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Saikyo Cardfighter R
Tech-cards in Vanguard
Tech cards if you must.
I couldn’t help but notice that nowadays people are randomly
throwing in one sort of card or the other in the various
decks that they play. CCGs call these ‘tech’ cards, and
their main purpose is to basically not intrude on the main
strategy of the deck while still having an option to an
alternative play.
The big problem with the community trying to tech one-of
copies in their decks in Vanguard is that they completely
fail to take into context what must be given up in order to
actually run them. Basically, making the choice of not
running something already fairly solid for another card that
may or may not do the job you want it to.
I can understand WHY one would tech cards in other CCGs.
It’s an alternative strategy to fall back on when things go
tits-up. Unfortunately, the idea of tech cards in, say,
Yu-Gi-Oh! is that you run a shit-ton of cards that would
actually allow you to search the deck for it and add it to
the hand, so at least the fall-back option is always
available to you. Vanguard is of course not without such
cards, obviously. We encounter problems when people try to
tech cards that have nothing to easily search them out, and
used up a card slot that could have been used for something
better.
Quintet Walls are particularly notorious 1-2 ofs. People run
these at low numbers because they want to fuel Legion while
trying as hard as possible not to encroach on Perfect
Guards. Let’s analyse exactly what hoops are being jumped
through to run such cards.
1.
At only one to two copies and no way to search them save for
specific decks, you have no say in when or where they
appear. The Quintet Wall which only has value at the
beginning at the game almost always won’t turn up in the
starting hand, and once it does, you would most likely
prefer the more sure-fire Perfect Guard.
2.
Since it has Sentinel just like the PGs, for every Quintet
Wall you run, you are making a conscious choice of running a
less reliable and more conditional (and sometimes more
expensive) card instead. If they could be run in conjunction
with PGs as opposed to INSTEAD of PGs then perhaps they
would have merit.
I’m not THAT experienced at CCGs as a whole but I would have
thought that if there was any universal law to them, it’s
that running a lot of what’s important is good because it
increases odds of drawing it. At least know that much if you
must blindly draw every single turn trying to dig for
whatever the hell you need at that point in the game.
So when would it be acceptable to run anything as a tech?
Well, firstly, it has to not encroach on everything that’s
vastly important to the deck. If we look at the standard
Grade lineup of 17-14-11-8, and take the principle of maxing
everything important in the deck, we get:
1 starter and 16 triggers
4 whatever
4 whatever
4 whatever
2 spare
4 whatever
4 whatever
3 spare
4 whatever
4 whatever
So as we can see, in the Grade 1 department we have 2 slots
available to spend on whatever you please, and 3 cards in
the Grade 2 department free. This is by no means absolute
since if you can’t really afford techs and everything is
sort of important you can run 4/4/3/3 in the G1 space for
example. But it’s a good rule of thumb to stick to when
building a deck from scratch.
(Note the 4 maxed everything in the G3 slots. Splitting your
Grade 3s between 3 possible targets is a very old-fashioned
way of thinking that I would have hoped at least the
veterans would have grown out of at this point.)
Secondly, it has to not contradict the main strategy that
your deck is aiming for, and if possible, help it further
still. It helps if you have some reliable way to search for
it. For example, Alfred Exiv in the Seeker deck can search
for the Grynngal Seeker that you’re probably only running
two of anyway, but if you already have it, you can now swap
your hand and claim more resources by unflipping damage.
But most importantly, the tech card has to be a card that
you don’t particularly mind not having and won’t cause the
deck to break down in tears when it disappears into the
damage zone or drop zone. Grynngal Seeker is nice, but not
vital since if used correctly the deck is fairly light on
Counterblast as it is, and with low power it’s not a great
booster to have at a high card count.
So there you have it. The lesson to take away is to run 4 of
everything important and what’s left over will be the tech
slots for whatever you want to run. Within reason, anyway.
Once you find that specialising in one thing well does the
job more smoothly as opposed to trying to do several things
poorly, you’ll win a bit more. Now if only my boss would
accept this reasoning when I’m at work.
Bitch to me about how you always draw your one-of card at
saikyocardfighter@outlook.com
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