Hello, Ascriptmaster is back with another deck profile on Great Nature, specifically a deck tailored around Leopald Reverse and its ability to increase your rearguards' power to frightening levels, especially in conjunction with the new Generation Break cards and the inclusion of a Limit Break enabler unit to the clan.
Grade 0
Blackboard Parrot4 Broadcast Rabbit
4 Holder Hedgehog
4 Eraser Alpaca
4 Protractor Utan
Grade 1
4 Contradiction Instructor, Shell Master4 Coiling Duckbill
3 Paint Otter
3 Tank Mouse
Grade 2
4 Capable Assistant, Guru Wolf4 Crayon Tiger
3 Sleepy Tapir
Grade 3
4 Honorary Professor, Chatnoir4 School Punisher, Leo-pald "Яeverse"
2 Imperial Flame Dragon King, Route Flare Dragon
2 Interdimensional Dragon, Ragnaclock Dragon
1 Interdimensional Dragon, Fate Rider Dragon
1 Flash Flame Divine Knight, Samuil
1 Super Cosmic Hero, X Rogue
1 Eternity Professor, Phoenicialux
2 Interdimensional Dragon, Ragnaclock Dragon
1 Interdimensional Dragon, Fate Rider Dragon
1 Flash Flame Divine Knight, Samuil
1 Super Cosmic Hero, X Rogue
1 Eternity Professor, Phoenicialux
The battle plan for a Leopald Reverse deck is the same as always: by locking the two backrow boosters to your rearguard columns, both of your front row rearguards gain 8,000 Power, which can then result in devastating attacks, more if you elect to lock the Vanguard's booster as well. Chatnoir adds on to this pressure during the turn you break ride, by giving your units additional power as well as giving multiple draws at the end of the turn. This is made even more powerful by the deck's 8 stand triggers, as each rearguard alone has the weight of an entire column behind it, and Stand triggers can easily finish off a game. Although Great Nature now has access to 3 different stand triggers, critical triggers are still very useful in pressuring the opponent with damage.
The Grade 1 lineup is very basic for a Leopald Reverse deck. Four perfect guards are practically staple for most decks, and the new G-era guards can provide some minor unflipping support for the deck, which otherwise has none. Duckbill is a godsend as usual, since Great Nature's style of retiring units at the end of the turn allows you to draw an incredible number of cards. Tank Mouse is also required for this deck, because it rests itself to give a rearguard power, and then can be locked to boost your units further. Finally, Paint Otter allows you to trigger Limit Break early, which is especially useful for grabbing early momentum with a Break Ride.
Great Nature gained many powerful Grade 2 units that Leopald Reverse can use to great effect. Guru Wolf is the most important new card for the deck, because it creates free on-hit pressure if its column's Power is 20,000 or more when it hits the Vanguard. When Leopald Reverse locks the entire back row, Guru Wolf becomes a 21,000 Power attacker for the turn, which becomes even more powerful if it stands that turn for another pressure attack. Crayon Tiger is a new Generation Break card that stands another unit and gives it 4,000 Power if it is boosted. Although this means Leopald Reverse should not lock Crayon Tiger's booster and thus could deprive Guru Wolf of its skill during its first attack, the extra stand effect can be crucial for victory, especially if multiple Tank Mouse have been used on the other rearguard to force out more guard for that turn. However, Crayon Tiger can only be used once per turn, meaning that even if you somehow stand it and its booster, it will not be able to stand the other rearguard that turn. Sleepy Tapir doesn't have that problem, though; it functions like a Binoculous Tiger with the new Resist keyword, meaning it cannot be targeted for retiring or locking effects, and also can give extra power to the other rearguard if it stands due to a stand trigger.
