Wednesday 29 July 2015

Card of the Week! 4th and 5th Editions

Poisonous Spear Mutant Deity, Paraspear

[Stride]

[Auto] When this unit is placed on [VC], [Rest] all of your opponent's rearguards, if the number of  your opponent's rearguards at [Rest] is three or more, draw a card, and this unit gains [Power] + 5000 until end of turn.

Megacolony's R stride from GBT-04. It makes sure all of your opponent's units are susceptible to stun, and can act as hand advantage if the conditions are met.

It is a great first stride if you cannot get the field to Destroyer, and is a good alternative to Jaggy Devil.


Verdict: A simple, yet useful card.




Steam Fighter, Balif.

[Auto] [RC] [GB1] [CB1] When this unit's attack hits a vanguard, you may pay the cost. if you do, choose one of your opponent's rearguard in the front row, and your opponent puts that card to the bottom of his or her deck,

[Auto] [VC] When your G-unit [Stride], choose one of your vanguards, and it gets "[Act] [VC] [1/Turn] [CB1] Search your deck for up to one card named "Chronojet Dragon", put it in heart state on your [VC], and shuffle your deck. Then choose a card named "Steam Fighter, Balif" in heart state on your [VC] and put that card to the bottom of the deck."

This card is very interesting, and is very clear support to the two Gear Chronicle cards in the fighter's collection, Epochmaker and Upheaval Pegasus.

It's Rearguard skill is great for Epochmaker. It gives the stride a good grade 3 to call to RG when it hits, while not just being a rearguard based card.

It's vanguard skill is great for Upheaval Pegasus and Glimmer Breath.
For a counterblast it removes itself as heart and puts Chronojet into his place.

Verdict: A very useful G3 that makes already released cards more consistent, and that is a definite 2 of in every Gear Chronicle deck that uses Chronojet.

Thursday 16 July 2015

Fighter's of Absolute Justice: Reviving my first ever deck.

We all have that special connection to the first hand built deck we ever played. The deck that brought us into Vanguard. For me, that was the Ripple Rush. If you don't know, Rush decks function a bit like like this: Ride to either grade 1 or 2. Call your entire hand. Keep calling until either you or your opponent dies. The Ripple ride chain is what the rush deck was built around. Unfortunately, the ride chain is not very consistent. I wanted to bring back my old deck, and sat down an thought about it for a while. Here's what I came up with:

Triggers: 16 critical.

BT11-042EN-R
Starting Ripple, Alecs


[Auto] When a card named "SIlent Ripple, Sotirio" rides this unit, look at up to seven cards from the top of your deck, search for up to one card named "Thundering Ripple Genovious" or "Rising Ripple, Pavroth" from among them, reveal it to your opponent, put it into your hand and shuffle your deck.

[Auto] When an <Aqua Force> not named "Silent Ripple, Sotirio" rides this unit, you may call this card to [RC].

Aqua Force's ride chain starter. When the grade 1 of the ride chain rode this, you could search the deck for either the grade 2 or the grade 3.



BT11-095EN-C
Silent Ripple, Sotirio.


[Cont] [VC] if you have a card with "Starting Ripple, Alecs" in your soul, this unit gets [Power] +1000

[Auto] When a grade 2 <Aqua Force> not named "Rising Ripple, Pavroth" rides this unit, look seven cards from the top of your deck, search for up to one card named "Rising Ripple Pavroth" from among them, ride this, and shuffle your deck.


The grade 1 of the Ride Chain, Soltirio is the ride target of the ride chain... Duh. Makes it more likely that your G2 will be Pavroth. Nothing more to say.




Tactics Sailor

[Auto] [RC] When an attack hits a vanguard that this unit boosted [Boost], if it is the fourth battle of the turn or more, draw a card.

One of the new cards I decided to put into the deck. It serves two purposes: To either force your opponent to guard when your opponent does not want or and to give the deck draw power.









Minestar Trooper

[Auto] [VC/RC] When this unit is attacked, this unit gains [Power] +5000 until end of that battle.

An odd choice for a Rush deck, but this card is simply defense from early game rushes. It can also act as a mediocre booster. It is the secondary grade 1 ride target, and a ride target for when you are going second.












Rising Ripple, Pavroth


[Cont] [VC] if you have a card called "Silent Ripple, Soltirio" in your soul, this unit gains [Power] +1000

[Auto] [VC] When this unit's attack hits a vanguard, if you have a card called "Silent Ripple, Sotirio" In your soul, choose 1 of your rearguards, [Stand] it, and that unit gets [Power] +3000 until end of turn.

The Grade 2 in the ride chain, and the Grade 2 Ride target. His 10k power if you have Sotirio in the soul base helps defense against rush decks, but it's his other skill that makes him amazing and the centre of the rush deck. If he hits, you get another attack. This allows you to push your opponent's damage very high very fast.


