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Saikyo Cardfighter R
on Cardfight!! Vanguard
The Ups and Downs of Effort in Vanguard
Play that then that then that and then get Perfect Guarded.
Stay free scrub.
I finally got a suggestion for an article from someone
complaining about how the meta had basically come down to
exploiting broken-ass combos which kill individuality. While
it didn't provide anything to make an entire article out of,
given my take is exploiting what works is what a competitive
player seeks to do anyway and it's sort of your fault for
playing sub-optimally and thinking you deserve the same odds,
it did however give me an idea for this one: when you have a
supposedly broken combo to use, it comes down to how many
liberties you need to take for it to have merit at all.
As a general rule, nobody who plays for real wants to put
effort into the perfect combo. Anything that requires 3 or
more cards to use properly has to either win you the game or
come extremely close to it. Vanguard is in a somewhat unique
position as outside of shit like Denial Griffin, the
opponent usually cannot respond to anything you do and so
your overly elaborate combo can be executed without a hitch,
as long as you have the right pieces, anyway. So basically,
it comes down to how consistently the broken combo can
actually be used at all.
Some combos are pretty simple. Ur-watar combined with Melem
combined with whatever can Time Leap, usually History Maker
or Metallica Phoenix. That's a pretty simple combo and the
pieces can be searched through various means. That's a
pretty solid move. If you want to use it then fair play to
you. But let's talk about something a little more recent: I
know of people who are trying to abuse Goddess of Deep
Sleep, Tahro, with Angelic Wiseman. To that end they
Soulcharge constantly whenever possible through Tyr,
Valencia and Grappa to try and get as many of them in the
soul as possible. As far as combos go, I guess the idea is
solid. The problem with it however is time. It requires
having to sift through that much soul which buys faster
decks more time to kick your elaborate ass into the curb.
Payoff doesn't actually start unless you can get a Wiseman
out.
Some well-known and quite frankly unrealistic cards to use
as intended are Glendios and Demiurge. No-one tries to World
End with Glendios anymore, not when 4 damage can be played
around and the sheer amount of effort in having to maintain
the fuel to constantly Omega Lock as well as lock is too
much. It's pretty much Glendios beat nowadays, because any
build dedicated to World End would have to cut out the more
consistent support in favour of very situational cards up to
and sometimes including otherwise useless crap dedicated to
World End but doing nothing to solve consistency. I have
also never seen anyone actually use Demiurge, although I
largely suspect that's because people don't really know how
to build it or are simply not inclined to. No-one likes to
shoot for the flashy thing that takes a long time to set up
when they can gain a lot of little advantages eventually
adding up to a big one over the course of several turns.
Even a clan that requires external setup wouldn't go so over
the top for just one combo. Aqua Force for example wants to
include a lot of options to generate several rear-guard
attacks in a turn so that in the event they get field nuked,
or they simply can't draw everything, they want to get to a
stage where they can declare 'good enough'. Usually anything
beyond that is a bonus. Trying to shoot for a comprehensive
victory contained insode one turn is only inviting
inconsistency to bite you in the ass, or the opponent to
wreck your main pieces and dominate you, unless you have a
backup plan to use right away. That's why I constantly roll
my eyes whenever anybody online declares they found the
perfect way to use whatever gets revealed in Bushi's COTD,
because inevitably it's going to involve a situation
assuming that everything is perfect. And whenever that
happens I just say 'you tried'. I'm not sorry for having
realistic expectations.
What
it comes down to is how realistic the results will be and
how it'll change. I will never believe that short of a
massive overhaul old decks that depended on last year's
format will be entirely relevant again, but there will
always be those who believe any card can be great. And by
that they usually mean that Bushiroad would have top
dedicate a fuckton of future support to make it suck less.
But that's not important to me because it's only
hypotheticals. It sucks NOW. That is all that matters. If it
was last season, then odds are your old deck is only going
to get a new G Unit and a few token rear-guards at most to
keep you reasonably happy, and trying to milk any use out of
something outdated and limiting yourself that way is just
masochistic. Use what's best for the deck, not for you. I
could argue until I'm blue in the fucking face about how
Crested Dragon is sooper-abuseable with Madew, fear his 10k
base, all bow down. But the fact is I can do better with
other, better cards. Like Blazing Flare Dragon. And I have
just compared something to Blazing Flare Dragon. That is a
new low for me.
The biggest problem I have with combos like these is that
while they are certainly interesting, shooting for what
works ought to take priority, and trying to deliberately put
yourself at a disadvantage that you cannot immediately cash
in on is only going to sting later. Take for example the old
Limit Break era involving virtually any Limit Break that
required hitting the Vanguard to work. Would you take 4
damage for a skill that allowed you to gain advantage,
usually a hard +1 or an extra Critical? That's all well and
good, but now you're on 4 damage and need to throw away
cards to avoid a Critical Trigger to the face ending you.
You woukd have conserved more advantage by simply not
letting all those attacks through in the first place.
Even when Legion and Stride became a thing, when you break
down each of these mechanics down to its base level, they
are essentially flashy comeback mechanics, and that annoys
me. It encourages bad play and often bad deck building
because the perceived reward looks more appealing than the
risk, the risk being the assumption the opponent's going to
be that kind (as
fucking if, scrub) and that the move you're
shooting for will let you overtake the opponent. It has to
overtake because if it evens out, the opponent will simply
use their turn to get ahead again and you've solved
basically nothing. Don't assume that you'll be losing. Run
the glorious Gold Paladin G1 rush master race deck. If
nothing else if they decide to Twittern people will laugh at
them.
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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