So its a miracle that i am actually posting content here. Im just posting this to say that i have officially moved on to buddyfight and am part of Metafight blog. Vanguard is beyond my brain's capacity. There is just too much skeeels involved in vanguard for me to even continue to comprehend. So if you would like to become the best buddyfighter remember to check out the blog below every once in a while. Link is below. and Adios Vanguard.
http://metafight555.blogspot.sg/ ======> visit for buddyfight.
Thursday, January 14, 2016
Tuesday, September 9, 2014
Back to posting and the impact of rule change.
Hi guys, Its been nearly a century since i posted anything here. mainly cause Vanguard was quite boring with only sing saver/Abyss topping everywhere. But now, all that is gonna change and the game is gonna get slightly more interesting. basically there has been a rule change. each player can only play a deck of single clan aka no more ogre/sssd prostitution. next is, Royal paladin can have up to 4 blaster dark in their deck. which means bye bye sing abyss. lastly, if you were to be in legion and had yet to return your 4 cards back you may not do so anymore.So how does this affect the current meta state? firstly, there is not gonna be anymore tournaments with only sing abyss in the top 8. secondly,there is not gonna be any decks that run sssd as their finishing VG. lastly, VG will be back to being monotonous again LOL.
what are some decks that will be dominant now? 1st) Sing saver. this bad boy is not going anywhere anytime soon. restanding automatically makes this tier 1. and not mention it can restand twice in a turn. 2nd) Perdition.This deck has the capability to win in a single turn just like sssd does. Break riding over dauntless drive dragon with perdtition dragon dragonewt is a really painful play and will neg your opp by alot. and btw dauntless is not a minus 1 incase people dont know. 3rd)Link jokers. Lock is the most powerful ability in the game. plus with deletors coming out this clan is gonna break the game. locking 1 RG instantly nets you a plus 2. There are some other decks that might be strong but i feel these are the big 3 of the format. potential one i feel is big bang knucle buster. a cross ride legion that wipes field? LOL what?everyone remembers how strong vermillion was. now we have a even more powerful one. This deck might potentially be the one that counters every other deck. but unfortunatly it does not restand or lock cards. so i will put it at 4th place for now.
well i hope this post was interesting enough for everyone to read. please leave any comments if you have.
what are some decks that will be dominant now? 1st) Sing saver. this bad boy is not going anywhere anytime soon. restanding automatically makes this tier 1. and not mention it can restand twice in a turn. 2nd) Perdition.This deck has the capability to win in a single turn just like sssd does. Break riding over dauntless drive dragon with perdtition dragon dragonewt is a really painful play and will neg your opp by alot. and btw dauntless is not a minus 1 incase people dont know. 3rd)Link jokers. Lock is the most powerful ability in the game. plus with deletors coming out this clan is gonna break the game. locking 1 RG instantly nets you a plus 2. There are some other decks that might be strong but i feel these are the big 3 of the format. potential one i feel is big bang knucle buster. a cross ride legion that wipes field? LOL what?everyone remembers how strong vermillion was. now we have a even more powerful one. This deck might potentially be the one that counters every other deck. but unfortunatly it does not restand or lock cards. so i will put it at 4th place for now.
well i hope this post was interesting enough for everyone to read. please leave any comments if you have.
Tuesday, March 11, 2014
Tuesday, January 21, 2014
Star-vader, "Ω" Glendios
[AUTO](VC) Limit Break 5 (This ability is active if you have five or more damage):At the beginning of your main phase, if the number of your opponent's locked cards is five or more, you win.
[ACT](VC) Limit Break 4 (This ability is active if you have four or more damage):[Counter Blast (1) & Choose one card with "Яeverse" in its card name from your hand, and discard it] All of your opponent's locked cards cannot be unlocked during your opponent's next end phase.
[AUTO](VC):When a unit with "Яeverse" in its card name is placed on your (RC), choose one of your opponent's rear-guards, and lock it. This ability cannot be used for the rest of that turn.
[CONT](VC):All of your rear-guards with "Яeverse" in its card name are also «Link Joker», and during your turn, those units get [Power]+4000.
At the Season 3 Finale and here we are, the final boss of Link Joker(hopefully). This is one beast of a monster, taking what we know about vanguard and throwing it out the window. The first skill it has is just game breaking, allowing you to declare win just because you lock-ed 5 units. Personally, I think this effect will go off 2/10 games to be honest. 5 Units is kinda steep and you might as well have rammed your opponent to death by then anyway. The second skill is where this card truly shines. A cheap cost of CB1 and a Reverse unit allows you to extend lock for another turn is just soo good for this card. Triangle lock? Stay there for 2 turns! However this gets PWNED hard by all unlockers and I'm sure BT15 will have more. The other two effects just aid you in getting the 5 locks and a nice boost to your reverse units if you do call them.
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You may wonder, how does one play other clans in his deck, well we have this
[AUTO](VC/Soul):[Choose a card with "Reverse" in its name from your hand, and discard it] At the beginning of your ride phase, if you have a «Link Joker» vanguard, and your vanguard is not grade 3 or greater, you may pay the cost. If you do, look at five cards from the top of your deck, search for up to one «Link Joker», reveal it to your opponent, put it into your hand, and shuffle your deck.
This card practically allows you to never misgrade as long as you have a Reverse unit in your hand to discard. Search for any grade for 3 turns, pretty impressive.This card allows you to run Reverse units in your deck in multiples without worrying if you will misride. A must play card in all Omega decks.
Will this card be game defying or just over-hyped? Time will tell.
