Showing posts with label Cardfight Vanguard!!. Show all posts
Showing posts with label Cardfight Vanguard!!. Show all posts

Saturday, November 30, 2013

Cardfight Vanguard!!: Back in the game??

Helloooooo everyone! Just a short post for today. So I just went to my local cardshop to play a few games with my Kagero deck, if you haven't seen it, check out my deck profile here. Sadly, because I went there pretty early, there wasn't many people playing Vanguard, and in the end I couldn't get to play any games (sadface). But oh well, maybe I will drop by next week at a later timing.

But I am the type of person who tends to spend money if I see what I like, which in short just means impulse buying. Haha. So I got some Kai Sleeves, they look AWESOME, let me show you guys:

Kai Sleevessssssss! Pardon the many 's's. Hehe.

These are for my Kagero Dauntless Drive Dragon deck. Sadly I didn't get to use them. But there's always next time! Also, I recently found Cruel Dragon, the RRR from the newest EB09, very cool. Its' effect is really interesting, its' a superior riding Grade 3, like Ezel but much better. Just because its' a Dragon and its' from Kagero. But for those of you who don't know what it does, this is the breakdown of his skills:

 Cruel Dragon




 [AUTO](VC) Limit Break 4 (This ability is active if you have four or more damage):[Counter Blast (1) & Soul Blast (1)] When this unit attacks a vanguard, you may pay the cost. If you do, choose one of your opponent's grade 2 or less rear-guards, and retire it.
[ACT](Hand):[Reveal this card & Choose your grade 2 or greater «Kagerō» vanguard, and [Rest] it] If you put an opponent's rear-guard into the drop zone during the main phase of that turn, ride this unit as [Stand], and choose your vanguard, and that unit gets [Power]-3000 until end of turn.
[CONT](VC/RC): Lord (If you have a unit without a same clan as this unit, this unit cannot attack)

 The picture above may be slightly off-center, but basically that it how it looks like. Its' art is amazing, basically the winning point is the superior ride capability which you can trigger at Grade 2 with Kimnara, The Grade Zero draw trigger and many others like Berserk Dragon or Corduroy. Because Kagero has so many retiring units that are Grade 2 and below, superior riding can help you gain more advantage as the only minus is the -3000 power which can be fixed by sending Artpitch, the Seal dragon draw trigger from your field into the soul for the +3k power. Cruel Dragon can also combo well with Dauntless Drive, especially if you get pushed to 4 damage early and need to claw back some advantage, but do take note that even if you breakride with Cruel Dragon on Dauntless on your turn 3, Dauntless by itself consumes quite a bit of cards to activate the breakride effect to restand. But the fact that if you do breakride and use the restanding effect (which you should unless in exceptional circumstances, but still.), you can get to use Cruel Dragon's Limit Break skill twice because it is a on-attack activation, which potentially means you can retire pesky intercepts before the Guard Phase. But the weakness is that you cant use the effect if your opponent has no rearguards, but then again, isn't it great if your opponent has no rearguards? Because Cruel Dragon's effect uses SoulBlast and CounterBlast, the main thing that will be restricting you will likely be these two variables. So in theroy you can use it 3 times if you breakride over Dauntless, unless you Soulcharge with the Grade 0 Draw triggers. But compared to other Kagero cards, this card's Limit Break may not seem very attractive. The main selling point is the art, ahem* I mean the superior ride, which in a Grade 4 Transendence Deck helps you hit Grade 4 one turn earlier and potentially nets your a HUGE advantage.

But overall, this card is a pretty good card, especially in a Grade 4 centric Kagero deck. But it is useful in a normal Kagero Deck too, just that there are more OP options like DOTE or Blast Bark Dragon. And knowing people, its' likely this card is overhyped and then nobody ends up playing it as a keycard but rather as a Grade 3 ride towards Grade 4. Which I think was the initial intention, which was seen in the manga. Thats all I have today, so until next time,

EndBlade

Sunday, November 24, 2013

Random Thoughts #7: End of Exams soon, back to Cardfight Vanguard???

Hello everyone. Hope you guys are doing well. Haven't been up to posting anything for the past few days, I was extremely occupied with exam preparations. Now that I have some time to post something, just wanted to inform everyone that my exams officially this coming Thursday! I am so excited, just because I can start cranking out more posts and whatnot for all those who read this blog. Now regarding Cardfight Vanguard!!, the latest Extra Boosters came out not too long ago, with the EB09: Divine Dragon Progression which came out just three days ago! So to celebrate the ending of my exams prematurely (haha I am mad), I picked up a box of EB09 at my local cardshop! At the point of writing this, I have not yet got to opening up the box and packs, I will do that soon and update you guys on what I pulled. I don't really have high expectations though, if I do get Transcendence Dragon, the Grade 4 I will be happy. But just anything is fine. Just a picture to whet your appetites, depending on what I pull this box I may or may not choose to buy more boxes to open AFTER my exams end at the end of this week.

Hehehehehe....
On a side note, recently I got a 3DS games which ALSO came out on 22 November, its' the Legend of Zelda, Link Between Worlds game. I have been tinking around with it, but I haven't completed the storyline yet, nor have I tried the mini-games. I will most likely post a review of the game once I have finished it after my exams have ended. But knowing that this game is a 3D remake with some tweaks here and there of a old Zelda game, although I did not read the plot or any spoilers, the game itself graphics-wise may not be as impressive as 3D Pokemon sprites, but the function of 3D being used in the game is really mind blowing, the fact that because most puzzles consist of floor and levels, 3D really helps you differentiate the different levels. The almost top-down camera approach gameplay is also notable of past Zelda games that I have played on the DS, I wasn't fortunate enough to own or play a NES or Gamecube, neither did I have the Wii. So I cant give a valued judgement and compare them side-by-side. But for a game which I thought was boring, it really surprised me, not just graphics-wise but also the utilization of the 3D function to optimize gameplay, which was the selling point of this game for me. Well worth the money I paid for it, some puzzles are not as direct and require a bit of thinking, while others once you get the hang of the mechanics are simply a breeze. 
I will post a full review along with pictures once I get to it, I know this post is relatively short, but I'm ending it here. So until next time,
EndBlade



Monday, November 11, 2013

Random Thoughts #6: Exams & Phone Games

Hello everyone, its' been quite a while since I last checked or updated this blog. Hope you guys are doing fine. I am in the midst of my exams period, and I just felt like I wanted to post something short just to keep this blog semi-active. And to keep my mind off studying too, haha. Now this blog is becoming less and less focused on Cardfight Vanguard!, and I guess its' because I've lost much of my interest in the game, along with exams which brings me to the excuse of not having time to play. Oh well, I still do watch the Japanese anime and I do check Cardfight Wiki once in a while, but aside from the new cards revealed (which are quite a lot by the looks of it), namely those in EB08, EB09 and BT14, nothing much excites me, the cards are still very much the same apart from a few eye-catching ones, its' just the power creep taking effect, thats' all. Another reason why I sort of semi-quit playing the game was due to the fact that I'm too lazy to find people to play with, my close friends quit playing the game a few months back, I still have my decks with me though, but they don't see any play.

