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Saikyo Cardfighter R
Overly Complicated Bollocks
Shooting for one flashy play just invites being
crushed by several simpler plays.
One of the most common newbie traps I see are people trying to combine
several cards together, usually involving riding at least
THREE different types of Grade 3 just to try and kill the
opponent in what they THINK is a useful gambit.
If, like me, you actually give at least one shit about consistency, then
you should know that it’s a fuck-terrible idea. And yet,
it’s idea prevalent enough to make write this in the hopes a
newbie will find it and I can reduce the number of sucky
players by at least one. An actually good player would
simply be able to design their Grade 3 lineup in a way that
allows them to at least have a useful fall-back in the event
of failure.
Have you watched professional poker? Compared to amateurs, pros tend to
fold a hell of a lot more at the beginning. That’s because
they know they can’t normally improve a hand to anything
decently good. Amateurs on the other hand are always open to
the idea of possibilities and so they stick around, if they
start with a hand that COULD trump everyone else’s even if
it doesn’t currently, small as the odds are. The reality is
however the low odds are still fucking low. Just don’t
bother and expand on high odd plays. Why is that so hard to
understand?
So without further ado, I shall now deconstruct why trying to be overly
elaborate are for tryhards and newbs.
1.
The longer it takes to get anything done, the longer
your opponent has to give you a good hard dicking.
I didn’t like the Limit Break era after Booster Set 9. Everything was
just Limit Break rather tokenly for crap skills that weren’t
even OP enough to warrant a restriction like it anyway. With
Legion and Stride this isn’t much of an issue anymore, but
my point is, decks that get their shit done faster tend to
do better than those that wait (which is why basically no
Crossride from Set 9 made me want to ditch my the End deck).
Sometimes that can be the reason for people to run old aces
that go live Mid Game in the event they go first and
therefore Stride last. Trying to combine several Grade 3s
together in a way that compliments neither all that well and
requires bad deck choices to juggle them is just taking this
a stage further by having more that can go wrong, and longer
to gather what you need.
2.
Hoping that you can still hold onto those combo
pieces turn after turn is completely ludicrous if you don’t
want to die.
Some of those pieces may eventually have to be used to guard. This is
especially prevalent at 4 damage when the guarding game
changes completely. Even in decks where the aim is to only
ride certain Grade 3s in some sort of order, perhaps they
must be lost as costs for PGs, or the opponent could dick
your field forcing you to call them as spare attackers. The
problem is that people who try to do this usually don’t plan
in the event of failure. I’ve a friend who’s been trying for
the past week to actually use Phantom Blaster “Abyss” with
Blaster Dragon Break Ride in the way people seem to be
suggesting but so far almost everyone’s been able to
cockblock it because they kill him before it happens, or
they corner him enough that the pieces are lost Or he just
fucks HIMSELF over because of the non-Revengers occupying
his field in an awkward position. Including myself of
course, since I can beat idiots.
3.
Usually, neither you nor your opponent would live to
see the combo in full anyway if the first play can do it
well enough.
Unless the first half of it can actually bring something halfway decent
to the table as a first ride, then it’s better to simply let
one boss or the other do the talking for you instead. In
something like a Seeker deck with Alfred Exiv and Thing
Saver in it, riding Alfred followed by Thing Saver is
actually acceptable given that it genuinely fuels a good
bollocking (6 total soul for 3 attacks) and even if it never
appears, Alfred Exiv is a decent VG to sit on. Or hell, even
Thing Saver since that can still get at least 1 other hit
in. But most importantly, it doesn’t DEPEND on the perfect
combo to win. If it happens it’s pretty incidental.
I’ve mentioned this before, but trying to do several things terribly will
never beat any deck that does one thing horribly well. Next
time you see something, just think about the simplest way to
use it and it’s probably the right way. Like how Phantom
Blaster Dragon was built for the express purpose of Blaster
Overlord combos. It was fucking obvious, guys. Like the use
of toilet paper after a bad case of sugar-free Gummy Bears,
you’ll appreciate that less is more.
P.S I’d like to apologise for the error in time-reference in the last
article regarding Amnesty Messiah. To be fair I sort of knew
what I was going to say about it already. It’s not as though
it’s stopped being mediocre.
P.P.S So a lot people didn’t appreciate my disdain for G-Link Joker.
Look, I’m not saying it’s BAD. But its performance does not
justify the price, especially if you want to whore out in
rarity. It’s average. That’s all. It’s a
“borrow-for-casuals” deck. I’ll tell you what. How about I
make a new article about another popular deck? Then you can
hate me for picking at ITS scabs instead!
Complain that all I run is stuff designed to SCREW
overly complicated bollocks at
saikyocardfighter@outlook.com
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