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Saikyo Cardfighter R
When The Vanguard Stands Alone
Saikyo analyses rear-guard dependant decks on how
well they cope when they have no army.
If you asked me to recommend a clan for a total beginner to use, in this
day and age I would tell them to use Gear Chronicle. It’s
absurdly easy to start with and has simple enough mechanics
to understand.
It’s also not reliant on setup and so covers bases against decks that
fuck up rear-guards.
Decks like Kagero, Narukami and eventually Gear Chronicle were easy to
pick up and use because the army they gathered was pretty
much incidental. In the best builds the Vanguard can usually
still do something and sometimes end a game on their own
steam. Unless your deck was absurdly good at picking up the
slack in this regard, I wouldn’t recommend a set-up reliant
deck to anyone, partially because it needs a perfect field,
which is a gamble, but also because if they fight a deck
that fucks up enemy armies, you’re fucking screwed. See Neo
Nectar for a case in point.
But of course I am well aware that’s cherry picking. Some decks that rely
on a certain formation can of course succeed. But what is
the secret to compensation? What can they do in the case of
emergency should it not go as planned? Let’s take a look at
some of them and rank them accordingly.
1.
Decks that summon an army at the drop of a hat…but
don’t do a lot afterwards.
Silver Thorns is a good example of this. The rear-guards basically fill
soul for your main boss to use. The only problem is that
Luquier (any version of her) exists specifically for when
the user’s field looks horrible. The better the game is
going, the more impractical her skill becomes. So against
any deck that doesn’t work to kill rear-guards (which is
most of them), it’s basically entering a contest of vanilla,
and since the Vanguard usually is putting no other layers of
pressure on, it’s going to lose. Fuck, even Kagero has the X
now and that’s good enough to sit on. They don’t even need
to flay anything; the rear-guard support sucks so why kill
what’s not even threatening?
Decks like this suck because they’re trying to counter a certain play
that isn’t even that vital, considering the Vanguard doesn’t
do anything else. These are the worst ways to try and
counter rear-guard fuck-uppers.
2.
Decks that gather allies…but depends on certain
allies to not horribly die.
G Neo Nectar is my example. First you need a decent clone target or two,
and then duplicate them several times over to try and get a
decent field together. Worst case scenario your field looks
basically normal and you play vanilla. Same output as Silver
Thorns really. But this deck is a little more acceptable in
that it brings a new trick to the table in the form of big
columns as a reward for your chance-reliant gambit. The big
weakness of course is that if your perfect field is fucked
with, you lose your main investment. And believe you me,
there’s much more motivation for the enemy to mess with your
field now, unlike decks falling under the first category.
Decks that try to call a certain field together tend to lack the cards
that allow them to go mad summoning stuff en-masse, so these
decks tend to do worse at speed of a perfect field, but
should be decently competent enough to match the amount the
opponent can kill.
3.
Decks that always have a field that looks horrible
to fight against and everything is incidental.
Extreme Battlers for Nova Grappler and Lambros-centred Aqua Force are the
ones I’d vouch for the most. It is true they rely on key
rear-guards, but these decks often have several of them so
murdering a few may not get the job done. And using key
cards together works as a damn good strength in here anyway.
These decks tend to not have anything that lets them summon
new shit, but then again they are excellent at taking card
advantage away from you themselves. It’s just they tend to
do it differently, focusing on minusing your hand via
attacking rather than you minusing their field. It basically
comes down to a contest of attrition which turns a win-rate
against these decks into somewhat of a coin toss. But as
long as something can be counted on to win roughly half the
time against an awesome deck, that’s what I’d recommend most
to people.
These are the most viable counters to rear-guard haters because they
cover the main bases. They can garner back as much advantage
as the enemy can take away, they don’t care if too much
dies, and their Vanguard is sufficiently badass it doesn’t
always require an entirely full field to function, although
if they do more power to them.
For more details on why this is good, see my
Card Advantage
article. I’ll drill the lesson into your head,
motherfuckers, see if I don’t.
Ask for the Extreme Battlers and G Aqua Force deck
list at
saikyocardfighter@outlook.com
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