Imagine...
We are two spirits on the planet Cray.
To us weak, defenseless spirits, are given but two abilities to protect us:
The first is CALL, to summon to our aid the denizens and monsters from around the planet.
Only the units whom have bound to us in a contract can be called.
These are the units in our decks.
The second ability is RIDE, to possess one unit, and control it, making us one with that unit.
You, as this unit, will lead our forces.
We call this unit the "one whom leads us forwards"...
"The Vanguard"!
Could you imagine?
If so, lets go!
As long as you have cards, you are a card fighter!
STAND UP! VANGUARD!!!
All Forces, Follow my lead! I AM THE VANGUARD!
全軍、我に続け!我はヴァンガード!!!
Hello everyone, and welcome to SO IMBA!,
Where we learn how to be a better card fighter.
I am Rauzes, and today, we discuss clans.
Which one truly is for you?
Today's post is for people who are considering starting Vanguard, but aren't quite sure where to come in...
Usually, I would recommend Kagerou or Royal Paladins to starting players, but with the inflating price of Isolde/Barri... this isn't quite an option any more.
Today's post will explain the motifs each clan has, and the play style, their strong points, but also their weaknesses.
Vanguard is a game in which there is no right, and no wrong(only epic fails and FINAL FAIL!!!)
Most decks can fight on a competitive level... so long as you can lead them well.
Only you will know which clan is best for you, but heres an article that will hopefully help you start your quest.
Its not uncommon for people be lost as to which clan calls to them best, even if they have been playing for a while...
Royal Paladin. - CALL MY FRIENDS
Royal Paladins are designed from Arthurian legend: Excalibur, King Arthur, and the knights of the round table. If you like arthurian legend, Royal Paladins are for you.
Royal Paladins have a very strong ability to call their allies to the field, and power them up.
Royal Paladins require a full field to fight well, and have an extremely good speed and offense.
However, they lack defensive measures, and have the smallest rear guards on the defense of almost all clans.
This clan is for you if:
You really, really, really like BLUE
You like to be able to bring forth your allies to the fight as soon as you can
You like to fill your field as soon as you can
You are Sendou Aichi
You like playing autopilot decks.(Required skill level is rather low)
You are poor
Kagerou - BURN IN FIRE
Kagerou are dragons, the elite flame dragons of the dragon empire.
Their motif are western dragons, dragons who breath fire, etc.
They are a very aggressive, and have overpowering strength.
They specialize in two abilities:
Burning, to target and destroy the opponents units through effect.
Superior Ride, to special ride from grade 2 to grade 3, effectively jumping a grade up, at a steep cost.
They also have a good variety of high power units, to make defending easier.
This clan is for you if:
You are a pyromaniac
you are Kai Toshiki
You love ZA word ZA
You like to, in other games, play destruction of the opponent more than building your own forces
You have an extremely aggressive playstyle
You like playing autopilot decks.(Required skill level is rather low)
This clan is not for you if:
You want an extremely stable deck
You want speed
You are poor
Nova Grapplers - STAND AGAIN
Nova Grapplers: The World Famous Pro Gladiator League of the Star Gate.
Anyone can join the legaue, and hence, nova grapplers have a large variety of members, from dragons to aliens to battle robots.
Of course, the gladiator league is a harsh place, so most of the units have a bunch of mechanical upgrades.
They have a very combat and show type motif, and are very "mechy"
Their two specialities are:
Counter Cost Recovery: Unlike other clans, Nova Grapplers can unflip damage, allowing it to be used as cost once again. This means your skills are considerably "less costly".
Stand: Nova Grapplers have 4 different stand triggers, a bunch of stand by effects, etc. This means repeated attacks in one turn, with ease.
This clan is for you if:
You like GLADIATOR
You like to have an aggressive fight style
You like absolutely spamming skills left and right
You like to attack repeatedly each turn
This clan is not for you if:
You like stability. Nova Grapplers are not the most stable of decks.
You do not like luck. Nova Grapplers is a very "If I get this I will win" deck. VERY.
Oracle Think Tanks: DRAW POWER
A Mega Corporation, the largest in the world.
Oracle think tank is a giant company which uses science, magic, and divination in order to provide counseling and advice.
Oracle Think Tanks units are mainly based on the Japanese Mythology, but also of other mythologies(mainly greek)
Their two specialties are:
Drawing - Oracle Think Tank have many draw triggers, as well as a lot of "draw" effects. This allows them to get what they want, when they want. They do not, however, have many "search" effects
Seeing the Future - Oracle Think Tank have several effects that allow them to check the top card of their deck, the future, and react accordingly.
This deck is for you if:
You like cute pretty anime girls(you freak)
You like Japanese mythology
You like to draw cards
You like to draw even more cards(BAHA THIS IS YOU YOU DRAW WHORE)
You enjoy a controlled and precise game which is very think and skill based.
You have eidetic memory.
This deck is not for you if:
You are not against gambling for the win
You like taking chances
You are poor
Tachikaze: Survival of the Fittest
Dinosaurs, with technology and metal projectile weapons, any zoids fans dream come true.
Tachikaze are a clan of high attacking power, but only at the cost of devouring the weak.
After all, only the strongest of the strong are allowed to live!
Based off mainly Dino dragons, Tachikaze will destroy the weak, even if its on your field.
But dont worry, because they can and will benefit from that by gaining power!
This deck is for you if:
You like Dinosaurs, or Zoids
You like high power and high functionality, even at a cost
You believe in survival of the fittest
You are poor(actually true. This deck's total cost of construction can be less than 1000 yen to maximum 2500 yen.)
This deck is NOT for you if:
You say thank you to every unit that dies in battle. Go find a crappier clan, pussy.
You absolutely do not want anyone to die without true meaning
You are rich
You like a complex play style, more than a straightforwards deck.(its vaguely autopilot...)
Dark Irregulars: EAT YOUR SOUL
Dark Magic, Dark Science, and Dark Technology.
These were the ingredients chosen to create the most evil army of them all...
But Professor Utonium accidentally added an extra ingredient to the concoction...
Chemical X...
Of course he didnt. He didnt make them. Darkness did.
Dark Irregulars are the fusion of Magic, Science, and Mechanical Technology.
Denizens of the night, they are super beings, and live with the darkness, around them and in them...
Most of dark irregulars have a very dark motif, and are a mix of technology, magic, and science...
Demons, Succubi, Incubus, Vampires, Werewolves, Dark Elves, lords of the underworld.
If these are your liking, Dark Irregulars are for you.
Dark Irregulars have two specialities:
Soul Charge, to charge up soul for various abilities, and abilities that gain power when you soul charge.
And to use this massive soul for massive power.(We're talking game changing, unimaginable amounts of power, etc)
Soul are cards under your vanguard, mostly cards you ride on previous turns, but more can be added from your deck or other places through effects.
Dark Irregulars have cards that either use Soul Blast for power effects, such as Stil Vampir, or use the soul already there to power themselves up, such as Amon.
And this increase in power isnt small. It. Is. Gigantic.
However, Dark Irregulars lack cards that either give draw or searching or superior calls. That means that while they have a massive amount of power, they dont have very good deck stabilizing cards. What you draw you have to deal with.
It is not uncommon for Dark Irregulars to lose due to having not enough hand...
This clan is for you if:
You like Van Helsing.
You like Lord of the Rings
You like any other form of Dark Fantasy
You are emo
You like DAT POWER!
SCREW THAT LAST SHIT YOU ABSOLUTELY LOVE EXTREME POWER!!!
Youre a girl.(Surprising, no? It seems only girls can handle Dark Irregulars. Every male DI player seems to suck with it)
This clan is not for you if:
You like twilight
You like stable decks that run smoothly every game
You dont like the art
You need a clan with flowers and rainbow unicorns because you're a pussy.
Spike Brothers: ONE! TWO! TOUCHDOWN!
Bloodball. On Cray, Bloodball is everything.
Every team has its fans, and every game has millions of screaming fans.
But no team, no team anywhere else, is as strong as, or has as many fans as the team of Darkzone: the Spike Brothers
Consisting of demons, ogres, war beasts, or robots, Spike Brothers is a clan which forces many high power attacks in one turn
Their two specialties are:
Superior Call During the Battle phase, allowing you more and more attacks
Very high power attacks, at the cost of returning to the deck at the end of the attack.
Their drawback:
Although they can force multiple high power attacks in one turn, SB can burn out extremely fast.
Meaning if you dont time your attack correctly, you will lose a lot of advantage in terms of both counter blast cost as well as cards on field or in hand.
This clan is for you if:
You like SPORTS
You enjoy a deadly combo for the finish... and the slow set up
You like a burst or combo to do your winning, rather than a slow push
You are poor(one of the cheaper decks to build)
You like a deck that is tricky to handle
This clan is NOT for you if:
You do not like tough comboes
You prefer an autopilot deck
Granblue: FOR WE ARE IMMORTAL
At the bottom of the ocean, lies an undying army... an army of Pirates, who shall rise up, no matter how many times they are struck down.
Granblue are a group of Zombie Pirates. Some are Zombies, others are Zombie Pirates.
Their strongest point is their revival effects.
As of now, they are the only clan whoes drop zone matters.
Using counter blast, they can sacrifice one unit to revive a unit of equal or higher grade from the drop zone.
This allows them a fluid arrangement of units, changing their feild to get what they need, at that moment.
Their special traits include:
Reviving from the Drop Zone
Superior Ride from the Drop Zone
Their weakness:
High defense power opponent units... and rather low power output on their end.
This clan is for you if:
You love pirates of the Caribbean!!
You enjoy a constantly evolving field
You have an adaptive playstyle.
You know how to manage both your hand, deck, and graveyard at the same time
This clan is not for you if:
you need the latest and greatest
you cannot handle the low power output of the deck.