Monday, January 13, 2014
2013 Cardfight Vanguard world championship results
The world championships are over and first place goes to Almeida Stewart from Europe. He piloted a DDD/DOTE deck. second place was taken by Albert Lee from north america piloting Nova grapplers. and third was Adwin leong from Singapore!. he played EDD. It feels proud when a friend whom you play test with has reached to top 3 of the world championship. I remember when lost to Adwin at the top 16 during our National qualifiers cause my hand was rubbish haha. There were a total of 7 EDD, 1 Nova and 1 Dauntless dote. But kudos to the winner for defying the EDD meta and taking his DDD/DOTE all the way!
Tuesday, December 31, 2013
Hyakki vogue analysis
Convert Demonic Dragon, Hyakki Vougue Reverse is the new power house given to the clan known as Murakumo. Its effect is that when you ride this card, you can CB2 to copy himself from the deck and return him to the hand during your end phase. however, his limit break is the reason why he is a monster. His limit break is that you can lock 2 units to have 3 units named hyakki vougue gain 10k power untill the end phase. You may ask, is this not the same as Reverse daiyusha? well, when this card is paired up with Stealth beast metamorfox, It becomes really a huge threat. Its limit break is not limited to once per turn. so if you have metamorfox paired with hyakki vougue you will be gaining a total of 20k per hyakki vougue. Its limit break requires no counter blasts so this can go on everyturn as long as you have 1 metamorfox in your hand each turn. every turn your opponent has to guard for 80k worth of shields in total. With this card, murakumo has quickly risen to a very high tier. Get to learn more about this deck by viewing my friend's video on the deck. be sure to subscribe to his channel!
Sunday, November 3, 2013
WGP report
so i went for singapore's WGP last week and i did pretty well actually. It was a double elimination format. only eng cards were allowed. I used my newly formed celestial deck with insane techs inside.
Round 1 vs Gold paladin(win)
My opponent did alot of mistakes by over guarding and not attacking properly. I started zerachiels limit break and won.
round 2 vs Gold paladin(win)
He got grade stuck at 2 for a few turns so i won due to my massive advantage.
round 3 vs Gold paladins(win)
My opponent played stand triggers which nearly killed me when he used ultimate break with ezel. Luckyly he did not check any stand triggers. I won the next turn with zerachiels limit break.
round 4 vs Aqua force(loss)
I did a huge missplay. i saw 6 stand triggers and i did not guard his VG at 4 damage and he checked a crit. He later told me he played 2 crits in his deck.
round 5 vs BMT(won)
He was grade stuck at 1
round 6 vs BMT(won)
He was playing pacifica cross ride. he did not get his 13k wall so i managed to give him early damage. My late game was too powerful for him to handle as i was hitting for a minimum of 26k on each colum.
round 7(BYE)
I managed to get into the top 16 cut. I lost to inferno DDD because i did not have a single negate in my hand when he used his limit break. My life sucks. Overall the deck did pretty well. If i had drawn a single negate against the inferno deck i would have won. But you cant complain when you are playing VG. Thanks for reading~
Round 1 vs Gold paladin(win)
My opponent did alot of mistakes by over guarding and not attacking properly. I started zerachiels limit break and won.
round 2 vs Gold paladin(win)
He got grade stuck at 2 for a few turns so i won due to my massive advantage.
round 3 vs Gold paladins(win)
My opponent played stand triggers which nearly killed me when he used ultimate break with ezel. Luckyly he did not check any stand triggers. I won the next turn with zerachiels limit break.
round 4 vs Aqua force(loss)
I did a huge missplay. i saw 6 stand triggers and i did not guard his VG at 4 damage and he checked a crit. He later told me he played 2 crits in his deck.
round 5 vs BMT(won)
He was grade stuck at 1
round 6 vs BMT(won)
He was playing pacifica cross ride. he did not get his 13k wall so i managed to give him early damage. My late game was too powerful for him to handle as i was hitting for a minimum of 26k on each colum.
round 7(BYE)
I managed to get into the top 16 cut. I lost to inferno DDD because i did not have a single negate in my hand when he used his limit break. My life sucks. Overall the deck did pretty well. If i had drawn a single negate against the inferno deck i would have won. But you cant complain when you are playing VG. Thanks for reading~
Wednesday, October 23, 2013
Galactic beast storms over New York Qualifiers
The super beast, from beyond the voids of space has won the New York qualifiers. This card has always been an underestimated card since its debut in the Japanese format. It is chain ride that reduces your opponent's power by 3000 each time you successfully ride the chain. and finally the limit break of Zeal where it reduces your opponent's power by 1000 for each Dimensional police RG you control. This should remind us of Soul Savior dragon and how powerful that card was back then. The basic concept of the deck is to rush the opponent to 4-5 damage early and start pressurizing them with the limit break and force them to throw an extra card for every attack. and at the same time, if they choose not to guard, Commander laurel will activate his ability to restand the VG and allowing you to go for another twin drive. This will force your opponent to guard your VG every single turn just like how they will guard Dragonic Overlord The End. Commander laurel is mainly why dimensional police decks even have a chance in the meta. By playing 8 crits in the deck, leaving your opponent at 5 damage will be very easy for a deck that rushes so much. cards like dimensional robo dailady applies even more pressure as the more power your units gain, the more your opponent has to guard with. So basically this is how the deck works. you can expect to see more of this during singapore qualifiers as its a very viable deck. but of course since BT11 will be allowed, some of us might spend all our money to get those dauntless drive dragons and celestials. Below is link to the decklist of the winner.
Tuesday, October 15, 2013
What to play for WGP
Firstly there are three options for you to consider.
1) Win WGP
2) Get into top 8
3) Have fun
If you choose option 3 Look here, if not scroll down.
