gift puts Nubatama at a large advantage.

Gear Chronicle

Matchup Difficulty: Easy

Gear Chronicle does not enjoy having a small hand size. In fact, limiting Gear Chronicle’s hand size to 4 would mean that unless the Gear Chronicle player only had one card in hand prior to drive checking, they would lose cards from their triple drive. Of course, a smart player would simply opt out of using Interdimensional Dragon, Mystery Flare Dragon and would use Interdimensional Dragon, Idealize Dragon. Despite this, there is still the issue that using one of their best binding units and best combo card for Idealize Dragon, Steam Mechanic, Nabu is a direct minus one in card advantage as its draw ability is mandatory. On top of all this, one or more of the four cards left in the hand so long as Jamyocongo’s ability is active must be a card which can be used to pay for the cost of Interdimensional Dragonknight, Lost Legend’s ability.

Genesis

Matchup Difficulty: Easy

Oracle Queen Himiko's ability to activate a draw trigger three times is easily answered by Jamyocongo. The critical ability is a lesser issue so long as sufficient control of damage and shields is maintained. Witch of Frogs, Melissa is unable to force any calls if there are no rearguards on the field, making their alternate win condition moot. Nubatama has outs for the majority of Genesis' gimmicks, making this one of its easier matchups.

Kagero

Matchup Difficulty: Easy/Moderate

Dragonic Blademaster cannot retire a board which is non-existent during their turn. It is even recommended to leave Stealth Dragon, Daidoku on the board when anticipating for turns with Blademaster’s skill in order to get help on deck cycling. The Vanguard twin drive and Vision Token twin drive in tandem add four cards to the Kagero player’s hand. This means that unless the Kagero player started the battle phase with 0 cards in hand, they will be discarding the same amount of cards as the amount which they began with.

Dragonic Overlord the Great meanwhile is a threat as the multiple extra attacks can become troublesome. Dragonic Overlord decks also sacrifice resources in the hand in order to gain extra attacks, making Jamyocongo’s ability less effective. The best course of action is to rely on Magatsu Storm and continuously use Voidmaster’s intercept restrict in order to keep away any possibility of gaining any advantage by intercepting with, then calling Dragonic Neoflame from the drop zone with Dragonic Overlord the Great’s ability.

 

Dragonic Overlord the End is less of a threat in the long run. However, appearing early and pushing high damage during the mid-game where Nubatama tends to have a slow turn is highly damaging and greatly turns the match in Kagero’s favor. Using Magatsu Storm’s ability against the vanguard attacks is highly recommended.

Link Joker

Matchup Difficulty: Hard/Moderate

Harmonics Messiah and Link Joker support in general generates a high amount of card advantage through calling locked units and being able to draw for each of them. Jamyocongo can limit that. However, the multiple attacks can still be troublesome and easily be overpowering.

 

Nubatama vanguards do not enjoy being deleted. Magatsu Storm is unable to use its sentinel-generating ability, and Jamyocongo becomes ineffective during the opponent’s end phase. There is nothing more painful than enduring two vanguard attacks on a deleted Magatsu Storm who is unable to stop it. The best course of action would be to leave and empty board in order to completely avoid the banish delete abilities and to focus on deck cycling for finding grade 3’s to reride. 

Neo Nectar

Matchup Difficulty: Easy

Neo Nectar has the ability to conserve cards in hand by using effects to call token units, as well as White Lily Musketeer, Cecelia’s, which exchanges units on their board for different ones in the deck. This hand conservation is easily tampered with by Jamyocongo. With the cards in hand limited to four as well as with intercepts restricted, Neo Nectar stops producing card advantage. While the large attacks are still a problem, consistently riding each turn and alternating between Magatsu Storm and Jamyocongo as vanguard make the powerful columns during their turns easy to survive.

Royal Paladin

Matchup Difficulty: Moderate

Clearly, Jamyocongo is very effective against a deck that recieves card advantage in the battle phase through drive checks. The key for this match up becomes when it is the right time to ride onto Magatsu Storm. Should the Royal Paladin player survive past Magatsu Storm with Blaster Blades on the board, they are easily able to recover with Solitary Knight, Gancelot’s ability, making the game very difficult to close out. Since Blaster Blade is treated as a vanguard, Magatsu Storm’s ability is able to nullify its attacks, but the threat comes from the deck being able to recover easily from a turn that fails to finish it off.