Megacolony: OH NO YOU DONT
Megacolony is a clan of insects, the greatest colony of the best insects in the land, joining together to fight all who oppose them
Their speciality is to stop stand during the stand phase...
Meaning effectively, you can stop one unit from participating in battle the next turn, or even stop a whole attack!
This might not seem like much, but in Vanguard, it is a huge boost.
They have a variety of draw and superior call, and search, and are actually a suprisingly balanced and well put together clan.
This clan is for you if:
You like bugs and collecting them
You want a deck that can both hinder the opponent as well as lay on an offensive well
You like a controlling type deck
This clan is not for you if:
You dont like bugs
You prefer to manage your own forces, rather than the opponents.
Palemoon: Circus MAGIC
Palemoon are a circus troupe whom have a variety of tricky moves they can use on you
Their units are either circus people, or the beasts they tame.
Their special ability is to superior call from the soul... after they hit.
This allows their attacks to come many times at one turn, so long as you cannot hit.
They are a tricky clan for higher leveled players, as timing is very important, as well as what to call.
This clan is for you if:
You like a tricky play style, and a technical game.
You like the circus
This clan is not for you if:
You dont like the circus
You like autopilot decks
Dimension Police: JUSTICE
Your childhood heroes. Policing space, making sure giant monsters dont invade.
You may have stopped believing in them, but they will never give up the fight for your safety.
They are the intergalactic defense force: DIMENSION POLICE!
Dimension Police is a very heroic clan. Their abilities include powering up the vanguard for his ultimate ability, and standing their rear guards very well.
However, they do lack rushing power, as it is a deck that will end the game slowly, before activating the ultimate and going for the win.
It is currently the only clan with an "Infinite Attack" loop.
This clan is for you if:
You like ULTRAMAN
You enjoy a very Vanguard/You centric game
You can play a long game and time your finish correctly.
You like it if your Vanguard can solo everything.
This clan is not for you if:
You prefer a quick win.
You need powerful rear guards to help you to victory
Shadow Paladin: FOOD
Much like the Royal Paladins, they are based off of medival knights and their relations, but Shadow Paladins also have witches and dark powered castles.
They are led by Phantom Blaster Dragon, whom devours his friends for absolute power.
While they have the same ability to deploy as Royal Paladins, Shadow Paladins are not against sacrificing their friends for power.
This clan is for you if:
You are not against sacrificing your friends for power
You like a deck that can defend better than attack
You have fallen to the darkness
This clan is not for you if:
Your friends cannot be food.(fish are friends, not food)
You are poor.
Murakumo: KAGEBUNSHIN
Murakumo are a clan which are new, but EXTREMELY technical.
Their special abilities include an ability to superior call... temporarily.
This gives them a full field quickly, but it will only last one turn.
Their motif is ninjas.
This clan is for you if:
You like to swarm quick
You can play a technical clan
You are not afraid of losing... because it is an illusion.
You can control the game perfectly into your favor.
This clan is not for you if:
You want an autopilot deck
You are new to the game.
You are otherwise bad at vanguard.
Neo Nectar: GROW
Neo Nectar: The flowers and the plants of Zu.
Neo Nectar have very flowery and nature-y motifs, and are a clan of swarming.
Their special abilities are:
Growing up their rear guards if their attacks hit the vanguard
Superior call from the deck
This clan is for you if:
You can adapt your field well
You are a beginner(quite beginner friendly)
You like flowers and plants
You like an agressive play style.
You want a deck that rewards skill, but can still be played without it
This clan is not for you if:
You are a pyromanic
You want a deck that rewards more skill than blind attacking
Well, thats about all the clans around at the moment.
I hope this has been a good introduction to the game of Vanguard and their clans, even if it did get a little boring and washy towards the end(im tired, k?)
Good night for now, and keep searching for that one clan!
Wednesday, February 15, 2012
Tuesday, February 7, 2012
Courage and Resolve
Hello, hello, and welcome to SO IMBA!
Where we learn how to be a better card fighter.
Today, we learn how to play Majesty Lord Blaster... without being manhandled every round.
So, I hear people like to play Majesty Lord Blaster.
Let me guess. Your deck, as well as everyone else around you who likes to play this style looks something like this:
2 Soul Saviour Dragon(OMGZ FINUL TURNZZZ!! I M SO EPICZ)
3 Majesty Lord Blaster (DURRR)
4 Blaster Blade
4 Blaster Dark
3 Starcall Trumpeter(lyk OMG)
4 Marron, the little Sage
4 Borgal(SO MANNY SOULZ!)
4 Pongal
2 Kei
3 Isolde
1 Wingal Brave(SV)
4 Margal
4 Govanon
4 Elaine
4 Epona/Llew/Alabaster Owl
This is your deck, more or less, right?
No, its not wrong.
Nothing in Vanguard is wrong. the game was designed extremely well, and hence there is no wrong in deck building and no wrong in play.
There is only epic fail.
Majesty Lord Blaster isn't a type of Royal Paladin deck. Its a special type of Mixed Clan deck, so you cannot use the same concepts that used to run a Royal Paladin deck any more.
There are a few glaring errors in deck building here:
Borgal.
Just wtf. The only deck to get 6 or more ROYAL PALADIN in soul is Galahad/Lohengrin...
Lets count:
Wingal Brave, G1, G2 into Soul. MLB activate effect, suck in 1 Blaster Blade, 1 Blaster Dark. Use Pongal to search out Soul Saviour Dragon.
Its still 5 Soul, By the way.
Blaster Dark is NOT a Royal Paladin, and hence does not count towards Borgal.
Majesty Lord Blaster + Soul Saviour Dragon
Majesty Lord Blaster, unlike most other Royal Paladin units, is not someone who gives strength to his allies, or brings them to the fray.
He does the exact opposite: sacrificing them to gain power for himself!
Therefore, if you try to play both these Vanguard specific G3 units together, you end up with a clash of interests, you either have no soul to play Soul Saviour's soul blast, but plenty of allies to pump up, or plenty of power with Majesty lord, but no friends to support.
Majesty Lord Blaster represents a huge loss of fighting force by activating his effect.
While the end result of this power pump is a permanent +2k and extra damage, something not to be looked down upon, it comes at a very steep cost: TWO fighting units... capable of intercept.
So, the deck needs to be constructed with ways to RECOVER this fighting force.
Starcall Trumpter is supposed to be this...
It doesnt really do its job.
When setting up MLB's twin blast, it eats up one rear guard circle, preventing a full force attack on one side.
Either its Star Call being supported, and the two blasters on one side unable to boost one another, or one is behind Star call, preventing star call from being supported...
And, in this build, it cant seem to search out boosts...
By packing 8 Draw, one hopes to set up the combos fast and recover quickly from the twin blast, but at what cost?
12k defense is no Phantom Blaster Overlord. It is very easy to construct 17k lines, as well as 22k. Putting 8 Draw without extra guard support is a death wish.
So, what would be best?
There are two main styles of playing Majesty Lord Blaster: The Royal Paladin Base, and the Shadow Paladin based.
The Royal Paladin base is the most straightforwards.
3 Majesty Lord Blaster
3 Baromedes
4 Blaster Blade
4 Blaster Dark
2 Bedivere
3 Isolde
4 Kei
3 Toypugal
4 Maron
3 Wingal Brave
4 Sharon
2 Flogal
2 Epona
4 Margal
4 Elaine
(6 Stand, 2 Critical, 4 Draw, 4 Heal)
Now, the first thing to notice is the combination of Baromedes and Stand.
Baromedes is currently the only unit that can still burn out a 10k shield from a 13k Vanguard after its been awakened by a stand trigger.
This, and the fact that its just plain overpowered is why its used.
The Trigger balance is rather self explanatory, putting more emphasis on baromedes to deal damage and Majesty Lord to burn their guards more than deal damage.
The most important thing to notice is the two Wingal Brave.
Wingal brave allows fast setting up of Majesty Lord Blaster's Twin Blast, by giving search power to the deck. if you ride Blaster Dark/Blade in the 2nd turn, you can easily search out Majesty Lord or the other side.
If you start the game with a Blaster Blade/Dark in your hand, and a Wingal Brave, one interesting thing you can do is re-ride.
If you play either Royal or Shadow Paladin, players wont put out two units to attack you in the early game. Losing one of them to an effect in the second turn is far too painful.
So, they will wait until you ride Blaster Dark, cannot use effect, before attacking full force.
If you attack and search out blaster blade, the opponent will think that you already have Majesty Lord, whom you will ride next turn.
Instead, take another damage, and ride blaster blade. Use his effect to burn some boost support, and throw down another wingal brave. Use this one to search out Majesty Lord, and ride.
Even though the twin blast never went off, Majesty Lord Blaster will actually activate his continuous effect, due to BOTH Blaster Dark and Blaster Blade in the soul.
A sneaky measure, but worth it if your hand demands you conserve your grade twos.
Obviously, you cannot do this in several situations(you go second, the opponent superior rides to Blazing Flare on his first attack, etc), but it is an option you must keep in mind, especially if you are on the losing side of damage(ie: must increase your critical output asap).
Kei is another card that is very nice.
When you have Majesty Lord blaster as your Vanguard, Kei can become a 10k attacker, a nice size for harassing rear guards.
Once a grade 2 or 3 comes around, you can send it to the back to be support.
This solves partially one of the biggest problems Majesty Lord Blaster decks have: Losing their grade 2s.
After losing two of them, move Kei up, and have him fight for a while.
The next way to properly play Majesty Lord Blaster is the Shadow Paladin Base.
This is the more "true" to the mixed clan concept, and is without a doubt the more devastating.
