Pojo's Cardfight!! Vanguard news, tips, strategies and more! | |||||
Pojo's Cardfight Vanguard Site
This Space |
Saikyo Cardfighter R
on Cardfight!! Vanguard
Interaction with the Opponent
You could either let the opponent charge themselves up, or
boardwipe and tell them to suck a dick.
Whenever I post a new article detailing the newest stuff to
hit the western shores, you may notice that I remain
lukewarm to a lot of it. Largely because I go by first
impressions and I know better than to be overly-hyped by
anything, but also because I’ve gotten a lot of the clans
gimmicks and flaws down to a science, although the G
Boosters are doing well to fix most of the problems.
The biggest reason for it however is that I habitually
compare whatever comes out of the packs against the deck
that I main: Kagero. One build of it specifically. I
shouldn’t be so cynical really, since I understand how each
one can win. But it’s not hard to see that decks these days
win either through a hand the opponent cannot surpass by
plussing, or huge-ass columns that are near un-guardable.
However, almost nothing that comes out these days motivates
me to buy packs or even go online. Because I cannot in good
faith justify any of it compared to what I have currently.
The reason for it is thus:
it’s reasonably easy
to shut down most of these things by eliminating their combo
pieces.
I played what I played primarily for the fact that they were
unfair by design and I’m selfish. Every game is selfish:
there can only be one winner. I do what I can to make sure
that winner is me. I know it gets me a lot of flak: the
primary response from most of the people at my locals is “Of
course you won, you play the X”. I’m not going to stop for
you though. I play hard because it’s the only way it
justifies the effort I put into Vanguard in the first place.
Almost any deck these days that pump columns up tend to
require some specific formation to work, such as Neo Nectar,
and can in some cases be even more restrictive than that due
to lack of ways to reliably draw the key cards. And if
anything requires a certain something being already there
when you do, it makes more sense therefore to try and
eliminate whatever’s causing you problems or will
foreseeably cause you problems later. The only REAL
exception I can think of from the top of my head is
Sanctuary Guard Regalie, since the Vanguard alone is
responsible for columns and works with basically anything.
And new Altmile since he won’t require the perfect field
right away.
Moving on to cards that seek to gain advantage through
number of cards, the gap can be closed by anything that can
take as many cards away as they gain. I often find that
decks that seek to gain hard advantage as a primary strategy
lack truly heavy hitters that bring pressure. Yes, I know
Swiss-Army play between columns and card advantage is Neo
Nectar one-oh-one, and so does something like G Shadow
Paladin with Grosne, but again, they need to be alive when
you Stride, and that’s begging for a retire effect to the
face.
One
of Vanguard’s flaws, to some people, is the total lack of
interaction each player gets from each other. There is
almost nothing to stop the opponent from pulling off
whatever strategies they use, and on top of this, there is
no penalty involved by attacking since you’ll gain some
benefit all the time, either card advantage or more damage,
Hagakure and Blister and their ilk being the exception. In
this kind of game, it is therefore on paper more appealing
to use Kagero and any similar clan focused on disrupting an
opponent. Anything that can get rid of a problem permanently
is certainly more appealing given it’ll only need to be
gotten rid of once. On top of this, while there is nothing
to take specific cards away from the opponent at leisure,
what must be kept in mind is that there is no card that can
do the job of the entire deck, especially not rear-guards.
If it is possible to take away half, or all of the combo
pieces necessary, you can result in a situation where using
RG-reliant cards such as Lambros is unfeasible, or at the
very least, its potency is castrated. If anything is setup
reliant but cannot search its pieces, it’s also chance
reliant.
That’s one of the leading reasons I’m not fond of gearing a
deck towards dependency on rear-guards when its main
strategy is disruption of RGs itself. I briefly considered
Dragon Monk Gyokuryu for my own deck but eventually decided
against it since its instances of usefulness got outweighed
by the situations where I wouldn’t really want it. Not over
my other stuff. See, the more you need to depend on
something, the more it will sting when things don’t go as
planned or it gets disrupted. Every new factor you introduce
brings a new uncertain element to the deck, so unless
rear-guard dependency was the aim of the deck from the
beginning and it can comfortably accommodate it, you tend to
be better off with anything that can fuel your primary
gambit before you add anything token. Then again, I’m not
sure I want to keep using Neoflame. I could run 10k G2
beaters to justify him instead I guess.
Well, I say that, but if the other builds of Dragonic
Overlord “the X” are anything to go by, you have to retire
to fairly ridiculous extremes to truly get anywhere. I
honestly do think that the reason it fell out of favour with
so many people was because it simply couldn’t kill enough
things to actually address whatever was about to set the
nuke up in its face. Most of them tend to be
bland and vanilla in design when they really can’t afford to
be,
so whoever was playing the Overlord just used skills to
compensate for what was lost and kept going. That’s why I
use Blademaster as my fail-con instead of the Great:
sometimes what can be gained now will provide a fuck-ton
more long-term benefits compared to what can be gained a bit
later, and the Zahm/Sadegh engine is far too fucking good to
pass up.
I am a big believer that if it’s worth doing, it’s worth
shoving into your opponent’s face for over and over again. A
deck really should not attempt to try and juggle several
strategies at once unless it was designed for two purposes
in mind from the beginning, when one single goal streamlined
and polished is harder to trip up, especially when it isn’t
reliant on anything to function properly.
And yes, I know that setup-reliant decks can still take a
win from time to time, and can sometimes go reasonably
toe-to-toe assuming both sides follow the same common sense
rules, but people in Vanguard tend to not be rational. They
rationalise, but
that’s fundamentally different from using solid facts to
establish what works. I don’t think token Stand Triggers in
your deck is a bad idea. I KNOW.
Tell me about your non-successes with Kagero in an attempt
to prove me wrong at
saikyocardfighter@outlook.com
|
||||
Copyright© 1998-2015 pojo.com This site is not sponsored, endorsed, or otherwise affiliated with any of the companies or products featured on this site. This is not an Official Site. |