Or so TakaraTomy made you think and gave you Hanare.
Hanare, for the most part, was made to pick up Iona's leftovers in the form of Poison Fangs, and when she was first announced a lot, and I mean a lot of people got hyped. This included me, since I always liked the concept of Venom. And to live up to that hype, TakaraTomy gave Hanare a ton of support. A ton. If this amount of support went to... Tama, I would have probably raided TakaraTomy for it. In this case though, it went to a new LRIG type that didn't have much and that everyone was hyped for, so no one complained nor could complain.
Anyways, on top of getting quantity support, Hanare's support was also very quality. Using effects to pick Poison Fangs back up from the trash while using those Poison Fangs to reduce your opponent's card's power till they got banished, three times a turn without breaking a sweat was preety impressive, so despite having no finisher available for her, Hanare's offensive capabilities of rushing your opponent to death and making them use 2+ ARTS to protect themselves from 3 SIGNI attacks was quite deadly.
Hanare, of course, still has flaws. Mainly, those flaws consists of not having a reliable finisher, which can lead to preety tricky situations, although Hanare can win with Fracturing Lust preety easil so this isn't as big of a problem. The biggest problem for Hanare is the fact that she gets completely, utterlessly fucked over Midoriko and Souryuu. Midoriko is extremely meta, so this poses quite a bit of trouble. That being said, there are counters to Souryuu, which I'll be getting to later.
Overall: Hanare gets fucked over by Midoriko, but is very aggressive, can support her own resource gaining, and has extreme offense that kills most slow-paced decks (most notably APEX, although if your opponent grows into APEX you're completely fucked) easily, but still has trouble breaking through a few things. However, she is overall a very solid deck.
Hanare, Dark one of Cancer
... This is literally that one girl from "The World God Only Knows". |
She did this by running the generic Vier=Dio Princess and Vier=VX. You would rest Dio Princess to give -3k to something, call a Poison Fang SIGNI, use Vier=VX's skill to trash that random Poison Fang SIGNI and minus your opponent's SIGNI's power depending on what you trashed, while standing Dio Princess to be able to give something -3k again, or call another Poison Fang to rinse and repeat until you trash Dio Princess with Vier=VX. This becomes what I like to call the "Hanare formula" later on.
Anyways, TakaraTomy saw this formula and introduced a bunch of support revolving around that formula, but better and much more consistent. They revived DIO Princess with Dio Daughter, which is a great card, introduced a LRIG with 12 limit and overall made a bunch of other things.
Now with that out of the way, let's get to Hanare in general.
You expected a waifu BUT IT WAS ME, DIO! |
Salvation would be perfect if it weren't for that 4 cost, but you can build your deck around that, running Attack Baits such as Zwei=Entorca, Kayappa, and most importantly, Ein=Dagger. Hell, on top of that, even Hanare's ideal level 3 is an attack baiter. On the topic of Puppets, let me take a moment to explain why she's a great card. She can, first of all, bait in attacks, which is important in Hanare as I've already established in the blog. If they decide to not attack your SIGNI, what you can do is banishing one of your opponent's SIGNI early on for that juicy rushing, which helps a lot in achieving Hanare's winning condition of getting your opponent really low. The other level 3 LRIG option for Hanare is Dark One of Causing Trouble (actual translation here. Yes I know), who is good, but loses out to Puppet.
Now to get into individual SIGNIs.
Let's start with the level 4s, since Hanare's 12 limit lets you use a couple more level 4s than your avarage deck (about 10-12, which is good since Hanare has some quality level 4s). First of all, Vier=VX is a great card. That Life Burst is great, she fucks up with certain specific decks, namely Hanayo 2-stop, and helps in a bunch of places. You would run max, but you can't because with you needing to run 3-4 Dio Princess for Dio Daughter, space can be tight. While Vier=VX looks better as a card to me, Dio Daughter is way too good of a card to not run. Now, Vier=Villers can replace Vier=VX's job since sometimes Vier=VX's Action is redundant, making you move to the point of overkilling many, many SIGNIs. She's still nice to have, so I'd use at minimum 2.
That being said, in my opinion, the MVP of the deck is... well, Dio Daughter, but the MVP among the level 4s in the deck would be Vier=Patra. Not only can Patra help in gaining a lot of power and becoming a good beatstick against Souryuu and the likes, Patra's Action is extremely, extremely efficient, letting you trash a SIGNI (or even two if you have 2 Patras in the field). Trashing is something extraordinary in the game, letting you kill off SIGNIs without giving your opponent ener, blocking their ARTS out. Not only that, that On-Play skill is beautiful, letting you fetch out a free Ein=Dagger.
I read you as Nekorazan. I've been playing too much NekoPara. |
Vier=Nerozaran is... tech-worthy. Otherwise, she isn't exactly reliable enough to be considered good. I wouldn't use any, but she isn't a bad card.
... Alright, that long wall of text was the level 4 section. Next up is the level 3 section which is... just as filled with options.
Did I not sing enough praise for Dio Daughter yet? Dio Daughter is a great card, and is an immediate staple. That being said, if you find that you really, really hate Dio Princess (hating Dio Daughter shouldn't be a thing kappa), there is a replacement in the form of Drei=Agrippina. She does the exact same thing as Dio Daughter, minus the doubling for the whole turn and being less... "conditional", if you'd even call Dio Daughter conditional in the first place.