5
3 Phantom Blaster Dragon
2 Majesty Lord Blaster
11
4 Blaster Blade
4 Blaster Dark
3 Starcall Trumpeter
13
4 Blaster Javelin
4 Karon
3 Kei
2 Isolde
21
1 Fullbau
4 Wingal Brave
3 Death Feather Eagle
3 Alabaster Owl
2 Margal
4 Abyss Freezer
2 Abyss Healer
2 Elaine
Alternative: -2 Abyss Freezer, +2 more Critical(max Alabaster and Death Feather Eagle(
Once again, there are added Wingal Brave.
This time around, however, the search effect can search out almost ANYTHING from your deck.
On top of this, you can pull out your blaster units after one another very quickly, as Starcall trumpter can also call out Blaster Javelin, both to boost and to use the effect.
Blaster Javelin, with superior call from Star Call, Searching Blaster Dark, and thinning the deck of Phantom Blaster Dragon, is definately one of the star players in the deck.
The deck does suffer from a lack of boost power.
This is where play comes in.
The deck utilizes rear guard harassment to mitigate the low power attack, and only waiting for when the opponent cannot guard well to attack.
Both Phantom Blaster Dragon AND Majesty lord have explosive effect, that gain power as well as added critical.
Stall and reduce the opponents power through play, and explode in their face when the time is right.
Between critical triggers and the critical up effect, it only takes two attacks to bring the opponent to their knees.
Phantom Blaster Dragon can also devour the Blaster javelins that were called, some Draw triggers, and other weaker boosts to make way for more powerful rear guards.
Never forget you can call a Majesty Lord to be boosted by Wingal brave for the search effect that attacks at 15k power.
On top of that, your Vanguard unit will always be a Blaster, so just keep abusing Wingal Brave, and search out your power cards.
With this set up, your Vanguard will almost always be 11k or 12k power. Very good for defense.
Note that with your increased G0 count, and decreased G1,2,3 count, your deck WILL burn out faster than your opponent, so make sure to defend your rear guards as well.
This also means your G0/1 Rush will also be a viable and effective strategy, which is why higher raw power units were chosen.
Those who fight with courage! Those who fight with resolve!
Where we learn how to be a better card fighter.
Today, we learn how to play Majesty Lord Blaster... without being manhandled every round.
So, I hear people like to play Majesty Lord Blaster.
Let me guess. Your deck, as well as everyone else around you who likes to play this style looks something like this:
2 Soul Saviour Dragon(OMGZ FINUL TURNZZZ!! I M SO EPICZ)
3 Majesty Lord Blaster (DURRR)
4 Blaster Blade
4 Blaster Dark
3 Starcall Trumpeter(lyk OMG)
4 Marron, the little Sage
4 Borgal(SO MANNY SOULZ!)
4 Pongal
2 Kei
3 Isolde
1 Wingal Brave(SV)
4 Margal
4 Govanon
4 Elaine
4 Epona/Llew/Alabaster Owl
This is your deck, more or less, right?
No, its not wrong.
Nothing in Vanguard is wrong. the game was designed extremely well, and hence there is no wrong in deck building and no wrong in play.
There is only epic fail.
Majesty Lord Blaster isn't a type of Royal Paladin deck. Its a special type of Mixed Clan deck, so you cannot use the same concepts that used to run a Royal Paladin deck any more.
There are a few glaring errors in deck building here:
Borgal.
Just wtf. The only deck to get 6 or more ROYAL PALADIN in soul is Galahad/Lohengrin...
Lets count:
Wingal Brave, G1, G2 into Soul. MLB activate effect, suck in 1 Blaster Blade, 1 Blaster Dark. Use Pongal to search out Soul Saviour Dragon.
Its still 5 Soul, By the way.
Blaster Dark is NOT a Royal Paladin, and hence does not count towards Borgal.
Majesty Lord Blaster + Soul Saviour Dragon
Majesty Lord Blaster, unlike most other Royal Paladin units, is not someone who gives strength to his allies, or brings them to the fray.
He does the exact opposite: sacrificing them to gain power for himself!
Therefore, if you try to play both these Vanguard specific G3 units together, you end up with a clash of interests, you either have no soul to play Soul Saviour's soul blast, but plenty of allies to pump up, or plenty of power with Majesty lord, but no friends to support.
Majesty Lord Blaster represents a huge loss of fighting force by activating his effect.
While the end result of this power pump is a permanent +2k and extra damage, something not to be looked down upon, it comes at a very steep cost: TWO fighting units... capable of intercept.
So, the deck needs to be constructed with ways to RECOVER this fighting force.
Starcall Trumpter is supposed to be this...
It doesnt really do its job.
When setting up MLB's twin blast, it eats up one rear guard circle, preventing a full force attack on one side.
Either its Star Call being supported, and the two blasters on one side unable to boost one another, or one is behind Star call, preventing star call from being supported...
And, in this build, it cant seem to search out boosts...
By packing 8 Draw, one hopes to set up the combos fast and recover quickly from the twin blast, but at what cost?
12k defense is no Phantom Blaster Overlord. It is very easy to construct 17k lines, as well as 22k. Putting 8 Draw without extra guard support is a death wish.
So, what would be best?
There are two main styles of playing Majesty Lord Blaster: The Royal Paladin Base, and the Shadow Paladin based.
The Royal Paladin base is the most straightforwards.
3 Majesty Lord Blaster
3 Baromedes
4 Blaster Blade
4 Blaster Dark
2 Bedivere
3 Isolde
4 Kei
3 Toypugal
4 Maron
3 Wingal Brave
4 Sharon
2 Flogal
2 Epona
4 Margal
4 Elaine
(6 Stand, 2 Critical, 4 Draw, 4 Heal)
Now, the first thing to notice is the combination of Baromedes and Stand.
Baromedes is currently the only unit that can still burn out a 10k shield from a 13k Vanguard after its been awakened by a stand trigger.
This, and the fact that its just plain overpowered is why its used.
The Trigger balance is rather self explanatory, putting more emphasis on baromedes to deal damage and Majesty Lord to burn their guards more than deal damage.
The most important thing to notice is the two Wingal Brave.
Wingal brave allows fast setting up of Majesty Lord Blaster's Twin Blast, by giving search power to the deck. if you ride Blaster Dark/Blade in the 2nd turn, you can easily search out Majesty Lord or the other side.
If you start the game with a Blaster Blade/Dark in your hand, and a Wingal Brave, one interesting thing you can do is re-ride.
If you play either Royal or Shadow Paladin, players wont put out two units to attack you in the early game. Losing one of them to an effect in the second turn is far too painful.
So, they will wait until you ride Blaster Dark, cannot use effect, before attacking full force.
If you attack and search out blaster blade, the opponent will think that you already have Majesty Lord, whom you will ride next turn.
Instead, take another damage, and ride blaster blade. Use his effect to burn some boost support, and throw down another wingal brave. Use this one to search out Majesty Lord, and ride.
Even though the twin blast never went off, Majesty Lord Blaster will actually activate his continuous effect, due to BOTH Blaster Dark and Blaster Blade in the soul.
A sneaky measure, but worth it if your hand demands you conserve your grade twos.
Obviously, you cannot do this in several situations(you go second, the opponent superior rides to Blazing Flare on his first attack, etc), but it is an option you must keep in mind, especially if you are on the losing side of damage(ie: must increase your critical output asap).
Kei is another card that is very nice.
When you have Majesty Lord blaster as your Vanguard, Kei can become a 10k attacker, a nice size for harassing rear guards.
Once a grade 2 or 3 comes around, you can send it to the back to be support.
This solves partially one of the biggest problems Majesty Lord Blaster decks have: Losing their grade 2s.
After losing two of them, move Kei up, and have him fight for a while.
The next way to properly play Majesty Lord Blaster is the Shadow Paladin Base.
This is the more "true" to the mixed clan concept, and is without a doubt the more devastating.
5
3 Phantom Blaster Dragon
2 Majesty Lord Blaster
11
4 Blaster Blade
4 Blaster Dark
3 Starcall Trumpeter
13
4 Blaster Javelin
4 Karon
3 Kei
2 Isolde
21
1 Fullbau
4 Wingal Brave
3 Death Feather Eagle
3 Alabaster Owl
2 Margal
4 Abyss Freezer
2 Abyss Healer
2 Elaine
Alternative: -2 Abyss Freezer, +2 more Critical(max Alabaster and Death Feather Eagle(
Once again, there are added Wingal Brave.
This time around, however, the search effect can search out almost ANYTHING from your deck.
On top of this, you can pull out your blaster units after one another very quickly, as Starcall trumpter can also call out Blaster Javelin, both to boost and to use the effect.
Blaster Javelin, with superior call from Star Call, Searching Blaster Dark, and thinning the deck of Phantom Blaster Dragon, is definately one of the star players in the deck.
The deck does suffer from a lack of boost power.
This is where play comes in.
The deck utilizes rear guard harassment to mitigate the low power attack, and only waiting for when the opponent cannot guard well to attack.
Both Phantom Blaster Dragon AND Majesty lord have explosive effect, that gain power as well as added critical.
Stall and reduce the opponents power through play, and explode in their face when the time is right.
Between critical triggers and the critical up effect, it only takes two attacks to bring the opponent to their knees.
Phantom Blaster Dragon can also devour the Blaster javelins that were called, some Draw triggers, and other weaker boosts to make way for more powerful rear guards.
Never forget you can call a Majesty Lord to be boosted by Wingal brave for the search effect that attacks at 15k power.
On top of that, your Vanguard unit will always be a Blaster, so just keep abusing Wingal Brave, and search out your power cards.
With this set up, your Vanguard will almost always be 11k or 12k power. Very good for defense.
Note that with your increased G0 count, and decreased G1,2,3 count, your deck WILL burn out faster than your opponent, so make sure to defend your rear guards as well.
This also means your G0/1 Rush will also be a viable and effective strategy, which is why higher raw power units were chosen.