Well on to non-Cardfight related stuff. Just a small update on my life, I am having exams now (haha said that earlier...but oh well) and my exams end on 28 November (just 17 days to go!) and maybe when it ends I might go out to the local cardshop to play some games of Cardfight. But until then, more studying and revising for me then haha. Now some of you that read this blog (if any) may use their mobile devices to read or surf the Net, and I would like to recommend some Smartphone games that you guys should give a shot, you won't regret them!

1) Puzzle and Dragons
Now I have been playing this game for the past 6 months or so, haven't spent a SINGLE cent on this game, although arguably if you want to speed things up you could toss some cash at it. But I personally don't, but it is a much slower process. But I do enjoy it. For those of you who may want to check it out, and give it shot, don't know if it is available in your country, as of now PAD has servers in North America/Canada, Japan, Korea (South Korea of course) and most recently the United Kingdom. I'll put some links for you guys if you are on iOS or Android, and you can go check the respective websites out (NONE of the things below are owned by me and copyrights to everything are Gungho Entertainment's, NOT mine + fan-based web tools to help you out):

Puzzle and Dragons (US Server)

For Android:
https://play.google.com/store/apps/details?id=jp.gungho.padEN

For iOS:
https://itunes.apple.com/en/app/puzzle-dragons-english/id563474464?mt=8

And a helpful site to get started:
http://www.puzzledragonx.com/

Facebook group for helpful information, tips and tricks:
https://www.facebook.com/groups/PADGlobal/

If you don't know by now, with the links I gave you, I play the US server. Although it is behind the Japanese Server in terms of updates and some differences, I can't be bothered to overcome the language barrier and learn Japanese for the sake of the game. Ad the US server is on par in terms of updates as the Korean server and slightly faster than the UK server. Also, the US server is the most populated English-based server. But if you guys don't mind reading Kanji/Hiragana (I don't know which one is it haha), you can go Google PAD JP for yourselves :P.

Even if you are NOT in these regions, you STILL can play PAD (like me here hehehe). For iOS I am not too sure, you could create a iTunes account based in US or JP (depending on the version you want to play) and download the app from there. For Android, what I usually do is that I download the APK.file from the Facebook Group as shown above, or you can click the link here if you are lazy, and update/install from there. Its' really quite simple and easy, I quite like the ease of play in the beginning, although there is a steep curve as you progress and become stuck as I was, but not if you do some research beforehand to plan your steps. Initally it may be difficult, but you'll get used to it.

Now on to the gameplay of Puzzle and Dragons. Now as the name suggests, it is a Puzzle-based game, which has you collecting cards or monsters to fill up your party (much like Pokemon, with the leveling and evolving concept) as well as for the obsessive collector, the chance to Collect 'em All (which is quite a challenge if you don't spend money in the game). Now I am NOT encouraging you to spend money, nor am I dissuading you from doing so, I for one did not spend a SINGLE CENT on the game, and although compared to the people who spend money I cannot compare to them, but I can safely say I am pretty strong, although not exactly top-tier or fantastic. You just need a bit of patience and hey, after all, its' a phone game, why so serious? Just have fun and go with the flow :)

To help newbies, I will introduce to you some jargons and abbreviations which the Facebook Group as well as the Puzzle and Dragons Forum uses, which when I first started took a while for me to figure out, and it really was an experience which I do not want any of you to go though. Hence this mini-guide below:

Jargons and terms used (not exhaustive, or limited to):

PAD/PnD - shorthand term for Puzzle and Dragons
PG/@PG- members of the Facebook Group
PF/@PF - members of the PAD Forums
Helpers/Pals - Friends which you MUST have in order to enter dungeons, you can add them either through the FB Group, or through beating dungeons, which will allow you to add the people you paired up with (subject to the person's approval)
Magic Stones - Given out for free, either during events or milestones in your PAD journey. Also can be bought. Used as a type of ingame currency in order to gain access to stronger monsters/cards.
IAP - in-app purchase, basically just buying Magic Stones.
REM - Rare Egg Machine, the Golden dragon machine which acts as a slot machine type of dispenser. Through this you get Star, Silver or Gold Eggs, which gives you stronger and better monsters to use in your party. (The best being Gold).
Re-roll(ing) - The process by which you clear you ingame data by resetting the app in order to re-do the tutorial and get a free roll on the REM. (Important to note, especially if you do NOT plan to IAP).
Evo Mats - Evolution Materials, used for Evolving Monsters to help them reach the next stage.
Normal Fusion (also known as Power-Up Fusion) - The function in the Menu where you can 'feed' monsters to other monsters for EXP. Also used in Ultimate Fusions.
Ultimate Fusion - the process where you use certain cards/monsters and fuse them to a certain monster in order to gain access to the card's final form. Different from normal Evolution. (like Mega evolution in Pokemon).
Descend(s) - Dungeons with strong bosses which are useful and can be gotten if you clear them, mostly endgame material for your team
Godfest - Events where strong monsters (Gods which are found in Gold Eggs) from the REM are made more likely to appear. Usually an extra 3X chance to appear.
OoH - Ocean Of Heaven, can be found in the 'Normal Dungeons' list as you progress. A well-known Dungeon which people run in order to farm pluses.
Plus(es) - Additional stats which a monster can accumulate (not by levelling up the monster) by feeding monsters with the yellow 'plus sign' in the Normal Fusion function.


(OTHER TERMS TO BE ADDED WHEN I THINK OF THEM)

Some abbreviations of Monsters/Cards which are useful to know (you can copy and past to search these monsters for more information):

ADK- Ancient Dragon Knight
CDK- Chaos Dragon Knight
D'tron - Dark Metatron
SOD Luci- Seraphim of Dawn, Lucifer
Valk - Valkyrie (as well as evolutions of her, most notably Warrior Rose, Graceful Valkyrie)\
Chuchu - Noble Wolf King, Chu Chulainn (somewhat similar to Valkyrie)
Sieg - Earth-rending Emperor, Siegfried (also similar to Valk)
OneTrueGod - Anubis, well known for his crazy power, and yet demanding on skill and luck.

These terms above are just kickstarters to help you in your PAD journey, if you so choose to download and give this game a shot. Overall I rate this game a 8.5/10, higher than my rating for Pokemon X. Although the graphics are nothing compared to Pokemon XY, the gameplay is addictive and fun, with a friendly community to help you every step of the way, and the way the game is built such that there is little to no competition to be the 'best', and you need friends to help each other, I find this game overall a great game, both in gameplay as well as you can progress at your own pace, without worrying that you are too slow or will get left behind. Do give it a shot if you have chance to, trust me, you won;t regret this! Hope you guys enjoyed my post, sorry if I cant update this as frequently as I would like to, but thanks for reading!

FINAL VERDICT:
Puzzle and Dragons:
Gameplay: 8/10
Graphics: 7/10
Overall Experience (ease of use, connectability, WOW factor): 8/10
Total: 7.7/10

Until Next time,

EndBlade.

