Friday, 27 December 2013

Deck Classes in vanguard

Hey folks, today i'm going to talk about decks and the metagame in cardfight vanguard.

Decks that are viable in the current competitive scene.
Eradicators
Transcendence Dragon G4
Minerva
Dauntless Reverse
Chaos Breaker Dragon
Silver thorns
Jewel Knights
Blaukuger
Revengers

Lets classify them into classes and Categories.
Playstyle
Class 1: Disruptive Field Control
Class 2: Aggressive beatdown
Class 3: Anti Burn
Class 4: Anti Rush

Triggering Style
Shuffle
Stack Hastening

Disruptive Field Control (Burn).
They are decks that are disruptive and love killing your rearguards. Decks of this class gain +1 for themselves or -2 to the opponent via retiring or field removal. Often packed with pressure on the opponent who is facing it.

Decks that fall into this class:
Kagero
Narukami
Nubatama
Chaos Breaker Dragon

Aggro-Beatdown(Rush)
They are the type of decks that do nothing else except 1 thing. to rush and beatdown and deal damage. They are decks that are packed with pressure and forces the opponent to guard everything or take the damage. They are the type of decks that normally do not gain pluses with exception of a restanding vanguard.

Decks that fall into this class:
Beast Deity
Spike Brothers
Aqua Force
Blaukuger
Dimension Police
Ancient Dragons
Great Nature
Murakumo

Anti Burn
They are the type of deck that gain massive advantage and able to replenish their field easily to make up for the lost. Often have a huge handsize to begin with and play around. They are usually direct counter to our dragons from the dragon empire.

Decks that fall into this class:
Jewel Knights
Silver thorns
Minerva
Bermuda triangle
Granblue
Royal Paladins
Gold paladins
Celestials
Great Nature
Murakumo

Anti Rush
They are decks that are counterblast dependant and gain advantage when have loads of open damage to use for counterblast. They are there to prevent getting rushed and to counter them after getting rushed.

Decks that fall into this class:
Revengers
Celestials
Jewel knights
Narukami
Kagero
Nubatama
Gold paladins

Not to forget some decks belong to more than one class and share more than 1 characteristic.

Now we know what decks there are out there,
Lets simplify how the metagame works
Burn (wins)> Rush
Burn > Anti Rush
Rush > Anti Burn
Anti Rush > Rush
Anti Rush > Anti Burn

Now lets talk about triggering style in vanguard. This section is where the more advanced players would understood and how triggers can help gain pluses.

Shuffling
Shuffling is one of the few ways to score triggers as it resets your deck stacking pattern by removing the cards that are non trigger.

Decks that uses this technique:
Neo Nectars
Revengers
Royal Paladins
Great Nature
Murakumo

Stacking
Oracle Think Tank
Granblue
Dark Irregulars
Palemoon
Gold Paladin

Deck Classes in vanguard

Hey folks, today i'm going to talk about decks and the metagame in cardfight vanguard.

Decks that are viable in the current competitive scene.
Eradicators
Transcendence Dragon G4
Minerva
Dauntless Reverse
Chaos Breaker Dragon
Silver thorns
Jewel Knights
Blaukuger
Revengers

Lets classify them into classes and Categories.
Playstyle
Class 1: Disruptive Field Control
Class 2: Aggressive beatdown
Class 3: Anti Burn
Class 4: Anti Rush

Triggering Style
Shuffle
Stack Hastening

Disruptive Field Control (Burn).
They are decks that are disruptive and love killing your rearguards. Decks of this class gain +1 for themselves or -2 to the opponent via retiring or field removal. Often packed with pressure on the opponent who is facing it.

Decks that fall into this class:
Kagero
Narukami
Nubatama
Chaos Breaker Dragon

Aggro-Beatdown(Rush)
They are the type of decks that do nothing else except 1 thing. to rush and beatdown and deal damage. They are decks that are packed with pressure and forces the opponent to guard everything or take the damage. They are the type of decks that normally do not gain pluses with exception of a restanding vanguard.

