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Saikyo Cardfighter R
on Cardfight!! Vanguard
Contrary to what you may think, I can recommend decks for
people who hate mainstream.
While I certainly do not advocate the use of inferior
options for its own sake, I am recently finding it a lot
easier to find more good points in non-mainstream decks. You
can blame Stride for that: no longer is your Vanguard doomed
to only one job it’s sort of shit at for all of eternity (or
until the second game starts anyway); now you can change
gears and make a vanguard that better suits your needs.
Unless of course you play something like Murakumo that has
virtually no fucking choice at all.
So if you don’t want to use what’s recently topping
tournaments or you don’t fancy getting on the hype train
with the other, noisier, smellier passengers, but at the
same time are sufficiently rich and well-connected to afford
whatever your disgusting and possibly financially amoral
imagination will allow, what else is there? I can more or
less guide you through some of the best I know, on probably
the most unreliable evidence possible (through about five
games worth of observation followed by scornful derision of
misplays someone else made), but never mind, let’s get it
on.
1.
Nubatama
Not one entirely composed of G-options, hell the fuck no,
I already explained why.
But assuming you build one that’s fairly bog standard with
your usual token Stride enablers and swap a Grade 3 slot for
4 Shiranui, you have a pretty solid choice. I was pretty
lukewarm about Nubatama at first because discarding cards
isn’t actually that deadly – if there’s a condition needed
to use it, such as in the case of Dreadmaster. When you have
a unit that can snipe a hand card, turn after turn, no
strings attached, that’s when we have problems. That unit is
Shiranui. When it comes to decks that don’t really have any
“kill ASAP” rear-guards or have lousy finishers, this is an
excellent choice to punish the pathetic fools. G-Units are a
bit flimsy but even the theoretically bad finishers are
aided by the constant hand sniping to wear away Perfect
Guards. Just don’t fall into the usual noob traps such as
that Stand Trigger that isn’t even that good and make sure
your discard gambit is taken to a good extreme, and this is
a pretty decent option.
2.
Tachikaze
To be honest, I wouldn’t have actually put the clan here if
Gluttony Dogma didn’t exist. But it does, so there we go.
Still outclassed by Diablo Shadow Paladin regarding its main
gambit but it does have the advantage of not needing to go
for “no Grade 3, no life” with Gaiaemperor’s GB2. But for
something that does the next best thing and is less
expensive due to all the Shadows hype, G Tachikaze is a
decent enough alternative: turtles hand by sacrificing field
instead, has a re-standing Vanguard that doesn’t compromise
guard, doesn’t lose steam provided you have good retire
targets, and can still answer to opposing problems with
enough enemy retire options. Also there’s not a lot of
choice for G-Units once 16 slots becomes a thing so at least
building the fucking thing ought to be easy. I just hope
you’re prepared to deal with the niggling suspicion that
perhaps Diablo was the better option, but history was built
on people doing weird shit primarily because it was too
embarrassing to stop now.
3.
Nova
Grappler
May 2016 is going to give Nova Grapplers two different types
of re-standing Vanguard for you to use, so you might as well
try and grab the pieces necessary before the prices jump
higher than a hippie on Cannabis Wednesdays. As far as G
Novas go, it’s solid enough, as long as you’re willing to
hold back the cards until later so they don’t die a
mistimed, pointless death, but catches my eye after
Fighter’s Collection 2016 is Blaus. Pressure from the
get-go, good Early Game, and with G Guardians it’s easy
enough to play a decent Victoplasma. Suppose there’s no
reason you can’t try to mix both, although don’t go Diablo-Revenger
levels overboard: every Blau cut means one less target for
Morgenrot, the best starter. Any variant is still going to
get shat on by anything that can control board (and the
number of decks that can is getting depressingly high) but
it’s not bad if you’re smart with resources.
4.
Spike Brothers
There people who feared Bad End Dragger and everything that
is associated with Bad End Dragger as far as frankly
explosively bullshit turns are concerned. G Spikes doesn’t
really pack all its damage-coloured eggs in one turn-based
basket, but as far as wearing down opponent’s go, it’s
pretty baller. Sadly, a lot of its best cards are very old
and thus quite scarce, but it also means that the only ones
using it had the deck from the offset, or got the deck from
someone who had it from the offset, so you shouldn’t stand
out that much. But for anyone that does manage to complete
it, you have a deck that has a good output in terms of
damage, as long as you are able to reasonably adjust for
opponents that like to take advantage of a mass field to
bomb or low hand to strike at. Inconsistency may be the
deciding factor for some, but then again, a bad matchup is
hardly a problem exclusive to just Spike Brothers, unless
your local meta is filled up to its fucking ears with
Gavrail.
Rather depressingly, this is where the buck kind of stops.
Pretty much every other clan I could name was either
mainstream or was functional but pretty uninspiring. On one
hand, hooray for THE RECKLESS RAMPAGE working out as an
awesome buy for the hipsters. On the other, it’s kind of
depressing. Blame G-Guardians for fucking over previously
reliable skills. So, unless Unite gives you bullshit levels
of plusses or new Gurguit re-stands or something, the future
does not look bright for Gold Paladin.
Oh wait, I forgot. There is a fifth option.
5.
Dimension Police
Just run a good amount of Laurel, follow the common-sense
deck building rules, and go the fuck nuts.
Get a list of good points about your clan that’s either too
short or too long at
saikyocardfighter@outlook.com
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