For the Generation Zone, since only the Grade 3 units in the deck are affected by having a non-Great Nature Vanguard (because of Lord), I elected to tech all kinds of random G Units into the deck for their effects, even cards from different clans. Samuil is usually my go-to first Stride unit, since its ability immediately forces an extra point of damage on the opponent, making it harder to guard the multiple stand triggers in the deck. X Rogue is also an interesting tech, since its 37,000 Power requirement can be satisfied by using a Tank Mouse or Sleepy Tapir to give 4,000 Power to a standard 7,000 booster behind it, creating draw and retiring pressure. Fate Rider Dragon allows you to cycle out Coiling Duckbills that have already been used for Crayon Tigers if you need them, making it a great utility unit. Route Flare Dragon retires a column when you use its skill, which can severely disrupt an opponent's formation. Ragnaclock Dragon is usually used as a finisher, as it gains a critical and prevents the opponent from guarding with Grade 0 units. Finally, Phoenicaialux is a Great Nature G Unit that can be used if a player needs to call Grade 3 units to the field and not be restricted by Lord. While this kind of Generation Zone is illegal in Japanese tournaments, overseas formats can still mix clans in this way, allowing for these kinds of devastating combos.
The Grade 1 lineup is very basic for a Leopald Reverse deck. Four perfect guards are practically staple for most decks, and the new G-era guards can provide some minor unflipping support for the deck, which otherwise has none. Duckbill is a godsend as usual, since Great Nature's style of retiring units at the end of the turn allows you to draw an incredible number of cards. Tank Mouse is also required for this deck, because it rests itself to give a rearguard power, and then can be locked to boost your units further. Finally, Paint Otter allows you to trigger Limit Break early, which is especially useful for grabbing early momentum with a Break Ride.
Great Nature gained many powerful Grade 2 units that Leopald Reverse can use to great effect. Guru Wolf is the most important new card for the deck, because it creates free on-hit pressure if its column's Power is 20,000 or more when it hits the Vanguard. When Leopald Reverse locks the entire back row, Guru Wolf becomes a 21,000 Power attacker for the turn, which becomes even more powerful if it stands that turn for another pressure attack. Crayon Tiger is a new Generation Break card that stands another unit and gives it 4,000 Power if it is boosted. Although this means Leopald Reverse should not lock Crayon Tiger's booster and thus could deprive Guru Wolf of its skill during its first attack, the extra stand effect can be crucial for victory, especially if multiple Tank Mouse have been used on the other rearguard to force out more guard for that turn. However, Crayon Tiger can only be used once per turn, meaning that even if you somehow stand it and its booster, it will not be able to stand the other rearguard that turn. Sleepy Tapir doesn't have that problem, though; it functions like a Binoculous Tiger with the new Resist keyword, meaning it cannot be targeted for retiring or locking effects, and also can give extra power to the other rearguard if it stands due to a stand trigger.
For the Generation Zone, since only the Grade 3 units in the deck are affected by having a non-Great Nature Vanguard (because of Lord), I elected to tech all kinds of random G Units into the deck for their effects, even cards from different clans. Samuil is usually my go-to first Stride unit, since its ability immediately forces an extra point of damage on the opponent, making it harder to guard the multiple stand triggers in the deck. X Rogue is also an interesting tech, since its 37,000 Power requirement can be satisfied by using a Tank Mouse or Sleepy Tapir to give 4,000 Power to a standard 7,000 booster behind it, creating draw and retiring pressure. Fate Rider Dragon allows you to cycle out Coiling Duckbills that have already been used for Crayon Tigers if you need them, making it a great utility unit. Route Flare Dragon retires a column when you use its skill, which can severely disrupt an opponent's formation. Ragnaclock Dragon is usually used as a finisher, as it gains a critical and prevents the opponent from guarding with Grade 0 units. Finally, Phoenicaialux is a Great Nature G Unit that can be used if a player needs to call Grade 3 units to the field and not be restricted by Lord. While this kind of Generation Zone is illegal in Japanese tournaments, overseas formats can still mix clans in this way, allowing for these kinds of devastating combos.