Decks that fall into this class:
Beast Deity
Spike Brothers
Aqua Force
Blaukuger
Dimension Police
Ancient Dragons
Great Nature
Murakumo

Anti Burn
They are the type of deck that gain massive advantage and able to replenish their field easily to make up for the lost. Often have a huge handsize to begin with and play around. They are usually direct counter to our dragons from the dragon empire.

Decks that fall into this class:
Jewel Knights
Silver thorns
Minerva
Bermuda triangle
Granblue
Royal Paladins
Gold paladins
Celestials
Great Nature
Murakumo

Anti Rush
They are decks that are counterblast dependant and gain advantage when have loads of open damage to use for counterblast. They are there to prevent getting rushed and to counter them after getting rushed.

Decks that fall into this class:
Revengers
Celestials
Jewel knights
Narukami
Kagero
Nubatama
Gold paladins

Not to forget some decks belong to more than one class and share more than 1 characteristic.

Now we know what decks there are out there,
Lets simplify how the metagame works
Burn (wins)> Rush
Burn > Anti Rush
Rush > Anti Burn
Anti Rush > Rush
Anti Rush > Anti Burn

Now lets talk about triggering style in vanguard. This section is where the more advanced players would understood and how triggers can help gain pluses.

Shuffling
Shuffling is one of the few ways to score triggers as it resets your deck stacking pattern by removing the cards that are non trigger.

Decks that uses this technique:
Neo Nectars
Revengers
Royal Paladins
Great Nature
Murakumo

Stacking
Oracle Think Tank
Granblue
Dark Irregulars
Palemoon
Gold Paladin

Saturday, 7 December 2013

BT14 Meta and opinions

Hey folks. Its been quite sometime I never update the blog and been on a hiatus. This Le Jestre who is going to discuss with everyone reading this about the upcoming meta and my opinions on the new cards in bt14.

Lets talk about the current meta.
Tier 1 - G4 Novelle Kagero
Tier 1.5 - CBD Link Joker
Tier 1.5 - Narukami
Tier 2 - RFD Revengers
Tier 2 - Nova Grapplers Beast Diety/ Blau/ Asura
Others not mentioned are decks that are not frequently used in tourneys

Decks that Died to the new meta of 13k base
Revengers
Aqua force
Nova grapplers
Chaos breaker

Lets 1st talk about the cover card GRAND EZEL SCIZZORS
[ACT](VC) Limit Break 4 (This ability is active if you have four or more damage):[Counter Blast (2) & Soul Blast (2)] Unlock all of your locked cards, and if you have five «Gold Paladin» rear-guards, this unit gets [Power]+10000/[Critical]+1 until end of turn, and at the end of that turn, Soul Charge (1), choose a card from your damage zone, and turn it face up. [CONT](VC):During your turn, this unit gets [Power]+1000 for each of your «Gold Paladin» rear-guards. [CONT](VC/RC): Lord (If you have a unit without a same clan as this unit, this unit cannot attack)

My opinions on this card: This card is just isn't liberator. I don't see a reason why it need to target solely link joker and CBD. CBD isn't that popular anymore which people abandoned him to play G4 transcendence dragon.

Lets read the card line by line.
The problem with this card lies in its inability to gain any defensive advantage with its skill conditioned to be ideal only when you have a full field. In other words, this card is vulnerable to massive retirement of rearguard. Ezel would be SHUT DOWN AS A SOLO WARRIOR.
The other loop hole with the card is when you only have 1 open damage for counter blast. Ezel skill needs 2 CB and Soul Blast 2 and only unflips after the cost is paid and the unflipping of damage and soul charge 1 will resolve at the end of the turn.

Which means give Ezel the 4th damage when his damage has 3 cards facedown to TOTAL SHUTDOWN the skill of ezel. Ezel has no skills to recover from mass retirement from decks like Narukami and kageros which will give Ezel Multiplier Minuses if both of the above mentioned shutdown conditions are fulfilled.

