Pojo's Cardfight!! Vanguard news, tips, strategies and more! | |||||
Pojo's Cardfight Vanguard Site
This Space |
Saikyo Cardfighter R
Nanya’s Mistaken: I Don’t Hate All Crit-Gainers
So what sort of Critical-gaining Vanguards does Saikyo
Cardfighter actually like?
So Nanya reckons I basically hate any sort of Grade 3 that
gains Critical. Anything who’s only purpose is to inflict
more damage in one attack as opposed to several small hits.
Once upon a time that may have actually been true. But that
was quite a long time ago…or about a year ago, whichever one
sounds more reasonable. We had a massive explosion of Limit
Break units that gained Critical as part of it.
It’s only specifically those units that I have a problem
with. For those of you who cannot be arsed to look through
my reviews to a time where I didn’t apply a LGCSSG stamp to
increase the time I have to write a book or staple my toes
to the floor, here is why: When you can use a Limit Break,
it’s usually because by this time, assuming the opponent
didn’t sack horribly, both players should be floating on
about 4 damage. At this moment, one checked Critical Trigger
will end you on the spot. The opponent will then guard your
vanguard to not die. And that’s a Vanguard WITHOUT the Crit
gaining skill. So basically, all a LB unit that gains
Critical does is force the opponent to make a play they
would have made anyway without anything reminding them.
This sort of statement doesn’t really apply to the newest
set of Crit gaining toys we have. Legion isn’t really like
Limit Break; it is perfectly possible to make Legion live
before either player is at 3 damage. That’s the kicker: you
can make the opponent guard during a time when they’d much
rather take the hit to the face.
It’s not even that recent a concept; before then, back in
BT03 we had Daiyusha who was gaining Mid Game Criticals
before it was a trending thing. Hipster-yusha.
Now I need to address another point. Every clan is now
getting units that can remove the restriction on Limit Break
by simply existing as a rear-guard. So does my LGCSSG stamp
apply in these cases now?
I guess it depends on where it is. You need to keep in mind
the ways to search them are few. To make them useful, they
have to be there in the hand quite early AND you have to
open with your Grade 3 as well. Something like Leading Jewel
Knight Salome for example can easily search for its LB
remover for a mere Counterblast of 2. Presto, as long as you
have 4 Jewel Knight rear-guards, there’s your free Critical.
All game, unless the opponent Kagero’s it away like a cock-muncher.
Unfortunately, a free Critical is basically the Jewel
Knight’s only trick once the field’s been set up. You’ve got
a cheaper, but slightly more fragile Majesty Lord Blaster.
And in this day and age, I can’t really vouch for MLB
anymore since the Vanguard is pretty much the only thing
pulling any weight; the rest are just swinging for numbers
as you normally would. And that’s just the EASY to set up
deck. For something that needs to draw into the pieces by
accident, you’re basically flipping a coin regarding if you
get that free Critical or not. It’s not even what you call
an especially game-breaking skill since it’s good only once.
I’ve now gotten as far as this part of the article and just
realised that I said that I don’t have a problem with Crit
gaining as long as I get it early, and yet I just said it’s
not even that exciting. I guess I’m still not a great writer
yet.
Well, I suppose it’s probably because the ones that gain
Crit and are not horrible either have another trick to so
they still have merits even when used alone, or are
basically a nice afterthought. As in, they don’t really act
as the main VIP, the slack’s picked up by the rear-guards
(Seekers are poppin’ cards all day, every day with Blaster
Blade Seeker).
So I guess I’d better leave behind my favourite Critical
gaining units for you to examine, just as examples of ones
that aren’t horrible and not subject to Nanya’s broad
opinion of me. I’m not THAT harsh, am I?
Light Source Seeker, Alfred Exiv
is easy enough to set up thanks to Gildas and even his own
skill setting up the 5 rear-guards you need, and thanks to
Legion swings for such massive numbers you sentence the
opponent to PG you or you die. Of course, given the
frequency of when they appear once Grade 3 is reached “no
PG” is something you never assume ever.
Cosmic Regalia, CEO Yggdrasil
takes it a step further by not only gaining a Critical for
what is an easy enough skill to set up, but also hitting the
opponent with a skill that seals the opponent’s minimum loss
of -2 to block. Now, they have to drop guard, all of it in
0s and interceptors, to block what is on average a 28k
column assuming no help like Norn is involved.
Ultimate Raizer, Mega Flare
ticks a lot of boxes. Easy to set up (4 rested units,
including himself and his Legion Mate as part of it) and has
a skill that still sentences the opponent to PG it because
it has another skill that can be used on-hit. Any scenario
where he can hit is a bad one. Or maybe even then you still
have outs thanks to an innocuous card called Cat Butler. If
you don’t hit, stand your Grade 2 Legion Mate, who will
stand Mega Flare. So the Crit is not only threatening, it’s
also repeatable, which was basically the reason Eradicator,
Dragonic Descendant kicked so much ass back in the day (and
got restricted to 2 in Japan for a bit).
…And it’s all Legion units. I guess that’s power creep for
you. Stupid freaking TCG model. Oh well.
Shove GBD (Garbage Bin Dragon) right in my indifferent face
at
saikyocardfighter@outlook.com
Cry to me about giving scrubs advice on how to beat
your deck 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. |