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!

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.

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!

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.

Saturday, December 10, 2011

English Vanguard World Tournament

Quickie Post today.

For those readers out there who are playing the english version, you guys know that

The WORLD TOURNAMENT is coming!

For english version only.

So, the top contenders in this format, because only the 1st pack will be released, are:

King of Knights Royal Paladin:
The Stablity and power that come with Alfred with Barcgal. Need we say more?
The trick to building right is playing in 3 or more Bors.
Alternatively: 4 KOK, 2 Gancelot, 2 Bors.

Kagerou:
GOKUUUU BLADEEEE All the way.
This build of Kagerou has both the 11k Power Grade 3 Vanguard, as well as a very powerful Vanguard unit: Goku.
All you need are 2-3 Barri, and 1 Conroe. Need we say more?
The trick is playing out overlord in Vanguard circle, and bombing and attacking Marron.
The secret: Use Tejas. No Marrons means no Marron + Bors = Dead Overlord

Nova Grapplers:
Unstable, but strong as heck.
Their Grade 3 Vanguard unit, Asura Kaiser... Ho.Lee.Schitt.
11k AND Vanguard specific abilities?

Not to mention Genocide Jack: Totally broken as of Box 1 Meta.
Scratch that.
Totally broken.


Thats all for today.

Saturday, December 3, 2011

Imperial Daughter

Hello everyone, and welcome back to SO IMBA!,

where we learn how to be a better card fighter.

I'm Rauzes, and today, we discuss Imperial Daughter.


Wait. What?

That crappy card? I thought we were going to discuss how Promise Daughter is rather good in 8 Draw Oracle?

Imperial Daughter is a card that requires either no rear guards, or to send one Oracle Think Tank unit to soul in order to lose Restraint, allowing it to attack.

Obviously, you will want to use this second way of losing restraint, no?

Without its 10k Power boost, you have to put a boost behind, in order to gain some decent advantage.

So, first put two units out, especially units such as Battle Sister Cocoa who can do something when coming into play to check the top card, then boost Imperial Daughter, and feed the battle sister.

Units that have effects when coming into play... sounds a lot like Sakuya Oracle think tanks, no?

So by utilizing cards such as Luck Bird, which have effects when coming into play... but also utilize Soul, you can form a way of keeping Imperial Daughter up and running for a long period of time.

Another way to utilize Imperial Daughter is to gain a state where you have no rear guards... AFTER attacking.

This can be achieved by using Juggernaut Maximum and High Speed Blacky.

This goes hand in hand with the soul blasting abilities and soul charging abilities the deck utilizes.

Thats all for today.

Wednesday, November 30, 2011

Cat Butler

Hello everyone, and welcome back to SO IMBA!,

where we learn how to be a better card fighter.

I am Rauzes, and today, we abuse Cat Butler.

Now, as you know, Cat Butler is a Nova Grappler, grade 0 with 5000 Power... With a rather unique ability...

If your Vanguard's ability did NOT hit, you can stand your Vanguard by retiring him.

But only if the Vanguard is Grade 2 or Below.

Not a problem, right?

Actually, this simply means you drive checked one more time, at the sacrifice of one card. An advantage difference of 0.


Oh.

Except for the fact that you DRIVE CHECKED.

If you get a trigger with the Drive check, you can gain more power, and utilize the effect.

Usually, this power would be used to hit the enemy, since you can put the power anywhere.

Or...

OR.
You put the power gained onto the unit behind your Vanguard.

The secret to using Cat Butler is to NOT boost your Vanguard, but still put something there.

Ride a unit that has lower power than the opponents Vanguard, and deliberately plan to utilize Cat Butler's Ability.


How it goes down is like this:

You attack, and since your power is lower than the enemy Vanguard's, your attack cannot hit unless you hit one trigger.

You drive check, and if you get a trigger, you apply the effects such as giving critical to the Vanguard, but give the power to the rear guard behind the vanguard.

This allows you to activate Cat Butler's ability, standing your Vanguard, and then you can attack a second time(or 3rd time if using 2 or more Cat Butler), this time giving the boost.

