Set 7 Brings Great Nature into Play or “Damn Nature, You Scary!”

greatnature

With set 7′s release we have a new complete clan, Great Nature, of which I am a big fan of. I enjoy trick clans so after reading up on Great Nature and seeing them in the
show I fell in love with them. The main theme is adding 4k to any RG and at the end of the turn you retire whatever you juiced. For the sake of this article I am gonna refer to the adding 4k as juicing.First let’s start off with deck list and break down why X card is in the deck:

G0: 1x Flask Marmoset 4x Alarm Chicken, 1x Eraser Alpaca, 4x Triangle Cobra, 3x Ruler Chameleon

G1:  4 Cable Sheep  4 Pencil Squire, Hammsuke, 4 Silver Wolf, 3 Monoculus Tiger

G2:  4x Binoculus Tiger, 4x Pencil Knight, Hammsuke, 3x Geograph Giant

G3:  4x School Hunter, Leo-Pald, 3x Magnet Crocodile

So let’s start with an easy section, your starter. Right now we have Flask Marmoset, Acorn Master, Intelli-mouse, and Schoolyard Prodigy, Lox.
Intelli-mouse is bad so don’t even think about using him as your starter. Schoolyard Prodigy, Lox, is obviously only for the Lox deck so don’t use him if you aren’t running
the chain obviously. Acorn Master is the typical G0 that you CB1, soul him, and search your top five for a G3. I have never found him useful in my builds but if you really
want to use him then go for it. And finally, Flask Marmoset, (imo) the choice starter for Great Nature. First off he is a 5k that pulls back so he is a free 5k booster
behind the vanguard most of the time unless circumstances force you to place him elsewhere. His second ability is CB2 and juice something and he doesn’t go away after using
his effect like most pull back G0s. His second ability is amazing for setting up in the late game when you are trying to push numbers and pressure your opponent.

The stands are in here to either do their job and stand something as usual, stand a juiced attacker like Magnet Crocodile and hit for basically a full column (12k from Croc +

4k from the juice + 5k from the stand), or to re-stand a juicer and add 4k more to something again. They work a lot better than draw in this deck imo because I am rarely
stuck with a small hand based on the nature of this deck. The reason for five was just testing an idea I got from another person who wrote on this deck (Alice at
http://vmundi.blogspot.co.uk/) and has worked out pretty well vs the normal 8/4/4
I don’t think I need to post why I run crits or heals so lets just move on to the G1s.

Again, don’t see a need to say why I run perfect guards so on to Hammsuke. So the obvious reason for this card is his ability AUTO: [Counter Blast (1)] During your end
phase, when this unit is put into the drop zone from Rear-guard Circle, if you have a «Great Nature» vanguard, you may pay the cost. If you do, search your deck for up to
one card named “Pencil Squire, Hammsuke”, reveal it to your opponent, put it into your hand, and shuffle your deck.. So your little 6k booster instantly becomes a 10k
booster and then you get another one out. Some people run Elemental Glider, which when he boost and hits a Vanguard can return to your hand but, I don’t think he is that
good because if you fail to hit you lose a unit. Hammsuke will always return to your hand as long as he is in the deck so remember to count how many you have used before
counter blasting for him.

Next is Monoculus Tiger. Monoculus ability is AUTO V/R: When this unit attacks a vanguard, choose another of your «Great Nature» rear-guards, and you may have that unit get
Power +4000 until end of turn. If you do, at the beginning of your end phase, retire that unit.. This includes the unit that booster him because of the timing in which power
is added. For those who don’t know the order is Attack and boost > use when attack effects > use when boost effects > add attack power and boosting power. This makes him
great for end game when you really need to push numbers. For Example: You could use Marmoset on Hammsuke behind a Tiger and then use Tiger to add 4k more to Hammuske and
make the column 21k total. Silver wolf is mainly in here to sit behind Crocodile and hit 20k.

The G2s can basically be summed up the same way as the G1s. Binoculus for juicing, Hammsuke for field/hand advantage, and Geograph Giant is the standard 10k attacker.

Now for the g3s who hold the big star of the deck, School Hunter, Leo-Pald. Like the other “cats’ he gives juices whenever he attacks a Vanguard but he also comes with
another lovely ability, his limit break. AUTO V: Limit Break 4 (This ability is active if you have four or more damage): [Counter Blast (1)] During your end phase, when one
of your «Great Nature» rear-guards is put into the drop zone, you may pay the cost. If you do, call that card to an open Rear-guard Circle.. That’s right, all your juiced
attackers that normally die come right back to the board. This is wonderful with the Hammsukes because you basically CB2 to get one in your hand and one right back on the
field. Or if you have a good felling a Stand is coming up then you can juice a Crocodile and just call him right back when he dies at the end phase. So for the most part you
aren’t losing anything once Leo hit’s Limit Break. As for Crocodile you know why he is there, hit dem numbers. Also like I said when you feel a Stand is due to show up he is
a nice target to juice and re-stand to hit for 21k.

Now let’s cover some (imo) pros and cons of Great Nature,
Pros:
You can set up your own columns to hit magic numbers
Leo lets you bring back anything that dies from using the clans theme mechanic
Hammsukes keep your from losing as much as most clans would from retiring your own units

Cons:
11k vanguards. They throw your normal plan out the window so you have to re-plan what you are gonna juice and how you are gonna boost against these guys because the normal
Hammsuke juices won’t be enough.

Now for somethings I didn’t cover. First is Guardian of Truth, Lox. This is a ride chain that gains “AUTO: When a card named “X specific unit” rides this unit, if you have a
card named “X specific unit” in your soul, choose up to two of your «Great Nature» rear-guards, and those units get “AUTO: During your end phase, when this unit is put into
the drop zone from Rear-guard Circle, draw a card” until end of turn.” And the G3 has ACT V: [Counter Blast (2) & Choose a card named "Guardian of Truth, Lox" from your
hand, and discard it] Choose one of your «Great Nature» rear-guards, and that unit gets Power +4000/Critical +1 until end of turn, and at the beginning of your end phase,
retire that unit. I personally don’t like this deck because it forces you to juice early to gain the benefits of the ride chain. You don’t want to juice early in this deck
if you can avoid it because even though you are drawing cards from them dying, they might not be the booster or attacker you sacked you need back. His personal blast is
alright but the problem here is you are gonna have to juice something that probably can’t come back (unless you juice a g2 Hammsuke with a silver wolf behind it for 2k and 2 crit.) Other than that you’d just be killing off something without geting it back. Next is School Dominator, Apt. This is a neat card which I plan to do some more testing
with and update this article with. Apt’s abilities are AUTO V: Limit Break 4 (This ability is active if you have four or more damage): When this unit attacks a vanguard,
this unit gets Power +5000 until end of that battle.

AUTO V: [Choose one of your «Great Nature» rear-guards, and retire it] When this unit’s attack hits a vanguard, you may pay the cost. If you do, choose up to one «Great
Nature» from your hand, and call it to Rear-guard Circle. His second ability is the focus here, it is nice for juicing an attacker if you know you have another in hand and
want it on the field or just want another attack. This will be much better in set 8 when we get Compass Lion who is and 11k attacker and has AUTO V/R: At the beginning of
your end phase, choose one of your rear-guards, and retire it. So the goal in that scenario would be juice Lion, attack, attack with Apt and use his ability to replace the
Lion, and now you have a new attacker and you won’t have to retire something on Lions behalf (You just retired the lion himself.)


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One Response to “Set 7 Brings Great Nature into Play or “Damn Nature, You Scary!””

  1. Alcadeeias says:

    Note: I forgot to list the four heals but they are in the deck

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