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Saikyo Cardfighter R
on Cardfight!! Vanguard
Why Overlords Are Like Overbearing Parents
We hate ‘em, but Kagero players will never survive without
them.
So predictably I jumped onto the Overlord bandwagon faster
than my last trampoline party, and I’m fairly sure that I’m
not going to meet anyone who gives two shits about
Blademaster either way. Save for people who built it for
fun, I don’t think anyone has stuck with Blademaster at all.
So why is it then? Why is it that Kagero players always end
up returning to Overlord? Like a mum that simply won’t leave
you the fuck alone to drink or buy porn, they hang over your
head forever and ever.
And yet you still can’t bring yourselves to get rid
of them assuming the aim is to go somewhere. God knows I’ve
tried.
I suppose part of the reason is largely down to the state of
Kagero as a whole. What I enjoy the most about Kagero and
anything similar that can control a board is that it hasn’t
got a lot of general weaknesses that can be quickly
exploited. I mean, getting rid of problems as well as
maintaining pressure is as good a strategy as any. The
problem with almost any Kagero deck that doesn’t involve
Overlord however is that that’s pretty much all it does.
Yeah, I guess you can argue in favour of decks that can do
one thing very well and still succeed, but let me explain.
Kagero’s issue is that against anything that can recoup its
own card advantage equally well, as well as combine it with
something else, is going to have a small advantage,
particularly if their own gambit is generally more intense.
Looking at Blademaster decks as an example, it’s all about
retiring and combining it with a few cards that can power up
columns. Columns, however, are pretty much Blademaster’s
only source of real soft advantage, but unless that can be
combined with something else like Criticals, each column is
only worth one damage. I’m not saying that Blademaster is by
any means poor, but it’ll basically go 50:50 against
superior call decks and I’m assuming that you want to push
your win rate a bit higher than that (60% is what it’ll take
to convince me, personally).
That’s
one of the advantages Overlord decks have compared to
Blademaster. It’s almost as good at board wipe to a point
that it’s pretty negligible: hell, does Blademaster even
have Defeat Flare Dragon? I don’t think so. On top of that,
its own soft advantage is a lot easier to control, now that
the Legend deck is a thing. What do I mean by easier? Well,
Magia and Hollow, and anything similar. It’s no secret they
counter board wipe, to a point. (Wish they’d get better
finishers.) But in the case of some of Blademaster’s best
cards, they cannot gain oodles of meaningful power without
first retiring rear-guards, and if they don’t have any,
they’re stuck being vanilla, which sucks considering I
haven’t seen too many Blaze cards that are so pants-jizzingly
amazing that it excuses all of that. Overlord decks in
comparison only need new Nehalem with the far easier
condition of simply attacking and if you’re feeling haxxy,
new Tahr, which makes 27k even without something like the
Ace.
What I’m getting at here is that marking exactly what needs
to be murdered compared to just murdering cards without
discrimination is what should be considered. I’m not really
for murdering a column of cards if all it was doing was
attacking me for normal numbers and was doing pretty much
nothing else. You need to resort to a really good source of
soft advantage because of how predictably costed hard
advantage is, which can sometimes work against you. When
fighting a deck where rear-guard threats are few, you simply
murder the few and watch as they can’t replace them with
anything just as good or better. Only when there’s something
actually dangerous like Commander Laurel or Silent Tom
should you need to use retirement skills, because I’m pretty
sure the rest aren’t doing anything. Otherwise, something
like Blademaster is looking at Counterblast 5 for a +5 hard,
a bit more allowing for Root Flare or similar, and you can
do better than that.
That’s the main issue with retiring/locking/warping as a
whole: it’s only really good with eliminating problems
proactively, and sometimes that isn’t enough if the few
rear-guards can compensate with either columns or more
cards. Denial Griffin was frankly a godsend to me because
now I could cockblock problems while they were 1. a visible
threat and 2. happening. In the middle of the Battle Phase,
the opponent usually can’t do anything to fix the field up
before their next attack and so you’ve saved yourself some
advantage I timed correctly. But again, Denial Griffin can
be happily run in any Kagero deck, so you may as well shoot
for the one that’s the most practical: Overlords.
And what’s probably more depressing about the whole thing is
that in order to make a different flavour of Kagero that
basically isn’t just retiring on top of more retiring, you
would have to introduce a good reason to run it over
something else. Short of a Kagero deck also having
incredibly good draw power as well as a competent enough
finisher, I cannot think of anything else it COULD do,
because there’s more clans than there are mechanics.
Overlords continue to get all the support because they were
the ones who got the skills that were the least tangentially
connected to whatever they had in mind. Or it was just
absurdly strong nostalgia bait. So there you have it.
Overlord decks continue to be pretty much the only one that
matters because they can do almost all of Blademasters
tricks, with some unique and better tricks of its own.
Happy? Oh wait, as a general rule people hate meta. No, of
course you’re not happy. What am I saying…
I want a unit that seals calling through skills. Call me a
fucking idiot at
saikyocardfigher@outlook.com
I have a Twitter account now.
Drop me a line if you really have nothing better to do!
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