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Saikyo Cardfighter R Rear-guard Hate And Why It’s Manageable
I look back at the Limit Break era with a cold shudder. I felt that this
was the start of a wave of people making incredibly stupid
plays both to set up and prevent such a mechanic.
It basically worked this way. People aiming all of their attacks,
rear-guard to rear-guard, and only ever attacking the
vanguard with their own. And to be honest, I only ever
thought of one reason why anyone would ever continue doing
this in Legion format and indeed later on Stride format.
Very loose understanding of advantage. Or as I
affectionately say, “They’re a bunch of idiots.”
Consider that assuming a field was set up properly, every column should
be forcing 10k guard on the Vanguard on attack at least. Now
consider that outside of a few cards, every front row unit
was slapped down at the expense of 5k shield, except in the
case of interceptors where their shield is still useable.
Conventionally, you can see that wasting an attack that
would eat 10k just to defeat a unit doesn’t work out in
terms of reward. Especially if you attack a Grade 3.
Congrats, my otherwise shield-less unit helped to block an
attack that could have taken me 2 cards or more to block if
it were towards the vanguard.
It’s an especially welcome strategy when I’m on a lot of damage and need
all the guard I can damn well get.
Even if you were to accept the notion that maybe attacking a unit could
help to relieve yourself of pressure, that principle would
only apply if said unit was something you absolutely could
not leave on the board or you die. Silent Tom for Oracle
Think Tank, for example. Otherwise, probably the best bet is
to simply leave them alone unless your own RG can’t hit the
VG for some reason.
It’s largely down to the fact that it’s considerably easier to replace
attackers than boosters. In a deck of the usual 14 Grade 1s
or so, you would have 4 Sentinel units taking up that space.
You almost never call them as boosters unless you’re
desperate, so altogether that’s 11 available if we include
your Forerunner vanguard, assuming you don’t call triggers
because that’s generally a bad play. Attackers on the other
hand are much broader. You have 11 Grade 2s and about 8
Grade 3s, meaning a total of 19 available units to slap onto
the front row. Some decks even have Grade 1s that can become
10k attackers so in a lot of cases the amount becomes
broader still. The exception would be Persona Blasters since
they have to remain in the hand to work but even then,
spares can still be dropped later if you go off even once.
It’s not as though they won’t draw them. You’re drawing one card and once
you hit Grade 3 Drive Checking two more, so that’s three
opportunities every turn to get a new attacker to play with.
And to be honest, the opponent has to SHOW what they check.
If you attack a rear-guard forgetting they have a
replacement it’s your own fault.
It’s not even especially efficient if we were to look strictly at cards
that were lost. Before 4 damage, you’re looking at attacking
two RGS and then the Vanguard. The opponent no-guards the
Vanguard and then spends whatever s/he needs to defending
rear-guards, or not. Every turn once Grade 3 happens, you’re
adding 3 to the hand. The pattern of play takes two of those
cards away, so every turn you do this your opponent is
getting +1 ahead of you and could in most cases save shield.
The only times I can think of when attacking rear-guards would be
acceptable is if 1. The opponent is dependent on them to
win, such as in a Nova Grappler deck. 2. The RG in question
has an on-hit skill you can’t ignore. 3. Its 15k guard
forcing every turn will cause you problems.
It was because of this usually unnecessary strategy that I basically kept
to either Kagero or Narukami for the 3 straight years I
played Vanguard and will most likely continue to do so come
March and after. If I could use units to get rid of cards
without needing to attack them then I was golden to keep
bollocking their vanguard with everything else available,
confident as I am that I’ll win in a contest of vanilla.
Rule of thumb: If all a column is doing is swinging for a 10k guard,
leave it alone. If it has a skill that will give you
long-term trouble or it’s swinging for numbers you can’t
handle, get rid of it. Never doing unnecessary things
changed how often I won by an immediately noticeable amount.
This principle never extends to my own home life,
unfortunately. I should hoover my room soon.
Cry to me about giving scrubs advice on how to beat
your deck at
saikyocardfighter@outlook.com
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