Shadow Paladin

Matchup Difficulty: Hard

This matchup could also be considered as moderate in difficulty. It all depends on what the counterblasts are used for. Controlling the Shadow Paladin player’s counterblast and getting a feel for how the game is progressing is crucial. Counterblast denial with Jamyocongo keeps multi-attacks away by retiring Blaster Dark and decreases the amount of possible restands. Counterblasts used by Shadow Paladin to draw cards via Darkness Maiden, Macha and Black-Winged Swordbreaker are advantageous for Nubatama as they are preferred and can be mitigated by Jamyocongo while powerful multi-attacks are much more troublesome. That being said, once deck begins to focus on going on the offensive with Illusionary Revenger, Mordred Phantom, it stops generating resources for itself. Sabotaging the deck’s plays in order to survive while slowly moving towards victory is the way to go.

Spike Brothers

Matchup Difficulty: Easy

Currently, Spike Brothers focus on maintaining on-hit pressure with General Seifried. By using the Force II gift on rearguard with the on-hit ability of their vanguard, restanding that same rearguard with Force II, they immediately create two columns with on-hit pressure. That being said, the rearguard column with the largest power is generally the same one that is attacking first and is given the Force II gift. Early on, feel free to take these hits and focus on guarding the vanguard as that is the bigger threat due to its on-hit ability. If General Seifried aims at a rearguard in an attempt to activate its on-hit ability and avoid Magatsu Storm, make judgement of which would require much more to guard. Would it take more shield to guard the rearguard against General Seifried or would it take more to guard for the rearguard which General Seifried restands? Of course, if an opponent who uses Spike Brothers shows this to be their game plan, simply return all front row rearguards to hand so that there is no other attack target other than Magatsu Storm.

Aqua Force

Matchup Difficulty: Moderate

The first ride of Aqua Force is generally tame. If it is Blue Storm Dragon, Maelstrom, it will likely be the second attack followed by a third and fourth rearguard attack. It is important to focus on guarding these specifically. However, on the second ride, if it is Blue Storm Supreme Dragon, Glory Maelstrom, the turn will be very lethal especially at five damage where there is no chance to get a damage trigger. At this point, if it is an uphill battle and damage is high, attempt to find a way to deny counterblast, aim to eliminate key rearguards, and fish for a heal. The turns are more tame without Glory Maelstrom’s ability and much more manageable. If this counterblast denial is not being done while on Jamycongo, it is ok. Some players would opt to not call any more front row rearguards past a certain point. It is at this point that Jamyocongo is to be ridden in order to reduce the hand and weaken the Glory Maelstrom turn. All in all, it is a very dangerous match up where the focus throughout should be to stay at low damage early and gather as many protect markers as possible. Also remember to return grade 2 units or use their abilities to return other cards to hand as Glory Maelstrom stops intercepting.

Gold Paladin

Matchup Difficulty: Moderate/Hard

This matchup is moderate if the Gold Paladin player is going second, and hard if they go first. Gold Paladin does not produce very high attack numbers, but is very powerful in quickly speeding up the pace of the game by superior riding into grade 3. While going first, this becomes an uphill battle where the hand manages to stay well below what Jamyocongo is able to disrupt on a first ride while filling up a field -- resulting in unwanted attacks and damage. Due to the deck’s inability to produce high rearguard values, it is recommended to pick and choose turns where the front row should be retrieved back into the hand so that in the event of a damage trigger, the Gold Paladin player would have no other targets to attack. Raven-Haired Ezel is less of a threat once Magatsu Storm enters the field. Counterblast denial can be done with Jamyocongo, but be wary of Listener of Truth Dindrane’s ability to countercharge when called via the ability of Flame Wind Lion, Wonder Ezel. If the two are known to be in the opponent’s hand, then counterblast denial will not be of much use.