Having fun for WGP means you are there just for the sleeves and to spend the day or for some deals. What deck do you play for this option? for stargate you can choose nova grappler, however it cant be Ethic Buster X-ride builds. It can be like perfect raizer or Illuminal dragon . For zoo its obviously Megacolony or NN trailing rose builds. For magallanica you play Bermuda or granblue cause you are not gonna win with those. For dark zone you choose spike brothers without break ride cause this nation has a very good chance in this tournament. For dragon empire its either murakumo or Tachikaze and finally united sanctuary its Genesis or AF. All these decks will only allow you to have fun and troll your opponents on that day cause you definitely are not gonna top 8 or win with these.
If you choose option 2 Look here or scroll down if not.
This is where things get a little bit more serious where you aim to get into top 8 positions.
For stargate you can play daikaiser variants for a yolo time or play Nova Reverse builds for field control and infinite hell to rape your opponent before they can even fight back. For zoo you can only play GN leopard reverse builds or its a big sorry for you. for magallanica its gonna be AQF trancecore and tetra drive builds. The deck has a very huge chance to rush the crap out of the opponent even before they can reach G3. For darkzone you play either Amon reverse or Spike brother where both have very good potential. For dragon empire its surely has to be descendant variants or else your gonna have a baaaaad time. finally for united sanctuary its either Raging form or Liberator and it has to be garmore variants. gamore can advantage by using Fellowship circle and keep a very high hand size. Raging can do double attack so its broken.
If you choose option 3 LOOK HERE.
This is where only players who are planning to win The tournament will be interested.
Firstly not all nations are gonna have a place in here. The nations that are gonna be discussed are Staregate(DUH!), United sanctuary, Dragon empire, Magallanica and darkzone. First its stargate. Its obvious what clan is gonna win, its none other than Link Jokers. This clan is really the strongest clan now. Chaos breaker dragon is really a very good card. I will be doing an article on how to counter Link Jokers soon. For united sanctuary its gonna be only Shadow paladin as Liberators just dont have what it takes to win. Shadow paladins are a very strong deck due to the free advantage they get from their cards. For The blue nation only trancecore and tetra have a chance as the break ride turn is really a huge turn where they can strip your opponents off nearly 8 cards. For darkzone you can either play amon reverse to kepp opp at 3 damage with amon R or use spike brothers to kill them quickly by using bad end dragger. If you are planning to win you can filter down to the following decks, Link joker, Revengers, Tetra Drive and Spike brothers as only these decks really have a chance of winning. Hopefully after reading this you guys will know what kind of results to expect based on what you are gonna play. but of course it all depends on your luck and skills, but mostly luck. so good luck for WGP and see you guys there.
1) Win WGP
2) Get into top 8
3) Have fun
If you choose option 3 Look here, if not scroll down.
Having fun for WGP means you are there just for the sleeves and to spend the day or for some deals. What deck do you play for this option? for stargate you can choose nova grappler, however it cant be Ethic Buster X-ride builds. It can be like perfect raizer or Illuminal dragon . For zoo its obviously Megacolony or NN trailing rose builds. For magallanica you play Bermuda or granblue cause you are not gonna win with those. For dark zone you choose spike brothers without break ride cause this nation has a very good chance in this tournament. For dragon empire its either murakumo or Tachikaze and finally united sanctuary its Genesis or AF. All these decks will only allow you to have fun and troll your opponents on that day cause you definitely are not gonna top 8 or win with these.
If you choose option 2 Look here or scroll down if not.
This is where things get a little bit more serious where you aim to get into top 8 positions.
For stargate you can play daikaiser variants for a yolo time or play Nova Reverse builds for field control and infinite hell to rape your opponent before they can even fight back. For zoo you can only play GN leopard reverse builds or its a big sorry for you. for magallanica its gonna be AQF trancecore and tetra drive builds. The deck has a very huge chance to rush the crap out of the opponent even before they can reach G3. For darkzone you play either Amon reverse or Spike brother where both have very good potential. For dragon empire its surely has to be descendant variants or else your gonna have a baaaaad time. finally for united sanctuary its either Raging form or Liberator and it has to be garmore variants. gamore can advantage by using Fellowship circle and keep a very high hand size. Raging can do double attack so its broken.
If you choose option 3 LOOK HERE.
This is where only players who are planning to win The tournament will be interested.
Firstly not all nations are gonna have a place in here. The nations that are gonna be discussed are Staregate(DUH!), United sanctuary, Dragon empire, Magallanica and darkzone. First its stargate. Its obvious what clan is gonna win, its none other than Link Jokers. This clan is really the strongest clan now. Chaos breaker dragon is really a very good card. I will be doing an article on how to counter Link Jokers soon. For united sanctuary its gonna be only Shadow paladin as Liberators just dont have what it takes to win. Shadow paladins are a very strong deck due to the free advantage they get from their cards. For The blue nation only trancecore and tetra have a chance as the break ride turn is really a huge turn where they can strip your opponents off nearly 8 cards. For darkzone you can either play amon reverse to kepp opp at 3 damage with amon R or use spike brothers to kill them quickly by using bad end dragger. If you are planning to win you can filter down to the following decks, Link joker, Revengers, Tetra Drive and Spike brothers as only these decks really have a chance of winning. Hopefully after reading this you guys will know what kind of results to expect based on what you are gonna play. but of course it all depends on your luck and skills, but mostly luck. so good luck for WGP and see you guys there.
Thursday, October 3, 2013
Off to malaysia
Yeah im going Malayasia to play WGP tmr. I always wanted to go to other countries to play in their meta and experience children's card game in a different manner. Hope my trip will be fun and good luck to everyone who is playing! Hopefully i wont be a disappointment to SG LOL.