ADDITION: If you havent checked out my mini review on Pokemon XY, do check it out here!







Tuesday, October 29, 2013

BT14: Jewel Knight cards revealed! New type of Perfect Guard?!?! (WARNING SPOILERS)

Hello everyone. Just a short post on regarding some Cardfight Vanguard!!! news on the anime, where I'm sure if you guys haven't already watched, Cardfight Vanguard's latest anime episode. I'll put a link down below just in case you guys want to watch it.

Cardfight Vanguard Episode 146 - Part 1
http://www.youtube.com/watch?v=MrvCvr32Dgs
Cardfight Vanguard Episode 146 - Part 2
http://www.youtube.com/watch?v=FEBXx6EyMok

WARNING: What I am about to discuss in my blog post below WILL contain spoilers of the latest episode of the anime, so if you haven't watched it yet, do click on the links above to watch them before you read my post.

Now, you guys should already know that recently I posted a rant on my blog about the boring nature of Cardfight! Vanguard, and with what I saw in the latest episode of the anime, which is basically Kamui duelling with Kourin, and in that duel Kourin used a special type of Perfect Guard, which I think is a original concept and refreshes the game. For that, good job Bushiroad, for making a unique mechanic, which I hope each clan will have a different Perfect Guard mechanic in the future. If you all don't already know what card I am talking about, its' Summoning Jewel Knight, Gloria.


                                        I think this looks like Knight of Rose Morgana with Alfred's armor....

Now the card's effect is unconfirmed, but it is likely that the effect will stay true to the anime, because most, if not all cards shown in the anime are usually accurate to the card game, with the exception of certain phrasing of the card text. But basically her effect is:

Summoning Jewel Knight, Gloria 
GRADE 1
[CONT]: Sentinel (You may only have up to four cards with "[CONT]: Sentinel" in a deck)
[AUTO]:[Counter Blast (1)] When this unit is placed on (GC), if you have a «Royal Paladin» vanguard, you may pay the cost. If you do, look at up to five cards from the top of your deck, search for up to five «Royal Paladin» from among them, call them to (GC), and shuffle your deck.  


This is a completely new type of Perfect Guard. It may seem to be overpowered, just like all new cards always are...right (not really), but it is good in the sense that you do not need to discard a card to activate the effect, although if you ask me if you need to use Gloria then you must be pretty screwed. Notwithstanding the effect where you send the top 5 cards to you Guardian Circle as guard against the attack, although it is not a 100% chance you will get enough guard if for some reason you topdeck 3 Grade 3s and 2 Grade 2s, which in that case you wasted the effect as it is likely the attack will go through (this action is irreversible) and you waste 5 cards, which essentially is a -6, because you don't gain anything out of it by discarding Gloria milling 5 cards. I foresee that there might be some problems with this card, such as the obvious likelihood that you potentially can overguard and lose precious triggers when you mill 5, or you might thin your already thin stack of cards which remains in your deck, as it is likely that IF you use Gloria, more or less you are in a position where you have not much choice left. It is also not advisable to run more than 1, personal preference (I rather not lose by decking out, if you know what I mean). This possibility of decking out is made more likely given the fact that Royal Paladin tends to have units based around superior calling cards from your deck, like Ashlei Reverse, Sybil and Salome among the Jewel Knights archetype, and this thins your deck by quite a few cards. You may think it is insignificant, but sometimes when it comes down to the wire, an extra 3 or 4 more cards in your deck may allow you to outlast your opponent, or at least hang on for a longer amount of time. 

Another card which I mentioned above and will be coming out in BT14 would be Broken Heart Jewel Knight Ashlei Reverse:

Cyber-Ashlei!!!

[ACT](VC) Limit Break 4 (This ability is active if you have four or more damage):[Counter Blast (1) & Choose one of your rear-guards with "Jewel Knight" in its card name, and lock it] Choose up to one of your opponent's rear-guards in the front row, and retire it, and search your deck for up to one card with "Jewel Knight" in its card name, call it to (RC), and shuffle your deck. This ability cannot be used for the rest of that turn.
(Locked cards are turned face down, and cannot do anything. Turn them face up at the end of its owner's turn)
[CONT](VC):If you have a card named "Pure Heart Jewel Knight, Ashley" in your soul, this unit gets [Power]+2000.
[CONT](VC/RC): Lord (If you have a unit without a same clan as this unit, this unit cannot attack)
 
 
Ashlei 'Reverse' has the self-Lock skill to activate her effect, and the CB cost Lock 1 Rearguard cost isn't too much of a requirement to activate Ashlei Reverse's ability, which functions very much like a Blaster Blade for the front row plus a free superior call, and for -2 cost due to Locking and Counterblasting for a +2 due to retiring and superior calling, it is a good way to fill up your field, the drawback being that you can only use it once per turn. But it is a pretty balanced card, not screaming 'OP' or anything like that on the outset, but what disturbs me is possibly the lack of synergy it has with her breakride form, which I guess is not too much of a problem besides the crossriding thing that everyone has just gotten used to. Overall this card is a 6/10 for me, it is slightly better than the breakride form, which synergises better with Julia then with this card. But do take note that because you Lock 1 to superior call 1, this does not help you to activate Tracie and Sherrie's +3k skill when attacking, or Prizme's filtering on-call skill. In fact, it hinders their effects as you 'waste' a slot which brings your rearguard count to a maximum of 4, and given that you need 3 OTHER Jewel Knights to activate their skills, this makes it even harder. But in the long run it is a +1 if your opponent is not CBD. Another issue is thaqt as with other Jewel Knights, this makes it difficult to splash in non-Jewel Knight Royal Paladins into your deck, like Blaster Blade.
 
Well that being said, I am not especially hyped for BT14, because its' likely that by the time it is released, I will be in the army anyway.... On the side note, this card's name reminds me of Demi Lovato's 'Give your Heart a Break'...haha don't ask me why, maybe recently I have been listening to too many Demi Lovato songs.

That is all I have for you guys for now, and until next time,

EndBlade
 



Thursday, October 24, 2013

Random Thoughts! #4: Pokemon X REVIEW and 5 Reasons why Cardfight Vanguard! is getting boring

Hey everyone, just a short post to try and keep things going. Something off-topic, recently I just finished the main storyline of Pokemon X, and I must say, the story-wise was pretty underwhelming. Not because they re-used the usual Pokemon story of a young trainer who saves the world from a power-crazed, conflicted individual who leads a huge group of brainwashed members, but more of on the length of the story. Well, firstly, the plot wasn't too deep or anything, it was quite straightforward and easy to understand (Well, maybe it has got to do with the appeal to children), but I felt that as a game, the story didn't really feel LONG. The characters were not well developed, especially the rival team (SPOILERS) Team Flare, and the leader (MORE SPOILERS), Lysandre, gave off a more touch-n-go vibe, like you didn't feel for their noble cause and I didn't pity them when I defeated them. Don't get me wrong, overall Pokemon XY delivers in terms of breakthrough graphics and there are quite a few things to explore even after the plot ends, but I felt that XY was a slightly rushed job, given all the hype about its' release and announcement months back. Many crtics gave it high ratings, Gamespot gave it an 8/10, IGN a 9/10 and many others all giving Pokemon a positive rating. Overall it is a good game, with improved graphics, 3D capability and a few new Pokemon (somehow they are getting uglier and uglier, haha), and the Mega Evolution mechanic is pretty interesting (although it gets pretty repetitive after a while).