Great Nature

Matchup Difficulty: Moderate

Jamyocongo, while not so effective in other accel matchups, can be effective in this one. In cases where Pencil Hero, Hammusuke or School Hunter, Leo-pald activate their abilities which allow them to call units from the deck and gain advantage, Jamyocongo is useful in keeping the situation under control. Binoculus Tiger’s ability may also end up giving the opponent an unwanted card draw which would simply just end up in the drop zone. High attack values can be produced, but not consistently. An attack or two during the turn can be stopped with a damage trigger. This is one of the more preferred accel match ups, but it is still difficult due to the simple fact that Nubatama is naturally not very strong against accel clans.

Murakumo

Matchup Difficulty: Moderate/Hard

Getting ride-locked is painful. Dueling Dragon, ZANBAKU, if run in the deck, is single-handedly able to prevent re-riding. This means that the game plan of switching from Jamyocongo and then into Magatsu Storm to finish cannot be done. When facing up against ZANBAKU, the preferred ride is Magatsu Storm and the main strategy is calling Tsunamasa over and over until a grade 3 is soul charged. As crazy as it sounds, that is the only choice. Non-arrestor related decks are able to use Samurai Chieftain, HYU-GA in tandem with Fantasy Petal Storm, Shirayuki, Covert Demonic Dragon, Hyakki Vogue, or both. This deck generally produces attacks with high numbers through Covert Demonic Dragon, Hyakki Vogue’s ability when used together with HYU-GA’s. HYU-GA has the ability to clear the board which can be avoided by returning all rearguards into the hand. The best bet in this matchup is to rush hard and stay on low damage. Like most, if not all of accel matchups, the one who gets the first turn has a much easier time winning.

Narukami

Matchup Difficulty: Moderate

Nubatama and Narukami interact in an interesting way. Narukami is freely able to activate its abilities which require the opponent to have no rearguards in the front row, but it is unable to bind a single card. That is, if the Nubatama player creates boards where all rearguards are returned to the hand after attacking, Narukami will be unable to gain any advantage from binding. Being unable to bind is a huge hit to Narukami’s card advantage as they are completely unable to use Rising Phoenix. It is one of Narukami's only sources of card advantage outside of Detonix Drill Dragon. Due to the lack of targets to bind as well as the Protect gift, Eradicator, Gauntlet Buster Dragon becomes the less optimal ride in this matchup. Detonix shines and is guaranteed the extra drive as well as a restand. With Jamyocongo, the card advantage from this extra drive could be taken away, but it is what keeps this matchup from being easy. Fiendish Sword Eradicator, Cho-ou is also able to activate its ability to restand freely, and it is preferred that it does. Since the viable ride is Detonix, the less counterblast for Detonix, the better. Hopefully the Narukami player runs out of counterblast eventually, or is defeated before then. Without the availability of targets on the board to bind, Narukami does not reach very high attack values making the matchup much easier.

Nova Grappler

Matchup Difficulty: Hard

Straight from the first ride, this deck has many options to gain extra attacks. Beast Deity, Azure Dragon and Ultra Best Deity, Illuminal Dragon are both viable first rides that easily break the tempo which Nubatama wants control of. Most, if not all of the deck’s counterblasts are dedicated to gaining extra attacks, which is the total opposite of what Jamyocongo counters. Attacking with the vanguard is not the central focus of the deck, so Magatsu Storm is not as exploitable. All in all, the best strategy is to do a hard mulligan and hope for the combination of Magatsu Gale and Sakurafubuki in order to build a strong early game rush of attacks. This deck is able to ramp up its number of attacks quickly, so the best bet is to try to be quicker despite the fact that Nubatama is not exactly what comes to mind when thinking of a deck that is fast. A lot of it comes down to luck for this matchup, so don’t be afraid to try and get away with relying on damage triggers.

Pale Moon

Matchup Difficulty: Moderate

Generally, Silver Thorn Dragon Tamer, Luquier is used to fill the field with units. At the end of the turn, Silver Thorn Beast Tamer, Doriane is used to return all of the rearguards into the soul and draw cards for every two cards. A grade three is also added from the soul and into the hand if four or more were put. Jamyocongo is easily able to take advantage of abilities such as this which draws cards during the end phase.