Monday, September 30, 2013
WGP and what to expect
Firstly, WGP stands for world Grand Prix where Cardfighters from all around the world compete for the title of world champion. a title that only one lucky person can obtain every year. The reason why so many people play competitive is to achieve this title atleast once. So There are two different tournaments where one is using japanese cards and the other is using english cards. Obviously the meta gap between these two languages are so huge so there is no point in discussing that now. I will just talk about what to expect for the upcoming WGP in Singapore for both languages. Lets start with japanese. The first thing that will come into anybody's mind will be Link joker. This clan has the almighty Chaos breaker Dragon which is now spoiling the whole game with its destructive effect. Combining Him and Infinte Zero Dragon almost assures you victory as opp will be helpless for the next turn and will be left with no rear guards while you refill your hand. Even in japan, Chaos breaker dragon is dominating the meta game and is the most played deck over there. So expect yourself to face link joker atleast every other match. Next in line is Revengers. This deck is one of the decks that can counter Link joker's strategy by rushing early then using Raging form's limit break even before The link joker player can use his limit break. By doing so, they will get to attack twice and at the same time clear their own Rear guards leaving nothing for their opponent's to lock. At the very best they will be able to lock 1 or 2 cards. even if they do lock 2 cards, The Revenger player can just use raging form's limit break again and seal the game Because all the drawing happens only at the end phase and hence the opponent has to guard with what he is left in his hand. So expect yourself to revengers atleast every other 2 rounds when you are playing out there. Next is the all powerful Aqua Force. Its new card, Tetra Drive dragon is so powerful that it can finish the opp off when they are at just 2 damage when combined with Trance core dragon. Trance core forces the opponent to drop one card each time they guard the vanguard or else you will be going critical. effectively, your opponent has to have a minimum of 6 cards just to guard the Vanguard's double attack. This deck has the ability to rush the crap out of opponent early game and finish with tetra drive later on. I have seen Link joker decks loose to this deck in a matter of 4 turns. and even if the opponent does a triangle lock against them, they still have their secret weapon. It shall not be revealed for confidential purposes. So you will be seeing alot of this during the tournament day as it counters link joker very well. So mainly, you will see these few decks in the top tables. I might be wrong cause decks like Eradicators and liberators might have chance too. or even spikebrothers? Also take in mind that there will be the special rule for japanese WGP where there will be one deck from every nation in the top 8 so all decks will have a chance. Those that i stated are only for those aiming to get into top 2 position.
Next we will proceed to the eng WGP. This is kinda like how the japanese meta was before break rides were out, where dote was dominating everywhere. You will see alot of DOTE and vermillion. you will also see alot of majesty, Aquaforce and even Nova due to them topping recently. Dont forget souless ott and Bermuda triangle as its the only deck with Break ride in the eng meta as of now. Im sure glad BT10 is not out in time for WGP. Anyway there is nothing much to talk about the eng format as its something that all japanese players have already experienced before. my team will be playing both the tournaments and will hope to top atleast one of them. So good luck to all who are participating in WGP!!!
Next we will proceed to the eng WGP. This is kinda like how the japanese meta was before break rides were out, where dote was dominating everywhere. You will see alot of DOTE and vermillion. you will also see alot of majesty, Aquaforce and even Nova due to them topping recently. Dont forget souless ott and Bermuda triangle as its the only deck with Break ride in the eng meta as of now. Im sure glad BT10 is not out in time for WGP. Anyway there is nothing much to talk about the eng format as its something that all japanese players have already experienced before. my team will be playing both the tournaments and will hope to top atleast one of them. So good luck to all who are participating in WGP!!!
Thursday, September 26, 2013
Remiel R
Hi as some might know, I am a angel feather lover. and today im gonna show you a deck from a different clan. its none other than Celestials!(get the sarcasm?)
To start of the deck, we run 16 standard trigger of 8 crits 4 draw 4 heals.
Starting VG:
Grade 1:
Grade 2:
To start of the deck, we run 16 standard trigger of 8 crits 4 draw 4 heals.
Starting VG:
This card has a decent ability allowing you to add a damage before you ride allowing you to break ride with just 3 damage. And if you strike a heal trigger at that point, you will be at overwhelming advantage.
you play 4 because you have common sense.
Early game rush and a good 7k booster for late game. run 4 of these
The grade 1 celestial nociel for the deck. This card is very important in this deck as you have to place your remial in your damage zone. and This card can also fetch you a 10k shield or perfect guard when you are in a pinch. Run 4 for sure.
Standard easy to achieve 10k booster. There is nothing else left to put for grade 1. so this is what i prefer. play 2
This is the best card given to angel feather in my opinion. This card is good in so many ways. Like you can filter your G3 during late game or add anything from your deck using this with damage swappers. This card is so good in chief nurse shamsiel decks. and she is hot! so must play 4!
Danielle is also a god send for shamsiel. but i guess she can work in celestials also. As long as a card is placed in the damage zone, you can CB 1 other celestials to call her to the field and add 1 damage back. This card is very good if you need an attacker. just use any damage swapper and you get her for free! The best thing that could happen is if you death heal and get her on the field. you get an extra 5k shield after you death heal. if you get critted by your opponent you wont feel so bad cause you get a free attacker. so overall its a good card do play 4.
standard 12k attacker. play 3-4
next up is the grade 3s!
you are playing cross ride so you need 4 of the child. This is a decent break ride netting you a +1. not the best but still needed.
First reaction, why not shamsiel R?! but i guess life is never fair. This card is a not bad card. lock 2 and front row gains 5k and your opp retire 1. first time ever AF retires stuff. This card becomes better as the game prolongs. as he or she will keep retiring his stuff and you will gain advantage. plus it has that 13k defence. so overall this is a not bad card. play 4 for consistency.
