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Saikyo Cardfighter R
on Cardfight!! Vanguard
Being Reactive in Vanguard
You're better off just making things happen yourself rather
than hope the opponent's an idiot.
I observed a rather fun argument recently about how Magia
Pale Moon meant an auto-loss for Chaos Breaker decks which
then escalated into a lot of name-calling and insults. Ha,
what a bunch of fucking scrubs. But at least it gave me
something to churn out for another week so I guess I can
thank them for staving off writer's block until next year
when I can approach 2017 with a lazier attitude.
That brings me rather nicely to the subject of being
reactive in Vanguard? What do I mean by this? I mean making
a play or several of them in response to something that the
opponent does or is attempting to do throughout the fight.
The big issue I should probably address first is how
the opponent's plays usually can never be blocked during
their turn and so therefore you have to pre-empt them,
and that's true to a point. But I'm using this week's
article to address a slightly different problem: what
happens when you chose and built your deck specifically for
certain matches, at the expense of performance against
everything else.
I never fully understood why everyone gets so worked up
about Chaos Breaker decks myself, personally. I can
understand the appeal behind such a deck, certainly, but
it's not something I would main. It's partially because of
how it's not fast or efficient at locking compared to
something like Messiahs, and also because it's only really
annoying to decks that are also built around prolonging a
game for as long as possible since Chaos doesn't really seek
to win, just not lose for as long as humanly possible, but
also because as mentioned above, Magia and Hollow (with
Hollow being particularly popular I'm told) it struggles.
The only way you'd convince me to main such a deck is if
everyone started to collectively use Grade 1 rush and the
meta suddenly de-evolved into G1 rush, and anti-G1 rush.
In fact, that's largely the point of running G1 rush at all.
The current meta that Bushiroad are trying to push revolves
entirely around the assumption that both players are trying
to shoot for the same goal, via the same means, the means
being riding to Grade 3. Grade 1 rush almost completely robs
them of being able to do anything interesting as long as the
boss card and almost all of its rear-guards are bound to
Generation Break. So short of pretty extreme sack, they'll
get shat on by a deck that can explode out the gate early
and deny them their plays. The only decks I can name that
would shit on them is anything that can consistently murder
shit without Generation Break, but that still means that at
least the enemy deck is actually trying to make situations,
as opposed to waiting for them to be made.
And no, I would not count Limit Break (or at the very least
no Limit Break that's mainstream, and when was something
like Tempest Bolt Dragon mainstream) as the counter to Grade
1 rush. Admittedly, yes, it's considerably less reliant on
the opponent's reactions unlike Legion or Gen Break, largely
because regardless of deck, 6 damage is still the end goal
and so it will eventually happen, but by the time you can
get one to go off, you're pretty much almost dead and so it
could be seen as sort of a desperation play, unless you can
boardwipe their sorry ass once you reach Grade 3. Well,
actually, staying on the topic of Limit Break for a moment,
does anyone remember the time when you found yourself not
being at the damage cap you needed to be on for your big
push because your opponent wouldn't give you damage? In
fact, that was the strategy for some decks, like Blaus and
the End, or anything else on-hit, leaving you floating at 3
and then pressuring with a sudden damage burst. Still, at
least 4 damage was something to look forward to. Legion, and
then Generation Break in comparison, was built as a comeback
mechanic, I'll not mince words. If you have a deck that can
seal off even those, then you're left with basically nothing
else, right? You've just got some vanilla Vanguard and
rear-guards that can prod and poke at best depending on how
many non-GB1 units you have.
I
fell into the trap of using the same logic before regarding
Generation Break and Legion by extension. I thought that
because Generation Break units were bringing more to the
table once their requirements were fulfilled, that it was
probably better to use those units instead given early game
was where not much happened anyway. And that's true, but
only if both you and the opponent are playing by the same
rules. Cards like Sebreeze were only useful as far as tying
to use an Anti-Stride strategy while still using a deck
hoping to do the same went, and G1 rush denies them even
that. Even so, people soldier on because the promise of
reaching Grade 3 sounds more appealing than the 2 turns they
spent having the shit kicked out of them.
But I will admit that G1 GB1 seal is a pretty extreme
example of how their reactive plays and assumptions can
destroy them. Let's talk about Magia and Hollow, which are
slightly easier to relate to. I will admit that blanketly,
yes, they are pretty much the anti Link Joker/Kagero/Narukami.
But at the same time, I still wouldn't main either. The main
problem with them is that being the anti-control deck is
basically all they're good at, save for the occasional
column cards they have. Hell, most of their G Units involve
calling more shit: they haven't got anything like a Sentinel
sealer G Unit or a re-standing Vanguard. And yet, they are
largely the reason for Blademaster's rise to popularity just
basically...not happening. It has to be Overlord-centred,
because largely the best thing to do against a deck that
doesn't give too many shits how many rear-guards you murder
(if there are any to murder at all) is simply refuse to play
along and do something else, said something else being
Overlord the Ace and Nouvelle Vague L'Express. I cannot get
behind a deck that cannot take matters into its own hands
and consistently ruin the opponent's day without help. I'd
sooner use Royal Paladin since at least that has more
options and should it meet its strategic counterpart, can
answer it without compromising its best moves, unlike Magia.
So I guess at the end of the day what I'm trying to say is
that trying to rely on the opponent to fall into your trap
is a sort of pointless affair, if there are resources
available that will allow you to start bashing the
opponent's skull in without help. Soft advantage through
attacks 4 LIEF...as long as you're good at recovery. Or
alternatively, go 'fuck that' and play something where
no-one but you is allowed to have fun, because it's sort of
their fault for not catching it. Blaming victims is
apprently good enough for Bushiroad judges and so it's
probably good enough for you too.
I’m taking requests for articles
if there’s
something about Vanguard you need to gripe about. Email
ideas at saikyocardfighter@outlook.com.
Or drop a message on my
Twitter account!
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