Since you pumped the rear guard behind your Vanguard, the total power will be the same, 5000 From each trigger, and forcing the enemy to guard thanks to the Critical Triggers.


Now... If only there were a Grade 2 Nova Grappler unit who could realistically attack with such high power, he could Tackle grade 3 11k Vanguards or Grade 3+ 13k Vanguards...


Oh. wait.


Ladies and Gentlemen, meet Genocide Jack.


As Vanguard, Genocide Jack gains an additional 5000 Power... When boosted.

If you DONT boost, he simply attacks for 11k Power...

Just right for taking down Grade 3+ Vanguards!

Use Cat Butler to gain triggers worth 3-4 Drive Checks, then boost with Doguu Mechanic.

Even without any triggers, thats 23000 Power. 15k Guard against Grade 3+!
(One trigger break~)

And add on another 5000 Power for each trigger you get, and suddenly Genocide Jack seems... not quite a normal Grade 2!

Why bother to ride to grade 3 and then to Grade 3+... when you just have to keep attacking with Genocide Jack?

The trick is to save up on your Cat Butlers until they ride Grade 3+... At their 4th Turn...

You have an inherent 1 Card Advantage over them(they get twin drive once), without losing power.

Since you've been attacking for... I dunno two or three times at this stage, they should have somewhere around 3-4 Damage.

Stack an inherent card disadvantage due to riding on top of that, and its highly unlikely the opponent will have any cards to be ready for an attack... that used Drive check FIVE times!

Monday, November 28, 2011

InvinciLord

Hello everyone, and welcome back to SO IMBA!

Where we learn how to be a better Card Fighter.

I am Rauzes, and today, we discuss Invinci-Overlord... Post Booster 5!

So, as you know, Draconic Overlord is getting his own Special Boost... In the same way Alfred has Lion Mare Stallion.

Soul Blast 1 to become a 10k Boost.

Which is awesome, since Overlord can attack with 21000 Power.

Unless, of course, you counter blast, giving it 26000 Power... without triggers.

But, the counter blast cost of 3 is rather steep, no?

Thats where Mr. Invincible Comes in.

The concept behind Invinci-Overlord is to abuse Invincible and Nova Grappler's ability to open damage, and use Overlord to completely obliterate the rear guards.

The problem with the deck is that your soul every turn... does nothing.

UNTIL NOW!

With Flame of Promises Aermo, you can boost and attack with 26000 Power against a Rear guard... Multiple times!

Who wouldn't want that?

Monday, November 21, 2011

Amon Flare

Ladies and Gentlemen, welcome back to SO IMBA!,

where we learn how to be a better Card Fighter.

I am Rauzes, and today, we discuss an interesting mix clan style:

Amon Flare.

Just like the name of the deck suggests, the deck revolves around Amon, with his high attack and ability to turn any Dark Irregular into a 1:1 Removal, and Blazing Flare Dragon.

The deck runs with a Dark Irregulars core, meaning most of the cards in the deck utilize Dark Irregulars and their Soul Charging abilities.

However, unlike classic Dark Irregulars builds, the deck doesn't necessarily use a massive amount of Soul for Amon.

Thus, instead of using cards such as Amon grade 1 and 2, the deck can function with only 3 or 4 soul under the Vanguard.

Because with only 4 Dark Irregulars in the soul, Amon goes to 14000 Power by himself. Put a 8k Boost behind, and he goes to 22k, needing another 3000 Power to breach the next power line.

Of course, this doesnt mean you dont run any extra soul Charging.

The deck uses many extra Soul Charging abilities as well.

Since the deck prioritizes high Power attacks and torturous removal over tricky effects such as Full Blasts or Multi Stand, your counter blast is used instead of Full Blast for removal effects of Gwynn the Ripper and Amon.

This is where the "Flare" bit of the deck comes in.

By running 4 Extra Blazing Flare dragon and 3/4 Bahr(Or Johka) as the only Kagerou cards in the deck, you can, with one Counter blast and one Dark Irregular, score a "Retire", powering up Blazing Flare!

With 13000 Power, only a 8k boost will push this guy over the 21000 Power line. 22k if Johka was boosting.