Those who fight with courage! Those who fight with resolve!
You shall all fight by my side!
Light and Shadow! Follow after me!
Now is the time to turn despair to hope!
RIDE! MAJESTY LORD BLASTER!!!
Monday, February 6, 2012
Upcoming posts
For my own note mainly.
Properly playing majesty lord blaster, and why your build sucks.
Which clan is for me? To stop the ridiculous number of kagerou players jumping from yugioh
Anyhows, today, my tourney was really bad.
Although I lost one game to horrible grade 0 stuck ride, I couldn't seem to play properly or draw properly...
2 out of 5 wins..
I think I left my imba in Japan! Lol
Achievement Unlocked!
Achievement unlocked!
Ten thousand years too early!
Declare a final turn!, and lose the next game.
Thursday, February 2, 2012
VANGUARD TEAM FIGHT! READY!? GO!!!
Hello everyone, and welcome back to SO IMBA!,
Where we learn how to be a better card fighter.
I am your host, Rauzes, and I'm here to teach you all about Team Fight.
Apparently the anime has made team fights ridiculously popular... without explaining how to organize one...
So thats where I come in.
In organizing Vanguard Team fights, things get a bit more complex than just throwing people into pits to have fights.
First, each team functions as a single player. Regardless if they won 2-1, or 2-0, or lost, they will only score points based on their win/loss. Each player does not have a score, only the team. These points decide who goes up against who and in which table number, so winning 2-1 doesnt really help.
Second, only one fight is going on per table number at once. That means that the first fight finishes before the second player on each team goes up. This puts pressure on the second and third pressure and affects their risk taking. The team that is one loss away from dropping out cannot take many risks, where the team that is one win up can take a bunch of risks and hopefully score a win through double critical triggering, etc.
The order in which players go up are pre determined. This means, before the tournament, each team must submit the team members, and which order they will be playing in in each round.
There are a few ways of approaching this. I'll just share the ones I know.
The I'm-Too-Lazy
Every round 3 players play in the same order. 1st seat 2nd seat 3rd seat same players all rounds.
This has the advantage of being easiest, but the disadvantage of telling your opponents exactly what kind of deck they are up against before the fight. Not something you want to do so often.
The I-AM-THE-SENDOUSHA!
Strongest player goes 1st, followed by the second strongest. 3rd person go warm bench.
2-0's every round. Fastest, most brutal, and most effective in getting easiest wins.
Most rewarding to the strong players. Needs 2 Very good players(Kai, Kamui) and 2 less so players.(Misaki, Aichi).
This is what Q4 used at their 1st regionals.
The Let-There-Be-A-Sacrificial-Lamb
Send the weakest player first. Then the strongest will be 2nd, followed by the second best.
This way you seal your win for 2nd round, and a possible win in the first round. If your first person loses, you lose nothing.
The 2nd and 3rd seat can also swap if they are of equal strength. This disallows the opponent to know what deck they are going up against 2nd/3rd.
The disadvantage is that the 2nd place CANNOT LOSE. AT ALL. Pick someone beyond strong. Someone like Kai, Ren, Tetsu, or Rauzes.(LOL Dont pick me plz)
This allows team building out of 4 people: 2 good, 2 less so. The weaker 2 would rotate each round to allow both equal time in the fights.
The I-Roll-Dice
Each of the players rolls dice to determine the place they go for each round.
Most random of orders, and hence has the least disadvantages, but also least advantages.
This is also allows for 4 people teams.
The I'm-With-Stupid-And-Also-With-Stupider
One good player and two bad ones.
Bad players are seat 1 and 2. If only one of them wins, the 3rd player gets to fight. The 3rd player is very strong, and hence will secure game(especially if against tactics that hide the weakest player for last).
Good for training people in the tournament scene. Bad because prone to losing 0-2 in the first two fights. Therefore, good people who arent so keen on winning will be the ones who benefit truly from this style of team.
Once you get the people fighting, one from each team fight at the same time, until one team wins.
The final and most important point is teams deck pool.
There again, a few choice as to what is permitted. I will share with you the ones used by official Vanguard tournaments in Japan.
Your friendly tournament organizer will notify you in advance which rules the tournament is running.
The first and most common is the "All players Different Clan" Rule.
In this rule, ALL players must use ONLY ONE clan in their deck. No mixing in cards from other clans at all. Also, Each team can only have ONE of each clan. IE: No 2 Kagerou decks in the same team.
One spin-off of this rule is the same, with ONE exception: A Royal Paladin deck which runs a Royal Paladin starter MAY use up to 5(FIVE, and only five), Shadow Paladin cards. This rules allows Majesty Lord Blaster decks that use a Royal Paladin base.
There are two variants of this rule: The "Everyone Under the same clan", and the "Each team has one cardpool"
The "Everyone under the same clan" is a exception that WILL BE SPECIFIED BY THE TOURNAMENT. If this is allowed, the team may form and join with all players playing the SAME CLAN. However, this is not recommended, mainly because it gives away what you are playing before you actually play.
The "Each Team has one card pool" is again an exception that will be specified. The only rule in deck building is that each team, in total, may only have FOUR of the same card amongst them. i.e., if there are 2 Royal Paladin players, They only have 4 Baromedes, 4 Epona, etc, between them. If one chooses to run one, the other cannot run 4. Even worse is that Heal Triggers and other triggers are included. If one player runs 4 heal, the other players cannot.
Though this does allow your team to play more than one of the same clan, it isnt really recommended to do so, because of the SEVERELY limited cardpool it results in.
Thus far, no tournament using this rules has seen players take advantage of this.(err, other than it being a RIDICULOUSLY STUPID IDEA, its a REALLY STUPID IDEA TO DO SO)
Another rule that was newly introduced is the "Starter Must Be Different" Rule.
Now, this allows the teams to play more than one of each clan, with the rule that each starter vanguard must be different.
This means only one player can play Conroe(meaning only one Kagerou player), but if you choose to, you can also play Amber Dragon starter, a 2nd Kagerou(why, I'd love to know. Its stupid to do.)
This limits the deck styles, as each team will have a different deck style each game.
The "All Players Different Clan" and "Each Player Different Starter" are the most common styles. Usually tournaments will be one of these two.
Do ask your tournament organizer to read this post, and give you the specifics as to the team fights.
And finally, team members.
The team can be of two to four members.
Two isnt recommended because one loss results in a drop out.
Four isnt recommended but is possible, because not everyone plays every round.
Remember, each team fight is only 3 games.
One team member is the "Leader". He/She will handle the teams sign up, prize giving, and distribution. Just pick the only person with common sense to do this.
Pick a cool name for your team, and lets Vanguard Fight!
力を合わせて勝利へと勝ち抜け!
Join forces and fight to victory!
アー・ユー・レディー!?
ARE! YOU! READY!?
ヴァンガード・ファイト!
VANGUARD FIGHT!
レディー!
READY!
ゴー!
GO!!!
Where we learn how to be a better card fighter.
I am your host, Rauzes, and I'm here to teach you all about Team Fight.
Apparently the anime has made team fights ridiculously popular... without explaining how to organize one...
So thats where I come in.
In organizing Vanguard Team fights, things get a bit more complex than just throwing people into pits to have fights.
First, each team functions as a single player. Regardless if they won 2-1, or 2-0, or lost, they will only score points based on their win/loss. Each player does not have a score, only the team. These points decide who goes up against who and in which table number, so winning 2-1 doesnt really help.
Second, only one fight is going on per table number at once. That means that the first fight finishes before the second player on each team goes up. This puts pressure on the second and third pressure and affects their risk taking. The team that is one loss away from dropping out cannot take many risks, where the team that is one win up can take a bunch of risks and hopefully score a win through double critical triggering, etc.
The order in which players go up are pre determined. This means, before the tournament, each team must submit the team members, and which order they will be playing in in each round.
There are a few ways of approaching this. I'll just share the ones I know.
The I'm-Too-Lazy
Every round 3 players play in the same order. 1st seat 2nd seat 3rd seat same players all rounds.
This has the advantage of being easiest, but the disadvantage of telling your opponents exactly what kind of deck they are up against before the fight. Not something you want to do so often.
The I-AM-THE-SENDOUSHA!
Strongest player goes 1st, followed by the second strongest. 3rd person go warm bench.
2-0's every round. Fastest, most brutal, and most effective in getting easiest wins.
Most rewarding to the strong players. Needs 2 Very good players(Kai, Kamui) and 2 less so players.(Misaki, Aichi).
This is what Q4 used at their 1st regionals.
The Let-There-Be-A-Sacrificial-Lamb
Send the weakest player first. Then the strongest will be 2nd, followed by the second best.
This way you seal your win for 2nd round, and a possible win in the first round. If your first person loses, you lose nothing.
The 2nd and 3rd seat can also swap if they are of equal strength. This disallows the opponent to know what deck they are going up against 2nd/3rd.
The disadvantage is that the 2nd place CANNOT LOSE. AT ALL. Pick someone beyond strong. Someone like Kai, Ren, Tetsu, or Rauzes.(LOL Dont pick me plz)
This allows team building out of 4 people: 2 good, 2 less so. The weaker 2 would rotate each round to allow both equal time in the fights.
The I-Roll-Dice
Each of the players rolls dice to determine the place they go for each round.
Most random of orders, and hence has the least disadvantages, but also least advantages.
This is also allows for 4 people teams.
The I'm-With-Stupid-And-Also-With-Stupider
One good player and two bad ones.
Bad players are seat 1 and 2. If only one of them wins, the 3rd player gets to fight. The 3rd player is very strong, and hence will secure game(especially if against tactics that hide the weakest player for last).
Good for training people in the tournament scene. Bad because prone to losing 0-2 in the first two fights. Therefore, good people who arent so keen on winning will be the ones who benefit truly from this style of team.