To all the CBD Players out there. Nothing to fear out there. Ezel isn't that strong and effective against you.

Next lets discuss about Gancelot Zenith
[AUTO](VC) Limit Break 4 (This ability is active if you have four or more damage):[Counter Blast (1)-card with "Liberator" in its card name & Choose one of your grade 2 or less rear-guards, and put it on the bottom of your deck] When this unit attacks a vanguard, you may pay the cost. If you do, look at the top card of your deck, search for up to one «Gold Paladin», call it to an open (RC), and put the rest on the bottom of your deck, and that unit gets [Power]+10000 until end of turn. [CONT](VC):If you have a card named "Solitary Liberator, Gancelot" in your soul, this unit gets [Power]+2000. [CONT](VC/RC): Lord (If you have a unit without a same clan as this unit, this unit cannot attack)

My opinions on this card. Gancelot zenith is just like an Ethic buster Extreme who allows you to deliver 4 attacks every turn. How it works is it refreshes one rearguard with a cost of CB1 and replace with a random rearguard called from the top of the deck and adding a power of 10k. So in this case, I would use one rearguard unboosted to attack your interceptors or your 11k Vanguard and then use the vanguard to attack and trigger gancelot's skill to call the top card to hasten triggers and to drain more hand card and allow both rears to get buffed by trigger effects. However this card DO NOT GIVE PLUSES unless a josephus is called to draw 1.

How to Shutdown this card? Keep on RETIRE and sweep their REARGUARDS. This way, you get to force more cards from their hand to replenish their field to accommodate and cater for his effect. To conclude this card poses very little threat to the dragon empire :D To my dragons, please burn those humans. Muahahahahah!

Next I'm going to discuss about the Broken Heart Jewel Knight Ashlei.
[ACT](VC) Limit Break 4 (This ability is active if you have four or more damage):[Counter Blast (1) & Choose one of your rear-guards with "Jewel Knight" in its card name, and lock it] Choose up to one of your opponent's rear-guards in the front row, and retire it, and search your deck for up to one card with "Jewel Knight" in its card name, call it to (RC), and shuffle your deck. This ability cannot be used for the rest of that turn. (The locked card is turned face down, and cannot do anything. It turns face up at the end of the owner's turn) [CONT](VC):If you have a card named "Pure Heart Jewel Knight, Ashlei" in your soul, this unit gets [Power]+2000. [CONT](VC/RC): Lord (If you have a unit without a same clan as this unit, this unit cannot attack)

Opinions about this card: Ashlei is like a card that gives free pluses for a cheap cost of CB1. Lets imagine. A g3 with effects of a Blaster Dark Revenger and a Tartu for CB1, Lock1. And having a base vanguard as ashlei which gives pressure with the critical. Its kinda good to prevent limit break. I kinda find this card decent with a potential +2 everyturn. I kinda love the art. Like how sci-fi she looks like with her sexy curves. Grear Job to the artist that drew her.

Next Imma talk about the Tempest Bolt Dragon
[ACT](VC) Limit Break 4 (This ability is active if you have four or more damage):[Counter Blast (3)-card with "Eradicator" in its card name] Retire all of each fighter's rear-guards. [CONT](VC):During your turn, this unit gets [Power]+2000 for each fighter's open (RC). [CONT](VC/RC): Lord (If you have a unit without a same clan as this unit, this unit cannot attack)

Opinions about this card: His effect is kinda straightforward of burning everything in his sight. What makes this card good is the mass retirement it gave. To me it isnt a staple in an eradicator deck but rather a special tech card to turn the tables of the game when in danger. Its a good card to instant minus your opponent if he is piloting decks that do not offer advantage or low handsize decks which ultimately cripple their offence and attacking power. However against decks like Palemoon and Garmore which are able to offer up to a +5 advantage to replenish field would put his skill to waste.

If you are planning to run this guy, I recommend playing 2 copies at a maximum. As in the art of the card wise, I find him like some mad scientist who experimented on himself and failed which explains the tentacle head and the scythes as its hands which will do its experiments and cut your body open as his test subjects.

