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Saikyo Cardfighter R
Gear Chronicle Plays the Information Game
The use of what you know separates the pro Gear
Chronicle players from the average.
I can’t exactly speak for everyone, considering such a
small sample size wouldn’t hold up scientifically, but at my
locals, when Gear Chronicle was first released (and once the
first pack to actually improve on them finally came out)
people picked them up at great expense and in droves. Then
people, myself included, kicked the shit out of them, they
got bored, and they played something else. Says a lot about
the patience threshold of my friends/Cardfight dummies.
Weeks afterwards, only one competent Gear Chronicle
player ever arose at my shop. He was leagues above the
others and at first I couldn’t put my finger on what it was,
exactly. Literally the only noticeable difference was that
he was running rainbow triggers, since he couldn’t find 4
more Criticals for love nor money. Nonetheless, I don’t hold
a majority victory rate over him, and it’s all down to HOW
the deck was used.
Some may think Gear Chronicle is pretty
straightforward. Spin rear-guards that cause problems away
because card advantage gap is good, then drop an appropriate
guard-sealing finisher of your choice to take the match. To
that, I say that’s totally wrong.
In a Gear Chronicle deck, nothing exists that can
totally seal every form of guard in one card; it’s either
going to be either sealing Grade 0s or Grade 1 and above
cards. I believe I mentioned in my reviews of Chronoscommand
and Ragnaclock Dragon that Chronoscommand usually comes
first, to force a PG with his absurd skill, then once that’s
gone, the only obstacle to stop Ragnaclock is gone, and you
Crit the opponent for game. Sometimes, yes, that’s what
happens, but in most of my games with him, Ragnaclock
usually winds up being the third or even fourth unit to
appear after Chronoscommand or Lost Age Dragon, and almost
always, Ragnaclock appears exactly when that guy knows I
have no PG to spare any longer. And it’s all down to because
the opponent remembered what I’ve got, through Drive Checks,
and my actions over the game.
I’ve mentioned before that information is the key to
success, and nothing makes that more apparent than Gear
Chronicle. If the opponent has a large hand, you may want to
consider whittling it down with Chronoscommand or Lost Age
first, depending on opposing field size, then continuing
with one or the other as you watch the opponent’s Drive
Checks and the rate they draw cards. Taking this to an even
greater extreme, you count what sort of cards and HOW MANY
of them are appearing through the game, and how many you
expect to have left. When Ragnaclock appears, it’s always
after the opponent remembers what’s in my hand, and it’s
clogged with Grade 0s that are basically useless to me now.
I know that later on, it’s only going to become easier
for Gear Chronicle to have an answer for everything. They
have a lot of G-Units that have yet to appear that do things
like summon new allies, extend attacks, or just subtly
bollock the opponent’s board, so as long as you can Stride,
the whole deck is a toolbox clan. Which makes the
information you can gleam even more valuable.
Basically, what I’m trying to get across is that Gear
Chronicle isn’t supposed to warp away units with
guard-sealing thrown in as a bonus. If anything, the
guard-sealing is absolutely VITAL to the success of the
deck, so you absolutely need to watch the opponent’s cards,
both the amount and what they are, throughout the game.
Hell, what the opponent DOES at first is valuable too. If
they don’t commit a board, it means their hand’s either
filled with Grade 0s or units of higher Grade they can’t
call right now. Or maybe they did throw down a board, in
which case, you should do what you can to even out either
damage or card advantage. Otherwise, you go into crunch time
blind, and that’s something you can’t afford.
I wouldn’t recommend Gear Chronicle to someone who was
terrible at the application of information (so basically
everyone at my locals except me, and by extension my bane of
Steampunk-dragons). Building one that works is certainly
easy, but it does carry quite a fair amount of subtle arts
that require a lot of thought going into your every move to
clinch the win. Without that, all the deck is good for is
trying to win via only card advantage, and if a deck can
beat you in that, a player who doesn’t think far ahead will
lose.
It’s like the Shii-Cho lightsaber fighting style in
Star Wars; easy to pick up, but deadly when perfected.
Incidentally, I’m not actually a fan of Star Wars.
Bitch to me about how Ragnaclock is OP despite my
review of him saying otherwise at
saikyocardfighter@outlook.com
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