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Saikyo Cardfighter R
on Cardfight!! Vanguard
The Offense-Defence Juggling Act
Remember, your important and irreplaceable rear-guards are
begging to be crushed.
Recently I got an email from someone asking about the
viablility of cards such as Street Bouncer and the use of
Draw Triggers in his Nova Grappler deck. Apparently it was
suffering a bit from key cards either getting murdered or
not showing up in his hand when needed and was looking for
advice. Which in turn gave me another article to churn out,
so thanks for that if nothing else, Saitou.
When you have a deck that relies on a certain formation for
a big number of attacks like Aqua Force and Nova Grappler,
it is easy to imagine that the deck will be generating its
damage advantage from doing that constantly. I suppose that
it isn’t an unreasonable assumption to make, but I would
argue that going all out from the beginning is a misplay.
Certainly,
playing like a total pussy
is a no-no in my book, but you have to consider how easily
lost units can be replaced, or if not, how you need to time
them to ensure the most mileage out of them. I know such
balancing of offense and defence is an obvious skill to
have, but you’d be surprised who gets it wrong – and that
might just include you.
For Aqua Force, in particular Blue Wave and anything similar
that has lots of Early Game, it may be tempting to throw out
plenty of attackers and boosters turn after turn for the
purposes of pressure, but there are downsides to this. For
starters, a damaged trigger could ruin your entire attack
plan, but that’s a little chance based so we ignore that as
the main reason. Where it all falls down is the fact that
every unit you commit to the board means sacrificing that
unit’s shield for guarding purposes, except in the case of
Grade 2s. Therefore, committing a board early means that
they’re left vulnerable to be sniped either by skills or by
attacks. In the case of matchups against anything that has
early retirement options, ill timing means they’ll just die
a pointless death too early and crush your mid game options
later on.
This is largely down to the way people view the timing and
usefulness of cards in the deck. Before the second Legend
Deck came out I was experimenting with the use of the old
Berserk Dragon in my deck. Yes, compared to Blademaster,
Burnout, Twilight Arrow and Zahm, its retire effect isn’t as
efficient, but it worked. Why? Because sometimes, an early
kill is worth more than two late ones. The longer you leave
anything dangerous on the board, the longer it has to drive
you into a corner for later. That’s a big problem for decks
like Aqua Force and Nova Grappler, where pretty much
everything depends on a good formation yet lacks ways to
comfortably make one in the event of mass card murder. The
problem is I don’t believe trying to compensate via cards
that grant hard advantage is the answer. Not only is soft
advantage worth more due to how differently they’re costed,
neither deck specialises in hard advantage anyway and so
shouldn’t really attempt to follow that path.
Actually,
that reminds me of something else, another reason people
commit to a board prematurely. Stand Triggers. Trying to
milk the most out of those cause people to throw down a
column, sometimes using an important unit in the process, in
the hopes/assumption they’ll hit one. Here’s what I have a
problem with: people tend not to run Stands at high copies
save for some rogue deck like Nociel, because of the widely
accepted truth Criticals tend to be better. But then, if
Criticals ARE better, why are you not running those instead
of the Stand Triggers? Save for a select few they tend not
to have skills actually worth bothering about and each one
screws you out of one guaranteed damage early game. Quite
often, it is better to proceed under the assumption not
everything will be perfect, rather than try to think about
what happens once everything’s perfect. Basically every clan
somehow gaining access to at least one retirement option
certainly should be enough to give pause for thought.
So what is to be done? Well, in my first article linked to
this topic, I criticised people who didn’t at least throw
down a useful attacker for early damage. I still think that
pussy play is dumb play, but that was largely because of how
units that have on-call skills tend to have a lack of
presence somewhat. For something like Tidal Assault, that
particular card and anything like him generates so much
advantage to frankly annoying extremities that those cards
will admittedly need to be held back for the best moment.
You can still put him out if you want to, however. Just make
sure he can actually be replaced by something else in the
event that he dies, or sometimes in the case where you
actively count on it.
But I’m cherry picking. The direct approach is only possible
because of how many early game restanding rear-guards Aqua
Force has. So what about units lacking such skills? Well,
again, it still depends on whether or not your deck can
afford to commit anything from the hand that early in the
first place. A deck like Jewel Knights running Swordmy can
pretty much do it guilt free if they open with one, given
they get a new unit at no expense to the hand. For decks
that cannot do that until later…or not at all, that doesn’t
mean you shouldn’t start off decently strong, however. I try
to shoot for at least 2 attacks a turn, and rely on a
Critical for 2 damage when such a thing isn’t possible.
Don’t be afraid to put down Grade 1s and then swing with
them alone: as long as they can hit the vanguard for now,
then they should do the job of stronger cards later in the
game. Only once both sides are on Grade 3 and both players
are on Mid Game should you go nuts with resources and cards.
So ideally, regarding anything that can re-stand units, one
should at least have survived being in your possession and
can now safely be dropped to rack up your attacks or battle
count.
At the end of the day, it’s all about whether or not once
Mid Game begins you can take away more cards than the
opponent can gain. If enough of the key units were held back
and/or survived a journey to the drop zone, I can pretty
much safely say that they’ll burn through a lot of shield
and with the right support, preserve your hand without you
doing a whole lot else. The approach should be like Spike
Brothers, which is pretty much as good a lesson as any: take
it reasonably slow (not too slow, there’s a difference
between caution and being a pussy) and then spend the turn
you Stride simply bollocking the opponent to death with your
available good cards. And now that I’ve told you all of
this, I am now going to convince my Team League teammate to
let me be the one to main Kagero this year.
Praise Victoplasma and Tetra-boil Dragon at
saikyocardfighter@outlook.com
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