But recently with the 'game-breaking' (literally) bug about saving in the biggest city in the Kalos Region for Pokemon XY sort of showed how it may have been slightly rushed to meet the international deadline for the simultaneous release of XY. I do like how the online play function is heavily exploited in XY, which makes it a great experience knowing that thousands of other people around the world are simultaneously catching, training and sharing the same Pokemon experience with you. it really puts things in perspective. Pokemon transfer is still not out yet, and I am looking forward to the possibility of transferring my old Pokemon over to Pokemon X. That being said, another thing that I have gripes with besides the skimpy plot would be the new Pokemon in the Kalos region. I would think it would be better to incorporate more Pokemon trainers with the new Pokemon, because having the option of using Kanto/Sinnoh/Hoenn/Johto/Unova region Pokemon appeals more to me, and as such, personally I do not use many of the new Kalos region Pokemon. If you all know what I mean. 

Personally, given the plot and the game itself, I would give Pokemon XY a 7.5/10, given that it is a solid game, building upon the previous successes of the Pokemon franchise and expanding the world of Pokemon, and for that continuity aspect it scores highly, as well as the 3D graphics which are not revolutionary, but a 'nice to have' option sometimes. I would still recommend people to buy Pokemon X or Y to try it out for yourself, and maybe share in the comment section what version you play and how you found the whole Pokemon experience to be like.

Moving on, with things picking up in terms of studies and other commitments, I find that Cardfight Vanguard is starting to lose its' lustre, maybe because I havent touched the game for about a month now. Reading TehNacho's recent blog post in http://thunkofcardgames.blogspot.sg/ got me thinking: its' not just me thats' finding Cardfight Vanguard boring (personal opinion here). What he said in his blog post was more or less what I personally felt: Bushiroad is just churning out cards for the profit, and its' getting more obvious with each set that is released. Its' as if they were trying to squeeze all possible profits dry (not that I am against them for that, all companies seek profits, I understand.). Now 5 reasons why I think Cardfight Vanguard is getting boring (at least for me)

1)They are trying to make all clans 'similar'
Now, don't get me wrong. Its' good to balance out the clans' power level, and this is vital for a more varied metagame. But it seems to me their defintion of 'balancing' results in giving each clan with a unique mechanic behind them, a similar skill/ability. Just take the example of restanding Vanguards, like TehNacho mentioned briefly. For many sets now, restanding vanguards seem to be the staple behind 'good' decks. So Bushiroad decided to give almost all clans a restanding vanguard. Now restanding was unique to clans like Nova Grapplers, Aqua Force and Kagero (to some extent). But now they plan to give Genesis a restanding Vanguard? As if giving Narukami Dragonic Descendant wasn't enough, they had to overkill and give the main clans all restanding vanguard, in an effort to 'balance' the metagame, and competitive scene. Now that doesn't make any sense to me (correct me if I am wrong), but each clan USED to have something unique about themselves, Gold Paladin being lucksack heavy, Kagero defensive field control, Aqua Force with multiple attacks, Narukami with crazy retirement, Royals with high power and field presence, Shadows with sacrificing for power, Dark Irregulars with crazy soul-charging, you get my point. All clans used to have something that was unique to them, and I applaud Bushiroad for that. But now with the trend of re-standing vanguard, it seems Bushiroad is just following the statistics of 'best-selling booster packs' and making cards that re-stand. This makes the clans increasingly similar, and at the same time, incrasingly boring.

2)Crossrides are everywhere.
Now this is similar to point 1), in the sense that crossrides were seen in the past as strong and powerful and whatnot. But now, what happened to crossriding? People choose to just straight up ride the crossride Vanguard without riding the previous 'form' of the card. The intention was to make people ride the original and then 'upgrade' in order to get an advantage, much like breakride, but more defensively. But with crossrides everywhere, and the incentive to crossride decreased due to crossriding generally being a -1 and not always consistent to pull off, it seems that Burshiroad is just giving people crossrides just because 'every clan needs a crossride' reason, and because the clan may benefit more from it. It just seems redundant, and makes the game so homogenous.

3)Absurd power...everywhere.
This is another put-off for me, when it comes to playing. Now hitting 21k/23k used to be a feat only a few clans could pull off, and although it was pretty lop-sided when it came to the competitive scene, where Kagero/Royal/Gold dominated majority of the wins, at least we could blame it on the insane power levels of the cards. But now, with breakride giving a 'free' +10000 power for almost all clans, power levels are soaring, way above 9000 (pun intended). Again, this makes games hit crazy numbers like 36k or even 46k and so on, and after a while of all the crazy power, you get kind of used to it. It doesn't seem as phenomenal as before, where hitting above 20k was considered 'OP' and 'broken'. Well, when everyone can hit 26k and above, Vanguard seems like a pretty broken game to me.

4)They are making old booster set cards redundant.
THIS is really important. If you notice, card games that do last long like YuGiOh (can't say the same for Magic:the Gathering because I have never played it before), do not make old cards entirely redundant. In Vanguard, with every new gimmick like Limit Break, Lock and what not making the game 'fresh', but in fact it is an endless cycle  where people keep buying for the sake of staying relevant to the game, to extents where whole deckbuilds become redundant due to power creep. I'm not saying this is wrong, every card game in existence makes old cards redundant to some extent, where old cards are not 'usable' if you want to win consistently. In games like Yu-Gi-Oh, cards that date back to the early times in the game, like Heavy Storm, Dark Hole, Mystical Space Typhoon, even Synchros, which were released like 3-4 years back, are STILL used in tournament-winning decks, and are still part of game-winning combos, even with the introduction of meachanics like XYZs. Every game is different, I understand that. This is why there are banlists for games, and although Vanguard does have a banlist consisting of 3 cards, I think this banlist should be widened, such that decks do not completely become unplayable like in Yu-Gi-Oh, but hit in the way that crazy re-standing Vanguards like Raging Form Dragon or even cards with effects that are on the verge of conquering the metagame (yes I'm talking to you, Chaos Breaker Dragon) should be limited to 2 or even 1 copy, that old cards become may see the light again. And Bushiroad, I dont see the use of placing Tsukiyomi in the limited list. Just get her to 4 copies again.