So i guess that wraps up for my Celestial decklist. The deck is a very defensive deck and gains advantage as the game prolongs just like palemoon does. Takes slight amount of thinking to pilot the deck. But its a good deck but not tournament winning level yet. hope you enjoyed reading this
post!
Friday, September 20, 2013
Monday, September 9, 2013
Is VG taking the right path?
hi today, i will be discussing about how the game is progressing nowadays.As we all know, the game started in a state where Embodiment of victory Aleph was considered good. At that time, The royal paladins were the most powerful deck as they had a very nice card known as Alfred. Alfred was a very good card that was hitting for 20k! feel my sarcasm yet?Then it slowly progressed to become more powerful where Tsukiyomi had dominance due to it ability to superior ride and draw cards and stack triggers. And then they introduced The shadow paladins..People were like woah phantom blaster dragon gets 10k and a crit which is so powerful! shadow pala was a very good deck as they had filtering power such as macha and nemains and javelin to search for Blaster dark. Their boss card was Phantom blaster dragon. It had the best ability, where you sacrifice 3 Rear guards to gain 10k and 1 crit" Raging form is ROFL" . Even though the shadow paladins had everything, the royal paladins were still the better deck compared to them as the royals had more power cards such as soul savour and alfred. The game came to its era of broken when Set 5 was released along with the krakken known as Dragonic overlord the end! The release of this single card made the whole game insane. Every tournament was dominated by this card. why? Because it has the ability to RE-STAND when it hits. Bushiroad realised the card was too strong and they created the mechanics called LIMIT BREAK. This lead to the Birth of gold paladins which were the next most powerful deck. Their boss card was ezel which has a very decent ability where it can superior call the top card and gain the power equal to the card called. Also the set released the future's most troublesome clan. Narukami. They got Vermillion as their boss card which was very good in my opinion. It has the ability to battle all front row units at once. but they were not as strong compared to Gold paladins or DOTE. The TCG did not get dote for a very long time and hence Gold paladins were winning there. and the card that won everywhere was Spectral duke dragon. why? Because of its RE-STAND ability. However, when DOTE arrived in the TCG, it naturally became the most powerful deck. Then bushiroad introduced Ultimate break ability which can be done when you are at 5 damage and was very rewarding. This ability put Dote off the scene for a little while but to no avail. Then came the restriction list! Dote was hit so harsh that it was literally unplayable after that. This was when the game was in a peaceful state where all decks had the chance to win.
Ok so the era of limit break was good. but then Bushiroad did their biggest mistake ever. They introduced the New ability called break ride! The single reason why the meta is in such a hassle. The monster know as Eraser Dragonic descendant(EDD) arrived on planet earth and just ruined the whole game. Although Liberators were around, they were no match for EDD. Even bad end dragger was not able to fight EDD. why? Because of EDD's RE-STAND ability. EDD just dominated the whole game against all other decks. Then bushiroad decided to Release Dauntless drive dragon(DDD). It was a break ride that allows the broke ridden card to stand by discarding 3 cards regardless of the attack's success. Along with this, DOTE was released from its cage and EDD was put to 2. Everybody decided that DOTE will be the new dominating deck due to DDD's ability to RE-STAND dote. However, The deck did not do well as expected and still lost to EDD. Then came BT12. The most problamatic set ever. They brought back the failed shadow paladins. They gave them Raging form Dragon! Its a combination of spectral duke and DDD without the discarding card part. The deck was so consistent that even EDD was not able to keep us to its power and consistency. Shadow basically dominated everywhere due to Raging form's ability to RE-STAND itself. However, there was one deck that could counter them. Its the clan that can surpass all other clans and its true. Its the invaders from space! The Link Jokers. Their unique power to lock units is devastating. raging form was unable to restand because locked units cant be sacrificed for its effect. Link joker is a very good clan and they will be the next best deck.
So after reading the above paragraph written with poor eng, you should have realized something. I pointed out the restanding ability each time. The reason why the game is so broken is solely thanks to Units that can re stand themself. DOTE,SDD,,EDD and Raging form all have the ability and were the most broken decks at their time. So we can say that Re-standing vanguards are bad for the game especially if their cost is low and its easy to achieve. And what is bushiroad doing? They are making even more re-standing units like tetra drive and ethic buster reverse. Is bushiroad trying to make the game even worse or are they trying to make a game where anybody can win thanks to their auto pilot re-standing vanguards?I mean VG is already a game where anybody can win but, To make it even more brainless i feel its not good. The game is not lasting more than 5-6 turns nowadays. Even with dote the game could last till somebody will deck out. But nowdays decking out happens only if you are not playing decks like shadow pala. Anyway, thats just my rant or opinion on the game now, if you think im wrong or have any opinions on the game, pls leave your comments below thanks~
Ok so the era of limit break was good. but then Bushiroad did their biggest mistake ever. They introduced the New ability called break ride! The single reason why the meta is in such a hassle. The monster know as Eraser Dragonic descendant(EDD) arrived on planet earth and just ruined the whole game. Although Liberators were around, they were no match for EDD. Even bad end dragger was not able to fight EDD. why? Because of EDD's RE-STAND ability. EDD just dominated the whole game against all other decks. Then bushiroad decided to Release Dauntless drive dragon(DDD). It was a break ride that allows the broke ridden card to stand by discarding 3 cards regardless of the attack's success. Along with this, DOTE was released from its cage and EDD was put to 2. Everybody decided that DOTE will be the new dominating deck due to DDD's ability to RE-STAND dote. However, The deck did not do well as expected and still lost to EDD. Then came BT12. The most problamatic set ever. They brought back the failed shadow paladins. They gave them Raging form Dragon! Its a combination of spectral duke and DDD without the discarding card part. The deck was so consistent that even EDD was not able to keep us to its power and consistency. Shadow basically dominated everywhere due to Raging form's ability to RE-STAND itself. However, there was one deck that could counter them. Its the clan that can surpass all other clans and its true. Its the invaders from space! The Link Jokers. Their unique power to lock units is devastating. raging form was unable to restand because locked units cant be sacrificed for its effect. Link joker is a very good clan and they will be the next best deck.
So after reading the above paragraph written with poor eng, you should have realized something. I pointed out the restanding ability each time. The reason why the game is so broken is solely thanks to Units that can re stand themself. DOTE,SDD,,EDD and Raging form all have the ability and were the most broken decks at their time. So we can say that Re-standing vanguards are bad for the game especially if their cost is low and its easy to achieve. And what is bushiroad doing? They are making even more re-standing units like tetra drive and ethic buster reverse. Is bushiroad trying to make the game even worse or are they trying to make a game where anybody can win thanks to their auto pilot re-standing vanguards?I mean VG is already a game where anybody can win but, To make it even more brainless i feel its not good. The game is not lasting more than 5-6 turns nowadays. Even with dote the game could last till somebody will deck out. But nowdays decking out happens only if you are not playing decks like shadow pala. Anyway, thats just my rant or opinion on the game now, if you think im wrong or have any opinions on the game, pls leave your comments below thanks~
Saturday, August 31, 2013
Chaos break dragon
[AUTO](VC) Limit Break 4 (This ability is active if you have four or more damage):[Soul Blast (1)-cards with "Star-vader" in its card name] When one of your opponent's units is unlocked, you may pay the cost. If you do, retire that unit, and draw a card.
[ACT](VC):[Counter Blast (1)-cards with "Star-vader" in its card name & Choose a card with "Star-vader" in its card name from your hand, and discard it] Choose one of your opponent's rear-guards, and lock it. This ability cannot be used for the rest of that turn.(Locked cards are turned face down, and cannot do anything. Turn them face up at the end of its owner's turn)
[CONT](VC/RC): Lord (If you have a unit without a sameclan as this unit, this unit cannot attack)
Tuesday, August 27, 2013
Ruling for star-vader Infinite zero dragon
This card has cause quite a lot of confusion among players due to its effect. Its effect is as follows:
When a Link Joker unit ride on top of this card, Lock one of your opponent's front row Rear guard and one of your opponent's backrow rear guards, and your VG gains +10000 power. This effect has caused some issues as whether you must lock two unit or not and if you dont, will you still gain the power? Well the answer is, you can lock just either the back row or the front row and regardless of whether you lock or not, your VG will still gain the power. Unlike mordred phantom or dai kaiser, you dont have to pay a cost and the locking is not a cost to gain the power. Also bushiroad has stated in the rulebook that, when you are unable to carry out the entire effect of a card, you will carry out whatever is possible. So i hope after reading this post, people will not be arguing over this effect during tournaments or even casual plays~
When a Link Joker unit ride on top of this card, Lock one of your opponent's front row Rear guard and one of your opponent's backrow rear guards, and your VG gains +10000 power. This effect has caused some issues as whether you must lock two unit or not and if you dont, will you still gain the power? Well the answer is, you can lock just either the back row or the front row and regardless of whether you lock or not, your VG will still gain the power. Unlike mordred phantom or dai kaiser, you dont have to pay a cost and the locking is not a cost to gain the power. Also bushiroad has stated in the rulebook that, when you are unable to carry out the entire effect of a card, you will carry out whatever is possible. So i hope after reading this post, people will not be arguing over this effect during tournaments or even casual plays~
Saturday, August 24, 2013
Bushiroad festival 2013 tournament
Today was bushiroad's 2013 festival and there was an eng and jap tournament. I participated in the eng tourney cause Jap had no restriction list and i din wanna see EDD or RFD all day. I used Vermillion the Blood deck as i kinda like that deck soo much now.
Format: Double eli till top 3
Round 1 vs nova grappler(Win)
He was playing Mr. Invincible. not much of a threat as i just out advantage him with my cross ride defence. fairly easy win
round 2 vs Kagero(Win)
He flipped lizards runner undine...and to top it of he miss G1. I felt very bad. Not even happy about winning LOL
round 3 vs Souless(Win)
Very intense match. I was left with 4 cards in my deck and inside was one draw trigger. I drew for my turn into the draw trigger. Opp had 2 heals in his deck with 2 cards remaining in his deck. I attacked with blood and he no guarded, I checked my last trigger! CRIT! he healed but he decked out. Really lucky on that.
round 4 vs kagero(Win)
My RG were getting destroyed by kimnara and berserk. I was at 5 damage very early while she was at 3. I used Ultimate break and she guarded for 2 pass. First check critical trigger getto! all mid! second check, Heal trigger getto! ALL MID! I won cause of that!
Round 5 vs Kagero(Win)
we both were on our cross ride VG. but i had my 10k booster up. My ulti break made him loose his good RG causing me to guard for just 5k after that. My constant 23k VG was too much for him to handle. So he lost due to lack of advantage.
Round 6 vs MEGA-FREAKING-COLONY(WIN)
He was at full win. He won all dote, blood and mlb decks. JUST HOW? but hen my Dragon was to strong for his insects. I fully controlled the game and made him loose all the advantage. I won with ulti break!
Round 7 vs AQF(Loss)
He deal me damage early game and i was struggling to fight back as he had that 4 attack formation up on board. I managed to pull through for a few turns to a point where he had to end me that turn or he will loose. He attack with Glory malestrom and used ulti break. I was 5k short of guarding....so i guarded for one trigger to pass and he checked double critical!
Round 8 vs MLB
Whoever wins this becomes the champion of the tournament.
