Nowi (B12)

## Overview

Written by: Kirito34627

Nowi is a niche MC that likes to use her bonds as a secondary hand. She's a bit slower at the start, but once you have 7 bonds (by keteing, B01 gregor or B11 Tiki) she becomes a 90 base 1-2 range that can grab 1 bond per turn as long as she attacks first. With the combination of the overclass cards like Genny and bond grabbers like b14 Nah, she will slowly recompose herself and take the upper hand. However, Nowi's late game payoff isn't as strong when compared to other decks like Deirdre. Being beaten by both aggro and stall decks, she finds her sweet spot against midrange decks.

## Gameplan

The standard early gameplan is to do two things: One is to survive, Nowi is a 30 base, so everything can and will swing her (unless it's stall). Surviving can be done with the help of some cards like P01 Robin or B01 Gregor. Gregor also helps the 2nd objective, which is to get as many bonds as possible. Nowi needs 7 bonds to start doing something, so you want to get there as fast as possible. Don't worry too much about bonding big cards (except the Genny OC) as you will be getting those back.

If you go first, you set a bond and nothing else- if going second, deploy either Tiki 1 or Nah 1 and swing to see if you can hit a kete. Turn 2 you deploy either Gregor or Robin, then tap move back Nowi to hide from aggro. If you are lucky you should have at least 4 bonds, which let all of your manaketes be 50 base minimum, 60 in the case of Nowi. Being 60 base is fine but not good enough, so keep clearing the board and keep accumulating bonds. Note- do not swing at your opponent’s MC as it's counterproductive, as destroying your opponent's orbs gives them a card. If your opponent is too aggressive with their aggro, or being lower on orbs is dangerous in that specific match, use the b18 Nowi to sit at 70 or 80 if you flip a bond- it will stop you from untapping until you have 5 bonds, but it's a good way to protect yourself. You can also run Xfonse to stop the 1 cost aggro, while being potentially a 80 beater.

Notable turns are 5, 6 and 7. Turn 5 you can deploy b11 5(4) Tiki, which can ramp 1 card, turn 6 you should set up Genny OC with Genny 1 and Genny 4(5), and potentially get +4 cards with her heal. Turn 7 is Nowi's time to do something (at last!). Something to take into account is that you don't want to level up Nowi into the b12 Nowi before getting 7 bonds, as it is still a 60 base, so you don't gain anything from it. If you want to swing this turn you need to have at least one other combat capable unit, because swinging with her first this turn will make you pick up a bond (it is mandatory) and makes her 60 base again.

You are 90 base with range by now, that messes up with a considerable number of MC already. Keep clearing the board (and maybe swing face, preferably until they have 2 orbs left) using Nowi, 5(4) Tiki and b14 Nah, they will ramp, and get those bonds back fast. You can cycle with Tine BS to get more cards if you hit a lucky kete, which is an amazing way to get more cards. While doing this, you want to set up Fayes, normally they go into bonds in the first turns, so you should have at least 1 there. Keep grabbing them with heals or with bonds, until you have 1 cost 1 Faye and 2 OC Fayes in hand.

The opponent normally runs dry at this point, as they waste too many resources trying to clear those big dragons you have, so their hand should be low. This is the moment you use those Fayes from earlier. You need to have at least 9 bonds for this (easy with the Tiki ramp, as only one hit from her is 8, with the turn bonds is 9) you deploy cost 1 Faye and OC her twice. With that you get rid of 2 orbs and catch your opponent off guard. People normally feel safe with some dodges and 2 orbs, this way you can take them down without the need to give them cards. Swing with your cards at face and get the win.

If they are a stall deck (like those big yellows that like to do Seliph's Holy War's End) ignore above and swing face with all your might and pray they don't have dodges.

## Strengths & Weaknesses

**Strengths:**

* 90 base with 1-2 range
* Weird sweet spot in between mid-game and late-game
* She can get back bonds, so you don't lose the cards that are there
* You don't need to start with promo in hand

**Weaknesses:**

* You need 7 bonds to do anything, slow af
* Weak against both aggro and stall
* There are cards with skills against dragons
* Relies on Gregor and OC Genny to survive
* She doesn't get a card when leveling up, so it's a -1
* If you don't have good cards in bonds, you don't generate much value

## Key Cards

### Gregor B01 & Robin P01

Both of these cards help you survive the early game, gregor is better, as bonding is what you want to do, but to flip 2 heal an orb of Robin is also nice. However both have a problem. Robin flip 2 means that Genny can't heal 4 cards but two in her OC turn, so be careful about that. On the other hand Gregor gets punished by cards that move enemies while Robin is not that affected by that problem.

### Blue manaketes (Nah, Tiki)

The blue manaketes are your main way of ramping. Nah can both kete and set up a kete and Tiki is a 70 attacker once you hit 4 bonds. However you don't really want them on board once you have enough bonds but the big version of them. They can get a tricky time using the kete emblem as they lose a third of the cards available for being the same name.

### Genny 1 and OC Genny

You want this in your hand along with Gregor as your initial hand. The value they generate is massive and will help you survive along the game. With her you can get the cards you need in the next turns like Nah and Tiki 5(4) while also healing dodges and an orb. A must have in this deck.

### Nah 3 B14

Nah is a card that lets you grab another bond while also being a 70 beater with range. Her value is that you can cycle bonds faster while sending another bond to the bond area, which could potentially get grabbed by Nowi if it's a good one. She being a 3 cost makes her a good deploy on the same turn you level up Nowi. She can also get +20 attack if you need to kill something.

### Tiki 5(4) B11

Tiki will help you both ramp and buff your dragons with a nice +10. Tiki makes a good combo with Nah and Nowi, so you can bond, flip with Nah grab. Get a bond with Nowi, and ramp with Tiki to get plus another bond. The Tiki ramp is also necessary for the Faye overclass strategy.

### Tine 3(2)

Tine is a card that will help you in all stages of the game. With her bond skill, flip 1 draw 1, you can cycle her with the help of Nowi and Nah, to keep drawing consistently, which is nice. Note that if used early, there's a chance you will be one off for the genny +4 heal, so be careful of that.

### Faye OC

Faye overclass is the finisher of this deck. Her OC cost is cheap enough so you can do it twice in a turn if you have enough bonds (you WILL have enough) which is -2 orbs to the opponent and -2 cards to their hand, for a total of -4, which is massive. However, she only has value at the end of the game, being a dead card for most of it. Even if it's nice to have some flyers, maybe you'll prefer some value other OC cards can give to you, such as Delthea OC. Is up to your choice.

## Sample Decks

Kirito's Nowi
4 Nowi, Playful Millenary Dragon
4 Nah, Serious Manakete
4 Tiki, Sleeping Princess of Ancient Times
3 Tiki, Awoken Daughter of the Dragon Ruler
2 Nah, Little Perseverant+
4 Genny, Young Cleric of Novis
4 Genny, Supreme Saint
4 Nowi, Tomboyish Manakete (P)
3 Gregor, Swell Sword
2 Nowi, Millennia-Enduring Child
2 Robin (Male), Tactician of Many Mysteries
2 Tine, Maiden of Purifying Lightning
3 Faye, Maiden of Ram Village
3 Faye, Watchful Black Wings
2 Veronica, Spring Princess
2 Alfonse, Hero-Commanding Prince+
1 Rowan, Prince of Aytolis
MC:
1 Nowi, Long-Lived Little Dragon