5)Bushiroad seems like its' doing too many things....at one time.
 Some of you may dispute this, But I think Bushiroad has got its' hands full at the moment. Well sure, Weiss is more of a fangame rather than a competitive one, and Chaos has its' place. But seriously? Buddyfight? What kind of monstrosity is that? Vanguard isn't even 3 years old yet and you release yet ANOTHER cardgame? And it sounds SO similar to Cardfight! Vanguard if you ask me. This just seems too absurd to me. Why would you release a new game when your current game isn't well established around the world? Especially the English Print of the game, I feel it is sorely lacking proper tournament support and there is much potential in the English print (I don't play the English version), but if I was Bushiroad, I'd market the English version better, and proved better Cardfighter support for continents like Europe, or even Southeast Asia, and USA. Furthermore, won't this new game conflict with sales of Cardfight Vanguard? Don't assume that Cardfight is doing well now doesn't means it won't exit the market in 3 or 5 years time. This seeming lack of commitment to the game (you can tell from the storyline too) that this whole thing seems more like clockwork rather than a concerted attempt to churn out a good game. And this is why Cardfight to me has begun to lose its' luster. Not that I won't play it anymore, but it has lost the novelty it once had as a refreshing game.

With that, thanks for reading this post/rant and until next time,

EndBlade

EDIT:
FINAL VERDICT:
Pokemon XY:
Gameplay: 7/10
Graphics: 8.5/10
Overall Experience (ease of use, connectability, WOW factor): 7/10
Total: 7.5/10



Monday, October 14, 2013

Undaunted until the End! Deck profile: Dauntless Drive the End!!!

Hey there guys, hope you are having a great week. Today I'm gonna bring you my deck profile of my Dauntless Drive Dragon breakride with Dragonic Overlord the End deck (now that would be mouthful if I actually had to say it). Now, before any of you guys accuse me of 'jumping on the bandwagon' and 'another OP deck again', let me clarify certain things: I made this deck mainly because I liked Dragonic Overlord the End, and only recently did it come around to making the deck, because the price for cards like Dauntless Drive and DOTE have dropped quite a bit since the time gap from the release of BT11:Sealed Dragons Unleashed. So you could say I am sort of a hippie, I don't like newly released decks like Link Joker and all the Lock stuff, don't get me wrong, I've played with those decks (I used to have a Eradicator deck running some Vowing Saber Reverse), and to be honest, I like the idea of retiring opponents' vanguards and field control, which Kagero is really good at with all the support they have. And I thought it would be timely to make this deck before EB09- Divine Dragon Progression comes out, because prices for Dauntless Drive and other Kagero cards will shoot up, undoubtedly.

Now this is a picture of my deck (for now), taken with a potato (this is what happens when you spend your money on card games....haha)

 Oops the top part got cut off slightly x.x

Decklist:

Grade 0: 
Total: 17
Red Pulse Dracokid (SVG) x1
Gattling Claw Dragon (Draw) x2
Seal Dragon, Artpitch (Draw) x4
Seal Dragon, Biera (Critical)  x4
Embodiment of Spear, Tahr (Critical) x2
Seal Dragon, Shading (Heal) x4

Grade 1:
Total: 14
Seal Dragon, Rinocross (Perfect Guard) x4
Demonic Dragon Mage, Kimnara x2
Seal Dragon, Kersey x2
Dragon Monk, Gojo x2
Embodiment of Armor, Bahr x4

Grade 2:
Total: 11
Dragon Knight, Nehalem x2
Seal Dragon, Corduroy x3
Berserk Dragon x2
Seal Dragon, Hunger Hell Dragon x4 

Grade 3:
Total: 8
Dauntless Drive Dragon x4
Dragonic Overlord the End x4 

Now this deck does not differ much from some other deck profiles that others have done, I run the Sealed Dragon lineup from Grade 0 to 2 just for Corduroy's effect where he need Especial Counterblast of 1 in order to activate his on-call effect. My starting Vanguard is Red Pulse Dracokid, although Conroe is a more reliable alternative, and can help you filter out your Bahrs and Rinocrosses, I prefer the Grade 3 searcher, because usually you will want to ride Dauntless Drive as your first Grade 3, and either use Red Pulse's ability to check the top 5 cards of your deck to search for either another Dauntless Drive if you want to breakride over breakride, or search for a copy of Dragonic Overlord the End, and this is useful for searching out DOTE even if you already have DOTE, just for the Persona Blast threat to your opponent. Also, I usually don't face any trouble, I have rarely misgraded, and even I did, i usually get gradestuck at Grade 2 more often than at Grade 0 or 1, simply because I run 14 Grade 1s and 11 Grade 2s, and by the time you usually reach the ride phase to Grade 2, you usually have one or more Grade 2s in your hand. Now the downside of running Red Pulse is that firstly he is a 4k booster, and runs into some trouble if you boost DOTE at Grade 3 which hits for only 15k, 1k short of the 16k barrier mark you ideally want to hit. But this is no big deal for Dauntless which can hit for 13k by itself if you have more rearguards then your opponent, making it 17k when boosted by Dracokid. Another problem that you might face if you don't run Conroe is that you cant search for boosters or perfect guards, and sometimes this might be quite crucial especially if you are playing against decks that retire your field or lock your boosters, Kagero finds it difficult to hit particularly high numbers without boosting, with the exception of breakriding. But the aim of the deck is to make sure you get Daunltess first, so Red Pulse does help quite a bit, although if played incorrectly you might end up with a ton of Grade 3s and nothing as guarding fodder (I got into this situation a few times), so timing is crucial knowing when to use Red Pulse's ability and when not to. Ultimately both are useful and Conroe is more reliable, but I just prefer Dracokid.

Now the trigger lineup I chose 6 Draw, 6 Criticals and 4 Heals. You don't run Stands because nowadays there are so many rearguard disabling abilities, with Lock and archetypes like Eradicators, sometimes having a full field may be difficult. The reason why I run so many draws is for Dauntless' effect, which is a costly nett -1 in hand advantage if you use its' breakride effect to re-stand your Vanguard, and not to mention sometimes you need to pop pesky Grade 0s or power up your units by +3k, the two draw triggers do perform this function well, and emphasizes what Kagero is all about: not brute force, but control and utility.
Criticals are always useful. Dont' ask why. And for Heals if you don't run the maximum 4 copies then you are better off running 16 Criticals.

For the Grade 1s I run Kimnara instead of Heatnail, beacuse Kimnara doen't need to boost and hit to activate its' effect, and can be called and used immediately, 2 is enough and throughout the game I usually get to see one or even two in my hand. Seal Dragon Kersey and Dragon Monk Gojo both perform the same task, to thin the deck for triggers and get rid of cards that are dead in the hand, like excessive Grade 3s, or even to ditch cards to filter for a Grade 3 if you don't have one in your hand. Bahr is there as a solid 8k booster and preferred ride target, and to run less then 4 would be as good as running none. 4 Rinocrosses, because its' good. And perfect guards are better at 4 (or 3, but depending on the type of deck you play).