Once you get the people fighting, one from each team fight at the same time, until one team wins.
The final and most important point is teams deck pool.
There again, a few choice as to what is permitted. I will share with you the ones used by official Vanguard tournaments in Japan.
Your friendly tournament organizer will notify you in advance which rules the tournament is running.
The first and most common is the "All players Different Clan" Rule.
In this rule, ALL players must use ONLY ONE clan in their deck. No mixing in cards from other clans at all. Also, Each team can only have ONE of each clan. IE: No 2 Kagerou decks in the same team.
One spin-off of this rule is the same, with ONE exception: A Royal Paladin deck which runs a Royal Paladin starter MAY use up to 5(FIVE, and only five), Shadow Paladin cards. This rules allows Majesty Lord Blaster decks that use a Royal Paladin base.
There are two variants of this rule: The "Everyone Under the same clan", and the "Each team has one cardpool"
The "Everyone under the same clan" is a exception that WILL BE SPECIFIED BY THE TOURNAMENT. If this is allowed, the team may form and join with all players playing the SAME CLAN. However, this is not recommended, mainly because it gives away what you are playing before you actually play.
The "Each Team has one card pool" is again an exception that will be specified. The only rule in deck building is that each team, in total, may only have FOUR of the same card amongst them. i.e., if there are 2 Royal Paladin players, They only have 4 Baromedes, 4 Epona, etc, between them. If one chooses to run one, the other cannot run 4. Even worse is that Heal Triggers and other triggers are included. If one player runs 4 heal, the other players cannot.
Though this does allow your team to play more than one of the same clan, it isnt really recommended to do so, because of the SEVERELY limited cardpool it results in.
Thus far, no tournament using this rules has seen players take advantage of this.(err, other than it being a RIDICULOUSLY STUPID IDEA, its a REALLY STUPID IDEA TO DO SO)
Another rule that was newly introduced is the "Starter Must Be Different" Rule.
Now, this allows the teams to play more than one of each clan, with the rule that each starter vanguard must be different.
This means only one player can play Conroe(meaning only one Kagerou player), but if you choose to, you can also play Amber Dragon starter, a 2nd Kagerou(why, I'd love to know. Its stupid to do.)
This limits the deck styles, as each team will have a different deck style each game.
The "All Players Different Clan" and "Each Player Different Starter" are the most common styles. Usually tournaments will be one of these two.
Do ask your tournament organizer to read this post, and give you the specifics as to the team fights.
And finally, team members.
The team can be of two to four members.
Two isnt recommended because one loss results in a drop out.
Four isnt recommended but is possible, because not everyone plays every round.
Remember, each team fight is only 3 games.
One team member is the "Leader". He/She will handle the teams sign up, prize giving, and distribution. Just pick the only person with common sense to do this.
Pick a cool name for your team, and lets Vanguard Fight!
力を合わせて勝利へと勝ち抜け!
Join forces and fight to victory!
アー・ユー・レディー!?
ARE! YOU! READY!?
ヴァンガード・ファイト!
VANGUARD FIGHT!
レディー!
READY!
ゴー!
GO!!!
Break-Down Death Breath!
Hello everyone, and welcome back to SO IMBA!,
Where we learn how to be a better card fighter.
I am your host, Rauzes, and today, we learn how to use No Life King Death Anchor!
So No Life King Death Anchor has one main effect:
By moving five units from the damage zone to the soul, it can gain 10000 Power and 1 Critical for one attack.
Followed by this, it will send the top 5 cards of your deck to the damage zone.
The activation is very similar to a Megablast: to use 5 open damage as cost... meaning that you cannot use any other counterblast mechanisms in the deck.(other than megablast)
This also helps Amon's effect by adding a whole 5 more cards to the soul... rather large!
Therefore, the deck will try to utilize these both, so the grade 3 units will be No Life King, Amon, and Steil Vampir
However, the deck still lacks soul Charge acceleration. Just using No Life King's one soul per turn... just isnt enough!
Like all dark Irregulars, the deck needs more and more soul, as soon as possible. You will want the 11k Defense, 8 or more soul, as soon as you can.
So most of the grade 2 units will be for attacking, but also for soul charging, cards like Blue Dust and Darksoul Conductor.
The Grade 1 Lineup should utilize powerful units, as well as soul charge acceleration in the form of Alluring Succubus.
So this is what our deck will look like:
G3 8
3 No Life King Death Anchor
3 Amon
2 Steil Vampir
G2 10
3 Dark Soul Conductor
4 Amon
3 Blue Dust
G1 15
3 March Rabbit (Null Guard)
4 Alluring Succubus
3 Amon
3 Doreen The Thruster
2 Devil Child
Now, we reach the triggers.
You have two builds for this deck: The Doreen Burst, which will use Draw Triggers and have alternative win condition of Amon, or the Super Stand, which will use Stand Triggers, and pull a No Life King Death Anchor's 13k + Boost attack against a very weak Vanguard thanks to Stil Vampir as the win condition.
Now, pushing damage to 5 with No Life King should be no problem thanks to BOTH Death King and Amon, but critical triggers are always a happy sight to see.
For the doreen Burst, for people who like Doreen or Amon, use 4 Draw, 4 Crit, 4 Heal and 4 Stand. But for players who like Stil Vampir, play 8 Stand, 4 Crit, 2 Heal, and 2 Draw.
While playing less Heals might seem a bit dangerous, Dark Irregulars has high attacking power, and your aim is to punish your opponent as much as possible in early game, so your late game attacking power being high will serve to the best purpose.
And last, but not least, start the game with Vermillion Gatekeeper.
主の夜が長き、敵の日が暗く事を誓おう!
May our lord's nights be long, and our opponent's days be short!
我らを勝利へと先導せよ!
ノーライフキング ・ デスアンカー!!
Lead us Dark Irregulars to Victory, No Life King Death Anchor!!
Where we learn how to be a better card fighter.
I am your host, Rauzes, and today, we learn how to use No Life King Death Anchor!
So No Life King Death Anchor has one main effect:
By moving five units from the damage zone to the soul, it can gain 10000 Power and 1 Critical for one attack.
Followed by this, it will send the top 5 cards of your deck to the damage zone.
The activation is very similar to a Megablast: to use 5 open damage as cost... meaning that you cannot use any other counterblast mechanisms in the deck.(other than megablast)
This also helps Amon's effect by adding a whole 5 more cards to the soul... rather large!
Therefore, the deck will try to utilize these both, so the grade 3 units will be No Life King, Amon, and Steil Vampir
However, the deck still lacks soul Charge acceleration. Just using No Life King's one soul per turn... just isnt enough!
Like all dark Irregulars, the deck needs more and more soul, as soon as possible. You will want the 11k Defense, 8 or more soul, as soon as you can.
So most of the grade 2 units will be for attacking, but also for soul charging, cards like Blue Dust and Darksoul Conductor.
The Grade 1 Lineup should utilize powerful units, as well as soul charge acceleration in the form of Alluring Succubus.
So this is what our deck will look like:
G3 8
3 No Life King Death Anchor
3 Amon
2 Steil Vampir
G2 10
3 Dark Soul Conductor
4 Amon
3 Blue Dust
G1 15
3 March Rabbit (Null Guard)
4 Alluring Succubus
3 Amon
3 Doreen The Thruster
2 Devil Child
Now, we reach the triggers.
You have two builds for this deck: The Doreen Burst, which will use Draw Triggers and have alternative win condition of Amon, or the Super Stand, which will use Stand Triggers, and pull a No Life King Death Anchor's 13k + Boost attack against a very weak Vanguard thanks to Stil Vampir as the win condition.
Now, pushing damage to 5 with No Life King should be no problem thanks to BOTH Death King and Amon, but critical triggers are always a happy sight to see.
For the doreen Burst, for people who like Doreen or Amon, use 4 Draw, 4 Crit, 4 Heal and 4 Stand. But for players who like Stil Vampir, play 8 Stand, 4 Crit, 2 Heal, and 2 Draw.
While playing less Heals might seem a bit dangerous, Dark Irregulars has high attacking power, and your aim is to punish your opponent as much as possible in early game, so your late game attacking power being high will serve to the best purpose.
And last, but not least, start the game with Vermillion Gatekeeper.
主の夜が長き、敵の日が暗く事を誓おう!
May our lord's nights be long, and our opponent's days be short!
我らを勝利へと先導せよ!
ノーライフキング ・ デスアンカー!!
Lead us Dark Irregulars to Victory, No Life King Death Anchor!!
Saturday, January 28, 2012
Attack! Rear Guard! #2
Hello everyone, and welcome back to SO IMBA!,
Where we learn how to be a better card fighter.
Today, we will be talking about attacking Rear guards...
With your Vanguard!
Now, in most games, without a specific reason to(cannot hit vanguard, activate Wingal Brave, etc), most people will not attack rear guards themselves.
Which has reasons for that too. Why wouldn't you?
Attacking with the Vanguard applies much more pressure: of potential Trigger power ups, and of potential critical hits, making the opponent guard much more than a rear guard attack.
But the main reason you choose to attack rear guards instead of the Vanguard is: To Prolong the game.
By attacking the rear guards, the opponent is forced to spend cards faster than you, at the cost of not taking damage.
This creates a situation in which they cannot deploy their forces well, and cannot call units to their best place(ie: 8k Boost in the back, no grade 1s in the front row, etc).
In this situation the opponent cannot attack at full force, and can only attack two times or less per turn.
Of course, you can never win by always attacking the rear guards, but you can do one thing: NOT LOSE.
Usually, if you have more damage than the opponent, you would attack rear guards more, instead of attacking the vanguard, for two reasons:
Slowing the opponent down,
and getting heal triggers.