Next card worth mentioning would be the Eradicator, Ignition Dragon
[AUTO] Limit Break 4 (This ability is active if you have four or more damage):[Counter Blast (1)] When a «Narukami» rides this unit, you may pay the cost. If you do, your opponent chooses two of his or her rear-guards, and retires them, and choose your vanguard, and that unit gets [Power]+10000 until end of turn. [AUTO](VC):When this unit attacks, if the number of rear-guards you have is more than your opponent's, this unit gets [Power]+2000 until end of that battle. [CONT](VC/RC): Lord (If you have a unit without a same clan as this unit, this unit cannot attack)

Opinions about this card: Lets all play the good old Gauntlet Buster Dragon. Who doesn't forget that badass that stack crits and +3k power while burning opponent rearguards. Well this card makes him more broken. For a cheap cost of CB1, you get to +16k and 2 criticals. How more broken can it get? I personally love its art and how this card brandishes its chainsaw and telling ya that ya better guard your ass otherwise the chainsaw will land in your ass if you no guard. Totally love this art a lot.

Next card that is Meta Defining would be the Dauntless Dominate Dragon Reverse.
I know this card is on par with Dauntless Drive for holding the title of having the most Ds in the name. DDDR
[ACT](VC) Limit Break 4 (This ability is active if you have four or more damage):[Counter Blast (1) & Choose one of your «Kagerō» rear-guards, and lock it] Until end of turn, this unit gets "[AUTO](VC):When this unit's drive check reveals a grade 1 or greater «Kagerō», choose up to one of your opponent's grade 1 or less rear-guards, retire it, and this unit gets [Power]+3000 until end of turn.". This ability cannot be used for the rest of turn. (The locked card is turned face down, and cannot do anything. It turns face up at the end of the owner's turn) [CONT](VC):If you have a card named "Dauntless Drive Dragon" in your soul, this unit gets [Power]+2000. [CONT](VC/RC): Lord (If you have a unit without a same clan as this unit, this unit cannot attack)

Opinions about this card. This card is good especially on how it force your opponent to guard a 2 pass no matter what whether you lock or not. This card can be abused with its breakride to stack its skill up to 4 times. I kinda like how it forces the guard and gives your opponent a guarantee minus. Simple yet powerful effect. I kinda like how badass this card art is.

I have tested this badass guy and has proven to be a head to head contender with the G4 Transcendence dragon. Dauntless being able to restand itself and hit perfect numbers of 23k is no joke and to stack reverse's effect is just too sweet and proved to be a badass and deserved the spot in the meta.

Here is the decklist that I've used:
G3
4x Dauntless Drive Dragon
4x Dauntless Dominate Dragon Reverse

G2
3x Berserk Dragon
4x Dominate Drive Dragon
2x Bellicosity dragon
2x Hunger Hell Dragon

G1
4x Dragon Dancer Maria
2x Calamity Tower Wyvern
2x Heatnail Salamander
3x Embodiment of armor, Bahr
3x Sealed dragon, Kersey

G0
4x Heal
3x Sealed dragon Artpitch (Draw)
3x Gattling claw dragon (Draw)
6x Critical

SVG
Lizard Soldier, Conroe

Until next time, stay tune for the part 2 where I'm going to talk about murakumo and all the other supports in bt14 and the current metagame.

Tuesday, 15 October 2013

Cray Journal: Link Jokers

Hey folks, Imma just write a mini tourney report and a cray journal about my experience at Chak Fung's 2 man team tourney.

Before that lets talk about my journey for the past 2 weeks since i entered with CBD.
Here was my 1st decklist when i entered.

SVG: Dust tail Unicorn
G0:
4x Meteor Liger
4x Vice Soldat
4x Nebula Captor
4x Stellar Garage

G1
4x Promethium
4x Palladium
3x Chaos Beat Dragon
3x Neon

G2
4x Colony maker
3x Mobius Breath Dragon
4x Radon

G3
4x Infinite Zero Dragon
4x Chaos breaker Dragon

Reviews and experience after playing with this decklist.