Grade 2s are where things get a bit difficult. I run 6 10k beatsticks, 10k is a good number and even when boosted by Grade 1s like Kimnara you can still hit the 16 barrier. Why not run the 12k Seal dragon beatstick, or Burning Horn Dragon, you might ask? Well, because firstly I don't run the full Seal Dragon lineup, so the Seal Dragon 12k is out of the question, and Burning Horn is only useful when your Vanguard is DOTE, because I tend to stay in Dauntless until the time is 'right' to breakride, if I run Burning Horns they will either get clogged up in my hand or stay on the field as 9ks, which aren't really good rearguards to have.
For field control and utility, I have Berserk Dragon and Seal Dragon, Corduroy. I find that although Berserk Dragon is useful, if you think about it, you have to Counterblast 2 in order to pop 1 card, and although you can choose any rearguard to retire, basically if one follows the game mechanics as laid out by TehNacho in his recent (not so recent) article on Game Design: Counter-Blasts, Soul-Blasts, and all the Little Things
(go check his article out, its' good) you will find that using his calculations which I find make a lot of sense, mathematically-speaking, we run up to a conditional 0 since we assume 1 Counterblast as 1 card and that we assume this is 'High Quality advantage' generated, which makes this: 
                                     
                               -2(cost)=+1+1(assuming it is high quality advantage)=0

Worse still if your do not have any open counterblasts(because you want to ultilize counterblasts or at least have 2 CB open at all times to give the illusion of a possible DOTE Persona Blast, Berserk Dragon is basically just waiting to be sent into the Guardian Circle, and is 'useless' so to speak. Corduroy on the other hand, although his on-call ability is less impressive then Berserk Dragon's the cost required to activate its' ability is a Especial Counterblast of 1, which translates to a -1 and a +1 due you pooping your opponent's card, which makes it:

                          -1(cost)=+1+1(asumming this is high quality advantage)=1
                               OR
                         -1(cost)-1(due to opponent calling a Grade 2 using Corduroy's effect)=+1+1=0

becomes a nett 0 in advantage if your opponent manages to call a grade 2 from the top 4 cards to replace it. Or if he chooses not to, or cannot replace due to him not drawing into a Grade 2 in those 4 cards, you have yourself a conditional +1, which is far better than Berserk Dragon and you can use 2 of it due to the lower CB cost.


Lastly, we run 4 Dauntless Drive, because of his restanding ability when it is breakridden upon
                                                                          Undaunted by any opposition! Re-Stand!


Its' effect overall is quite good, given that on the turn its is breakrided upon you potentially get a
        
 -3(discard cost)-0.5(Limit Break)-1(breakride)+4(drive checks)+1(10k bonus power/situational +1)=0.5


Therefore using TehNacho's rule we come up with this equation, where I added in the -1 due to you needing to breakride before you can use the effect, accounting for the loss in advantage generated due to it being a vanilla if you don't breakride over it. This is oversimplification of the matter, but it is just to show my take on why Dauntless overall is still a good card, and might not be the -1 people are making it out to be. The +2 comes from the 10k power as a result of the breakride and thus 10k requires a minimum of extra 10k guard from your opponent, leading to them losing 1 card extra in guarding. This leads to the total advantage gained being 0.5.

Now for the boss card, 4 copies of Dragonic Overlord the End
                                                      As Morikawa once said: NEVER-ENDO
We run DOTE just beacause he synergises well with DDD. Although it does slow down the deck and removes the early pressure exerted by DOTE due the fact that it needs Limit Break, DOTE overall is a really solid card, no wonder it dominated the Japanese format when BT05 first came out and is still solid, despite the many new cards that try to mimick it (yes I'm talking to you Dragonic Descendant, Raging Form Dragon, Ethics Buster 'Reverse'), it still is the gold standard of re-standing Vanguards, due to it not being limited by Limit Break (pun intended) and if we calculate the advantage we gain by using his Persona Blast skill, we get:

                      -2(Counterblast)-1(Persona Blast)+4(drive checks)=1 
So we get a solid +1 in advantage, this is assuming that it is low quality advantage generated. Timing is crucial for DOTE, and the weakness is that if you use the Persona Blast too many times, coupled with the draw triggers, you might end up decking out as a result. So be careful if you use his skill, don't overextend. More often than not, the advantage is more of a psychological one, as people usually will be afraid of your Persona Blast.

Well with that, hope you enjoyed reading my take on DDD-DOTE Never-End Deck profile. 

Until next time,
EndBlade





Saturday, October 5, 2013

Transcending Boundaries : Grade Four?!?! Analysis on the new Grade 4

Hello everyone, just recently there has been news for EB09: Divine Dragon Progression released, and with the revealed cards so far, it seems that building a deck centralized around a Grade 4 unit may be possible!
Now the announcement about EB09 was not big news to me, and it seems that with the revelation of its' skills there is much hype generated surrounding Nouvelle Vague as a card, no doubt it will change Vanguard as a game. Although in my opinion, it does have some weaknesses, which may change as more cards are revealed along the way.

This image was taken from Cardfight Wikia and is the property of Bushiroad
Transendence Dragon, Dragonic Nouvelle Vague <Grade 4> "Twin Drive!!"
[ACT](VC) Limit Break 4 (This ability is active if you have four or more damage):[Counter Blast (3) & Soul Blast (3) & Choose a card named "Transcendence Dragon, Dragonic Nouvelle Vague" from your hand, and discard it] Retire all of your opponent's rear-guards.
[CONT](VC):During your turn, the effects of your opponent's triggers are negated.
[CONT](VC):During a battle that this unit attacks a vanguard, your opponent cannot normal call grade 0 units to (GC) from his or her hand.
[CONT](RC):This unit gets [Power]-1000.
[CONT](VC/RC): Lord (If you have a unit without a same clan as this unit, this unit cannot attack)
Now this is not the first Grade 4 introduced, the first being the promo card Epitome of Knowledge, Silvest.
Its skill being [AUTO](VC): When this unit attacks a vanguard, if the number of «Great Nature» rear-guards you have is three or more, this unit gets [Power]+10000 until end of that battle.

You might be thinking 'well that kinda sucks, only +10k power? And with a condition attached to it? But one must note this was pre-breakride era, where +10k was considered pretty good, and it had base 13k defense, equal to a crossride in terms of raw power. However, with Nouvelle Vague, the skills have been reworked, such that it remains attractive, in an era of breakrides and Vanguards with absurd power values.

By itself, it is a 13k powered unit, so defense-wise it doesn't fair too badly. But hitting 18k for rearguards and vanguard units are no longer a big problem, so what is so great about this Grade 4? Well for one, its' Limit Break ability may seem great when you look at it, but hey, who would be so stupid to go all in and fill up all their rearguard spots, especially if they know they are going up against such a deck? Unless you are playing against a rush deck like Spike Brothers, or Jewel Knights, particularly any Vanguard that focuses on rear guard power, like maybe Nova Grapplers. But it comes with a heavy cost at CB3 and SB3, the Soulblast not being so much of a problem, unless you want to use its' skill twice, which by itself requires 6 unflipped damage and unless you get a heal trigger, or unflip damage with something like Bellicosity, the chances of using it twice is unlikely. Furthermore, you need to perform a Persona Blast, and by itself is a -1 due to loss in hand advantage, and if you count Counter-Blasting as a -1 and Soul Blasting as a -1, you rack up a -7 in total card advantage, for the possibility of a +5, which makes its' skill a nett -2. So unless you get about to retiring 3 or more (optimally 4-5) of your opponent's rearguards, the skill itself is too costly.

