Nightrose Zazan Play

Hi amigos, today I like to highlight a recent Nightrose Zazan play that Evan has published recently! I’ll break it down a bit and also show off another play that does even more attacks!

The play includes abusing Zazan multiple times in the battle phase to push for more attacks. Then in order to CC some of the spent CB, Nightrose can call both Nightstorm and Tear. Tear will CC damage up to the number of Cray Elementals face up in the G Zone. So in his example, he CCs all of his face down damage!

Check out the video first and I’ll break it down a bit in text form. He does 9 attacks in total!

Breaking Down The Setup

As you can see, he starts up with some cards face up in the G Zone. Key cards are your Cray Elemental strides and G Guardians. Zazan will flip Cycloned every time it resolves, so you can literally control the amount of Cray Elementals being face up in the G Zone during this turn. Which is awesome for us!

The flipping of Cycloneds is important for two key aspects:

  1. +5k to every vanilla unit. (Stacks for every Cycloned face up)
  2. Increases how much we can CC when we revive Tear during Nightrose’s battle phase skill.

Furthermore, we rely on RGs that are our attack extenders such as Colombard V, Nightstorm, and Captain Nightmist.

Why Captain Nightmist? Shouldn’t Colombard V be enough? Yes and no. Look closely at Colombard’s skill, it’s a hard once per turn. So once you use it once, you’re done til next turn. That’s where Captain Nightmist comes in and helps out.

Now onto Bad Bounty and Nightrose V!

What’s really cool about this play is that you will also do two VG attacks! So immediately you can benefit from triple drive and distribute triggers to your RGs.

Ideal Setup For 13 Attacks

I’m going to do a slightly different attack pattern than Evan did in his video. I will go over more attacks but of course uses more resources.

This is geared to your opponent having 5 damage so they have to guard every single attack. There are some attacks that are small pokes.

Cards in Drop Zone:

  • 1x Nightrose V (for reride)
  • 1x Nightstorm
  • 1x Colombard V/1x Captain Nightmist V (Colombard V is a hard once per turn)
  • 2x Negrobones
  • 1x Tear
  • 1x Zazan

Game State Conditions:

  • 5 open CB.
  • 1 card in Soul to do a Zazan during main phase. Then 3 cards in Soul prior to Bad Bounty’s skill. (The reride will cause a 4th card in Soul for the play)
  • 1x Cycloned faceup. (1 at the start of the turn, can be flipped by Obadiah prior turn)
  • 1x other Cray Elemental face up. (G Guards like Ractome/Agleam)
  • At least 4 vanillas (in hand), you will see new cards and have a good chance of getting more vanillas into your hand.

Ride Phase:

Reride a G3 to build up Soul and/or get a Protect I marker to hand if needed. Stride into Bad Bounty. You can also discard key pieces for the cost of Stride or Bad Bounty’s skill to continue on the play.

Main Phase:

Use 2 Negrobones to revive Nightstorm and Zazan onto the left column. Use Zazan to call two vanilla units from hand to RC as the right column, flip a 2nd Cycloned, and draw 2 cards.

Now you a have a field setup of 2 columns, the left being a Nightstorm with Zazan as a booster and the right column being the 2 vanilla units you called.

You have a field to work with now and at least 2 face up Cycloneds. So your vanilla units will get +10k each. Plus with Nightrose V as your VG, every unit will get an additional +5k when they attack or boost.

Battle Phase:

  1. Bad Bounty VG (27k) (CB1 to reride into Nightrose V) (triggers to RGs)
  2. Right front row vanilla (unit’s power + 10k + 5k) (retires due to Nightrose V)
  3. Nightstorm boosted by Zazan (11k + 8k + 10k = 29k)
    1. Nightstorm CB1 to revive Colombard V onto other front RC.
    2. Nightstorm and Zazan retire due to Nightrose V’s skill.
    3. Colombard V CB1 to revive Nightstorm onto other front RC. You can fetch any missing key pieces to further the play.
  4. Colombard V boosted by vanilla booster (9k + booster’s power + 10k + 10k) (both retire due to Nightrose V)
  5. Nightstorm (11k + 5k = 16k) (retires due to Nightrose V)
    1. Nightstorm CB1 to revive Zazan onto other back RC.
    2. Nightstorm retires due to Nightrose V’s skill.
    3. Zazan’s skill activates to SB1 to call 2 vanilla units from hand to both the front RCs. Flip the 3rd Cycloned and draw 2 cards. Vanilla units will gain +15k now.
  6. Vanilla unit by itself (unit’s power + 15k + 5k) (retires due to Nightrose V)
  7. Vanilla unit boosted by Zazan (unit’s power + 8k + 15k + 10k) (both retire due to Nightrose V)
  8. Nightrose VG attack (22k) (CB1 to call Nightstorm and Tear onto a column)
    1. Tear’s skill to SB2 to CC4 (assuming just 3 Cycloneds are the only face up Cray Elementals and another Cray Elemental in G Zone)
  9. Nightstorm boosted by Tear (11k + 6k + 10k = 27k) (Any triggers applied)
    1. Nightstorm CB1 to revive Captain Nightmist onto other front RC.
    2. Both Nightstorm and Tear retire due to Nightrose V’s skill.
    3. Captain Nightmist CB1 to revive Nightstorm onto other front RC.
  10. Captain Nightmist (9k + 5k = 14k) (retires due to Nightrose V)
  11. Nightstorm (11k + 5k = 16k)
    1. Nightstorm CB1 to revive Captain Nightmist onto other front RC.
    2. Nightstorm retires due to Nightrose V’s skill.
    3. Captain Nightmist CB1 to revive Zazan onto other back RC.
    4. Zazan’s skill activates to SB1 to call 2 vanilla units from hand to one behind Captain Nightmist and other front row RC. Flip the 3rd Cycloned and draw 2 cards. Vanilla units will gain +20k now.
  12. Captain Nightmist boosted by vanilla unit (9k + booster’s power + 20k + 10k)
  13. Vanilla unit boosted by Zazan (unit’s power + 8k + 20k + 10k)

Update: Some Key Highlights To Point Out

Some more points that Evan wanted to highlight.

  • Captain Nightmist should be used over Colombard because it doesn’t shuffle your deck! Colombard V force resets your deck.
  • If you are short on Soul you can always use Negrobone V to revive an OG Rough Seas Banshee or a King Serpent to SC.
  • If you already have 4 Cycloneds face up, Zazan doesn’t have to flip Cycloned to get its skill off to keep drawing. You do the skill as much as you can. (It’s ideal to have as many Cycloneds face up as possible so you get to the max power threshold faster)
  • You don’t need to reride into Nightrose at the start of the turn. Any G3 will do because it only matters when Bad bounty skill resolves. (It is preferred to have a G3 with the Protect gift to ride with because that Protect I marker can be a discard target for Negrobone or other discard costs.

Final Thoughts

This can vary depending on how much CB you have and other resources. However, the flexibility to do a lot of big attacks is phenomenal. I’m sure eventually Zazan will be banned or get an errata.

There are some non-Zazan combos to push a high amount of attacks. I’ll be posting more in the near future. So keep on the look out!

Thanks again to Evan for doing this video and sharing it! Thanks for reading and til next time amigos!

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