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Saikyo Cardfighter R
on Cardfight!! Vanguard
Trap Cards in Vanguard
What if we had more ways to fuck up attacks?
So Defeat Flare Dragon and Denial Griffin have been touted
as being among the better G Guardians we have out there,
largely because it actually penalises attacking rather than
just reduce the cost paid to respond to an attack. And of
course, as someone who mains Kagero, I was of course
incredibly pleased at the opportunity to put those fucking
Magia decks in their place by Cutie Paratrooper murder.
If I had to make one criticism of Vanguard as a collective
whole, it’s that there is basically no good reason for you
not to attack. Every attack basically winds up as more
damage or more card advantage gap for you. Denial Griffin
was basically the first example of a card being able to
check attacks on a somewhat permanent basis with a 1:1 card
advantage cost. And I’m wondering if it’s a good idea for
every clan going forward to have at least one G Guardian
that functions this way. I’m leaning towards FUCK YES.
Even in Yu-Gi-Oh!, despite the fact Traps can be seen from a
mile away, it’s usually the player’s first instinct to
attack anyway, largely to get the opponent to waste it early
and prevent several of them stacked on top of one another
from causing problems. In Vanguard at present, there’s
arguably less room for bluffing because Drive Check will
reveal most Heals that are pulled, and the number of them is
severely limited due to the nature of Heal Triggers.
With that said, I think if Vanguard did introduce more G
Guardians that actually did more than just deflect attacks,
it would also add a somewhat healthier bluffing element to
the game. Even if you end up drawing your Heals, as long as
they remain unrevealed to the opponent, they can
legitimately catch an opponent off guard. In Yu-Gi-Oh, this
largely cannot happen as you are forced to play them from
your hand on the board, effectively announcing to the
opponent what you got. Drawing your Heal and then just
leaving it is a more understated play which could lead to
some bad situations for the opponent if played incorrectly.
I do of course understand that taking card advantage away
from the opponent may not be for every clan, largely due to
some emotional reason such as clan image, but I don’t think
that it would be impossible for them to punish an opponent
for stumbling into a trap. The theoretical G Guardians
shouldn’t wipe several front-row cards at the same time for
balance’s sake, not unless it’s otherwise expensive or
difficult to use to compensate, but anything that can check
one attack at a time for 1:1 advantage is reasonably
balanced. Hell, for quite a few of them designing them
wouldn’t even be particularly difficult. Gear Chronicle
warps the attacker away, Link Joker could Lock an attacker,
Megacolony could rest a stood unit that has yet to attack,
etc.
But
what about for clans that do the exact opposite, like Royal
Paladin? Well, it could be functionally similar to a retire,
except it takes advantage of game mechanics instead. They
could for example move a rear-guard to an occupied
rear-guard circle, either cancelling an attack or weakening
a future one, depending on how the card is costed. There
might even be some sort of strategy that an archetype, but
not necessarily an entire clan could have used as a
foundation: I’m looking at Shadow Paladin Witches for an
example.
On the other hand, it may not be entirely wise. Before
someone can point out the obvious flaw here, I’ll do it
instead and save you work: these trapping G Guardians when
used in conjunction with units that already penalise
attacking, such as Nubatama’s Hagakure or Megacolony’s
Brillian Blister, may end up unbalancing certain clans. I
don’t think it actually would. You need to keep in mind
these units usually carry some sort of clause, such as
having poor power or in Hagakure’s case, being useless for
riding, which makes parts of the deck vanilla to compensate.
What’s more, if we were to take Denial Griffin as the
template for all future Trap-based G Guardians, these ones
wouldn’t gain any shield on top of their base shield, which
means the user would still be forced to guard in excess to
entirely block off the attack. Hell, Brillian and
Bellog-esque cards would be useless in the face of cards
like Gilles de Rais which sort of balances things out
anyway. Even then, it would still work out as the defender
having dropped several cards, and as long as it comes out to
the opponent losing more cards overall than you, then it
still works out as one attack having been slightly more
efficient to guard. It’s like how Commander Laurel didn’t
allow your rear-guards to move, but still, through more
Drive Checks and the opponent minusing heavily to block the
Vanguard again, nets you more advantage than if you just
swung for normal numbers.
This might cause some people to get a bit salty about their
G Guardians that don’t involve field control not being 99%
perfect answers to attackers without Resist, but there is no
reason that problem can’t be licked by reducing the cost on
some of them and/or reversing the gimmick onto the opponent.
Bermuda Triangle for example could bounce an opposing
rear-guard to the hand. If it’s the attacker, there would be
no Counterblast cost involved as the opponent still has the
unit, and can now guard with it if they want. Or you could
use it on a unit that has yet to attack, in which case it
needs to be costed appropriately.
I think this could work and is actually a possibility in the
works. There can only be so many ways to create conditions
to gain shield for G Guardians, and increasing the
complexity on any future units in order to gain more shields
than their predecessors would only cause them to be dropped
for cheaper and less unwieldy ones. More G Guardians in the
vein of Denial Griffin would introduce more of a bluff
factor as well as a bit more strategic thinking beyond
calculating shield: it’s not as though anyone these days
would reasonably main 4 Denial Griffin due to restricting of
options and resource management. And if nothing else, it
weeds out those who can’t think that many nested levels deep
and leaves the top spots to be taken by actually good
players and not scrubs.
Ask how to play around this assuming the vanguard can’t jump
to stupid power levels for whatever reason 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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