Then what makes this card so good? Now that comes to the second and third CONT abilities. The first of which being the one where during your opponent's turn, trigger effects are negated. Now that takes away the trigger element of Vanguard, and in some sense makes it more advantageous towards you (unless you are in a mirror match, or up against Ethics Buster Extreme), as every turn it is a possible -2 for your opponent as he has to drop more guard, relying less on trigger luck.

The other skill, which I think really changes everything, is where your opponent cannot call Grade 0 units from their hand. So even if you don't have a booster for your Vanguard, your opponent must still perfect guard, intercept twice, or guard with Grade 1s and 2s from their hand. This makes it a minimum loss of two cards for them when they could lose one card just by dropping a Grade 0. If one places a G1 Bahr to boost Vague, then it hits for 21k, which then either forces out a perfect guard, or makes them drop 4 cards/intercept to guard for 2 triggers to pass, which in this case, ruins your opponent's mood. Furthermore, it syntheses very well with the trigger lock skill, as the Grade 0 your opponent drive checks now becomes even more useless as they cant use it to guard your Vanguard, however they CAN still use it to guard the rearguards, so it does not completely amek Grade 0s useless.

Both effects are gamebreaking just because they are NOT Limit Break restricted, in this case I classify such a skill as worthy of future restriction, and I think with the support this Grade 4 is going to have, we may very well see a restriction of Nouvelle Vague after a few tournaments.

Some of the notable support we are seeing for this new Grade 4 would be Nouvelle Roman Dragon a Grade , its' on-call ability helps you get your Grade 3 so that so won't be grade-locked at Grade 2, because the main problem of this deck is the Grade distribution, where space for Grade 3s becomes tighter due to the likelihood of people running more than 1 copy of Nouvelle Vague as it has its' Persona Blast. So placing 4 of each of these Grade 3 searchers are essential for consistency so that you get a smooth ride to Grade 4.

Now because of this new Grade 4 mechanic, the structure of decks will inevitably change, and optimally one would run 3 or maybe even 4 Nouvelles due to the support helping to search out for Grade 3 rides. This makes Grade 3s less desired in such a deck as one would want to ride into Nouvelle as soon a possible to reap the full benefits of locking down triggers and guarding restrictions.

Onto possible weaknesses I see in this card is not only the heavy cost, it is also very conditional. Although it is a well-rounded card in terms of defensive capabilities and exerting pressure on your opponent, it does require careful setup and I find that against rush decks like Spike Brothers or even the 'old' build Majesty Lord Blaster, or just anything that can dish out quick damage in the first 3-4 turns before you ride to Grade 4 stands to fare well against this card. Also, because one needs to increase consistency as the number of Grade 3s are decreased, more focus and resources are diverted into increasing consistency, which takes up card space for other Grade 2s and 1s which Kagero has a lot of great cards for (like Kimnala,Berserk Dragon etc.), so your options become more limited and restricted, and you stand to lose a great deck if you are somehow gradestuck at Grade 2 or even at Grade 3, because a deck focused around the Grade 4 will tend to have consistency issues. But only time will well whether this card is actually good, and only with the revealing of more cards then can we make a better judgement on the power of a Grade 4. But for now, these are my thoughts on the new Grade 4.

But still, I might get a few boxes of this just because the artwork of Nouvelle Vague is just so amazing.

So until next time,

EndBlade








Tuesday, October 1, 2013

Random thoughts about Vanguard!! and other stuff #1

Hey everybody, hope you guys are having a great Tuesday! So today I just wanna mention some random thoughts I have about Vanguard. Well if you happen to be blogsurfing or something and come across this blog, I welcome you here and I hope you take the time to read my posts (I'm a newb when it comes to tech stuff and social media stuff like blogging, any comments on how I can improve the blog or what I can write about would be great, but for now I might put up more deck profiles soon enough on my other decks, so stay tuned!

Recently, I haven't got about to playing Vanguard these past week or so, mainly because I've been so busy with school (yes I go to school) and with exams coming round the corner, I find it difficult to meet my friends for a game of Vanguard or two, but I might try and play a few games and squeeze in some playtime so I don't get too rusty, although I really think Vanguard as a game really depends on luck of the draw. Well almost all card games rely on luck but I think it applies especially for Vanguard, where a single trigger check could make the difference between winning and losing the game. But that adds to the charm about Vanguard, its' unpredictability (although that can be disputed too, especially if you cheat, but where's the fun in that?).
There was this time where I double crit-ed (this is a word) my friend when we were just playing for fun and so I just went balls to the wall and put my trigger on my Vanguard when he blocked for two to pass, and the amazing feeling when you get a double crit, or even that miracle heal when you thought all hope was lost really makes Vanguard so fun.

 I say this from experience, I have played Yu-Gi-Oh way back ( well not so way back) during the Yu-Gi-Oh GX season and even for a small period during 5DS, and Yu-Gi-Oh in some sense gets quite repetitive, especially when you play against the same type of decks over and over again, you kind of anticipate certain moves by your opponent. Not to mention Yu-Gi-Oh cards constantly churn out new, more crazy stuff ( I heard there's this XYZ thing that came out) and old decks kind of get obsolete.

But not so with Vanguard. Well it could be that Vanguard is barely 2 years old, but I find that old decks (like Alfred Beatdown, as well as more unorthodox decks like Neo Nectar still stand a fighting chance with the game equalizer of triggers, and while there has been some disputably OP (overplayed, overpowered, whatever you interpret it to be) cards like Dragonic Descendant, the recent Chaos Breaker Dragon and whatnot, I find that older decks can still match up and put up a good fight with the newer decks.

I've also played Duel Masters way back when they still printed the English booster packs, and although I find that game kind of fun, it was a pity they discontinued the English series, it had so much potential if you ask me. I haven't tried Magic: the Gathering, mainly because I heard that the learning curve is pretty steep and the holes it burns in your pockets are pretty huge (correct me if I am wrong).

 
Other than that, onto other stuff that are not so card-related,  recently I was surfing (is this term outdated?) around Youtube and I came across a music video which was hilarious, if you guys don't know already, its The Fox by Ylvis
http://www.youtube.com/watch?v=jofNR_WkoCE

Go check that out if you haven't already! And other music videos by Ylvis, those are pretty crazy too. But that's about it from me today, hope you all have a great day and until next time,

EndBlade

Sunday, September 29, 2013

Light and Shadow become one! Deck Profile: Majesty Lord Blaster!

My Majesty Lord Blaster breakride deck!!!

 Hey everyone, hope you guys are enjoying your Sunday. Today I will be posting my very first Cardfight Vanguard!!! deck profile, on my Japanese-restriction Majesty Lord Blaster breakride deck, which will include my deck breakdown as well as my rationale for running the cards that I run. But first, let me put my decklist below so you guys can see what I run in my deck.