Counter Blast a second time, and the two together will breach 28k Power.

Actually, not only Johka can be used.

With Dark Irregulars, you can instead use Doreen the Thruster as boost, to get the same effect.

Meaning this deck can effectively run EIGHT 6+3k Multi Stack Boosters!

Imagine:

Amon as Vanguard(Lets just say... 6 soul), Boosted by Johka.
As a rear Guard, you have one Blazing Flare, boosted by Doreen.

Call one Skull Juggler. Soul Charge one. Doreen +3k.
Amon Counter Blast. Soul Charge one to kill one. Doreen, Blazing Flare, Johka +3k Each.
Call one Prisoner Beast.
Amon Counterblast. Soul Charge one to Kill one. Doreen, Blazing Flare, Johka +3k Each.

Total:Johka is 12k Boost, boosting a 19k Attacker Vanguard(31k Total), Blazing Flare has 16k, being boosted by Dorreen, who is 15k(31k Total)

The opponent has already lost 2 Cards.

Because Dark Irregulars has Absolute crap for Triggers, you get one Stand Trigger and no critical. You push in 3 Damage, of one your opponent heals(Enemy at 4 Damage).

The next turn, you take... lets say 2 Damage and are left with only one Blazing Flare in your hand... But the opponent only has 3-4 Cards in their Hand.


What do you do? You dont have Dark Irregulars to Soul Charge to Amon!


Well, you do what any good player does: declare FINAL TURN!

RIDE! Blazing Flare Dragon!

Because you now have 10 Soul under your Vanguard, thanks to Amon's rampant Soul Charging, you can use Blazing Flare's Ability Twice!

BURN two of those impudent fools!

Johka +6k, Blazing Flare(s) +6k Each.
Blazing Flare +Doreen will be 22k, and your Vanguard is 28k.

After the damage done by the brutal attacks the previous turn, as well as those 4 Units you have just ruthlessly Slain, its highly unlikely the opponent was READY for such high power attacks the next turn, since you burned through a lot of cards as well.

Thus, its unlikely they will be able to guard your attacks.

ATTACK! GET! CRITICAL TRIGGER DOUBLE!

Thursday, November 17, 2011

Power Lines

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 clear Power Lines.


In Vanguard, the most important thing is being able to hit the opponent's Vanguard... Hard.

Because most games go until both players get to grade 3, or about 6-7 turns on each end, the most important lines to clear are based on the Enemy's Grade 3 Vanguards, and how big they usually are.

Most of the time, Grade 3 Vanguard units are either 10000, or 11000 Power.

Occasionally, in cases such as Gancelot and Eidel Rose, they are 9000 Power...

So, as you play, the more important lines to clear are based on 10000 Power and 11000 Power.


Since in Vanguard, only 5000 and 10000 Guards exist, any number less than 5000 more than the previous line is Effectively the Same

Repeat after me: Effectively the Same


The power lines that are most important in Vanguard are:
10000, 11000, 15000, 16000, 20000, and 21000.

First, the 10k, 15k, and 20k.

With these powers, attacking a 10k Vanguard will mean they will have to guard a minimum of 5k, 10k, and 15k power, respectively.

However, this all changes when attacking a 11k Vanguard.

11k, 16k, and 21k become the magic numbers.

As you may notice, when attacking a 10k Vanguard, 14k is no different than a 10k attack.

Meaning that even if you boost with 4k to a 10k attacker, it doesn't really do much at all.

This means that when constructing your formation, which unit is boosting which, you have to take into account these power lines, and aim to construct these lines when attacking.

For instance, if the enemy only has 10k and 11k units out, and you have an empty space in front of your 8k boost, instead of putting a Gallatin or Nehalem there, placing a Gordon or Behger will still clear the 16k power line, making it a 10k shield for any unit, whilst providing benefits over the 10k attacker.

But if you get a 9k boost going, you might reconsider both of these, and instead call out a Gallahad Grade 3 or Draconic Overlord, especially if the enemy has a 10k Vanguard, because it will allow you to attack with 20000 Power total.

Thats all for today.