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Saikyo Cardfighter R
on Cardfight!! Vanguard
Rumours of my Sourness Have Been Greatly Exaggerated
Contrary to what you might think, I actually DO like
Vanguard.
Guys, come
on. I know that I’ve spent since February complaining about
shit while actively disguising it as a means of free
journalism, but I want to put to rest any idea that there’s
enough reason for me to leave Vanguard.
Yes, I usually show up every Monday to complain, but if you
read most of my articles, they rarely if ever criticise the
mechanics of the game itself. Sure, individual packs and
cards will not be spared my wrath if they are sufficiently
terrible, but for the most part, I don’t think that
conceptually there was too much that’s wrong with it. In
fact, in light of the whole G-Assist mechanic I reckon it’s
actually gotten better since last time.
I still think that certain tactics and cards dominate
others, but I’m not here to talk about that. Much. The main
point I’m trying to get across this week is that I would
still recommend Vanguard to people, as long as you were
willing to put some actual fucking WORK into it. That’s
pretty much one of the most glaring flaws of Vanguard: it
suffers from Portal Syndrome in that fans are ruining it for
the other people. From my perspective, I enjoy Vanguard as
being a battle of wits, at least when you boil down each and
every mechanic into its purest form. People may tell people
to stay away from Vanguard because ‘it’s luck-based’ and I
would tell them to go eat a dick Pavlova. I’m not going to
spend the entire article iterating why Vanguard isn’t
luck-based (unless you want me to spend ANOTHER article
clarifying why), but suffice to say that it is no more lucky
than any other TCG and compared to another game such as
Yu-Gi-Oh, the plays are considerably less vulgar and
in-your-face, which is something I appreciate.
You see, what eventually turned me off from Yu-Gi-Oh was
essentially spending all that time and all that money, only
to get my ass handed to me because the opponent just so
happened to be slightly faster than I was at setting up
whatever broken bullshit they were using. That’s what it
doesn’t have: a quiet period where players can gather their
things together. And to be frank, compared to Magic the
Gathering, the quiet period is still a lot more active than
Magic’s and on average tends to not last as long either, so
to me the buildup never gets to absurdly boring levels. This
is especially true in decks where shit can happen as early
as Turn 2, such as Revengers. Rather than get hit with an
unsubtle train-wreck off the bat, both players can feel each
other out and get a sense of whatever is going on with the
opponent. How they act early tells a player a lot on what
they can expect in the upcoming turns.
That’s another thing. The actual quality of the cards
themselves is also emphasised in Vanguard. In a game like
Yu-Gi-Oh the average deck is mostly searchers, cards to draw
or destroy, and whatever the few key pieces are needed to
win, along with whatever staple cock-block cards everyone
else is using. In Vanguard this cannot apply because every
single card is useful to somewhat equal degrees, even if
they do completely different jobs. Yet, it is precisely
BECAUSE they do completely different jobs that the idea of
spamming random card advantage because it’s supposedly
‘free’ doesn’t hold up. Nowhere is this more evident than
first-Gen Gold Paladin: you either keep the crap column and
lose advantage every turn, or ditch it and undermine the
cost paid for it.
The quality of cards is definitely the leading reason as to
why I prefer Vanguard. As if it wasn’t obvious by now, I
have a great fondness for any deck that works via indirect
advantage. All of the soft plusses that can quickly rack up
to deceptively lethal levels, because of the way they are
differently costed to obvious ‘hard’ advantage. That’s why
for most of my cardfighting career it was either Kagero or
Narukami and will most likely remain that way for some time:
all the cards I save from the attacks they’re not
performing, along with the variation in guarding the
opponent’s forced into from my re-standing Vanguard.
Because of that, coupled with the trigger mechanic they
have, there is still a way to mind-game someone or at least
reduce the impact of misplays because of this element of
chance. Remember, if you over-guard and their check turns up
no triggers, you lose out because you spent that shield for
nothing. What happens when the next check turns out to be
trigger city? All this is still something you can keep track
off since you know every deck has sixteen of them.
I suppose that’s what I enjoy most about Vanguard. I don’t
enjoy being surprised or suddenly being forced into
situations I cannot control. I know that it can be argued
that Vanguard has no room to bluff in addition to its
randomness, but at the same time, for people who pay
attention, it’s a good way to keep track of anything the
opponent has so you can form a decent plan for what’s coming
next, even taking triggers into account.
So I guess what I’m trying to say here is that any and all
complaints that I USED to have about Vanguard have been
addressed, now that Limit Break’s either dead or slightly
faster, and a new mechanic to let chance screw you over less
has been implemented. The only thing left to fix is a
community that doesn’t take the Magic or Yu-Gi-Oh or Pokemon
approach. And on that note, all that’s left is to see you
again, on the first Monday of 2016 to drunkenly gaze back at
the best and worst of 2015. Hope to see all of you there, if
you don’t drink yourself in a stupor.
Remind me I’m inviting to ask why Vanguard isn’t lucky at
saikyocardfighter@outlook.com
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