Thursday, June 28, 2012

Another day, another Facebook message

Aki: send via FB?
Aki: I mean you can always drag and drop into chatbox
Aki: no?
Kira: uh...
Kira: tried, i can't~
Aki: lolu
Kira: sry la~T_T
Aki: k, do this
Aki: open the message page
Aki: and click the attach file
Kira: =3=
Kira: y u want my wife
Aki: DO EET
Kira: wait ah~
Aki: NAO
Kira: kiss my ass~
Aki: DO EET FAGGOT
Aki: BE A MAN
Kira: ready a man~
Kira: attachfile?? e~nai
Aki: and Sendou Aichi
Aki: I mean send
Kira: =.=
Kira: oo~ uploading~
Kira: gt tat??
Aki: OH NICE!
Aki: FAP MATERIAL!
Aki: (/¯owo)/¯
Kira: =.=


Is it me, or I'm being that lame?



Another thing... Professing my love for flat chested lolis on Facebook seems pretty cool. Now, all my friends know I'm a perverted uncle.

Wednesday, June 27, 2012

[Cardfight!! Vanguard] Fuck you Pendragon

Tag-teamed with Rauzes, trolled by Pendragon. Gosh, how I hate Pendragon right now.

Pendragon sucks, big time, period.


And he is a faggot. I'm pretty sure about it.




/sidenote: bye bye Rauzes, I'll miss you a lot! And thanks for the signed Lozenge Magus. <3

Tuesday, June 26, 2012

[Cardfight!! Vanguard] Bermuda △ deck - Riviere + Pacifica build

Grade 0:

  • Bermuda △ Cadet, Riviere [バミューダ△候補生 リヴィエール] *1(starting Vanguard)
  • Drive Quartet, Flows [ドライブ・カルテット フロース] *4 -Heal Trigger-
  • Drive Quartet, Bubblin [ドライブ・カルテット バブリン] *4 -Draw Trigger-
  • Drive Quartet, Shuplu [ドライブ・カルテット シュプリュ] *4 -Critical Trigger-
  • Drive Quartet, Ressac [ドライブ・カルテット リサッカ] *4 -Stand Trigger-

Grade 1:

  • Mermaid Idol, Riviere [マーメイドアイドル リヴィエール] *4
  • Mermaid Idol, Sedna [マーメイドアイドル セドナ] *4
  • Mermaid Idol, Ellie [マーメイドアイドル エリー] *3
  • Prism of the Water's Surface, Miltoa [スイメンノプリズム ミルトア] *2
  • Mermaid Idol, Felucca [マーメイドアイドル フェルッカ] *2

Grade 2:

  • Super Idol, Riviere [マーメイドアイドル リヴィエール] *4
  • Top Idol, Aqua [トップアイドル アクア] *4
  • Girls Rock, Rio [ガールズロック リオ] *3

Grade 3:

  • Top Idol, Riviere [トップアイドル リヴィエール] *3
  • Top Idol, Pacifica [トップアイドル パシフィカ] *2
  • Top Idol, Flores [トップアイドル フローレス] *2





Analysis:

Before let's get started, yes, this is a weird build and I like playing weird builds. Second, LOLIS AND BOOBS! Now, move along.


Let's get back to talking about the deck. I believe you guys have already read this either on my blog or somewhere else on the net by now. If you haven't, go read it, because you might wanna try that out, instead of my build.

Anyway, like what I've wrote in my recent post, (cue copypasta) the main feature for Bermuda △ is the bouncing ability, in which you get to have a unit returned to your hand due to an unit's ability. By returning the unit to your hand, you probably will gain more hand size, from the bounced back unit's ability or the unit itself.

Now, this deck allows rushing and controlling your opponent's units, which is fun to play with. By applying the correct tactics and right timing on ability execution, the deck is pressurizing deck to fight against.

Starting with the triggers, we are playing with balanced triggers, which allows decent drawing power and unpredictability in drive checking. This also means, when you have 5 units or full field, you should hit with either one Rearguard, then hit with the Vanguard and finally, the other Rearguard.

If you realize, the triggers have a combo, in which Bubblin gains 3k power if Ressac is on the stage; Ressac gains 3k power if Flows is on the stage; Flows gains 3k power if Shuplu is on the stage; Shuplu gains 3k power if Bubblin is on the stage; and so on. Of course, you're not going to do this combo, unless you're in a desperate situation.

