Thursday, May 15, 2014

Random update-Look what I got in the mail!


A craptastic webcam pic before I tore it open because I was super exited!

Most of you already know what cards it contains but in case you didn't
http://cardfight.wikia.com/wiki/Trial_Deck_10:_Purgatory_Revenger



Now my personal favorite card in this deck is Illusionary Revenger, Mordred Phantom. I like it because its a solid 11K and it is versatile. He can fit into almost any shadow paladin build and can be used as a searcher. I think using his limitbreak for a combo with Dictator and using his skill to call out and swarm makes him a great card.



I have mixed feelings about Blaster Dark Revenger (BDR) I'm not saying he is a bad card, he is useful. The only thing that bugs me about him is that the vanguard has to be a revenger. I kind of wish his skill was more like blaster blade or berserk dragon. I am not really a fan of restrictions so I usually stay away from cards that are fairly themed. I recognize restrictions as a necessary evil they are sometimes fair and other times stifle creativity. Blaster Dark has a ride chain to search him to the VG however, BDR doesn't. It boils down to consistency VS versatility on a card VS card basis and what fits into your play style. The bottom line is truly your deck build.

I think one of the most underrated cards in this trial deck is Venomous Breath Dragon. His limitbreak is slow and there are better cards to be placed in the VG circle. I have noticed him working well as an RG where my opponent has a 11K vangaurd. Though that can still be iffy since clogging the field with no intercepts can end your game.

Over all I think this was a pretty good release. I feel like it is missing something though. Other than BDR the grade 2 units stuck me as meh. Obviously it is a trial deck so it is going to need an overhaul before I can play it more than causally. What trial/starter deck doesn't come with random crap cards right? I will say that it has some pretty nice artwork. Transient Revenger Masquerade, Freezing Revenger and Venomous Breath Dragon to name a few with really nice art. BDR goes without saying.

Thursday, February 20, 2014

Changes I would like to see

The first change I would like to see is that tourneys are match format. A skilled player does not deserve to be out of the runnings because they got grade locked or luck sacked. Also I think that a single game makes it easier for players to cheat by stacking and not get caught. It is just not fair to players any way you look at it.

I would like pack and trial deck prices to go down. At most of my local game stores its 19.99 for a deck and 3.99 for a pack. Which I think is too much in comparison to other TCG's. 50 cards for 20$ after tax isn't a good deal nor is 5 cards for almost 4 bucks. I think 10-12 dollars for a trial deck would be fair and either making the amount of cards in boosters 10 or cutting the cost down to 2.00 would be fair. I know that online there are packs available for this much, however shipping usually brings the price up. I think the cost is what is really holding vanguard back from being as popular as other TGC's. More people opt for card singles because it is cheaper and less of a hassle which means less profit for Bushiroad and less chance of major retailers selling CFV packs. Not to mention with more people buying singles online local game stores (tournament venues) suffer.

Less clan restrictions. I feel clan restrictions are a necessary evil sometimes but they can really stifle the creativity of the game. The reason I enjoy this game so much is because my deck is my creation. It is my idea, my strategy and it is one of a kind. Though clan restrictions can prevent broken combos from spoiling the balance of the game. When all decks are carbon copies I feel bored playing them. When I play someone who has a unique deck I have a blast because it is a new challenge. Its way more fun than playing something cookie cutter. I think that perhaps as the game grows and more cards are introduced this will be less of a problem as long as things are not too strictly themed or made for ride chain decks. I would like it if there were cards that worked for a nation rather than just a clan. Perhaps ambassador cards that counted as all clans in their respective nations, like a United Sanctuary card that was considered Royals, Golds, Shadows ect could be a good idea. I also want to see more cards that can just sort of fit into several builds so we have more cards to choose from within our clans.

I would also like it if there were more locals. I think this is the part were we the players must take action and invite our friends to promote the game. Of course we should support our local game store or tournament venue. What I have done is played games in public to drum up interest. Usually a local game store, comic shop or even a coffee place is a good place to do this. Also when others ask about the game invite them to join in and teach them. Welcome them to the game and share the fun. Maybe even give them some spare cards to get them started. After all the best things about the game are playing different strategies, playing different events, making new friends and having a lot of fun.