 

Always note that for abilities which happen at the beginning of the end phase, the player whose turn it is must always activate their auto abilities first. This is beneficial in this situation as Doriane must always activate before Jamyocongo, making it so that for any cards that Doriane draws which exceed Jamycongo’s limit, the Pale Moon player must discard that same amount.
 

This is a matchup where the Pale Moon player must adapt, but they do not have to do so to any large extent. As an accel deck, it inherently has the advantage. The best way to wipe the board and hand simultaneously is to hopefully bait out the Doriane ability by not riding Jamyocongo, then in the next turn, riding Jamycongo, clearing the hand which the board was traded for. Keep in mind that Luquier’s skill costs two counterblast, and is the bulk of what makes their turns dangerous. Always keep the option of denying counterblasts in mind, especially in this matchup.

Tachikaze

Matchup Difficulty: Moderate

Ravenous Dragon, Gigarex is the only viable ride and is what ramps up the difficulty of this matchup. The game is much easier if the vanguard is on Tyrant Deathrex or Savage King. Gigarex enables Tachikaze to distribute one equip gauge to a unit once per turn which they use to power up certain units, while for others, they are used to gain card advantage. The key is to guard early and stay on low damage as attacks become much more powerful as the game continues. Units with high numbers of equip gauges can be disrupted by Voidmaster as sending them back to the hand would have all equip gauges placed on them go into the drop zone. Keep the front row empty as Tyrant Deathrex is able to retire it, or intercept with those units before Tyrant Deathrex attacks. Generally, it is fair to expect for Tyrant Deathrex to not attack first, but rather to attack after the vanguard Gigarex has distributed equip gauges and a rearguard who will be used to pay the cost for Tyrant Deathrex’s ability has attacked or boosted.

Angel Feather

Matchup Difficulty: Easy

Angel Feather is able to create a large hand size in three ways. First, they are able to conserve cards in hand through superior calling rearguards from the drop or damage zone. Second, they use Solidify Celestial, Zerachiel to superior ride and gain one protect marker. Third, they use Crimson Impact Metatron to heal one damage through superior calling one rearguard from the damage zone. Knowing this is important in using Nubatama since Jamyocongo is able to exploit certain methods of generating advantages better than others. The first and second form of generating advantage is easily disrupted by Jamyocongo. Zerachiel using the Protect II option meanwhile is easily countered with Voidmaster. The biggest obstacle is overcoming Metatron’s healing ability, as being able to take a damage on a Magatsu turn could be devastating if a damage trigger comes. The solution is to attack from low to high and form columns which will be ready for when the damage trigger comes. Always return rearguards to hand when necessary for Mobile Hospital, Feather Palace’s ability.

Dark Irregulars

Matchup Difficulty: Moderate

This match up could be considered as easy or hard depending on which side luck favors. Moderate is in where it averages out. Nubatama should aim to keep the board empty so that Demonic Deep Phantasm Emperor, Brufas would have to sacrifice its own rearguards in order to gain its power and critical. Aside from this small interaction, it comes down to which side is able to set up much more quickly. Dark Irregulars essentially plays their own version of “connect three” within the soul. Their win condition is using Variants Hard Leg’s ability of making it so that guardians from hand must be called in groups of three cards, essentially turning weak attacks into ones that drain the hand. This combined with No Life King, Death Anchor and Master of the Fifth Element is generally game over. Dark Irregulars do not hit for very high attack values during the early game, and as it sets up, it is recommended to stay on low damage. It may cost a lot to guard early on, but keep in mind, that later on if Variant Hard Leg becomes active, every damage becomes worth three cards from hand. Of course, guard wisely and keep necessary combo pieces in hand. Magatsu Storm is the best vanguard to be on during the Variants Hard Leg turn. Strike a balance between having a board of four to five rearguards as the vanguard swings twice with No Life King, Death Anchor. Return necessary cards to hand and aim for a hand with multiples of three. Dark Irregulars overall, while not much of a threat early on, is a threat to Nubatama due to its nature of slowing down during the mid-game.

