Orange Style has become something of a meme in Fan Z. Every time a new Orange card is previewed, regardless of its actual quality, the community churns into an uproar. "Did Orange need this effect?!? Why is this card in the game?!" Even as a diehard Orange fan, I have to roll my eyes at how dedicated the Fan Z team is to making sure Orange has an answer to everything, all of the time. One only has to look at the support given to Namekian Enlightened Mastery and Orange Energetic Mastery to see who the favorite child is.
While Orange has its fair share of top-tier attacks and blocks, its power is mainly concentrated in its Drills. As it should be, seeing as Orange is the Drill Style, but at a certain point we need to say "Enough is enough!" and demand a stop to the ridiculously powerful drills the style keeps getting. I don't think it's outrageous that Orange has a drill for every matchup, but we have reached a point where Orange has multiple drills for every matchup and several drills that are just outrageously powerful in any situation. All of this came to a head in Premiere: Super, where Orange Aura Goku was a Tier 0 deck and still remains arguably the best deck in the game even after multiple serious nerfs.
So what are the worst offenders of Orange's Drill suite? What Drills are the least fun and could serve the game best by being removed? Fear not, for I have the answers.
5. Orange Intensity Drill
Let me begin by saying this list is not in order of most-to-least or least-to-most broken. It is simply a list. That said, I hate this card and you should too. A +1 life card mod on Styled attacks is not anything special, and in theory one unpreventable attack per turn wouldn't be too wild either, but where Intensity Drill breaks the game has to be experienced to be understood. I was infamously not impressed with this drill upon release but after a few games I changed my tune.
The timing window of Intensity Drill means that there is no management or counterplay to its effect. You simply wait for an attack to hit and trigger it. If it was used when you performed an attack it would be so much more manageable, as your opponent could block your unpreventable attack, but as-is any attack becomes an insane bomb. In Combative control decks not running many attacks, this meant random Orange Meditations could become 6+ life card bombs. If you were stage-locked (And Orange Bicycle Kick did 10 stages exactly with the normal Combative setup) Orange Sword Chop would do 8 or 9 life unpreventable. This meant that a deck who often punished you for holding blocks due to its defensive nature could also punish you for not holding blocks. Energetic decks can use this drill to make the Mastery discard attack deal guaranteed critical damage to remove Wall Breaker or just make you feel bad. And when executing the classic 1-2 punch of Orange Sweeping Blast and Orange Fierce Attack, Intensity Drill means that even your lead attack is coming in unpreventable. Any floating prevention effect, like Blue Resolute Mastery, is completely obsoleted by this drill. Orange is already the patron style of mods and has no need for such a free damage boost. And why does this Drill have Endurance?
4. Orange Attraction Drill
Remember during preview season when Combative had this AND Orange Focusing Drill? And then the devs repeated the mistake by allowing Icarus and Yamu to be played with Super Shenron? Apparently we never learn. While obviously a big nerf from Focusing Drill, Attraction Drill has the extremely broken effect of allowing Earthlings to selectively rejuvenate any Styled card in their discard pile. Not only does it allow Orange Earthling decks to passively obtain a life card lead, but with all of the shuffling Orange has inherent access to via search effects your deck can quickly become stacked with the best cards possible for your matchup. I've used this to great effect with Adaptive Hero 18, but as a rule of thumb I despise passive strategies. I would genuinely rather face Orange Focusing Drill than face Attraction, just on principle.
A possible fix that would appease me is restricting Attraction to "Orange Adaptive Mastery only" and having the targeted rejuve replace the Rejuvenation Step instead of adding to it. I don't blame you for calling me biased - and you're right - but allow me to explain. Attraction is especially degenerate in Aura Goku and Combative control specifically, so removing it from those strategies is my priority. It's also a bit too slow for most Energetic and Adept decks, so that leaves Adaptive as an appropriate home for it. Changing the rejuvenation effect removes its ability to passively win a game, my biggest beef, and I think would leave it a much more reasonable card.
3. Orange Entanglement Drill
There are even more Orange drills I wouldn't mind seeing go. Orange Absorption Drill is completely redundant with Orange already having Burning Aura Drill and an extremely powerful suite of physical blocks. Orange Conference Drill, even restricted in who can use it, should have never been printed. To reiterate, this is my favorite style and I am a known defender of Orange against a lot of its criticisms. And I do believe people love to throw tantrums over any Orange card regardless what it does. But the style has gone too far at this point. I don't understand what's going on in the design room to continuously generate such unfun effects. Only one question remains: What absurd Orange card will we get this set?
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