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Saikyo Cardfighter R
Hand Hoarding Vs. Field Hoarding
Why has Oracle Think Tank fared better against
retire-decks and Neo Nectar just failed?
You know me. I’d sooner use something actually proactive when aiming to
win, since the longer you give the opponent to assemble
everything, the longer the opponent has to dick you over in
one shot. And since Kagero is the “never let the opponent do
anything for long” clan, that’s what I and several other
people use. I’ve said it before and I’ll say it again; you
have to tank at a level surpassing everyone else or it’s
simply not worth castrating your offense.
However, if you cannot avoid the clans that build up their own physical
card advantage because you can’t find any of
my recommendations
to fight such things anywhere, what is the most feasible way to go about
it?
Oracle Think Tank is probably the most viable solution to the whole
shebang (or at least it will be so until I find out if
anything new for Bermuda Triangle works, anyway). I would
say this has several advantages over stuff that hoards cards
like Gold Paladin and Neo Nectar. But why, you may ask? They
work to mitigate the stuff that’s lost similarly. Only
difference is that the advantage is to the field, rather
than the hand.
Exactly. And that’s why OTT is better. And is also largely the reason why
Murakumo is so shit, but that’s a story for another day so
let’s move on.
Adding more to your hand rather than your field presents several
advantages. For starters, increasing your hand gives you
considerably more freedom as to what to do with what you
obtain. Sure, unlike something like Neos it’s totally
random, but that can be compensated for by using stuff
that’s already in your hand. If it just so happens you can
actually search for stuff then that’s more power to you
since you definitely know what you’re getting and can plan
accordingly.
Allow me to elaborate. By adding more to your hand, anything that you
don’t need can be saved for late in the game when you need
to guard things, and having a ton of options late game is
what has allowed Oracle Think Tank to hold its own decently
well. Enough, anyway. Compared to stuff that plonks units
straight to the field, the capacity to tank is a whole lot
less since unless you call interceptors, you can’t use the
shield of anything you summon, and the purpose of the new
advantage is already spoken for; you attack or boost with it
or it’s replacing a dead card, which isn’t even fucking
adding to card advantage unless it’s for another attack. Or
if you want, throw down what you draw and swing away like a
merry little sledgehammer berserker.
But Saikyo, you say, surely calling stuff from the deck saves you calling
cards from the hand so the advantage is basically similar,
right? Possibly, which brings me rather neatly to my most
important point.
Adding more to your hand doesn’t carry a restriction
save for deck size, unlike the field which will only allow
up to five new cards at most. The later the game progresses,
the fuller the field tends to be, so it becomes less potent
as the game drags on, unlike increasing the hand which has
much more freedom and doesn’t come at the expense of what is
currently on the field already. Because of that, the freedom
to spam draw-related skills is higher. I mean, something
like Takemikazuchi who can grab two cards suddenly, combined
with support like Susanoo? +3 right off the bat no matter
what the situation currently looks like. Increasing field
basically relies on your current field sucking harder than a
fucking Dyson, so it’s chance reliant.
That was basically why I advised not relying on the Legend Deck until
July, when we have a unit that works to increase hand. The
Legend deck was all about calling Grade 1 units, and those
tend not to budge anywhere compared to the front row,
outside of field-hating decks, anyway. Once the field’s set
up, what happens then? You just vanilla your way through
until the opponent drops their nuke of choice on your head
and you lose.
The other issue I have with decks that almost entirely work to increase
advantage this way is that it tends to basically be their
only trick, or if not their only trick, reliant on that
gambit for any of its other party pieces. Oracle Think Tank
at least has a few different flavours of Vanguard such as
Amaterasu, who is pretty amazing, to sit on not to mention
Silent Tom for an optional finisher. Specific Royal Paladin
builds are of course exempt such as any Seekers running
Thing Saver but they got all the cool shit anyway, and
suddenly building a field from nothing are just blips on the
radar like Gildas and Alfred Exiv.
The only kind of tank I would accept is levels of tank that grow to
frankly absurd levels. It has to be able to at the very
least consistently equal the advantage that the opponent can
take away from you every turn. If you’re lucky perhaps they
can then perform slower than your deck and you can safely
no-pass them for days. That’s why Gold Paladin, Neo Nectar
and similar suffer; the users think they are even until the
enemy blows through everything all of a sudden and over and
over, like the dick-sucking champion of the world.
Ask me about my win-loss ratio to OTT (I mostly win)
at
saikyocardfighter@outlook.com
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