Pojo's Cardfight!! Vanguard news, tips, strategies and more! | |||||
Pojo's Cardfight Vanguard Site
This Space |
Saikyo Cardfighter R
on Cardfight!! Vanguard
Competitive Stalling (or, 12 Crit and a Field Nuke Solves
All)
Saikyo wants to know one thing: what the hell is taking you
so long?
At my local tournaments I am almost always among the first
to finish. I’ve never had to go into time even against the
most stubborn bastard who refused to bend over and just let
me violate every inch of his deck’s orifices and
consequently I end up spending a gap between rounds having
to inspect the My Little Pony TCG crowd out of boredom and
some sort of weird fascination.
You could never get me to play a deck that aims to defend
and not specialise in attack instead. It has to at the very
least be able to somehow hybridise both strategies. I don’t
care what sort of unholy alliance may result, if it’s
interesting and fast I’d pick it up. Or I would if School
Etoile, Olivia wasn’t as costly as the rates your mum
charges.
I aim to win fast and to win decisively. I said before that
my biggest problem with traditional the X builds is that
they make bad choices that slow their game to manageable
levels
and that they are actually totally preventable. For me, a
deck has to basically do what it does to extremes for it to
go anywhere. Unless it’s Granblue, seriously, don’t spam the
mill. I don’t want to get into a situation where I have to
nickel and dime my opponent in order to achieve what I want,
because the longer it takes for me to take off, the longer
the opponent has to turn the whole deck-fucking thing on its
ear.
You may call this skill-less, and you may be right, but 12
Critical Triggers is one of the steps to solve this problem.
Apart from me being able to point several articles from
people smarter than I explaining why this lineup just pwns,
it’s also because I absolutely need to get ahead in damage
as fast as I can to bump off the opponent. If it goes to
time, whoever has the least damage takes that round, and I
want to make sure I’m not that unfortunate bastard.
Think about it. Imagine you play a deck that plays the
defence game in a competitive tournament. Now imagine you
play against a similar deck, and neither of you particularly
bring the pain that well when the chips are down. In this
case, it would simply boil down to whoever’s defence sucked
the most to produce a winner, if the judge doesn’t call time
on you first. This may not be a deal-breaker as long as you
also follow some rules such as 12 Crit and you just so
happen to run stuff that would love it, like OTT in Silent
Tom, but (and I don’t think this would extend to everyone’s
locals) when I see two decks head towards time, it’s usually
two decks and two players sort of flailing at each other
like two half-blind cats trying to basically chip away at
the opponent.
It
all boils down to the fact that in order to actually
reasonably go anywhere, you have to eat away at the
opponent’s hand. And the only way you’re going to be able to
do that is to take more cards away than they can actually
add to their own collection. Once you hit Grade 3, you’re
getting a Draw and a Twin Drive (three if you Stride, but
you pitched a card so it still sort of counts) so you get
three cards every turn. You have to therefore take away AT
LEAST that many cards away to stagnate the opponent’s game.
A deck that takes advantage away, coupled with 12 Critical
is this ideal taken to the logical extreme; accelerate
damage so they have to quickly guard, eat their field so
they waste hand trying to maintain their offense, or just
not get attacked and conserve advantage that way.
I think the biggest problem is the fact that Bushiroad do
not realise that every strategy is not equal. As far as I
know Witches for Shadow Paladin seem to be pretty
well-liked, but making rear-guards weaker? I know decks that
can crap on the column and make it gone FOREVER. I wouldn’t
have a problem with it if it could use this to achieve some
sort of greater whole, but often it can’t. The recent Gold
Paladins, for example. They play the chance game. What for?
Shadow Paladin stole the only gimmick that would make it
somehow justifiable, so it’s just a sad deck, trying to
anticipate something that would fuck up their field, until
they bump into Aqua Force or Nova Grappler and they cry.
Of course, that’s only if the Nova Grappler/Aqua Force deck
was competently built. A lot of people don’t realise how
much they are dicking themselves over running something that
doesn’t exactly help as often as they would like, like Draw
Triggers. I cannot count the number of games where I thought
“you know, if that were a Critical I’d be dead right about
now”. Because of that, I’ve seen games where decks that can
tank but should in theory dominate get stalled to death
because their offense was lacking and it could have been
totally preventable.
So if your deck is one that is basically spending every game
hoping the opponent won’t be a douchebag, on the off-chance
you get paired up against someone who is hoping for the
same, all it would basically boil down to is whoever happens
to get lucky this time, because all the big boys will
curbstomp you into the fucking pavement. It therefore makes
more sense to play the non-dominated strategy, the one that
can basically do what they can, albeit with a different
approach possibly, except they happen to also be able to eat
through enemy cards faster than they can hoard them. In a
best-of-1, I’m not playing a dominated strategy. Nope, it
has to be 12 Critical, card-hoarding hater or there’s no
point to the whole thing, like sitting on a flaccid cock.
Request the story on how I doubled Critical-ed my opponent
out of every round at a tournament once at
saikyocardfighter@outlook.com
|
||||
Copyright© 1998-2015 pojo.com This site is not sponsored, endorsed, or otherwise affiliated with any of the companies or products featured on this site. This is not an Official Site. |