... Rodbar? Why does that sound ecchi? |
For some god-knows-why reason... Drei=Somana is used as a tech in almost all the Hanare decklists I find online for some reason. Somana isn't a bad card, but that 1 ener can be fatal, plus there are more effective ways in reducing your opponent's power level. Somana's skill being On-Play and having some synergy with Miasma and Salvation's Exceed 3 might be why she's seen, but I've yet to test with this idea.
Such cuteness Such name |
After Cebor, the most notable thing is Zwei=Entora I guess. Entora serves as an effective attacking bait and if they decide to not attack, she can act as a reliable attack forcer, which is good. I'd use Cebor at 2. Zwei=Sarina is trash, whether it be in Iona or Hanare. Please don't even look at her. Zwei=Zohi is... Souryuu beaterstick... fuck it.
RIDER KIIIIIIICK |
Ein=Dagger is a great card. There's a reason on why a lot of decks that doesn't receive interference from Poison Fangs in their decks runs her, namely Tama. Helps greatly in rushing and damage pushing in general. Hanare gets a nerfed down, but more... utilizable (?) version of Ein=Dagger, in the form of Ein=Lucbor. While Lucbor is outclassed by Dagger, Lucbor can be used if you want 8 copies of Dagger in your deck (which is a completely valid strategy, since that helps in rushing a lot). Ein=Ninetokiri is... not even Souryuu beaterstick. Can't find a place for her in Hanare.
Something unique that some Hanare decks tends to do is to run Aquamarine for that ener gaining effect. It is a good idea, since Hanare appreciates as much ener as she can get (as per other decks do). Aquamarine synergizes well with all of Hanare's self trashing. If you manage to get her out during your early rush and combine her with Lacquer, you'll get a decent amount of ener available for you. Also, red is a good fodder for a certain ARTS in Hanare, which I'll get to in a sec.
Hanare has two, exactly two spells limited to her. Those two are Toxic Spikes and Strange Kind. Both of these are preety good cards, for spells at least. Strange Kind is a one-in-two spell that can either function as a nerfed down version of a Black THREE OUT while also turning into a potential -12k to one of your opponent's SIGNI during level 4 (so stronk, especially moreso against Contempora) which can be niche at times. That being said, what's even better is Toxic Spikes.
Toxic Spikes is an extremely reliable reviver that also gives you ener easily. Not only that, just like Strange Kind, it can also deal with Contempora, which is nice. Combined with Vier=VX, this makes Hanare one of the few offense oriented decks that don't have as much trouble against Anne.
That being said, both are spells that get in the ways of certain things... like Salvation's Exceed 3, so I wouldn't run that many. I personally run 2 Toxic Spikes, and am considering a third, but I found that it can be a little redundant.
Oh, I should probably remind you guys that Fracturing Lust exists.
Anyways... I'm finally done with all the main deck options. Jesus that took long. Now to write about ARTS and I'll be done.
Now now, first of all is the typical meta card named Bloody Slash, which is overall a great card that answers and counters a lot of stuff. Then Miasma, which is again, another typical meta card that a lot of decks run.
Then comes the interesting part, because Hanare, upon release, got a ton of shit that's really good to support her life. One of such cards is Saturate Gut, which is basically Grave Gut, but with Poison Fangs and more fabulous art. It acts as a defensive ARTS when it comes down to it, but you mainly run it due to the cheap-as-hell Oversalvage effect.
Then, another thing is Forbidden Game. Forbidden Game is just a Gun-free in All Directions with Poison fangs, and an extra reviving effect which is niche. Gun-free in All Directions in the first place was an extremely good card, just never seen because there was no existing Weapon deck until Flathro became a thing, and Flathro has better stuff to run. But anyways, Forbidden Game is a solid card, although I don't use it in my deck, things may change once I get off my lazy ass and actually decide to test it.
Next Punish and Halo Effect are decent cards. I prefer the latter for being able to deal with Souryuu and Lock You when it comes down to it, but in the end it's up to preference.
Something very, very noteworthy in Hanare is that you run Aquamarine, which means you run Red cards in about 14 including Servants and Fracturing Lust. This can let you use a certain card, named Flaming Dragon, Poisonous Snake.
... God that name sounds amazing.
FDPS is the perfect counter to Souryuu + Seiryuu in Hanare, which is something Hanare has a lot of trouble with. This is a very, very good thing. If your opponent wasn't Midoriko, then just imagine it. Imagine using this against a 2-stop deck. Or hell, a Servant deck with Gathering Protection. FDPS serves as the perfect counter to a lot of long and hard deadly things you'll see during you life, and Hanare coincidentally is the best deck that can use it.
So, going through the blog, we've discussed how amazing Hanare's banishing potential is, how great Patra's trashing finisher is, how to counter a lot of shit including Anne and 2-stops and arrived here. Hanare is a good deck and waifu. That's all I wanted to say.
Can you do a list of an ideal deck for Hanare? I really want to play with her, She's my favourite after Uris
ReplyDeleteThanks for sharing such kind of nice and wonderful collection......Nice post Dude keep it up
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