Tidal Assault


[Auto] [RC]  [1/Turn] After the battle that this unit attacked a vanguard, [Stand] this unit, and this unit gets [Power] -5000 until end of turn.

This card is s $6 rare for a reason. his skill is ridiculous in the early game. he is an attack enabler for Tactics Sailor and is exceptional at pushing for damage.

There is also a nice little combo with Pavroth. Swing Tidal at a RG, attack with Pavroth and if the attack hits, you can attack twice with a 12k Tidal assault.






Couple Dagger Sailor

[Auto] [RC] [CB1] When this unit attacks a vanguard, if it is the first battle of the turn, you may pay the cost. If you do, this unit gains [Power] +2000,  at the end of that battle, choose one of your other rearguard in the same column as this unit, and exchange positions with this unit. 

While the finisher of this deck does not like Storm Rider style enablers, this card  is still wonderful to run, as the deck does not counterblast that much. It also helps if you have too many rearguards in your hand.







Tidal Rescue Sea Turtle Soldier

[Auto] When this unit is placed on [VC] or [RC], reveal the top card of the deck. If the card revealed is a grade 1 or 2 <Aqua Force>, call that card to rearguard, and if it is not, shuffle your deck.

Despite the 7K Base, this unit is really good for rushing. When he is called, you get the chance to superior call a card. He allows the deck to field fast while conserving hand.

Also, he will be ridiculously good if the Ripple ride chain gets a Davain clone. Seriously Bushiroad I'll throw money if you give the Ripple ride chain a Davain clone.

I'm currently also trying Ianis instead of him, Might as well talk about Ianis now.



Blue Storm Marine General, Ianis.

[Auto] [RC] When this unit's attack hits a vanguard, if it is the third battle of that turn or more, draw a card.

Ianis is basically Algos, except that he requires third attack rather than fourth, but as a result can only be used on [RC]. Ianis is one of my personal favourite Aqua Force cards, for several reasons: He does not require a attack enabler to have his skill online, he also is perfect for Aqua Force's grind game and he is online turn two if you can reach third attack.

He also has great synergy with Pavroth, especially if you have an enabler on the field.





Thundering Ripple, Genovious

[Auto] [VC] [LB4] [CB2] & Choose a card named "Thundering Ripple, Genovious" from your hand, and discard it.] At the end of the battle that unit that this unit attacked a vanguard, if the number of [Rest] <Aqua Force> is three or more, you may pay the cost. If you do, [Stand] all your <Aqua Force> rearguards.

[Cont] [VC] if you have a card called "Rising Ripple, Pavroth" in the soul, this unit gets [Power] +1000.

The finisher for the rush. Hates Storm Rider skills with a passion as it means A) More attacks and B) After his skill is used, the new attacks will be less effective. Not always necessary to use, but good when you need him.



The deck runs a lot like it used to but now It feels a lot more effective and sturdy now I've traded 12k attackers for On hit cards and enablers. Been enjoying it. Needs a bit more testing though.

Decklist:

G0: 17
 SV: Starting Ripple, Alecs
 16 crit.
G1: 15
 4 Silent Ripple, Sotirio
 3 Old Style P-Guards
 4 Minestar Trooper
 4 Tactics Sailor
G2: 14
 4 Rising Ripple, Pavroth
 4 Tidal Assault
 3 Couple Dagger Sailor
 3 Tidal Rescue Sea Turtle Soldier/Blue Storm Marine General, Ianis
G3: 4
 4 Thundering Ripple, Genovious

Wednesday 15 July 2015

Card of the Week! 3rd Edition

Maiden of Rambling Rose


[Legion22000]  "Maiden of Trailing Rose"

[Auto] [VC] Choose a card from your hand, and discard it, When this unit legion, you may pay the cost, if you do. Search your deck for up to two cards with the same name as a card on [VC], reveal them to your opponent, put one into your hand and call the rest to [RC], and shuffle your deckk.

[Auto] [SB2] When this unit is placed on [VC], you may pay the cost. If you do, choose 1 of your rearguards, and search your deck for a card with the same name as that unit, and call it to [RC], and shuffle your deck.

Two things stick out at first for this revival legion: first thing is that it is the first revival legion in a booster set whose clan isn't in Dragon Empire, and secondly it is the first legion in vanguard capable of repeating legion every turn indefinitely.

Maiden of Trailing Rose's skill says that when it hits a vanguard, you can CB1 Persona Blast to search the top 5 cards of the deck and call 2 cards from there. This gives the Legion on hit pressure. Maden of Rambling Rose pluses on ride and pluses again when you legion for a discard, meaning that if you legion every turn, you can return triggers, filter the deck and keep copies in your hand. 

