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Saikyo Cardfighter R
Your Legion Unit’s Not THAT Important
Sometimes, to win, you have to resist wasting a ton of cards
to load the drop zone.
I don’t think I was the
only person who breathed a sigh of relief when Legion
offered a way to get shit done without waiting until you
were nearly dead. Critical gaining now mattered because the
guarding game suddenly changed. You could pursue an opponent
and widen your advantage gap without waiting until you were
losing. And you could swing for columns for days (although
Limit Break basically did that too so that wasn’t exactly
original territory save for the novelty).
But really, even though
Legion is good, I would not say that it was SO important it
was worth guarding loads all of a sudden, or calling over
rear-guards in succession just to get it live.
I’m not just saying this
because Stride now gives you something to do before then.
Even before then, I never considered it a good idea to load
up the drop zone without much good reason, unless you could
load it at little expense to you, like Soulblasting.
It’s largely because of
two reasons. One, I haven’t really found too many of them
who have skills that are important no matter what phase of
the game you are in. Anything that can seal guard isn’t
something to worry about particularly since the opponent
shouldn’t be inclined to guard the vanguard early anyway.
Not unless it was mixed with a Critical a la Ragnaclock/CEO
Yggdrasil etc. and the opponent was on 3 damage.
Two, the power gain isn’t
really anything that matters that much, largely for the same
reasons guard sealing on 3 or below damage doesn’t matter.
Pile the power on as much as you want, above 10k for
1-to-pass guard, the opponent will usually want to leave
well alone anyway. And late in the game, it’s still subject
to a PG to the face as was the case with Limit Break units
since game ending skills seems to be the norm right about
now.
A rule of thumb that I
always follow is to never do anything unnecessary since it
would probably screw you later. By trying to cater to
gimmicks, you’re basically going to suffer against more
straightforward decks that require less setup to do the same
amount of murdering. Remember the old Crossride meta?
Remember how you had to run vanilla because you would
otherwise shoot yourself in the foot because you couldn’t
hit numbers? It’s like that.
By guarding excessively or
calling over units in succession, you are basically fucking
over your guard quality against the attacks that will come
later and actually matter. Unless the opponent sacks you to
death you should come reasonably close to achieving Legion
on the turn you ride, or a turn later if you just guard
naturally. Soulblast or cycle on a 1:1 basis if you really
must but don’t set it up at the cost of minusing yourself
for no good reason.
I’m serious. Let’s look at
the skills that are available for each clan and work out
exactly what our overall reward is, shall we? Let’s see what
you get for minusing yourself for setting up Legion:
Re-standing
vanguard/Superior Riding during Battle Phase: Nice for
chasing an opponent down, but it’s got more potency if you
wait for the opponent to just have more damage.
Critical Gaining: Subject
to a PG to the face. Which is why you have to run
Soulblasters and Cyclers so as not to neglect defense on a
gambit that may not work.
Guard Sealing: Come on, on
three or less damage it seems a bit redundant.
Locking: Congratulations,
you lost cards for a gambit designed to save cards. You just
broke even. You might as well have not bothered.
Re-standing rear-guards:
Not unless the aim was to spam them from the get-go. And
they would have to be able to force 10k more guard EACH for
them to be truly worthwhile.
Retiring cards: See my
explanation regarding Lock.
Powering up VG: See my
explanation regarding Guard Sealing.
Powering up RG: May have
some merit but it has to be combined with something with a
nasty on-hit skill for it to really work. The opponent will
otherwise just take the one extra damage without a fuss.
Adding cards to field or
hand: Again, why would you lose cards in excess to get them
back to break even for a cost? It makes no sense.
You get screwed by lack of
shield: You’re either new to this or you REALLY need to go
back to school, pal.
Tell me about how you don’t plan to Stride in The X build at
saikyocardfighter@outlook.com
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