Thoughts? Post 'em in the comments below.

Wednesday, January 8, 2014

Whats up with me

There haven't really been a lot of posts from me because I have been pretty ill for the last few months. I will be just fine when it is all over so no worries. For now I feel pretty crappy though. I have been out of the meta for quite some time. I am far too dizzy and sick to go and visit friends or play in shops. Honestly I have been home since mid October and its has not been fun.

One happy vanguard related thing was I ordered myself a perfect guard for the holidays. When I got the envelope I opened it and vivid rabbit was inside. I was kinda annoyed for a second thinking great now I am gonna have to swap this out and then I realized that the sleeve contained my Barri and 2 vivid rabbits. Put a smile on my face with all the crappy things that have been going on.

I'm exited for next month's release :


When I get it I will be reviewing it. I admit the main reason I am getting it is for the artwork. Shadow Paladins have some of the best artwork. Normally I prefer to only keep cards I know I will put in a deck and trade/sell the rest. Probably because I am a poor college student. Though I most likely will be using a few of these cards for deck building.

Anyways till then I will probably not be very active. I may post some funny light hearted posts like my last entry. It keeps me in a positive mood which I really need right now. I hope you enjoy reading them as much as I do writing them.

Friday, December 13, 2013

Some of the most WTF cards in the game

One of the greatest things about this game is some of the zany, funny and just plain weird looking cards.

Like this gangster pinepple. Its so random you can't help but to crack a smile at it.
And this tiger with binos on its back. Why?

Look at this guy. What is he supposed to be? The brave little toaster's mutated brother?

I'm not sure what this is either but it looks like the love child of hello kitty and an Xbox.


I would like to see you guys post in the comments what you think the funniest looking cards are or some funny things that have happened to you during a game of vanguard.

Saturday, December 7, 2013

Learning from you losses- A second look

My apologies for my inactivity. I have been pretty sick recently and life is a bit hectic at the moment.

In my last entry I spoke about how to improve your game. One of the topics in the list was "Learn from your losses". I feel I didn't really explain enough in depth about it. Sure it fits nicely in that entry but it also deserves its own article. Its not something easily summed up in a simple paragraph like I did before.

When we lose, we need to look at why we lost, instead of feeling crappy about it. In my first few games in CFV I lost quite a few of them. I took these as opportunities to better understand the game and my deck. I the first thing I observed was my slightly improved trial deck was going to need an overhaul as I expected. (I wanted to make sure I enjoyed the game before I invested back then) The second thing I learned was that I was focusing too much on attacking the opponent's vanguard and not using triggers effectively.

What I did to fix this was I went back to the drawing board with my deck, and sorted out all the cards that stuck in my hand and wasted space and replaced them with what I really and truly needed. The second thing was improving my play style. I found it is sometimes more important to take out the rear guards than to deal a damage. If you can't take out your opponent this turn and he has the chance to attack you with 3 units, it might be a good idea to take some of those out before you get run out of shields or take too much damage.

The issues you run into could be similar. It takes observation of the event and the result to gain understanding. Over time I have come to learn what works and what does not in most situations. Sometimes situations are beyond our control and try as we might, we end up losing. There are sometimes where you just get dealt a crap hand, get grade stuck and it is beyond your control. Sometimes you can play out of it, other times you can't. The key is to observe. Don't make changes based on just a few games. Try to find those things you overlooked and decide what works best for you in the given situation.

Stuff I have noticed-
Damage is damage, don't take it too early and rely on your counter blasts/limit breaks. Especially with high limit breaks where your opponent's crit will put you at 6.

Use triggers effectively. What is the use of attacking with all units for a stand trigger if none of your rear guards can hit the target without a +5k?

Don't clog your field with grade 3's. You might think this is a good late game play but without the ability to intercept your thinning hand can be your downfall.

Keep a cool head and think before you make plays. If you are one to get overly exited or tourney jitters just slow down, chill out and think it though.

Guard with as few cards as possible. It makes your hand a mystery to your opponent, gives you shield advantage, and helps make sure you can use a perfect guard when you need one.