Not only that. Maiden of Rambling Rose ensures that you have a card for legion or Stride next turn, and help sets up for Primavera, Neo-Nectars G-Rare from GBT-02 and most likely this deck's finisher, as the Legion does not CB much.

Verdict: A great generic legion for Neo-Nectar. 

Thursday 9 July 2015

Card of the week! 2nd Edition

Supremacy Black Dragon, Aurageyser Damned.  

[Stride]

[Act] [[CB1] & Choose a face down card named "Supremacy Black Dragon, Aurageyser Dragon" in your G-Zone and turn it face up and choose three of your rearguards and retire them.]  Reveal two cards from the top of the deck. Choose 1 of your opponent's rearguards for every grade 1 or lower card revealed this way, and retire them. Put the cards revealed with this card into your hand. If the number of face up cards named "Supremacy Black Dragon, Aurageyser Dragon" is two or more, this unit gains +1 [Critical] until end of turn.

Thanks to... a nice friendly chat with some other vanguard players, I now understand OG Aurageyser better. This card, however, confirms two themes with Aurageyser: Revealing the top two cards of the deck, and being niche as fuck. I'll state this right now:

Unlike OG Aurageyser, this card does not generate hand advantage. It actually hurts your advantage without David or Charon. Instead, it opts at a chance of removing your opponent's advantage. That is fine. However, there is a single problem with this card that makes it worse then OG Aurageyser: It restricts your G-Zone.

Heres why:

[A Typical SP G-Zone]
4 PBD"D"
2 OG Aura
1-2 Grim Recruiter
0-1 Dragruler

This G-Zone is rather balanced. If the opponent is at easy kill range with Diablo at the first stride (AKA 3 damage), your opponent will most likely take the hit, therefore you go into Grim Recruiter to force a P-Guard. If your opponent is at 2 damage, they will most likely P-Guard, therefore you use Aurageyser to Plus/breakeven so you do not lose out.
Then you use Diablo to finish. Simple enougth.

Here's what happens if you want to use Aura Damned:

[New SP G-Zone]
4 PBD"D"
3 OG Aura
1 Aura Damn

You are forced to run 3 OG Aura with damned, meaning all the G-Zone has been used. Unfortunately, you now have no answer to why they shouldn't take the first hit if they are at three damage. Instead you sacrifice this for Damned, who is more effective as a second stride after you used Aura when they were at two damage, and they are still at two damage. They'll most likely take the hit with Diablo, so why bother using him when you can use Aura, who can be a break even that can do the exact same thing? He at most is a -2 to your opponent without hurting yourself like Diablo, but this is just random chance. Also SP Call out G1 from the deck, so you reduce the chances of getting this just by playing shadows and compressing your deck. This is more relevant to Damned to OG Aura because Damned is used a turn later in the game. It is not extremely relevant, however, but it still needs to be taken into account.

The question you have to ask is: is losing Grim Recruiter worth a possible -2 to your opponent for a breakeven to a -1. I already have the answer: NO! Diablo can do a lot of the same! Diablo is not required to use the retire 3 rearguards skill. The only thing this card has over Diablo is that when they would not guard, Aurageyser forces the opponent to lose rearguards.

Verdict: Why screw up the G-Zone? This card (with current support) is extremely niche.

Thursday 2 July 2015

Card of the Week: 1st Edition





Ambush Demon Stealth Dragon, Homera Raider.

[Stride]

[Act] [VC] [[CB2] & Choose a face down card named "Ambush Demon Stealth Dragon, Homera Raider" in your G-Zone, and turn it face up.] If the number of face up cards in the G-Zone is two or more. This unit gets drive check -1 and "[Auto] [VC] At the end of the battle that this unit attacked a vanguard, choose one of your rearguards. If you do, choose three rearguards with the same name as that unit, and you may return them to the deck. If you do. [Stand] this unit. Shuffle your Deck.


Restanding G-units so far have been decent. Homera Raider is the worst one so far... through no fault of his own. Homera Raider, combined with the effect of Yasuie, Murakumo's On-stride. means is the only restanding G-unit that does not negatively impact your advantage in the game so far. This however means that Homera Raider is CB3 to restand once. Not only that, Homera Raider is the clunkiest of the G-Units that restand themselves, as he requires 3 rearguards of the same name to restand.

This makes Homera Raider easy to disrupt, as retiring a few rearguards can make Homera Raider become more costly then other G-Units, and it also means that Damaging and Drawing hurt you, as you can't have 3 cards to return to the deck without hurting your advantage.

One of the main rules of balance is that the harder doing something is, the more powerful or rewarding the end result should be. The disappointing part is that Homera Raider could have easily done this, and had been one of the most powerful G-units in the game, but unfortunately the single card needed for this wasn't provided. All this card needs is a card that can call a G0 during the battle phase, then return it to the deck at the end phase.

Verdict: Has an amazing skill, but is completely held back by the limitations of his deck.