If you are at more damage, the longer the game lasts, the more you can slowly move back into a better position.
On the other hand, if you manage to hit a critical trigger and get into the lead very quickly, you want to keep the pressure on the opponent by constantly attacking their vanguard, dealing more and more damage and forcing guards as much as possible.
In short, by attacking rear guards more, you gain more card advantage, but if you attack the vanguard more, you gain damage lead.
Attacking rear guards: Stalling
Attacking Vanguard: Being impatient
Guarding: Losing Card Advantage
No Guard: Taking it like a man... And gaining card advantage.
Stand Up! Vanguard!
Where we learn how to be a better card fighter.
Today, we will be talking about attacking Rear guards...
With your Vanguard!
Now, in most games, without a specific reason to(cannot hit vanguard, activate Wingal Brave, etc), most people will not attack rear guards themselves.
Which has reasons for that too. Why wouldn't you?
Attacking with the Vanguard applies much more pressure: of potential Trigger power ups, and of potential critical hits, making the opponent guard much more than a rear guard attack.
But the main reason you choose to attack rear guards instead of the Vanguard is: To Prolong the game.
By attacking the rear guards, the opponent is forced to spend cards faster than you, at the cost of not taking damage.
This creates a situation in which they cannot deploy their forces well, and cannot call units to their best place(ie: 8k Boost in the back, no grade 1s in the front row, etc).
In this situation the opponent cannot attack at full force, and can only attack two times or less per turn.
Of course, you can never win by always attacking the rear guards, but you can do one thing: NOT LOSE.
Usually, if you have more damage than the opponent, you would attack rear guards more, instead of attacking the vanguard, for two reasons:
Slowing the opponent down,
and getting heal triggers.
If you are at more damage, the longer the game lasts, the more you can slowly move back into a better position.
On the other hand, if you manage to hit a critical trigger and get into the lead very quickly, you want to keep the pressure on the opponent by constantly attacking their vanguard, dealing more and more damage and forcing guards as much as possible.
In short, by attacking rear guards more, you gain more card advantage, but if you attack the vanguard more, you gain damage lead.
Attacking rear guards: Stalling
Attacking Vanguard: Being impatient
Guarding: Losing Card Advantage
No Guard: Taking it like a man... And gaining card advantage.
Stand Up! Vanguard!
Thursday, January 26, 2012
Communication
Hello everyone, and welcome back to SO IMBA!,
Where we learn how to be a better card fighter.
Anyhow, today I had a nice full day of Vanguard playing in the afternoon at two shops, and hanging out with friends during the night.
My deck and play style hasn't really changed, though. A lot of Garmall flying around causing trouble for the opponent, so no post about deck here.
Blizzard Formation For the Win!
Fun times with Fangs of Light.
Win rate today aside, there's a story I'd like to share with you all.
Today, at the card store, there were three deaf-mutes playing Vanguard.
A deaf-mute is someone who cannot speak or cannot hear, or perhaps both. They are grouped together because they can communicate with each other unlike how we do: With writing and sign language.
Now, in any community, deaf-mutes, or people with any disability at all are looked down upon.
You might want to say that people are altruistic, and willing to help, and are good deep down, but this is not true.
It is a horrible world out there, and fear of the unknown drowns this hope of helping others
Just looking at them communicating in sign language would make many people keep their distance, and in a country as afraid of anything but what is familiar like Japan, it only gets worse.
So, as you can imagine, most people were unwilling to play with them.
They were so used to the idea, they didn't lay out their first Vanguard, or take a "Looking for Opponent" card.
Since there were three of them, only two of them were fighting at a time, and the other was left without an opponent.
In any other place, someone would go up for a fight, wouldn't they?
But, against people who cannot speak or hear, its a different story, isnt it?
After a couple minutes, someone went up to them and wrote "would you like to have a card fight?" On a small piece of paper.
Everyone watching was shocked.
He just pulled out his deck, set the first vanguard, and so did the deaf-mute.
He fought all three of them a few times each, all the while smiling, even though he could not speak a word to them or them back.
After fighting them, he got up, thanked them with a hand shake, and went back to going around the store.
I asked him later, why he wanted to fight against those people.(eloquently translated thanks to yours truly)
"Why did you want to fight against me?"
"Because I wanted to fight against someone strong."
"Then its exactly the same. If you want to fight against someone just fight them.
During a fight, nothing matters except the cards, not the clothes the opponent is wearing, not the television over there, and least of all what language they are speaking.
Some people speak with their mouth using sounds, like you and me, but some people like them speak with their hands and bodies.
If I could not speak French and you spoke only french, we would still be able to play Vanguard together. Playing against them is the same. They only speak a different language than you and me.
(Superior ride! Spirit Exceed!)
To us, Vanguard is just a game we play. But it can also be a way of communication between people who don't speak the same language, between people from different countries, or between us and people who cannot speak, and it becomes a language of sorts, a way to talk to other people."
This actually did get me thinking...
Less Vanguard, but more card games and other game hobbies in general.
They let you form a connection that bypasses language... and even speech!
Card games have become less of a hobby, but instead also a communication method.
When you sit and talk about cards and their effect on the deck or game,
or even sit and play against someone.
It creates a connection between people, and breaks the ice immediately.
So, next time, fight someone you've never fought before. Fight someone you haven't seen before. Fight someone you know you cannot talk with!
Vanguard is a game anyone can play, and anyone can enjoy. And like any game, it will allow you to make friends and meet people you would not have otherwise.
Where we learn how to be a better card fighter.
Anyhow, today I had a nice full day of Vanguard playing in the afternoon at two shops, and hanging out with friends during the night.
My deck and play style hasn't really changed, though. A lot of Garmall flying around causing trouble for the opponent, so no post about deck here.
Blizzard Formation For the Win!
Fun times with Fangs of Light.
Win rate today aside, there's a story I'd like to share with you all.
Today, at the card store, there were three deaf-mutes playing Vanguard.
A deaf-mute is someone who cannot speak or cannot hear, or perhaps both. They are grouped together because they can communicate with each other unlike how we do: With writing and sign language.
Now, in any community, deaf-mutes, or people with any disability at all are looked down upon.
You might want to say that people are altruistic, and willing to help, and are good deep down, but this is not true.
It is a horrible world out there, and fear of the unknown drowns this hope of helping others
Just looking at them communicating in sign language would make many people keep their distance, and in a country as afraid of anything but what is familiar like Japan, it only gets worse.
So, as you can imagine, most people were unwilling to play with them.
They were so used to the idea, they didn't lay out their first Vanguard, or take a "Looking for Opponent" card.
Since there were three of them, only two of them were fighting at a time, and the other was left without an opponent.
In any other place, someone would go up for a fight, wouldn't they?
But, against people who cannot speak or hear, its a different story, isnt it?
After a couple minutes, someone went up to them and wrote "would you like to have a card fight?" On a small piece of paper.
Everyone watching was shocked.
He just pulled out his deck, set the first vanguard, and so did the deaf-mute.
He fought all three of them a few times each, all the while smiling, even though he could not speak a word to them or them back.
After fighting them, he got up, thanked them with a hand shake, and went back to going around the store.
I asked him later, why he wanted to fight against those people.(eloquently translated thanks to yours truly)
"Why did you want to fight against me?"
"Because I wanted to fight against someone strong."
"Then its exactly the same. If you want to fight against someone just fight them.
During a fight, nothing matters except the cards, not the clothes the opponent is wearing, not the television over there, and least of all what language they are speaking.
Some people speak with their mouth using sounds, like you and me, but some people like them speak with their hands and bodies.
If I could not speak French and you spoke only french, we would still be able to play Vanguard together. Playing against them is the same. They only speak a different language than you and me.
(Superior ride! Spirit Exceed!)
To us, Vanguard is just a game we play. But it can also be a way of communication between people who don't speak the same language, between people from different countries, or between us and people who cannot speak, and it becomes a language of sorts, a way to talk to other people."
This actually did get me thinking...
Less Vanguard, but more card games and other game hobbies in general.
They let you form a connection that bypasses language... and even speech!
Card games have become less of a hobby, but instead also a communication method.
When you sit and talk about cards and their effect on the deck or game,
or even sit and play against someone.
It creates a connection between people, and breaks the ice immediately.
So, next time, fight someone you've never fought before. Fight someone you haven't seen before. Fight someone you know you cannot talk with!
Vanguard is a game anyone can play, and anyone can enjoy. And like any game, it will allow you to make friends and meet people you would not have otherwise.
Tuesday, January 17, 2012
Infinite Attack! Engiman Rain!
Hello everyone, and welcome back to SO IMBA!,
where we learn how to be a better card fighter.
Today, I managed to get a few fights in, against two decks: Shadow Paladin, and Dimension Police.
Against Shadow Paladin it was rather interesting. I only lost to either drawing two Grade 3s or them double critical-ing.
Though, I have to say that Majesty Lord Blaster isnt really answering. I end up just searching it out with Wingal Brave to throw with Garmall.
Garmall > Phantom Blaster Overlord. True Story.
4 Garmall and 4 Baromedes. Also seems cool. Start with Dorangal and ride Galahad up to Grade 2.
Great against 11k Vanguard decks, also powerful against decks that like to attack rear guards.
Today, though, I'd like to show you a different deck:
Beauty Rain: Infinite Attack!
G0: 17
Engiman Ripple X1
Army PenguinX4
Cosmo Fang X4
Guide Dolphin X4
Justice Rose X4
G1: 15
Engiman Flow X4
Commander Laurel X4
Calenloid Daisy/Engiship X4 (Either works.)
Cosmoroar X3
G2: 10
Engiman Wave X2
Cosmo Beak X4
Twin Order/Dai Lady X4
G3: 8
4 Engiman Rain
4 Miracle Beauty
(Another possible line up would be 3 Engiman Rain, 1 Engiman Storm, and 4 Miracle Beauty. Engiman Flow allows you to search out Storm, if you have the need for such defense.)
Now, Miracle Beauty's ability is rather interesting.
If you use Enigman Rain's ability or a Stand Trigger to stand her, you can stand the unit behind her as well, standing two units at the same time.
So, the flow of the turn goes like this:
RIDE! ENGIMAN RAIN! THE VANGUARD!
Call Cosmo Roars and Cosmo Beaks to pump up Engiman Rain's power. You want at least 16k, or more, if possible.
Now, even if the last unit to hit the field in the corner was Cosmo Beak, whom cannot boost, do not mind.
Call Kalenloid Daisy behind Enigman Rain.
Call Commander Laurel to one of the corners.
In the right and left guard circles, call two Miracle Beauty.
So your field:
Vanguard: Engiman Rain. Boost: Kalenloid Daisy
Right Guard: Miracle Beauty. Boost: Cosmo Beak/Cosmo Roar/Etc that was used to pump the Vanguard.
Left Guard: Miracle Beauty. Boost: Commander Laurel.
Do remember that you cant take several turns to build up your forces and set up this formation, as the deck fights regularly without any tricks, until you get to this.
Dimension Police tend to fight a very long winded fight. When you have 5 Damage or so, it wont be uncommon for the opponent to have less than 2. Even in this situation, you will have been hunting their rear guards, and using Laurel to gain insane amounts to card advantage.
This creates a situation in which: The opponent has very little cards with which to guard, but plenty of Damage to take, so he does not NEED to guard.
If the opponent only has 2 cards in hand or so, then you should go for the infinite attack.
Lets just say your Vanguard is 17k Power. One guide Dolphin and one Cosmo Beak.
Attack, boosted by Kalenloid Daisy. The total power is 25k Power. If the opponent is a 10k Vanguard, AND at only 2 Damage, they will usually let the attack through.
Even if they guard, it cannot be very hard to break through, since they have such low shields.
Get! Draw Trigger. Power to Vanguard!
Now, since the attack hit, use Commander Laurel's effect to stand the Vanguard, resting all your Vanguard.
Next, use Engiman Rain to Stand one Miracle Beauty.
Miracle Beauty Stands commander Laurel.
Attack again with 22k Power Engiman Rain.
Attack hit. Use Engiman Rain to stand Miracle Beauty, and Miracle beauty stands Cosmo Beak.
Since the Vanguard's Attack hit, rest 4 of your Dimension Police rear guards to Stand Engiman Rain.
Attack the Vanguard again.
Twin Drive, 3rd time of the the turn.
Get! Stand Trigger!
Power to Vanguard, and stand one miracle beauty, which stands the unit behind her.
Since the attack hit, stand the other Miracle Beauty, which stands the unit behind her.
Commander Laurel effect. Stand the Vanguard! (27k Power)
Attack with Vanguard, again.
Twin Drive. 4th Time.
No Stand trigger... (T.T *Sad face)
Draw Trigger get!
Power to Rear guard Miracle Beauty.
Attack hit! Use Rain's skill to stand Miracle Beauty.
Miracle Beauty stands Kalenloid Daisy.
Attack. 23k Power with Rear guard.
You get the general idea? So long as you drive check a Stand Trigger, you can effectively stand your Vanguard. The second would be used on the boost behind the Vanguard, probably.
Even after this, your hand grew an astounding NINE cards this turn, with Twin Drive occurring twice, even if they enemy did get a 6th Damage heal trigger, there would be no way for them to fight back.
Even if your miracle beauty's get taken down somehow next turn, you can easily call something to replace them, and attack the next turn for game.
この世に愛がある限り、正義は何度でも立ち上がる!
So long as there is love in this work, Justice shall always rise up!
Ride! Engiman Rain!
where we learn how to be a better card fighter.
Today, I managed to get a few fights in, against two decks: Shadow Paladin, and Dimension Police.
Against Shadow Paladin it was rather interesting. I only lost to either drawing two Grade 3s or them double critical-ing.
Though, I have to say that Majesty Lord Blaster isnt really answering. I end up just searching it out with Wingal Brave to throw with Garmall.
Garmall > Phantom Blaster Overlord. True Story.
4 Garmall and 4 Baromedes. Also seems cool. Start with Dorangal and ride Galahad up to Grade 2.
Great against 11k Vanguard decks, also powerful against decks that like to attack rear guards.
Today, though, I'd like to show you a different deck:
Beauty Rain: Infinite Attack!
G0: 17
Engiman Ripple X1
Army PenguinX4
Cosmo Fang X4
Guide Dolphin X4
Justice Rose X4
G1: 15
Engiman Flow X4
Commander Laurel X4
Calenloid Daisy/Engiship X4 (Either works.)
Cosmoroar X3
G2: 10
Engiman Wave X2
Cosmo Beak X4
Twin Order/Dai Lady X4
G3: 8
4 Engiman Rain
4 Miracle Beauty
(Another possible line up would be 3 Engiman Rain, 1 Engiman Storm, and 4 Miracle Beauty. Engiman Flow allows you to search out Storm, if you have the need for such defense.)
Now, Miracle Beauty's ability is rather interesting.
If you use Enigman Rain's ability or a Stand Trigger to stand her, you can stand the unit behind her as well, standing two units at the same time.
So, the flow of the turn goes like this:
RIDE! ENGIMAN RAIN! THE VANGUARD!
Call Cosmo Roars and Cosmo Beaks to pump up Engiman Rain's power. You want at least 16k, or more, if possible.
Now, even if the last unit to hit the field in the corner was Cosmo Beak, whom cannot boost, do not mind.
Call Kalenloid Daisy behind Enigman Rain.
Call Commander Laurel to one of the corners.
In the right and left guard circles, call two Miracle Beauty.
So your field:
Vanguard: Engiman Rain. Boost: Kalenloid Daisy
Right Guard: Miracle Beauty. Boost: Cosmo Beak/Cosmo Roar/Etc that was used to pump the Vanguard.
Left Guard: Miracle Beauty. Boost: Commander Laurel.
Do remember that you cant take several turns to build up your forces and set up this formation, as the deck fights regularly without any tricks, until you get to this.
Dimension Police tend to fight a very long winded fight. When you have 5 Damage or so, it wont be uncommon for the opponent to have less than 2. Even in this situation, you will have been hunting their rear guards, and using Laurel to gain insane amounts to card advantage.
This creates a situation in which: The opponent has very little cards with which to guard, but plenty of Damage to take, so he does not NEED to guard.
If the opponent only has 2 cards in hand or so, then you should go for the infinite attack.
Lets just say your Vanguard is 17k Power. One guide Dolphin and one Cosmo Beak.
Attack, boosted by Kalenloid Daisy. The total power is 25k Power. If the opponent is a 10k Vanguard, AND at only 2 Damage, they will usually let the attack through.
Even if they guard, it cannot be very hard to break through, since they have such low shields.
Get! Draw Trigger. Power to Vanguard!
Now, since the attack hit, use Commander Laurel's effect to stand the Vanguard, resting all your Vanguard.
Next, use Engiman Rain to Stand one Miracle Beauty.
Miracle Beauty Stands commander Laurel.
Attack again with 22k Power Engiman Rain.
Attack hit. Use Engiman Rain to stand Miracle Beauty, and Miracle beauty stands Cosmo Beak.
Since the Vanguard's Attack hit, rest 4 of your Dimension Police rear guards to Stand Engiman Rain.
Attack the Vanguard again.
Twin Drive, 3rd time of the the turn.
Get! Stand Trigger!
Power to Vanguard, and stand one miracle beauty, which stands the unit behind her.
Since the attack hit, stand the other Miracle Beauty, which stands the unit behind her.
Commander Laurel effect. Stand the Vanguard! (27k Power)
Attack with Vanguard, again.
Twin Drive. 4th Time.
No Stand trigger... (T.T *Sad face)
Draw Trigger get!
Power to Rear guard Miracle Beauty.
Attack hit! Use Rain's skill to stand Miracle Beauty.
Miracle Beauty stands Kalenloid Daisy.
Attack. 23k Power with Rear guard.
You get the general idea? So long as you drive check a Stand Trigger, you can effectively stand your Vanguard. The second would be used on the boost behind the Vanguard, probably.
Even after this, your hand grew an astounding NINE cards this turn, with Twin Drive occurring twice, even if they enemy did get a 6th Damage heal trigger, there would be no way for them to fight back.
Even if your miracle beauty's get taken down somehow next turn, you can easily call something to replace them, and attack the next turn for game.
この世に愛がある限り、正義は何度でも立ち上がる!
So long as there is love in this work, Justice shall always rise up!
Ride! Engiman Rain!
Sunday, January 15, 2012
Murakumo
Hello everyone, and welcome back to SO IMBA!,
where we learn how to be a better card fighter.
So, Twin Swords Awakening came out yesterday...
Everyone, did you manage to buy many boxes?
What did you get?
Today, we discuss Murakumo.
Now, most people would say "ooh it sucks" and "ooh they have low power"
Which, is effectively true.
Just comparing the decks and single prices, Murakumo's null guard is barely 200 yen, where Neo Nectar's are pushing 900 or more.
Mandalalord is 800 at most, and Maiden of Trailing Rose can even breach 1200.
Most of the core cards are worth LESS than Neo Nectar commons...
So, yes it is rather unpopular...
But that doesnt mean the clan is particularly weak.
It is a very high skill deck, rewarding or punishing even the smallest move.
Before we start, I'll quickly share a deck list I have been working and testing for a couple days.
G0 (18)
2 Evil Ferret (FV)
4/4/4/4 Triggers
G1 (14)
4 Shijimamaru (8k Boost)
4 Million Rat
4 Leaves Mirage
2 Leaf Racoon
G2 (10)
4 White Mane
3 Midnight Crow
3 Bloody Mist
G3 (8)
3 Void Gelger
4 ZANBAKU
1 Kuramalord
A few little changes, such as adding more grade 1s, Maxing Bloody Mist by dropping one null guard, Dropping one Kuramalord for Void Gelger shouldn't change how the deck is played much.
Mandalalord is good too, so if you want to run 4 Zanbaku and 4 Mandalalord, feel free...
It just limits your Grade 2 Line up significantly
Now, Murakumo might not seem so good at first glance, because of A: Their lack of power, and B: the lack of ability to gain direct advantage.
Which is very correct.
While other clans gain power, or superior call or superior ride using counter blast, Murakumo has no permanent advantage gain from using their counter blast abilities.
What Murakumo does instead is use this Temporary Advantage, to generate long term advantage.
BUT HOW!?
The two key cards I would like to draw your attention to today are:
Void Gelger, and Evil Ferret.
You may have noticed I put not one, but TWO Evil Ferrets in the deck.
This isnt a mistake.
You start with one, which will call itself to a rear guard.
Hopefully, during the mid game, you will draw back one of the two.
Hence, there are two in the deck.
In the late game, it will be another 10k Shield, something you would love to see at that stage.
Its effect is very good as well.
By returning to the deck(losing a 5k Boost), you can superior call one card from your hand, which will return to your hand at the end of the turn.
While you are at Grade 3, this might not seem like much(just normal call), there are two very excellent uses of this effect.
The first is to use this effect at the first chance or second chance you have to attack.
A superior call can be done regardless of your own grade, so if you are only at grade 1 or 2, you can superior call a Grade 3 to fight for you.
This is used to attack with much higher power than the opponent, without risk of losing such a valuable unit in the early game to Blaster Blade/Dark like effects.
For instance: You open by riding Leaf Racoon, and calling Evil Ferret to the rear behind him.
The opponent rides Caramel Popcorn, calling Shield Seed Squire to the rear. They call a Kalora Dragon behind Shield Seed Squire.
They attack with Squire, the attack goes through, allowing him to evolve.
Kalora dragon attacks, and gets a Stand trigger, standing Blade Seed Squire and adding 5k Power.
You get a draw Trigger.
They attack, which you guard.
Now, it rolls around to your turn.
You ride White Mane, with 2 Damage.
Activate Evil Ferrets effect, superior calling a ZANBAKU to the rear guard.
Normal call a Million Rat behind ZANBAKU, copying itself behind your Vanguard.
Your ZANBAKU has 17000 Power attacking, easily killing Blade Seed, and your Vanguard is 15000 Power, opening the counter blast you just used up.
Evil ferret, even though he went to the bottom of the deck, was shuffled, allowing you to draw into him again.
At the end of the turn, Million Rat will run away, and ZANBAKU will return to your hand.
Now, the opponent KNOWS you have a ZANBAKU, a confirmed Grade 3 ride that will severely limit his choice of Vanguard.
The other use of Evil Ferret is more common in the mid game.
A 5k Boost behind a 11k is quite useful, forming an 16k Line at next to no cost.
On top of that, Evil Ferret can transform itself into a temporary something else.
If you are in need of a quick boost for your Vanguard while waiting for an 8k Boost or 10k Boost, use Evil ferret to throw down a Million Rat, clone it behind to where it was before, and attack.
At the end of the turn, they will go back, and you can replace the empty circles with better units.
In this way, Evil Ferret makes for your rear Guards to be highly adaptive and fluid.
The next unit is Void Gelger.
This unit, with 9k power, shares the same ability as Million Rat and Midnight Crow.
The only difference is that it is at 9k Power, and is Grade 3.
Which means that they have no ability to guard.
When you are in mid or late game, the last thing you want to see are grade 3s in your hand with no null guard to support.
To solve this problem, Void Gelger has a unique ability.
When cloning itself, at the end of the turn, the clone will return to the bottom of the deck.
Which means, if you dont shuffle, it will never come up in the game again.
Call one, superior call another from the deck, and counter blast again to superior call from the deck, overwriting the first one.
While this consumes 2 counter blast, it ensures you will not draw into other Void Gelgers over the course of the game, since they return to the bottom of the deck.
In this way, murakumo proves to be an interesting and fluid and adaptive deck.
While lacking in offensive power, it makes up for this in unique and technical abilities.
Maybe Murakumo is the clan that you have been waiting for.
where we learn how to be a better card fighter.
So, Twin Swords Awakening came out yesterday...
Everyone, did you manage to buy many boxes?
What did you get?
Today, we discuss Murakumo.
Now, most people would say "ooh it sucks" and "ooh they have low power"
Which, is effectively true.
Just comparing the decks and single prices, Murakumo's null guard is barely 200 yen, where Neo Nectar's are pushing 900 or more.
Mandalalord is 800 at most, and Maiden of Trailing Rose can even breach 1200.
Most of the core cards are worth LESS than Neo Nectar commons...
So, yes it is rather unpopular...
But that doesnt mean the clan is particularly weak.
It is a very high skill deck, rewarding or punishing even the smallest move.
Before we start, I'll quickly share a deck list I have been working and testing for a couple days.
G0 (18)
2 Evil Ferret (FV)
4/4/4/4 Triggers
G1 (14)
4 Shijimamaru (8k Boost)
4 Million Rat
4 Leaves Mirage
2 Leaf Racoon
G2 (10)
4 White Mane
3 Midnight Crow
3 Bloody Mist
G3 (8)
3 Void Gelger
4 ZANBAKU
1 Kuramalord
A few little changes, such as adding more grade 1s, Maxing Bloody Mist by dropping one null guard, Dropping one Kuramalord for Void Gelger shouldn't change how the deck is played much.
Mandalalord is good too, so if you want to run 4 Zanbaku and 4 Mandalalord, feel free...
It just limits your Grade 2 Line up significantly
Now, Murakumo might not seem so good at first glance, because of A: Their lack of power, and B: the lack of ability to gain direct advantage.
Which is very correct.
While other clans gain power, or superior call or superior ride using counter blast, Murakumo has no permanent advantage gain from using their counter blast abilities.
What Murakumo does instead is use this Temporary Advantage, to generate long term advantage.
BUT HOW!?
The two key cards I would like to draw your attention to today are:
Void Gelger, and Evil Ferret.
You may have noticed I put not one, but TWO Evil Ferrets in the deck.
This isnt a mistake.
You start with one, which will call itself to a rear guard.
Hopefully, during the mid game, you will draw back one of the two.
Hence, there are two in the deck.
In the late game, it will be another 10k Shield, something you would love to see at that stage.
Its effect is very good as well.
By returning to the deck(losing a 5k Boost), you can superior call one card from your hand, which will return to your hand at the end of the turn.
While you are at Grade 3, this might not seem like much(just normal call), there are two very excellent uses of this effect.
The first is to use this effect at the first chance or second chance you have to attack.
A superior call can be done regardless of your own grade, so if you are only at grade 1 or 2, you can superior call a Grade 3 to fight for you.
This is used to attack with much higher power than the opponent, without risk of losing such a valuable unit in the early game to Blaster Blade/Dark like effects.
For instance: You open by riding Leaf Racoon, and calling Evil Ferret to the rear behind him.
The opponent rides Caramel Popcorn, calling Shield Seed Squire to the rear. They call a Kalora Dragon behind Shield Seed Squire.
They attack with Squire, the attack goes through, allowing him to evolve.
Kalora dragon attacks, and gets a Stand trigger, standing Blade Seed Squire and adding 5k Power.
You get a draw Trigger.
They attack, which you guard.
Now, it rolls around to your turn.
You ride White Mane, with 2 Damage.
Activate Evil Ferrets effect, superior calling a ZANBAKU to the rear guard.
Normal call a Million Rat behind ZANBAKU, copying itself behind your Vanguard.
Your ZANBAKU has 17000 Power attacking, easily killing Blade Seed, and your Vanguard is 15000 Power, opening the counter blast you just used up.
Evil ferret, even though he went to the bottom of the deck, was shuffled, allowing you to draw into him again.
At the end of the turn, Million Rat will run away, and ZANBAKU will return to your hand.
Now, the opponent KNOWS you have a ZANBAKU, a confirmed Grade 3 ride that will severely limit his choice of Vanguard.
The other use of Evil Ferret is more common in the mid game.
A 5k Boost behind a 11k is quite useful, forming an 16k Line at next to no cost.
On top of that, Evil Ferret can transform itself into a temporary something else.
If you are in need of a quick boost for your Vanguard while waiting for an 8k Boost or 10k Boost, use Evil ferret to throw down a Million Rat, clone it behind to where it was before, and attack.
At the end of the turn, they will go back, and you can replace the empty circles with better units.
In this way, Evil Ferret makes for your rear Guards to be highly adaptive and fluid.
The next unit is Void Gelger.
This unit, with 9k power, shares the same ability as Million Rat and Midnight Crow.
The only difference is that it is at 9k Power, and is Grade 3.
Which means that they have no ability to guard.
When you are in mid or late game, the last thing you want to see are grade 3s in your hand with no null guard to support.
To solve this problem, Void Gelger has a unique ability.
When cloning itself, at the end of the turn, the clone will return to the bottom of the deck.
Which means, if you dont shuffle, it will never come up in the game again.
Call one, superior call another from the deck, and counter blast again to superior call from the deck, overwriting the first one.
While this consumes 2 counter blast, it ensures you will not draw into other Void Gelgers over the course of the game, since they return to the bottom of the deck.
In this way, murakumo proves to be an interesting and fluid and adaptive deck.
While lacking in offensive power, it makes up for this in unique and technical abilities.
Maybe Murakumo is the clan that you have been waiting for.
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