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Saikyo Cardfighter R
on Cardfight!! Vanguard
A Side-Deck for Vanguard Would Never Catch On
You have the option of keeping with your bad deck or
changing the strategy…by making it worse.
The
Spring
Fest 2015 tourney I went to employed Swiss, which I am
grateful for despite the best-of-1 format and the sheer
suckitude of my teammates, but I know a lot of people would
prefer a best-of-3 format instead. Indeed, my local shop
employs this and that’s how everyone likes it. Joy, more
games to establish how fucking awesome I am for me.
Which brings me neatly to the idea of having a side-deck in
between rounds, if indeed best-of-3 suddenly became the
established norm for Vanguard.
For those who don’t know, between a best-of-3 round for most
other TCGs you can swap cards from your main deck with a set
of counter cards you took with you to have an easier time
fighting whoever the hell you’re fighting. With the opponent
doing the same, it’s basically a case of who can think the
more nested levels deep as you try to out-gambit the other.
It does sound nice in both practice and theory, but such a
concept would never translate well into Vanguard.
The whole point of having a side-deck in the first place is
so that you can take a series of all-purpose counters, or at
least have cards that can work to counter more than one
problem, that can be splashed into basically everywhere and
use them to act as an anti-deck. In Vanguard, you are
basically stuck with one clan which focuses on doing one
thing and as a result obviously has a lot of tricks unique
to only them. You do get clone cards that can be put into
every other deck, but a lot of them already have clan or
archetype requirements and a lot of them tend to be so shit
you wouldn’t run them anyway. So unless you enjoy vanilla-ing
yourself to victory (and not even well enough for it to be
viable) you wouldn’t ever do this.
But the biggest beef I have with the idea of side-decking is
the fact that the supposed ‘counters’ that a person could
think of tend to be incredibly flaccid when put in a clan
that doesn’t use that as their MAIN gimmick. Take Mellissa
and Chamomile from Genesis, for example. You would think
that they would be put in to counter decks that work to fuck
up rear-guards, yes? Well, they do, but the problem is they
don’t ENTIRELY solve the problem. Setting them up is already
hard enough without riding them, and usually it doesn’t
equal the amount of cards that is being taken away; it’s
merely slowing it down. Add onto the fact that in some
builds it cuts into the stuff that may actually work to fuel
your gambit, and what you’re doing is making the deck
actually WORSE overall.
That
is what it all boils down to. By making a conscious choice
to take cards out your deck to make room for cards that are
in comparison less amazing, just to fight ONE opponent,
you’re screwing yourself. To be quite honest, sometimes the
whole counter could turn out to be a complete waste of
fucking time. If I were to play something like Silver Thorn
Pale Moon while maining the X, well, solving it is really as
simple as
refusing to play along with their little game.
What’s particularly annoying about this is that I solved the
problem by simply running a gambit that was from the
beginning better than theirs. If I can’t retire stuff, then
just sit on the X and force them into a contest of vanilla;
they can’t hope to win that when their Vanguard is good for
only one purpose, which I’m not obliged to let happen.
(I don’t actually condone doing this by the way, normally.
I’m just saying this because it just so happens I personally
can still fall back on another option in the event of
failure with not a lot of penalty. This won’t hold true for
most other decks; you either do what you intended to do with
the deck or you’re using it wrong and will most likely
lose.)
One other point I probably need to mention is the concept of
changing the lineup mid-game, particularly in the case of
triggers and such. I am of the firm insistence that triggers
can be ranked in order of usefulness, Crits being at the top
of the hill, and Draw Triggers mining at the centre of the
earth underdogs WALK OVER. To me, if one is making a
conscious choice to do that, they are basically changing
their lineup to one that would have done better against any
deck from the start, not just the one that you’re fighting
now, or deliberately making it worse. This is the crux: the
one instance where it would shine tends to be outweighed by
the several instances when it would shit in your face. Which
is a problem since the one instance tends to be enough of a
deciding factor for people to run crap despite lack of
context.
This is largely the reason why anyone who hangs out in a
Vanguard online community asking how not to get shat on by
whatever OP bollocks is causing them trouble is a fruitless
and largely pointless affair. The counter would not really
be anything other than to play a completely different deck
altogether, since trying to adjust your playstyle to try and
fight back against it would result in your own deck
suffering because it can’t do what it normally does; you’re
using it sub-optimally in a futile attempt to not die.
Especially if it were in a tournament setting; curse your
luck for getting a bad matchup, then move on. Get over the
fact your deck will never be able to do everything
competently.
No, as far as ‘counters’ go, you’ve got the choice of
running sub-optimal stuff that takes away from your gambit,
or alternatively, realise how easily cockblocked your own
strategy is and just go play something universal. If you
happen to find anything that counters you it’s purely
incidental, after all.
By the way, do you like the picture I’m using in my articles
now? I don’t know why I didn’t think of it sooner. It looks
nicer. And it fills up space without me having to write
anything. Brilliant! I’m a genius.
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