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Saikyo Cardfighter R
on Cardfight!! Vanguard
When Is A Dull Card Too Much Effort?
If you have to run something boring to make another boring
card fit…then something’s wrong.
Sometimes, the problem with decks is not that the main
gambit is necessarily terrible, but that people are trying
to make something not-amazing fit by running stuff that
would maximise its effectiveness.
I can sort of understand this at first. But then of course,
like the too-smart-for-their-own-good joyless bastard I am,
I realise that it is completely unjustifiable to the
competitive mind. If you want to try and make a
hard-to-fulfil gambit happen within your own deck, and then
I swan up wielding something that does what you do without
needing to try as hard,
what are you going to do about it, Timmy? Chuck your deck
into the furnace and start again? (Actually don’t do that,
think of the people who want what you have. Suckers.)
But I hate to re-iterate what a previous article could
easily tell you, so I’m going to talk about something
similar on a smaller scale. I’m talking about shoehorning in
some card, usually a token choice at that, simply because
it’s there. The types of people who do this usually fall
into two categories; those who run it because lack of
context, which usually results in problems such as shit-ass
columns, since they’re usually poor attackers or boosters,
or people who deliberately then centre the deck around
accommodating this card at the expense of your main gambit
without realising it.
Luck Bird, and all other clones thereof are the main
culprits. They may sound nice at first glance, but I believe
the quality of your advantage is just as important as the
advantage itself. I would have hoped that people having
spent their first years using 1st-Gen Gold
Paladin would have had this lesson drilled into their heads,
but apparently not. Look, I’m all for a practically free +1,
but I personally wouldn’t use them unless there was some way
to comfortably manipulate them in a way that doesn’t
encroach on my rear-guards, since they have a crappy 5000
power, or at the very least, I want to be able to get rid of
it immediately after on a 1:1 basis so nothing is lost. I
will admit back in the day, I did run a Kagero deck when I
didn’t feel like using my Eradicators, and I did use
Calamity Tower Wyvern, but that was only because Conroe
hadn’t been banned as a starter and I could sack him away to
search, so I didn’t need to put it behind a rear-guard and
run the risk of shit columns. Now that he’s gone, that’s not
really something I can do with my own deck now, so I dropped
it. Besides, I’ve got better shit to run than Burning Horn
Dragon, as in not vanilla crap.
Technically,
this could apply to basically every crap booster with a
somewhat average skill. To me though, if you must run a weak
booster you need to have some sort of justifiable reason to
start running it in the first place. If your deck can abuse
it several times over, or get rid of it for a greater whole,
fair enough. Otherwise, if he’s just there for a one-time +1
and requires that you lose a Grade 2 slot just to
comfortably use it, you might want to consider something
else. For stuff that starts off weak, but then powers up if
you meet certain conditions, then it could probably stay,
but only if it can maintain a steady enough stream that
means it can consistently force more guard. It also needs to
be able to comfortably have enough partners to make normal
columns if ever production slows down. Lacking any better
options other than one slot that be spared for vanilla
column formers doesn’t hurt, even if it does make me
question why you’re running something so inflexible.
Of course, it doesn’t just apply to boosters though. You can
of course have people who use weak Grade 2s with some sort
of skill they hope will justify its existence. In instances
like these you just turn the logic around slightly; if you
must run strong boosters to accommodate your crap attacker
and nobody else, not even making 21k columns with another
rear-guard, then it may need to go. However, there is a
difference between shoehorned Grade 2s and shoehorned Grade
1s, and that is token Grade 2s tend to be a bit more
detrimental. You see, poor boosters can at least be
compensated for with strong attackers, and there tends to be
more of those compared to strong boosters. Sometimes they
can even carry another skill along with it: see something
like Big Bang Slash Buster or Regulation Aglovale, for
example. Sure, every clan seems to be getting 2 8k vanilla
Grade 1s now, unless you’re Link Joker in which case go nuts
(I kid. You don’t have enough shit worth running to justify
it.) but really, I don’t see much point in running the risk
of bad columns should you have an 8k Grade 2 with no 8k
Grade 1 to pair him with when you can simply have everything
make normal columns with everything. Or if you do run lots
of it, then it’s your Grade 2s and 3s that are the only ones
doing the talking. You could have just avoided it all with
Grade 1s that set up the Grade 2s and 3s, like my Lava
Flow/Burnout combo. Love that combo.
The only thing that provides some form of comfort to me is
that this is usually only a tech. But even so, that tech
still influenced how you ended up building the deck, not
necessarily for the better, so you may want to consider some
better options. It’s especially bad in the case of Grade 2s
because their columns tend to be less forgiving. So really,
combining two otherwise not terribly-interesting cards
together to make up one whole equal to one card’s efforts is
the same as you taking several lukewarm showers in the hopes
it adds up to a hot one. All you’ll get is a big water bill
at the end of it. Yes, I stole that quote from somewhere and
I’m not sorry.
Ask me why I continue to play if I’ve found this much to
complain about every damn week at
saikyocardfighter@outlook.com
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