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.
Powerful damage denial
One card comeback
Self-generated sentinel ability
Powerful card cycling
Easily accessible counter-charging and soul charging abilities
Effectiveness of turns rely on having specific card combos/lack of consistency
Lacks a completely optimal first ride
Generates very little card advantage (Can be mitigated)
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.
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.
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.
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.