User blog comment:BlaZofgold/Buddyfight Theory - Adventurer/@comment-11372432-20140719224611/@comment-4844839-20140720075540

Well, unfortunately from reading his article this time, he seems to lack the experience of playing with the Dungeon World deck. He also treated "link attack" as a minus in general, which is untrue when facing certain worlds like Magic and Katana. And I take it that apparently he also doesn't play much against the Danger World--which is a contest of "who heals the most shall win".

So when I'm on it, I'll just fill in the blanks. As a healer unit, Kuguru has the hidden ability of "taunt". Consider this sample case. If I have 2x Kuguru and a Mission "Rest at Hot Springs", what would you do? Ignore my Kugurus and go for the middle and giving me the chance to heal for 2 life each turn? Or kill one (or both) of my Kugurus and give me +2 cards? (FYI my favorite formation is 2x Kuguru + a weapon, or Kuguru + Bread Monk + a weapon with Hot Springs mission set on my field)

Also when playing the adventurer deck, our center should be left open most of the time for our Pillar of Fire to be usable (and to swing our weapon, duh) so I never see leaving my center open as a problem. I also run 4x Kuguru on my deck and I fail to see any particular reason why not. Ocker seems like a good choice IF you don't have 4x Addrick yet, but I generally just avoid using Ocker and run Tasuku instead.

And I have to agree with Future about Quenzwei. His penetrate ability is even more reliable than Drum's, and having 3 crit, he has the potential to be included in our OTK combo list.


 * Glory Seeker/Dragonslayer + Tetsuya + Drum = 10 dmg


 * Glory Seeker/Dragonslayer + Tetsuya + Quenzwei = 10 dmg


 * Glory Seeker/Dragonslayer + Tetsuya + Bladewing Phoenix = 11 dmg