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Saikyo Cardfighter R
on Cardfight!! Vanguard
Finisher G-Units Should Be Just That
Don’t think you’ll win that turn? Then don’t drop your best
unit just to catch up.
A part of me sort of misses the old days when we only had,
like, one G-Unit that functioned as Final Turn units,
partially because it was easy to say “well, there’s fuck all
else, might as well use it at 4”, but because it meant that
there was less of a mistake on how to use them. Now, most
clans are basically swimming in G-Units, Gear Chronicle and
the other Big League clans especially, and to be frank, that
leaves us sort of spoilt for choice.
My own Kagero deck has four GB2 restricted G-Units, and
surprisingly, I wind up having to use a pretty broad
spectrum of them in a lot of my games. I think that there’s
been a misconception about these big boss G-Units that ought
to be addressed. Certainly, trying to unlock GB2 as soon as
you can so that you can bollock the opponent with ridiculous
skills is a given, but what happens next is a bit iffy. To
me, units intended to be finishers should be used for just
that purpose: as finishers, and using them for the purpose
of trying to come close to winning the game without actually
winning the game is a no-no in my book.
What do I mean by this? Imagine if you will, a reasonably
average game involving Gear Chronicle and whatever else you
prefer to imagine. Metallica Phoenix has flipped a
Chronoscommand Dragon, and the opponent’s on 3 damage with a
big field and a decent guarding hand. You can either drop
Chronoscommand Revolution, or Chronodragon Nextage. What do
you drop? Not taking extremely specific game-states into
account, I would have dropped Revolution at this point
rather than Nextage. Why? Because at this point, if the
opponent’s on 3 damage and I can’t guarantee double Critical
triggers, Nextage would be poorly timed. It makes more sense
to drop the unit that will provide me with the better safety
blanket of board wipe rather than try to push for game that
turn. A board-wipe gives me more information to work with as
I know what’s being taken away, and replacing the units will
require cards from the hand, creating a better setup for
Nextage.
This is one of the reasons I missed the old days of only 8
G-Units. Now that we have so many good GB2 restricted units
(unless you’re Granblue or something in which case it all
ends in tears even saltier than your sea-bed grave) it meant
that it was all down to only cherry-picking the very best
units to use and timing them to perfection. I think that for
some players, that never really sank in, and so they play
the way they always did, rushing to their main finisher as
soon as humanly possible without considering the finer
context. The average deck usually only got to Stride about 4
times a game maximum, and after that if they couldn’t do it
anymore, they sort of petered out. What’s more, quite a lot
of them mainly focused on hard advantage rather than
finishing the opponent, and so the players basically used
them the same way because they were fairly universal and
carried a sense of “well why the hell would you NOT use it
now?”
For
these sorts of decks specifically, that ought to be the
plan, anyway. I know that for other decks there is a reason
to use your best finishers, or at least one of the two uses
of it, such as Transcending the Heavens Altmile is to flip a
Clotenus to get maximum mileage if/when you need it, but for
the most part, unless you have a spare use of it and it
actually doesn’t hurt you, then I don’t believe running the
risk of petering out Late Game is necessary. This is
especially obvious with cards that pack a cost of
Counterblast 2 or more to use, such as Victoplasma or the
Ace. Most decks don’t have a good countercharge engine
outside of the Perfect Guards, so really, anything that can
function close enough without being ludicrously expensive as
well ought to be enough unless you’re absolutely certain you
can clinch the game that turn, because using one more soul
or counterblast than you need can and will screw you later
in the game if you’re not careful.
I suppose given context matters of course, but assuming you
were not sacked horribly, you yourself ought to have enough
shield and spare rear-guards going for you that it’s
probably more sensible to further your own advantage the
safest way possible, to compliment your ace in the hole
better. “Speak for yourself,” you may scoff. “You run Denial
Griffin, the stupidest G Guardian around, who sticks a giant
middle finger up at re-standing rear-guards or columns. Of
course you’ll have shield for days.” I suppose that much is
true, but even then, if the intent is to catch up, even
something like Jingle Flower Dragon for Neo Nectar is as
near as makes no difference good enough over Glorious Bloom
Ahsha if the opponent’s only on three damage. It’s also
free.
That’s the thing about soft advantage: it tends to have more
relevance later in the game. So unless you’re basically
gunning for soft advantage right out of the gate, such as
most Royal Paladin decks like Evangeline, Sanctuary Guard
Regalie, Altmile with basically everything, if each column
is only going to inflict one damage at a time, the opponent
can safely let the attacks through if they’re healthy enough
and thus save guard for the attacks that matter. Therefore,
if the opponent isn’t guaranteed to die on the turn the
finishing G Unit appears, it makes more sense for another G
Unit to do the same job of playing catch-up. My own deck for
example: if I can’t finish them and I know I can’t,
something like Blademaster “Taiten” is a pretty excellent
way to bait out G Guardians with his extra Critical and
works nicely with any others I checked. If I went into the
Ace straight away I would have not only screwed myself out
of an extra card in my hand I also would have risked
allowing the opponent to take advantage of the resources I
spent too early. Not to mention all those rear-guards
causing problems I didn’t address. Then they drop a Silent
Tom, I have no Griffin, and I’m dead. It’s a very specific
scenario but it could still happen.
I am of course assuming it wasn’t your fault it’s time for
your second Stride and they aren’t dead yet. I’ve already
told you about
how best to avoid these kinds of scenarios,
but to be honest, usually by the second Stride the opponent
will be on 4 damage when the rules on guarding basically
change. I mean, I only brought this up to remind people to
try and make situations where your finishers work as
intended. Which is why 12 Critical is pretty much the answer
to most of your problems you can’t solve through
overthinking everything. It sounds harsh, but that’s only
because I’m right. Again.
Point out that Glorious Bloom Ahsha gains Critical as well
anyway so why not drop it at
saikyocardfighter@outlook.com
I have a Twitter account now.
Drop me a line if you really have nothing better to do!
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