Granblue

Matchup Difficulty: Easy

It is more or less possible win by simply sitting on Magatsu Storm. Ice Prison Necromancer, Cocytus for the cost of one counterblast and a four card mill is able to call two units along with an additional one for every grade 3 in the soul. This, along with the fact that the deck generally aims to gain power through milling their deck makes it very easy for Granblue to deck out. The trade off, however, is a seemingly unlimited amount of superior calls from the drop zone as well as attack power and draw power. This is all very exploitable by Nubatama. By denying intercepts, Voidmaster is preventing Granblue from conserving shield in hand and also forces Cocytus’ ability, if used, to call over the units which could not intercept, taking away any net gain. Meanwhile, Jamycongo is able to punish Granblue for not using their hand as well as cards like Stormride Ghost Ship which leaves the field at the end of its battle in exchange for a card draw. Magatsu Storm nullifies Cocytus’ power gain, letting Protect markers go towards defending against the powerful Dragon Undead, Skull Dragon’s powerful attacks. Eventually, the deck will be overwhelmed or simply decked out. Still, play smart and keep in mind that the attack power ramps up more and more as the game goes on. Stay at low damage if at all possible in the early game for a much easier late game.

Megacolony

Matchup Difficulty: Easy

Megacolony is able to keep rearguards from restanding with their different rearguards. Machining Spark Hercules is able to subtract 5000 power to all opponent units. This does not wear off until the end of the opponent’s turn. These gimmicks could possibly be threatening if Nubatama didn’t have the option to return all rearguards to the hand. Even so, Megacolony generally is not a threat. Remember to keep guard wisely and expect Death Warden, Ant Lion to eventually arrive and attack with a sentinel restrict. This could also be compounded with Phantom Black’s skill which would would make it so that triggers are the only type of unit which can guard the attack. Keep an eye on the board and guard wisely, the match up should be easy.

Nubatama

Matchup Difficulty: Moderate

This is a match up where Protect II is heavily recommended. Voidmaster is able to stop Protect II, but Magatsu Storm is able to retire rearguards with its ability in order to get some value from those units. The player who gets the first turn has a heavy advantage as they are able to reap the benefits of Jamyocongo and Magatsu Storm earlier. Do not return any rearguards to the hand and exceed four cards in the hand post drive check in order to avoid Jamyocongo’s ability. The ideal way to survive against a turn where a Magatsu Storm is ridden on Jamyocongo is through using Magatsu Storm’s ability and having Daidokus be used to pay the cost. This makes it so that despite the hand being limited to four in this theoretical case, Daidoku would add one or two more to guard with on top of the fact that the vanguard is nullified. Similarly, be wary of the opponent’s counterblast. If the opponent has no face up damage, if it can be helped, attack with the vanguard first in order to avoid their Magatsu Storm’s ability.

Oracle Think Tank

Matchup Difficulty: Easy

Jamycongo will have a field day from the get-go and is the biggest asset towards this match-up. 

Take advantage of Tsukuyomi’s weak early game through rushing wish with Magatsu Gale and avoiding unnecessary damage during the early game. Keep in mind that staying at one or two damage avoids a lethal turn from a Goddess of the Full Moon, Tsukuyomi that has had its first ability fully activated with Evil-eye Princess, Euryale’s soul-charging ability. Also keep in mind that it is very difficult to two to pass a Goddess of the Full Moon, Tsukuyomi due to its second ability where the front row gains +10000, should two triggers be checked. This means that the first trigger can be given to a rearguard with no commitment towards breaking the shield, but in the event that a second trigger is checked, the vanguard will automatically give the front row +10000 power. This means that the second trigger can be applied to the vanguard and it will break the shield. A true two to pass, which is only advised when Tsukuyomi has not guaranteed a stack, is actually a three to pass. This entire hassle could be avoided with a Protect marker, but at that point, the rearguards become troublesome. Know when to ride off of Jamyocongo and onto Magatsu Storm as Magatsu Storm’s ability also overcomes the hassle that is the Tsukuyomi “two-to-pass” dilemma while saving protect markers for a trigger-boosted rearguard. Decking out Oracle Think Tank is an option. The turns are also very lackluster without two triggers being checked. This is likely to happen in the later parts of the game once all triggers that could be possibly checked are gone.

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