Moving on, let's talk about the family ride for Riviere. If you manage to perfect ride Riviere from Grade 1 to Grade 3, they'll allow you to gain extra 3 cards, which is pretty profitable. Mermaid Idol, Riviere is a pretty good booster since she is 7k in power, while Super Idol, Riviere is a decent attacker with 9k power. Top Idol, Riviere herself is a great Vanguard to have if you have Super Idol, Riviere in her Soul, in which making her a 11k unit. This pretty much makes defending her easier.

However, if you realize, this deck only has 3 Top Idol, Rivieres, instead of 4. Why is that so? Basically, you'd want to use her ability once or twice and move on with Pacifica, who fares better against 11k Vanguards in terms of attack and ability playing. By Persona Blasting via Riviere, you've already reduce the size of your opponent's hand card or force him/her to take extra damage.

Missed perfect riding or not being able to ride Top Idol, Riviere? Don't worry, we have the alternative, Top Idol, Pacifica. Pacifica is a 13k Vanguard when attacking, if you have 4 or more Rearguards, and this makes her a headache for opponent who field 11k Vanguards. Wait, this is not even the best part, we have her Megablast, which allows her to call 3 Rearguards from deck to different Rearguard circles if she does hit the opponent's Vanguard. This sounds fun when you have tons of soul to burn with Counter Blast intact.

Back to Grade 1's, nothing much to say on Sedna and Ellie, and you can just copy paste what I've said about 8k vanillas and null guards from my previous posts onto here.

What we'll be talking about are Miltoa and Felucca. Miltoa is a replica of Dark Cat of OTT, which allows both players, you and your opponent to draw a card. Sounds like a loss? No, not at all, when you need extra hand cards and you able to force your opponent into throwing hand cards. Of course, it's all depending on situation. Aside from her abilities, she is a decent booster, having 7k in power. After Miltoa, we have Felucca the watermelon boobs, no, I mean the Soul Charger. Her role in the deck is to "Profit Charge" and fill the soul to feed Flores.

Since I mentioned Flores, let's talk about her. Flores fills up the last 2 slots for Grade 3's. Flores is a pretty good Rearguard, since she is able to pressure your opponent into guarding when you have another Rearguard with good CIP (come in play) ability, and a good Rearguard, I meant Felucca, Miltoa and especially, Rio. Rio's ability is pretty awesome, if you manage to bounce her from the stage, you may Soul Charge *1 and draw a card. With Flores on the field, you be pressuring your opponent into guarding, and combined with Riviere's Persona Blast in early game, you'll be looking at a formidable combo which will not only reduce your opponent's hand card, increasing your hand size at the same time, and inflicting damage on your opponent.

Finally, Top Idol, Aqua. Nothing much to say about her, you may refer to my previous posts on 10k vanillas.

I guess this is it. Did I miss anything, or do you have anything to ask? Leave a comment below, I'll try to answer your questions. See ya next time!

Thursday, June 21, 2012

[Cardfight!! Vanguard] Triggers

Triggers, that's what we'll be talking today. SO, what's the big deal about triggers?

Triggers form the basic structure of your deck. All decks must have 16 triggers, no less, no more. They determining how your deck works out in a game and sometimes, saves you in dire situation. How unimportant a trigger might look to be, it heavily influence the outcome of a game, therefore determining your chances of winning or losing a game, aside from timing your units' abilities at the correct time.

Before we move on, let us review the function of the triggers first, shall we?

First, Critical trigger. Critical trigger allows one of your unit to gain 5000 power and a critical, which allows it to deal two damage to your opponent, if it hits your opponent's Vanguard.
Second, Stand trigger. Stand trigger allows one of your unit to gain 5000 power and you may stand a rested Rearguard.
Third, Draw trigger. Draw trigger allows one of your unit to gain 5000 power and you may draw a card.
Lastly, Heal trigger. Heal trigger allows one of your unit to gain 5000 power and you may heal a damage if your damage is equal or more than your opponent's.

Note that triggers will only be in effect on drive checks and damage check and the effect must be activated. The power and trigger effects may be utilized separately on two different units. For example, let's say you have two units per front row Rearguard Circle - Unit A and Unit B. You drive checked a Critical trigger, you may pass the Critical to Unit A and pass the 5k power over to Unit B.

After going through the triggers, let's talk more about them.