Problem 1: Chaos beat dragon
6k base... Get poke by anything and almost everything.
He isn't a good rearguard booster if ya have a 9k rearguard such as colony maker and mobius breath dragon. 15k rearguard collumn gives a 5k guard for rearguard.

So ya telling me to put this behind the vanguard of CBD for a 21k column... Hmmm... right.... So what would ya normally do when ya guarding the middle lane? 20k 2 pass? or just negate? How bout putting the CBD as a rearguard? What card would ya discard as a fodder for CBD and Kanzen? A jam card like a G3 right? And ya get a palladium that will shut down that collumn.

Problem 2: Chaos Breaker Dragon
I am not high to mention this. But CBD has a notorious problem of decking out and unable to end games. Lets all Draw, Deck out, and Lock each other rearguards.

Here is the modded decklist that I used for Link Joker and the team tourney

SVG: Dust tail Unicorn
G0:
4x Meteor Liger
4x Vice Soldat
4x Nebula Captor
4x Stellar Garage

G1
4x Promethium
4x Palladium
4x Demonic Claw Star-vader, Lanthanum
2x Neon

G2
4x Colony maker
3x Mobius Breath Dragon
4x Radon

G3
4x Infinite Zero Dragon
3x Chaos breaker Dragon
1x Nebula Lord Dragon

Reviews and experiences after testing the new decklist.
Nebula Lord Dragon: It help end games. Break Riding a nebula over an Infinite zero is just very pain for late game when the game is stagnant and keeps ya opponent at the edge of his seat. +3k to all front row for each locked unit.

Nebula lord dragon isnt there to use his CB. Ya use the palladium to lock units with CB1 than use the CB2. just imagine all ya columns get +9k and ya control a Lanthanum.

Lanthanum: He combos very well with Radon and CBD given CBD's nature to only lock once per turn. he easily becomes a 9k booster and able to drive a 21k column easily and also as explained good for feeding Steroids and Ecstasy for Final turn. 7k base also makes it a better option over the chaos beat dragon.

Chak Fung Team Tourney Report.
Participants 16 teams.(32 man)
Deck Distribution.
Chaos Breaker
Shadow paladins - Revengers
Dimension Police
Narukami
Kagero
Nubatam

Round 1
Rfd vs CBD( Khai) Win
Rfd vs CBD (Khant Nyar) Loss
Tie Breaker
RFD vs CBD(Khai) Win

Round 2
DP vs CBD(khant)Win
CBD vs CBD(Khai)Loss
Tie Breaker
CBD vs CBD (Win)

Round 3
DP vs CBD(Khai)Win
RFD vs CBD(Khant)Win
.
.
to cut the long story short.

It all lies down to this match. The Most Crucial Match.
Kagero(DDD-inferno) vs CBD(Khai)
Nubatama vs CBD(Khant)
Outcome: Lose-Lose

Notable Experiences faced:
1. Misgrade at mobius for 1 turn in 2 games and still win matches.
2. Survived Daikaiser Twiced. Playing granblue and DI really help me. Credits to Aetas Kun for teaching me :D
3. Loss to Kagero and nubatama which got me stunned at the edge of my seat.

So what actually happened here. It got us really stunned. Just when everyone expect an RFD or CBD to top and kill Link Jokers.

Lets leave ya guys in suspense for now. Imma not gonna reveal how we lost that match which cost us the top 2 positions. Stay tune for the next journal where i am gonna explain in further details.

Monday, 30 September 2013

Cray Journal: The Dead Sea

Hey folks, Its another section of Khai's Cray journal.
Today I'm going to talk about granblue and the dead sea.

Its been like 2 weeks since I've been experimenting on the deck.
I was experimenting on abusing Negromarl. Yes that pathetic grade 3 with 8k base power. Well. After being taught to look at a deck and cards at a different perspective. It gives me that idea of using him and abusing that card as a rearguard.

For those who have no idea who is negromarl, here it is.

[AUTO]:[Counter Blast (2)] When this unit is placed on (VC) or (RC), if you have a «Granblue» vanguard, you may pay the cost. If you do, choose a card from your drop zone, and call it to (RC).

To be honest, he sucked as a vanguard. But to make him a rearguard, he is just what granblue needs to generate more free pluses and advantage. Just imagine the ya get a plus 3 every turn if ya spawn him with a cocytus reverse. If this is a grade 2, it is exactly what granblue really needs.

My previous decklist.
4x Nightmist, Lord of the seven seas
4x Cocytus R
1x Negromarl

4x Ruin Shade
4x Deadly Spirit
3x Corrosion dragon

4x gust jinn
3x sea walk banshee
3x Dandy guy romario
3x Deadly Nightmare

12x criticals
4x heal
1x Nightkid

Problems I faced when playing granblue with this decklist.
1. You ran out of soul very fast. Negromarl helps who respawn banshees more often. Which depletes ya soul fast alongside with the deadly spirit and nightmare which are soulblast heavy.

2. Negromarl is a 1 time use card. You need him like Once or twice in the game. Respawning him too much jams your field and cockblock you. Especially when you need a rearguard to intercept and he can't intercept.
The point is that negromarl is only good during your turn to a small extent. You do not want to keep him on the field. Which i would normally use nightmist to respawn it. Using a cocytus R to respawn him is good however, But it broke even than give pluses. As ya get a dead rearguard spawn by his effect to jam your own field even though it looks like you can gain +3 with him which you want to replace with the deadly spirit after ya spawn him. This cause you to run out of soul too fast which later limit your use and privilege to abuse the banshee.

New Decklist.
4x Nightmist, Lord of the seven seas
4x Cocytus R

4x Ruin Shade
4x Deadly Spirit
3x Corrosion dragon

4x gust jinn
3x sea walk banshee
3x Dandy guy romario
4x Samurai Spirit

12x criticals
4x heal
1x Nightkid

Here is some questions that imma answer and ya might ask.
Is Cocytus Reverse an offensive card or defensive card?
Cocytus Reverse isn't a good card for it to be an offensive card as it kills the synergy of the whole deck and disrupt your stack of triggers. The milling of 3 cards can be a little too high for a cost for granblue. Which spawning a banshee sometimes gives the minus 2 than a plus 2. Drawing and milling trigger sucks. Been there, done that. Problem with Cocytus Reverse is that it doesn't have any raw power unlike the other decks.
Although it gives the rearguard that it pulled from the dropzone a +3k. Its just help you maintain your maximum field presence and generate advantage for defences and to intercept.

Where does granblue's offensive power lies on?
Their only offensive power is the pressure from the deck where you hasten your triggers with ruin shades and when you break ride on a nightmist. I would usually call corrosion dragon along side with the sea-walk banshee on the same column to hit a 28k rearguard column with it. And a ruin shade as my rearguard to stack a double trigger on my drive check or a crit to give my huge rear the pressure on my opponent. Means if ya can't break ride anymore, its a matter of who can survive the longest and whose hand size is able to tank the volley of attacks longer.

Is Granblue a consistent and easy deck to play?
Obviously no. Granblue isn't the clan for anyone and an easy clan to play like your gold paladins.
It requires knowledge on deck building and deck structure. Its one of the few clans where deck structure plays an important role and one card can screw the deck synergy. Another is the skills it takes to pilot the clan. Its not the type of clan that is easy to pilot. It requires perfect precision in timing and control.

I've tested against a few decks. Here are some of the consistent results.
Effective on Nubatama which helps you to set up your dropzone even faster.
Lost to Zerachiel. Due to Early game rush and consistent huge columns that I can't guard with.
Lost to nova grappler. Can't guard against the multiple volleys of attacks and reverse breakride OTK.

~Signing off Khai~