Decklist:
Grade 0:
Wingal Brave x1 (SVG)
Alabaster Owl  x4 (critical trigger)
Blazing Jewel Knight, Rachelle  x4 (critical trigger)
Dedicated Jewel Knight, Tabitha x4 (draw trigger)
Enthusiastic Jewel Knight, Polly x4 (heal trigger)

Grade 1:
Little Sage, Marron x4
Toypugal x2
Flashing Jewel Knight, Iseult x4
Knight of Friendship, Kay x2

Grade 2:
Blaster Blade x4
Blaster Dark x3
Blaster Blade Spirit x2
Starcall Trumpeter x3
Knight of Loyalty, Bedivere x2

Grade 3:
Majesty Lord Blaster x2
Pure Heart Jewel Knight, Ashley x3
Solitary Knight, Gancelot x1
Soul Saver Dragon x1

Now, you might be asking, why no Palamedes? Why run the breakride? Doesn't it slow the deck down? Why the Soul Saver Dragon? Why so many Grade 2s? Why Starcall Trumpter at 3 copies? Well, let me answer them one by one, and provide reasons why I choose to run certain cards and why exclude others, as well as why I run the number of copies in my deck. 

To begin with, I run Wingal Brave just because he is Wingal Brave, and you can use it to search for MLB (which hopefully you already have in your starting hand), or any of the other Blaster units, and he is the core of the deck. His base power of 5k is also not too shabby, and can boost units to easily hit 16k. For the trigger lineup, my choice would be a 8 critical, 4 draw and 4 heal lineup, just because after playtesting with my deck, 8 for me is a comfortable number, and to run 12 critical would be overkill due to the fact that if you are using MLB's effect it essentially is a -2 due to the soulcharging of the two Blasters to get the +1 crit and 2k power. So the draws are there to provide some extra draw power.

You may ask, why do I run lesser Grade 1s than Grade 2s? Well, from my playtesting of this deck, I usually do not get gradestuck at Grade 0 because I make it a point to have 1 grade 1 in my starting hand, and it's not too hard given that you can mulligan once. The main problem that might occur would be that one might not have enough boosters, especially when playing against kageros or narukamis, or anything that can remove your backrow. Toypugals are capped at 2 because most of the time by Grade 3 just because I somehow either do not have a rearguard G3 and without that rearguard G3 its as good as a 6k booster, which when boosting Blaster Blade or Dark only hits for 15k, and when boosting Starcall hits for 14k.

The meat of the deck lies in the 14 Grade 2s, which usually in other decks I would not run so many G2s. But for this deck, having Blaster Blade and Dark in your hand is crucial, especially if you do not have MLB in your starting hand because you want to use Wingal Brave's effect to search for MLB if you want to perform an early rush for damage at turn 3/4 when your opponent has just ridden his breakride vanguard, simply because breakriding requires some setup, and you want to rush your opponent such that he or she is forced to breakride without the optimal field/hand. Also, the reason for running 3 Starcalls is to get whatever Blaster unit that you are missing for your setup for MLB as soon as possible. Blaster Blade Spirit is quite useful as a G2 ride target, simply because he is a 'Blaster' unit and a 10k boosted by Wingal Brave forces a 10k guard for 1 to pass, or even a 15k guard for 1 pass if your opponent is a 9k G2 Vanguard.

Now for the Grade 3s. This is where some might say that 'the breakride is just bad, its' not compatible with MLB'. Well yes, and no. With its' solid 11k base power, its' much better to ride this IF you choose not the adopt the early rush tactic simply because you don't have MLB or its' components, and a 10k MLB is as good as deadweight. Also, with the breakride you will have more time to set up your hand and field, just because they will tend to avoid pushing you to 4 damage if they are not ready to deal with the 10k power and +1 crit. Although Palamedes is good, being a 13k rearguard with easy to fulfil criterion, if you are forced to ride him at G3, not only is it a -1, because you will have to re-correct the ride, it is a 10k base vanguard, and sometimes when things come down to the wire, the 1k difference in power can make or break the match. Also, I havent got around to buying the Palamedes, because I'm too busy and lazy...haha.

The weakness with MLB, is that after you activate his ACT skill to activate the CONT skill to gain the permanent 2k and +1 crit, at 12k base power, it's not so intimidating as compared to a 13k crossride like The End or The Blood, because nowadays there are so many 12k attackers unboosted. Also, if you are facing Link Joker decks which might do the triangle lock against you, you will end up with a unboosted, useless 12k vanguard because it lacks the power to force guard from the opponent, and the +1 crit doesn't become intimidating anymore. You could keep using his ACT skill for the plus 10k power , but technically every time you do that its' a -2, and when you stack the numbers up it adds to more advantage for your opponent and places you at a disadvantage. So its' better to stay in the breakride form until the lock wears off, or breakride over breakride to get the 10k and 1 crit, and for a -1 at least force a perfect guard or 20k for 2 pass, rather than a measly 10k for 2 pass or 15k for no pass. Also, the optimal situation would be if you know that your opponent has no perfect guard and if he somehow stupidly hits you to 4 damage, and if you have Ashley as your VG and MLB in your hand with the necessary components to activate his effect ( I know that's alot of 'ifs'), you can potentially have a 32k MLB with +2 crit w/o triggers and if you get just one critical trigger its' as good as GG (although this is very situational, but I have done it once and man was it wonderful to totally demoralize my opponent).

Gancelot is just there because I have an SP version of him, and his ability to search for a Blaster Blade helps you set up for MLB, or if you don't have a Grade 2 to ride. Soul Saver is there just for the LOLs (or until I get a KOK Alfred), and until now I have not used it yet. But potentially after you breakride and its' quite useful for calling Final Turn! because your opponent will not see it coming. 

Of course, there are many more reasons why I chose to run what I run now, and I might make some changes in the future, and if I do I will update this post to reflect whatever changes that I make. Do comment on how I could improve the deck, and possibly when BT14 Brilliant Strike comes out in December 2013 (I think) I might make some changes given that there will be support for Royals (I'mma excited for Ashley Reverse). 

With that, until next time,

EndBlade

(oops I derped at the end...it seems that I forgot to place a title for the post...oh well this is a repost)


Saturday, September 28, 2013

Enter the Dragon!

So this is my first ever entry log into my new blog detailing my Cardfight!! Vanguard journey. To all those who may come across this blog by chance or however you may come to this page, I salute you and welcome to this blog! What I plan to do from this day onwards is to try and post my thoughts and feelings on updates about Cardfight Vanguard, the great game which Bushiroad created (kudos to Bushiroad), and provide a noob's take on Vanguard! happenings and deck profiles.

I am new to blogging and these types of media so for all those who may be reading this blog, please do give me your advice on how I can improve this blog (once I find out how to add in a chatbox) and how I could go about posting on Vanguard! as well as if you happen to know where I could get the most recent Cardfight Vanguard! news updates and links would be appreciated!

I will get to posting content on Cardfight Vanguard!! soon, maybe beginning with some of my experiences with Vanguard (although I am pretty new to this game) as well as some of my decklists and other interesting (hopefully) things!

Until next time,

EndBlade