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Saikyo Cardfighter R Bushiroad’s Ongoing Stand Trigger Campaign
Stand Triggers have long since been suspected
by the Vanguard community to be basically a worse Critical
Trigger, and as such have fallen out of favour compared to
Crits, Heals, and (god-forbid) Draw Triggers.
I can see their point. The whole point of
Vanguard is basically to set up a field, swing, hit 6 times
if you can manage it, then win. Then cake. Critical Triggers
assure an extra damage with no strings attached, and by
accelerating damage you can make the opponent guard more,
putting you ahead in card advantage as well. All a Stand
could accomplish in comparison is either get ahead in damage
also (if the attack hits, anyway) or force usually the same
amount of shield by guarding (You’d only get the opponent to
drop more if the attack, after applying the effects of the
Stand, can swing for 10k guard unboosted). The number of
scenarios where Stands do worse compared to Criticals is
higher than the situations where they’d be better, and so
people neglect them.
Recently however Bushiroad have been
incorporating skills into a lot of the Stand Triggers (that
aren’t from a Trial Deck or something) that they release in
their packs, hoping that people will sort of forget that
they’re just “Critical-lite” and run them instead. Or at the
very least, alongside Crits for more diversity.
Unfortunately, the reality is there’s a
difference between having a skill and having a WORTHWHILE
skill. When people run any sort of trigger it’s usually
because of what type of trigger it is. If it has another
skill you could maybe use if you’re desperate then it’s a
cool bonus. Most of the time though, I’m just going to run
Criticals and Heals simply because they are Criticals and
Heals.
Not everyone comes round to my way of thinking,
however. And that’s unfortunate, because I’ve seen people
using Stand Triggers with skills, using gimmicks over boring
if practical cards.
The way people use them usually falls into one
of two categories. Either to put them down on the board,
then use their skills to put them back in the deck, or use
their skills as a means to extend the deck’s gambit still
further. Ketchgal Liberator for Gold Paladin is a popular
choice.
I think the reason for this recent Stand mania
on both Bushiroad’s part and the fighters who don’t know
better is lack of context. Neither way to use them is a
particularly good way. Recycling Triggers, first of all,
comes at a direct -1 to yourself and more often than not
putting yourself 10k shield down, all so the fighter can try
and overcomes stupidly high odds of never seeing it again.
It may increase the count in triggers but not in a way
that’s statistically significant. Using Heal Triggers in
this way is especially retarded because you could have just
kept it and prevented one damage simply by just GUARDING
with it.
For a skill on a Stand Trigger to be
worthwhile, it would have to 1. Change your overall shield
available by basically nothing. 2. Have a skill that when
checked would provide more advantage than a Critical in both
damage and card advantage. I have seen a lot of Stands
around that basically get rid of themselves in order to
either recoup 5k shield back, either through calling,
drawing or retiring. But as long as a deck follows the right
vanilla framework a consistent field really shouldn’t be
much of a problem anyway (more so if a consistent field is
the deck’s main gambit to start with), and sacrificing 10k
shield just to give or take away 5k shield is not efficient.
Not unless you suspect it’s Final Turn and can win then and
there. Or I needed to draw really badly because of
Grade-lock.
I haven’t even gotten to the worst part. You
may be thinking of running like a few so as not to encroach
on the triggers that are better, but these are still subject
to my rules in the tech-cards article. Okay I lie, not every
rule in there applies to Stands. Certainly, the principle of
“max everything important or go the hell home” still
applies. The exception would be the bit about you not
minding if you don’t get it, yet be pleasantly surprised
when it does.
See, there will be situations when you actually
WOULD mind getting a Stand trigger. Because you could be at
a stage in the game where you would much rather have a
Critical, particularly if you are at a point where you want
more damage guaranteed. You’d only want the Stand if the
opponent was on 5 damage. And because you run them, no
matter how many are left, even if it’s just one, you still
have to change your attack order simply because you can’t
risk chance screwing you over.
Paradoxical, is it not? They’re being run at so
few copies it sounds negligible yet the chance of it
happening will always linger, forcing you to assume the
worst. It would be better to just wash your hands of that
shit altogether and don’t worry about it, seriously.
I don’t believe in sacrificing vanilla play for
gimmicks unless you actually have room. By this principle,
you wouldn’t even want to actually call any of the Stand
Triggers from your hand because sacrificing that much guard
for an inefficient play is stupid. And in the absence of
using the skill you’re just going to have an inferior
trigger lying around.
So I guess what I’m trying to say here is that
hold off on playing Stand Triggers unless you’re deck
physically can’t run any more Criticals (once February hits
only Nubatama and Gear Chronicle will have this excuse) or
unless the entire point of the deck is to spam on-hit skills
turn after turn early (as in Turn 2 early, not via a Legion,
Limit Break or Stride strategy). Because I’ve sussed that
the only way I can ever use them properly is in a stupid
way. Well, I’m not the target demographic but do feel free
to give other people more options to lose against me with,
Bushi.
Mail me something not about Ketchgal Liberator cos I don’t care at
saikyocardfighter@outlook.com
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