I've mentioned in another post, there's no rights or wrongs in setting types of triggers in your deck, but the practicality of the said triggers being used. Let's take a MLB build for example, it's pretty impractical to have stand triggers in your deck, if you're planning to keep spam MLB's second ability. It's another thing to talk about the impracticality of spamming MLB's second ability, but you get what I mean, no? It is sometimes easy to set triggers theoretically, but it doesn't mean that it'll definitely work well when you're playing. So, the idea here is to have your triggers work well with your other cards.

Triggers also somewhat controls your playing style in one or another way, or let's put it this way, you control your playing style by setting the triggers in your deck. Let's take my Angel Feather deck for example. The deck utilize balanced triggers, setting 4 cards per types of triggers respectively. It's a common knowledge that Angel Feather is clan which favors defensive healing play style, and yes, my deck is capable of doing so. However, my deck is able to play a more controlling style, which emphasize on controlling my opponent's hand size and attacker on stage. Of course, the abilities of the cards in my deck enhances the ability to do so.

I know some of you hate certain triggers, thinking they are useless. However, all triggers are important in their own way. Critical trigger is the most favorable triggers among players, since utilizing it doesn't require much thoughts. Most players will often antagonize Stand trigger or even Draw trigger, saying that they are useless.

More often the reason to throw Stand trigger aside is due to the fact that players wanting a more easy way of dealing more damage. Critical trigger deals that two damage that one might yearn for that much, but sometimes, they fail to realize that Stand trigger actually does somewhat that, and in a much better way - you stand another rested unit. Thus, you are actually giving yourself a chance to attack twice, controlling your opponent's units and at the same time, thinning your opponent's hand size if he/she choose to guard your attack. It gives you the chance to organize your attack once more and making it more effective. Of course, Critical trigger does has its own advantage in pressurizing opponent, but Stand trigger has its own way of doing so too.

Moving on to Draw trigger, players often blame Draw trigger for tons of issues. More often Draw trigger drawing another trigger. Is that bad? No, absolutely not. Some might flip the table (lol) when drawing a trigger with Draw trigger, but if you'd think on another perspective, you're actually gaining an extra card to guard for the next turn. Isn't that a good thing? In my opinion, Draw trigger is an essential trigger in most decks, especially decks with low drawing capabilities. With low drawing power, they can only rely on Draw trigger in getting more cards for any purposes, and that includes guarding or even ability usage. Some on the other hand might complain about the low guard for Draw trigger. You see, the 5k guard Draw triggers has actually provide an alternative card to guard with when you're presented with a dilemma to guard either with a regular unit which could be an attacker or booster, or with another 10k guard. It's not that bad after all, isn't it?

Now, you guys might be asking me, "lol, Aki, but how do I know which trigger should I use for my deck?". Like I've mentioned, there's no rights or wrongs in setting triggers in your deck. You'll need to have common sense and logic to a certain extend and tons of tryouts to make sure your deck is working as intended.

Knowing how the triggers work is one thing, setting the correct amount of type of triggers within 16 cards is another thing. There are many types of trigger structure, from the traditional 4-4-4-4, to three triggers, such as 4-4-8 or 4-6-6 and many more. In order to choose the best trigger structure, you'll need to make sure what do your other units require. Can they dish out high power output, so that it's not required to stand any unit again to pressure your opponent? Can your units apply pressure at the correct timing? Can your units provide you with enough draw power to keep survive? How kind of deck and combo your deck does - an early game rush deck; a mid game balanced deck; a late game controlling deck? There are much things to consider about.

On trigger structure, my preference would be getting 4-4-4-4. The reason I prefer playing balanced trigger is due to the unpredictability of the triggers that will be drive checked, at the same time conserving the same pressure onto my opponents. That being said, it doesn't mean that 4-4-4-4 is the best trigger structure out there.

For example, my Riviere deck. It's kinda hard to have 4-4-4-4 as the trigger structure for the deck. At the same time, Stand trigger just do not fit well with the deck, because you'll need to attack with the Vanguard (Riviere) first to utilize her Persona Blast. If you're using Stand trigger, you'd need to attack with the Rearguard first, and hope that you'll drive check a Stand trigger to stand the Rearguard if you manage to activate Riviere's Persona Blast, or the last 5k power increase will be a huge waste. Riviere deck might look like a deck with high draw power, but unfortunately, it is not. During late game, it has problems in maintaining hand card and that's where Draw trigger comes in handy.

To sum up, one should consider well about the setting of triggers in his/her deck. After all, a good setting of triggers in a deck compliments the play style and units' abilities usage of a player and his/her deck.

Wednesday, June 20, 2012

[Cardfight!! Vanguard] