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Saikyo Cardfighter R
on Cardfight!! Vanguard
Play Vanguard Like You’re A Reckless Douchebag
Call those rear-guards and swing already, you massive wimp.
You know the saying “live like it’s the last day of your
life”? I know for a fact it can’t literally mean that,
because if I did that I would probably curl up on the floor,
bawl my eyes out about how I’m too young to die all the
while affirming that we are indeed being digested by a
thoroughly amoral universe.
Unfortunately there are people who take this to heart,
basically playing Vanguard like some sort of oversized
feline, or to put it simply, a massive pussy. Let me
elaborate: there’s dudes who hold back a unit that can hit
the enemy and just swing with the Vanguard alone. So they
nervously poke at the opponent with a stick while the other
guy gets the firing squad lined up ready to riddle massive
holes in your damage zone. It’s worse when two complete
pussies duke it out, or make some nervous attempt to,
because at this point you may as well just be flailing your
arms at the opponent, while your opponent nervously does the
same until one of those hits the other guy’s mouth by sheer
dumb luck.
There may of course some excuse for this behaviour: it could
be for example the unit you want to hold back has a decently
useful skill that’s on call and cannot yet activate. That’s
all well and good, but the card advantage gained by the
opponent not needing to guard one more attack constantly is
definitely going to outweigh the +1 generated from your
unit’s skill. At that point you would just be better off
starting with a decently steady stream of pressure to put
your opponent on the defence early, or get some damage in.
I’m not spending this article talking about them however,
since at least that can be solved by telling them that
sometimes, the shield means more than the skill. That can at
least be solved fairly simply. No, what really pisses me off
are people who should be spending their hand beating the
opponent to death, but just let the opponent sort themselves
out and kick them and their deck in the crotch.
For those who have units in their hand who don’t have this
excuse of having an on-call skill and should be used for
fighting, you ought to be calling them to attack. I’m not
saying to call EVERYTHING that can be called to the field,
but as long as you can start your first attacking turn with
at least 2 attacks, unboosted or no, that’s a decent start
in my book. Remember, before Grade 3 you’re using your
initial turns to poke at the opponent with sticks, trying to
get the dam to burst. Failure to use the Early Game to set
up in time for the Mid Game means you’re going to have a
mountain to climb from the get go.
Vanguard
is a game where you attack and then keep attacking until the
opponent can fend off your attacks no longer. You can’t hope
to just try and put all the eggs in one basket and hope a
finisher can get the opponent from healthy to dead in one
shot. Not unless your Spike Brothers deck got really lucky
or something. The reason is thus, Nervous McGee: you can’t
finish off the opponent with Late Game skills if the
opponent isn’t even in Late Game to begin with. 12 Crit,
hard aggression and a strategy that’s designed to eat card
advantage naturally is the solution to the Prisoner’s
Dilemma. You should run 12 Crit because it is optimal. They
must run it because anything else means they’ll do worse
than you. As far as I’m concerned, end of story.
I’ve been trying to get into the mentality of why anyone
would even do that in the Early Game in the first place. I
bring this up largely because my own locals has one such guy
who might as well have a massive clitoris on his forehead
when playing Vanguard, and because I watched one tournament
game (I finished my own round before everyone else because
I’m a horrible, yet optimal player) where one guy lost
because he didn’t call Swordmy without whiffing the skill. I
guess the reason people hold back is because they don’t want
their stuff to die. This is usually when playing a
rear-guard hate deck, such as Narukami for example.
Well, let me point something out to you; if it’s not the
skills that are going to send your units to the darkest
wastes of the Stygian Pit, they’ll just send it there some
other way, by their hand or yours. They could for example
just drop a Critical Trigger in your face constantly and
make you snuff them using them as guardians. Just because
they specialise in fucking your formation up does not mean
that you should spend the game never setting it up. Even
putting them on the board and watching them die at least
gives you ONE turn of that formation rather than no
interesting play at all. You might even swing alone and
still win if your Vanguard is strong enough, or seals
Sentinel units or whatever. All you may need is a turn where
your formation burns enough hand that you can clinch it,
just. Every attack that didn’t happen is shield saved for
the attacks that matter.
I should have probably mentioned this before like
several weeks ago
or something, but this way of thinking is also a
contributing factor to games going to time in tournaments. I
spent that article describing how poor deck choices lead to
no way to bring enough pain to win in time, but I was
assuming an otherwise rational opponent. Here, it is simply
unoptimal choices in a game, sometimes being made by both
opponents, meaning they don’t really go anywhere meaningful.
And that just makes me want to yell at them to stop waiting
for the other guy to hit him and hit him first, you fucking
wusses. What’s the worst that could happen? A suspension or
jail-sentence depending on severity of injury? Oh wait, that
is pretty bad, okay.
Challenge me to a fight with fists instead of cards and get
a frightened reply at
saikyocardfighter@outlook.com
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