My turn i draw 5, shuffle back 3 while keeping dusty plasma and vermillion. Draw 3 cards. first card, trigger, second card trigger and third card, trigger! WTF. I just died to MLB like free. So i din win the whole tournament because i miss graded!
Overall im happy with my deck and also the fact that the winner is from the same team so yeah. Next up is worlds where we will strike again!...Till then.
Format: Double eli till top 3
Round 1 vs nova grappler(Win)
He was playing Mr. Invincible. not much of a threat as i just out advantage him with my cross ride defence. fairly easy win
round 2 vs Kagero(Win)
He flipped lizards runner undine...and to top it of he miss G1. I felt very bad. Not even happy about winning LOL
round 3 vs Souless(Win)
Very intense match. I was left with 4 cards in my deck and inside was one draw trigger. I drew for my turn into the draw trigger. Opp had 2 heals in his deck with 2 cards remaining in his deck. I attacked with blood and he no guarded, I checked my last trigger! CRIT! he healed but he decked out. Really lucky on that.
round 4 vs kagero(Win)
My RG were getting destroyed by kimnara and berserk. I was at 5 damage very early while she was at 3. I used Ultimate break and she guarded for 2 pass. First check critical trigger getto! all mid! second check, Heal trigger getto! ALL MID! I won cause of that!
Round 5 vs Kagero(Win)
we both were on our cross ride VG. but i had my 10k booster up. My ulti break made him loose his good RG causing me to guard for just 5k after that. My constant 23k VG was too much for him to handle. So he lost due to lack of advantage.
Round 6 vs MEGA-FREAKING-COLONY(WIN)
He was at full win. He won all dote, blood and mlb decks. JUST HOW? but hen my Dragon was to strong for his insects. I fully controlled the game and made him loose all the advantage. I won with ulti break!
Round 7 vs AQF(Loss)
He deal me damage early game and i was struggling to fight back as he had that 4 attack formation up on board. I managed to pull through for a few turns to a point where he had to end me that turn or he will loose. He attack with Glory malestrom and used ulti break. I was 5k short of guarding....so i guarded for one trigger to pass and he checked double critical!
Round 8 vs MLB
Whoever wins this becomes the champion of the tournament.
My turn i draw 5, shuffle back 3 while keeping dusty plasma and vermillion. Draw 3 cards. first card, trigger, second card trigger and third card, trigger! WTF. I just died to MLB like free. So i din win the whole tournament because i miss graded!
Overall im happy with my deck and also the fact that the winner is from the same team so yeah. Next up is worlds where we will strike again!...Till then.
Thursday, August 22, 2013
Cocytus R and Lepald R
[ACT](VC) Limit Break 4 (This ability is active if you have four or more damage):[Choose one of your «Great Nature» rear-guards and lock it] Choose up to two of your «Great Nature» rear-guards, those units get [Power]+4000 and "[AUTO](RC):At the end of your turn, retire this unit." and "[AUTO]:During your end phase, when this unit is put into the drop zone from (RC), call it to an open (RC)." until end of turn.
(Locked cards are turned face down, and cannot do anything. Turn them face up at the end of its owner's turn)
[CONT](VC):If you have a card named "School Hunter, Leo-pald" in your soul, this unit gets [Power]+2000.
[CONT](VC/RC): Lord (If you have a unit without a sameclan as this unit, this unit cannot attack)
(Locked cards are turned face down, and cannot do anything. Turn them face up at the end of its owner's turn)
[CONT](VC):If you have a card named "School Hunter, Leo-pald" in your soul, this unit gets [Power]+2000.
[CONT](VC/RC): Lord (If you have a unit without a sameclan as this unit, this unit cannot attack)
This card is better than Cocytus in my opinion. This card combos very well with the break ride of the clan. you get to add insane amounts of power to your RG and at the end turn get them back and draw cards for free. There are so much possibilities with this card now. combo this with blackboard ohm and you draw 1 card for free. you can even play 4 lamp camel as the deck requires no counter blast. pair the camel with a 8k booster and you be hitting for 21k every turn while forcing your opponent to guard or allow you to draw 1 card for free. And not to mention the defense this card will provide with its cross ride ability. basically you have a solid hard hitting and defensive deck. I will post up more combos and shenanigans that can be achieved using this deck soon.
[ACT](VC) Limit Break 4 (This ability is active if you have four or more damage):[Put three cards from the top of your deck into your drop zone & Choose one of your «Granblue» rear-guards, and lock it] Choose one «Granblue» from your drop zone, call it to (RC), and that unit gets [Power]+3000 until end of turn.
(Locked cards are turned face down, and cannot do anything. Turn them face up at the end of its owner's turn)
[CONT](VC):If you have a card named "Ice Prison Necromancer, Cocytus" in your soul, this unit gets [Power]+2000.
[CONT](VC/RC): Lord (If you have a unit without a sameclan as this unit, this unit cannot attack)
(Locked cards are turned face down, and cannot do anything. Turn them face up at the end of its owner's turn)
[CONT](VC):If you have a card named "Ice Prison Necromancer, Cocytus" in your soul, this unit gets [Power]+2000.
[CONT](VC/RC): Lord (If you have a unit without a sameclan as this unit, this unit cannot attack)
The first thing that comes into my mind is the new dindrane clone that they will be getting soon. This is also a card with many possibilities. call the dindrane clone, draw a card and have a 9k booster for that turn. next turn use samurai sword to retire your dindrane clone and use cocytus effect to call it back for another draw. Both this and leopald share the same strategy. Hit hard with RG while defend with VG. But leopald does it better as you get 2 hard hitting RG for the cost of 1 locked unit. Thats why i said earlier that leopald R is better. Basically both these card give you draw power of some sort when combed with certain cards from their clans. I am eager to try out leopald more than cocytus due to the fact the i love nature hahah and also i love doing combos!
