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Saikyo Cardfighter R
on Cardfight!! Vanguard
Stopping, Stitching and Studying: G Technical Booster 2
3 under-supported clans, one booster to compensate. Saikyo
analyses them all.
Well, now that every clan under the sun has had at least one
wave of G Support, I suppose it makes sense to use the
second Technical Booster to give clans who only got one shot
at being restricted to the Generation Break trap to get some
more support. With that in mind, this set is aiming to
support Great Nature, Megacolony and Murakumo. Murakumo’s in
particular could be seen as very significant as it actually
provides a useable set of Triggers for them once the master
plan to raise G1 rush awareness kicks in and Bushi are
forced to invalidate our shit.
So out of all of the underdog decks, which one is the best
of the worst? Well, I don’t intend to break schedule by
simply cutting it short with ‘meh, it sucks’ because I
actually have professional standards, so let’s get it on.
Great
Nature
First up on the rollcall register is Great Nature. As we are
pretty much want to do, they’re incorporating a new keyword:
Success. Once a RG’s power hits a certain threshold, the
unit becomes successful until end of turn. So we’re
basically looking to use the usual strategy of ‘power then
die’, except the best of the new support seems to want to
say ‘fuck it’ and skip to the power part. That’s pretty
unfortunate given some of the other good support here
basically relies on them dying to free up space. The G
Guardian they got is pretty much a case of this as it relies
on an empty field to get the most mileage, which is pretty
disappointing. The Bigbelly support here was pretty obvious,
including the exclusive Crit, and as far as they go, they’re
pretty neat I guess, but there’s too much of it in my mind
and I would have preferred everything relegated to GB1 was
generic, since no Minibelly to search means bad times.
Nostalgia-wise, there’s support for Hammsuke, of all
archetypes. So far, the new cards they do have at least seem
pretty straightforward, but because so much of it is
dedicated to what happens when they die without a whole lot
to make them dead in the first place, it’s a bit lacking in
overall offense but has a fairly decent base. It’s no Magia
though: it still runs on limited resources and there’s
little in the way of springing their deaths all at once, so
anything really aggro will still beat it, and in this day
and age unless you can spam defence to absurd levels you can
probably do better.
New G Units include a Stride Fusion for Bigbelly obviously,
as well as Silvest retrained as a G Unit. The GR in this
set, Afanc, is basically your expensive fast track to GB2.
It’s a one-copy card at best though so at least it’ll
alleviate your money woes some. New Bigbelly and new Silvest
are the main draws here but still don’t really provide
anything that screams ‘ridiculous finisher’. I’m assuming
the whole point is to spam on-attack powerups to compensate
but I’m a bit iffy.
All in all, I would say that the support in here made G
Great Nature certainly better. I’m a bit surprised they
didn’t choose to support anything obvious like Leopald but
since I don’t main anything in this set, I’m fine. You’re
mostly going for anything supporting Bigbelly as well as the
G Units, because the Hammsuke support is a bit
underwhelming. It’s certainly an improvement though,
although that is by virtue of being previously starved for
options.
Megacolony
But what about the mafia bugs? What about them indeed. Well,
they’re now sporting the Dark Device restriction: these
skills only work if every unit the opponent has is rested.
That’s going to happen regardless of what deck you’re going
against unless some hipster’s playing a Reverse unit or
something, so at least it’s easy. As far as improving on
Darkface decks go, first off, the G Guardian is pretty
bitchin’. It only works VG on VG attack, but the shield it
can generate assuming a big board is pretty neat: 15k shield
without a -1 initially to you. Apart from that, there are,
luckily, enough Dark Device cards actually worth running
that allow for straight up improvements but it’s hardly
worth centring the entire deck around those units, the
common rarity cards especially. Superior Mantis is also
seriously craptacular for a RRR fail-con. But at the very
least, the keyword is less token than others I can name so
it is at least worth investing in. Most of your better Dark
Device cards support Darkface exclusively, but since one of
the G Units here is a non-GB2 restricted Darkface, you can
at least run them somewhat comfortably.
