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Saikyo Cardfighter R
Offense Over Defence
The game’s skewed towards the Leeroy Jenkins
approach, so get used to it.
I’ve been thinking about why people continue to routinely make terrible
decisions when they do anything related to Vanguard, whether
it be playing, or building a deck. If you’ve read any of my
previous articles and card reviews I attribute it to things
such as lack of context and understanding of how the game
works in general. But now, I’ve thought of one of the most
notorious reasons, which, at my local scene at least, was
the big reason fighting me was basically only for those
feeling brave or foolish enough.
A lot of people came to Vanguard from some other game such as Yu-Gi-Oh!,
and they end up trying to apply most of their principles to
Vanguard. Apart from the universal ones such as ‘running
more of one thing is good because odds of getting it go up’,
I wouldn’t say even half of those things are relevant.
Vanguard is a much more subdued battle of wits. Yu-Gi-Oh!
never has a quiet period where you can get your stuff
together; from turn 1 it’s always gunning to kill the
opponent in one go. The mood of the game is totally
different. I mean, does Vanguard have anything that punishes
the opponent for attacking in the form of a minus to the
opponent? Only Stealth Beast, Hagakure can boast that,
really.
I digress. One of those principles they carry over is the idea that
basically any card advantage is good. Of course, as Gold
Paladin players ought to have realised by now that is
blatantly not true, but you’d be surprised at the amount of
players who still think this. To that end, they run at least
4 Draw Triggers in every deck, despite the fact that there’s
actually quite a lot that don’t appreciate the lack in
offense.
If you’re the sort who plays Draw Triggers, next time you play, I want
you to take a look at your opponent, potentially someone who
isn’t running Draws at all (and given the tons of offensive
decks that appreciate it, that’s more likely than you
think). If their hand size is equal to yours despite their
lack of draw power, odds are you’re currently losing.
The average Vanguard player isn’t good at thinking back several turns ago
to identify what went wrong, not unless the problem is
obvious like they had to resort to G-Assist. Nothing is ever
thought of in terms of optimal plays over the game. And
because of that, they don’t realise that just draws and draw
related abilities is not enough.
If you read my reviews, I tend to give units that add to hand the cold
shoulder, unless it is either doing it at a ridiculous level
or can be combined with something else to bring it up to
that point. It’s because Vanguard as a whole is biased
towards offense, and so turtling your hand tends not to win,
only stall the opponent for a bit longer until you lose. If
a deck can blow through 5 of your cards or thereabouts in
one turn (or hell, even one Battle Phase) then it’s only
really delaying the inevitable. Particularly since you just
end up with not a lot of way to clear a field staring you
down, eating up your advantage the moment you even get it.
It’s not as though you’d receive any penalty doing so. Whenever you
attack, one of two things happens. You either inflict
damage, or your opponent goes -1 at least in card advantage.
No matter how you spin it, not attacking means you just lose
out on new card advantage. It therefore stands to reason
doing a lot of attacks and/or damage is a more optimal
course of action. I would certainly prefer taking cards away
from the opponent for my card advantage as opposed to
drawing blindly; at least I know what I’m getting every
time.
Drawing and gaining new card advantage has to really be combined with
something else in order to actually achieve something
meaningful. Take Revengers, for example (thank you, I will).
Almost everything in that deck that gains new card advantage
is geared towards an end goal of Blaster Dark spam and/or
gaining fuel for Raging Form or Phantom Blaster Abyss. And
best of all, it does not come at the expense of actually
interesting cards. Essentially, it can actually take
whatever it gains and then use that advantage to fuel a
greater whole, as opposed to mindlessly hoarding it.
It is one of many reasons I can’t recommend Draw Triggers to anybody. You
could argue that you could run them for dickheads like me
who run the X and murder shit constantly, but it makes no
sense to try and offset the impact of one deck at the
expense of performance over all the others. It’s not even
that great a solution anyway; as I said, if the quality of
advantage isn’t good the extra plus means little in the long
run. You are better off being geared towards offense as much
as possible (unless you have room to combine hand advantage
with offense like Revengers and stuff) to try and offset the
amount of ointment you’ll need for your opponent’s anal
rape.
You hear that, Murakumo? Get your temporary advantage shit together.
Submit your defence for card advantage for me to
autopsy at leisure at saikycardfighter@outlook.com
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