Pojo's Cardfight!! Vanguard news, tips, strategies and more! | |||||
Pojo's Cardfight Vanguard Site
This Space |
Saikyo Cardfighter R
on Cardfight!! Vanguard
The G-Zone’s Getting Too Much Choice
As soon as I got as far as ‘4 Nextage as staple’ I knew we
were in for it.
Even if the title of this article wasn’t all that clear, I’m
pretty sure you can guess as to what this one’s about, given
how recent it is. Well, as recent as it gets when I send my
articles to the boss a day in advance, anyway. Recent gossip
on the G Zone is of course the new G-Guardians, which we get
in the English format at the end of May, and the fact our
G-Zone is doubling to 16 cards.
There are of course going to be a mass outcry of people
calling foul whenever a long established rule gets retconned,
along with approximately one or more shit-tons of players
quitting because power creep, so I’m going to try and
analyse each of these new mechanics and see how healthy it
is.
First up, G-Guardians. To use them, both players need to be
on Grade 3. When the opponent attacks, toss a Heal from the
hand, call up your G-Guardian to Guardian circle. Once the
battle’s over, it goes to the G-Zone face-up. That’s the
gist of it: I’m not going into the stupidly nit-picky rules
over this new toy, that’s what the official website is for.
Reading is power, bitch.
My first initial thought was “thank fuck, it’s sort of no
longer biased towards going second.” Even if you cannot
Stride first, as G-Guardians are still G-Units (had to
double check this as it sounded a bit too good to be true)
then as long as you have a Heal in the hand, the flavour of
first Stride can be all the more deadly. You could get full
mileage out of a first Stride whose skill happens to be GB2.
I said “sort of”, because there’s only so many Heals in any
given deck. I stole some math on the subject from somewhere
and apparently 2/3 times, you’re looking at a Heal by
opponent’s turn 3. That’s annoyingly high odds, all things
considering. All it takes now is for Spike Brothers to get a
finisher that can only be described as the motherfucking end
of days for Vanguard and we are officially fucked. Until
Mecha Trainer gets banished to Barcgal Jail, anyway.
Second thought was on how efficient this actually was. So
you lose a 10k shield in the hand to call a 15k shield in
play, 20k with its skill (although I have no doubt we’ll get
more that don’t but have a pretty badass skill to
compensate), so it’ll bypass a 21k column at least for the
cost of only one card. Efficient enough I suppose and gives
people more ways to bypass cards like Silent Tom, but calm
your tits, it’s still a staple and it’s not perfect, given
you need a Heal to do that. As far as they go, they’re a
somewhat decent option and one that shouldn’t encroach on
our existing options too badly.
Which brings me rather neatly to my second point: people
might have noticed is that this is absolutely biased towards
anything that has access to the most stupid finishers in the
world. I’m sure no-one wants to stare down a fully
operational Lambros as a first Stride for whoever went
first, especially if they let the damage train go to town on
them. Compare it to OTT that haven’t got a single bloody
good finisher, hell, the new one from Fighter’s Collection
2016 is a bit crap, and you realise just how borked this
ends up making balance. Then again balance issues was a
problem at the moment of conception, see Booster 3 and 4 the
original for anything that wasn’t the Big 4, but for me
that’s all the more reason I picked up a clan I knew was
going to get lots of support. I just wish our (Kagero that
is to say) first Strides didn’t involve hitting so much. Not
everyone thinks that way, I know, so this may or may not end
up being the last straw for some people but hey, what are
the odds of a Heal from the beginning? I’m being serious
here, I actually would like to know.
But
let’s get down to the meaty shit with the huge-ass elephant
in the room: 16 choices of G-Unit. To be honest, I’m not
really sure whether or not this was a good idea to DOUBLE
our G-Zone size. Judging by the various comments heard all
over the internet when this was confirmed I wasn’t alone in
this either. You have an under-supported clan like Murakumo
or something, with more G-Zone spaces than they can actually
use (because I’m pretty sure their on-hit G-Unit isn’t a 4
copy of unless you need G Assist bait), whereas you are
fucking spoilt for choice with Gear Chronicle, even when
taking into account 4 staples like Nextage. You could, I
guess, not run 4 G-Guardians, and I’m assuming people won’t,
given how Heals are scarce and damage check is a bit of a
bitch sometimes.
But the main reason I think 16 G-Units is overkill is simply
because of what an average game is like in context. When the
idea of an increase in G-Zone size was suggested about a
year ago, I didn’t like it. At the time, I didn’t believe
that a game should be aiming to constantly spam such a
mechanic and shouldn’t be encouraged to do so. This isn’t
because of deckout issues either, although that was one of
the reasons. It was because it seemed pretty much unhealthy.
Quite a lot of clans don’t have that many good finishers,
because they can’t all be Kagero, with their Root Flare and
the Ace and Nouvelle…and sorry, rambling. Those that are up
to their fucking armpits in options however will happily
abuse this to death, like Gear Chronicle. I don’t get salty
at a lot of things but I do wish (and fervently hope) that
Kagero will one day have plenty of options to punish decks
whose rear-guards don’t stay still, because right now it’s
pretty much “do what you always did some more. Oh they have
Magia? Well then I guess we gotta DO IT SOME MORE.”
I guess that’s what it all boils down to. Increasing our
G-Zone size means less thought into what’s necessary and
what isn’t. It’s a pretty thinly veiled attempt to allow
Gear Chronicle or something with about as many generic
options as Gear Chronicle to just shove in basically
everything without having to think about which ones can have
the most advantages compared to disadvantages. Without that,
I was thinking of dropping Root Flare for Nouvelle 2.0
because of the opportunity costs involved, but apparently
fuck that. Too late for me to invest in Gears now, anyway,
you assholes.
That is not to say that it can be considered ENTIRELY
terrible. That new Cray Elemental, Sebreeze for example. I’m
priming that to be a staple in every G-Zone from now on,
given it fights back against deliberate Grade stall on top
of the initial incentive not to do that with G-Guardians.
Useful for anything that has more space than it can
reasonably fill, right?
I guess there isn’t a whole lot else for me to say at this
stage except fuck Gear Chronicle and your expensive Nextages.
Oh yeah, and CFO when it comes out can suck it too.
I’m dreaming of an anti-Magia G-Unit here at
saikyocardfighter@outlook.com
|
||||
Copyright© 1998-2017 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. |