Wednesday, April 25, 2012

[Cardfight!! Vanguard] How to play decently in Vanguard?

While playing a couple rounds of Vanguard, you might faced some opponents who trashed you ass so easily that made you look like a newbie. Perhaps it's time to rethink your strategies and how did you play the game.


There are three important aspects in playing Vanguard, deck build, memorizing cards, decision making and luck. These are the three aspects you'll have to review over and over again to make sure you're playing decently.


Let's go through the first aspect, deck build. I believe most players, regardless inexperienced or experienced players knows that having a good deck build is important. Having a crappy deck build is as if walking into a wall eventhough you know you will be hitting the wall hard.

For instance, playing a classic Shadow Paladin PBD build with only one PBD, one Nemain, one Macha (lol @ Kira), that's practically asking to be kicked in the ass. The deck has no draw power, you might fail in making your PBD to 11k in power, you might even fail in calling PBD. These are just some of the failing parts of the deck which will cost you dearly. Reminds me of another fail deck build, a MLB deck with 2 MLBs, 1 SSD, 1 Palomides, 1 Alfred Early and 2 Gancelot. The multiple Grade 3 in the deck build is just disastrous, and what makes the deck worse is the only 2 Iseult. Perhaps the deck is meant to be a laughing stock or a bad joke.

Another example is playing 12 same triggers in your deck. Yea, I know some of you will be saying, "but, Aki, 12 crits are fucking awesome, I crit everyday and you're a noob". No shit, you'll be drawing out critical triggers everyday, but where's the draw power? Same goes to those who tries 12 stand triggers. And for those who uses 12 draw triggers, don't even think about it, unless you like the feeling of decking out and weak guarding. Besides the obvious problems with drawing power and decking out, you'll be facing problems by not being able to guard with the right amount of guarding power. With full critical or stand triggers, you'll be facing dilemma in which you might over guard, since every trigger on your hands are 10k (*laughs*); while full draw triggers means throwing more cards into the guardian circle since you have mostly 5k guarding power cards on your hand. Having 12 same triggers also means that your opponent may predict your trigger build easily and it'll be easier to arrange strategies against you.

Not forgetting builds with no heal triggers. Don't even get me started on that, that's a fucking huge joke. Basically, you're denying yourself an opportunity to heal, a second chance to live if you made a mistake, or whatever. Without heal triggers, you're telling your opponent to kick your ass six times, you'll roll over and die quietly.

Don't take it the wrong, it's not wrong to set you deck with 12 critical triggers or no heal triggers at all, but it's the practicality that you have to think about.


Next, we'll be looking at memorizing cards. Well, memorizing cards is pretty important. Memorizing the cards that were drawn out during drive checks are one of the basic thing that a player needs to do while playing Vanguard. Furthermore, if you can, you may even try to memorize cards and triggers sent to the Drop Zone, Damage Zone or Soul (you may still check the cards though), or even if you're that good enough, deck structure itself.

Some of you might say, "LOL Aki, I just attack, attack and attack till my opponent has no cards, it's not hard to do so". Yea, right... Perhaps you could try that against a Shadow Paladin deck with enough draw power from Nemain or better, maybe playing against OTT. Alright, the latter is not that scary anymore due to all the POWDERFUL cards from BT05 and so on. The main point is, by memorizing cards, let's just take drive checks for example, you can arrange your strategies according to your opponent hand card. Maybe your opponent does not have enough cards to guard, you could take out their interceptor, take out his/her attacker if you want to prolong it to the next turn, or even just rush attack at their Vanguard.

By memorizing the cards, you'll be able to arrange your strategies one step ahead of your opponent, knowing what to expect during your opponent's battle and guarding phase.


The third aspect is the most important aspect among all aspects, decision making. Vanguard is all about making decisions. Every decision you make, no matter how unimportant it is, will affect the outcome of the game. A small mistake can cost you dearly, and with small mistakes stacking up, this will eventually cause a snowball effect which effectively kill off you chances in winning the game.

There are many things to be considered in decision making, I won't be going into details. These normally comes with experience as you play. The only advice I can give is, before rushing to ride a Vanguard, call a Rearguard, guarding or giving powers to units, think twice. Every decision you make is important - it might lead you to your demise; or perhaps your victory.


Finally, luck. It's impossible to manipulate this aspect, I mean, I doubt anyone can control luck. Every card game is influenced by luck. You might have one of the best deck, you are able to memorize everything, and your decision making is perfect. However, your opponent keeps getting draw triggers for damage check, drive checking double criticals every fucking time, heals multiple time that nearly made you flip the table. That's what we call luck.


Alright, that's all for now. These are some of the important aspect that I think a cardfighter ought to consider, while playing. I hope this will help you guys improve in playing Vanguard. Till next time!

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