Old support spread over more than one deck with Megacolony.
There’s one new card for Giraffa decks in the form of a
Grade 3, so at least you’ll have a Giraffa heart for the
deck whatever, but it’s mostly focused on the Machinings.
Only problem is that not much of it could be used over the
existing options save for the fact we can now run 12
mono-Machining Critical triggers. I mean, Dive Beetle is
SERIOUSLY bad. They are therefore uninteresting to talk
about and only exist to fill in gaps in the pack.
As for G Units, there’s the above GR Obtirandus, who’s a
serious troll to Magia and Hollow. It’s hella expensive to
play though but even then I’d still run 2 simply for the
specific matchup trolling. New Darkface isn’t really worth
making a massive fuss over but rather stupidly needs to be
at 4 for the best results. Just be thankful we can run 16 G
Units now, but even so, this over Stun Beetle? No way. Only
Time Leap could troll the build and anything that doesn’t
stay still, we have Obti here. Oh yeah, there’s also the
Waspytail guy. Get him for techs.
In summary, by virtue of the fact that Machining is already
perfect now we got our third Crit and Girrafa only got one
new card, Darkface wins out. Out of the clans in this pack,
I would say Megacolony got the better deal thanks to the
fact it addressed the problem matchups it would usually face
and for everything else MC players were finally able to drop
the vanilla options from their old build in favour of more
annoyance. Now all we need are more counterchargers. Maybe.
Murakumo
And last but not least, we have Murakumo. The keyword
they’re looking to shill is Shadowstitch, which activate
when their attack fails to hit. Well, it’s a neat idea for
Late Game, and it’s nice they aim to do a bit more with the
clones, but again, only a select few are worth running, and
that’s mostly for straight improvements over the vanilla
cards Murakumo players were forced to run before. Otherwise,
cards designed to aid in consistency such as Lake Diver are
pretty hard to drop, considering PGs and Stride enablers are
already staples for the deck. Actually talking of which,
Lake Diver got reprinted this set so at least you won’t have
to go very far looking for any. Luckily there’s more room
for manoeuvre regarding the Grade 2s so feel free to drop
anything that didn’t help before for the new pressure units
that love Kagamijishi so they can hit the Vanguard. The G
Guardian sucks for Yasuie, don’t get any more than 2, as a
side note.
For nostalgia, we’re getting Dueling Dragon support. And
yet, Bushiroad have the audacity to not reprint Zanbaku to
actually provide a reason to use the fucking things at all.
The entire deck’s centred around discarding cards just to
keep the usual number of Drive Checks, but frankly, the
minus is hardly worth getting excited about given the
extremely piss-poorly execution of the support cards. You
have to centre the whole deck around them and cards that
clone for temporary advantage, all without the G support to
actually make any of it meaningful. Frankly, Yasuie and his
own team could generate the same minuses just by attacking,
so unless the opponent is regularly starved for cards they
won’t really be phased.
G-Unit wise, we got a Yasuie Stride Fusion, Shibarakku
Buster and Kiyohime. You’re only cracking the packs open for
the first 2, and it’s mostly to fill space, since Homura
Raider is still the finisher of choice, unless you’re
feeling haxxy with Buster. Actually, since Buster chooses a
unit to clone and grant RG circle Drive check, you can have
your Yasuie heart cloned for 2 Drives, which explains why
he’s a -1 cost. Yasuie Evolved isn’t really a card you need
4 of compared to Homura Raider because he’s only got one
specific timing of the opponent being on 5 damage and you
have an 11k attacker.
In summary, like Megacolony, Yasuie is still the most
functional Murakumo deck after all. Some may argue that it
really isn’t fair that only one build of the clan is
actually the most functional, but from my point of view it
cuts down on choice so you’re less inclined to make horrible
choices.
Get mad at me about how I’m sealing all of these new tricks
by refusing to be Grade 2+ 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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