Wednesday, August 14, 2013
Steroids and more Steroids
So i hear you all like big hitting RG? Well then u should go buy yourself a great nature deck. Those lovely and cute pandas you adore so much will turn into your opponent's worst nightmare when the hit them for 40k power! wanna know how? Its simple, all you need is to break ride polaris over Dr. Noir aka the break ride unit for Great Nature.
Ok its effect is like this, when you ride a G3 unit over it, one of your rear guards gains the ability to add 4k power to itself whenever one of your Rear Guards attack. At the end phase you retire it and draw a card. so lets just say your have a field of Dr.Noir and 2 binocular tigers.
step 1: Breakride into Polaris!
step 2: Attack with bino 1 and ad 4k to bino 2 and bino 2 will add another 4k to itself via break ride skill
step 3: Attack with bino 2 unboosted and add 4 k to it's booster and also 4k to itself via break ride skill.
step 3: polaris attacks and stands the bino 2 and gives it another 4k(assume u check one trigger cause you are good at this game, If you are super good then u will check 2 triggers).
step 4: Attack with bino 2 again and give the booster 4k again and itself will gain another 4k due to break ride skill. So you have added a total of 33k including 1 trigger for nothing and at the end phase you get to draw a card. Great rewards for working so "hard" right? You will be attacking for about 48-50k assuming you have a 6k or 7k booster. You RG will be bigger than VG LOL WTH!
So you can see how strong great nature will get once the break ride is out. So remember guys, dont underestimate the power of mother nature! good luck with your mental calculation though. Its kinda hard to add all the power given by the effects. Bring a calculator or an Asian kid if you are weak at maths.
Signing off~
Ok its effect is like this, when you ride a G3 unit over it, one of your rear guards gains the ability to add 4k power to itself whenever one of your Rear Guards attack. At the end phase you retire it and draw a card. so lets just say your have a field of Dr.Noir and 2 binocular tigers.
step 1: Breakride into Polaris!
step 2: Attack with bino 1 and ad 4k to bino 2 and bino 2 will add another 4k to itself via break ride skill
step 3: Attack with bino 2 unboosted and add 4 k to it's booster and also 4k to itself via break ride skill.
step 3: polaris attacks and stands the bino 2 and gives it another 4k(assume u check one trigger cause you are good at this game, If you are super good then u will check 2 triggers).
step 4: Attack with bino 2 again and give the booster 4k again and itself will gain another 4k due to break ride skill. So you have added a total of 33k including 1 trigger for nothing and at the end phase you get to draw a card. Great rewards for working so "hard" right? You will be attacking for about 48-50k assuming you have a 6k or 7k booster. You RG will be bigger than VG LOL WTH!
So you can see how strong great nature will get once the break ride is out. So remember guys, dont underestimate the power of mother nature! good luck with your mental calculation though. Its kinda hard to add all the power given by the effects. Bring a calculator or an Asian kid if you are weak at maths.
Signing off~
Thursday, August 8, 2013
Will Revenger face the Restriction list soon?
Hi, today we will discuss about Revengers and
their impact on the competitive scene.
When I play at my locals these days I play
against 3-4 revengers and see at least 5 in the top 8.
These days the majority of the participants at my
locals are playing Revengers. But why? Why is the deck so powerful? Firstly,
everybody knows the effect of Revenger Raging Form Dragon and its ability to
stand itself by riding another copy from your hand. It also has a cost of
retiring 3 RG. But wait, Spectral Duke Dragon has the same effect and it does
not require another copy of itself to restand right? Then what makes Raging Form
Dragon so strong?
Well unlike Spectral Duke Dragon it gains 10k
power and does not lose its twin drive. If it were to not gain 10k power Raging
Form Dragon wouldn’t be as strong because it will merely be a 10k guard for two
triggers to pass which does not take much resources from your opponent. By gaining
10k power Raging Form Dragon takes such a big toll on your opponent because
they have to guard for another 10k.
Let’s say you break ride Raging Form Dragon over
Mordred Phantom and you call another unit using Mordred Phantom’s effect.
Raging Form will be at 25k for two pass and subsequently 20k for two pass
making a total of 45k for just one unit and not to mention the double twin
drives. Then comes the unit called by the break ride effect which will be about
20-25k guard assuming you check at least 1 or 2 triggers during the double twin
drive. Next up is the advantage the deck creates. The amount of free cards the
deck can obtain is far too much in my opinion. Tartu calls Dorin, and Dorin unflips
a damage whenever a Blaster Dark Revenger is called onto the same column as he
is. This gives just too much advantage to the deck as Blaster Dark will almost
always destroy something when it hits the field. Also Raging Form Dragon does
not need any counter blast making it even more broken.
So we can say now that Revengers are good due to
the fact that they generate so much advantage at such a low cost and have the
ability to hit with the vanguard twice. Well, this kind of overpowered deck
will eventually face the death reaper aka restriction list.
The first thing that
should get hit is Raging Form Dragon. It will be put to 2 per deck. Next will
be Dorin and Tartu. They will become like Wingal Brave and MLB limited to where
you can have 2 in combination of both, that is you either have 2 of either or 1
of each. This way the deck will be more balanced. You will still be able to do
the Raging Form stunt, but not every turn causing major disadvantage to your
opponent. You also won’t be able to create infinite advantage by just calling
units to the field every turn like how Tartu and Dorin does. Bushiroad will fix
the situation because I believe they care for the state of the game as well as
their profits. So expect to see the restriction list update anytime soon from
Bushiroad. Take care!
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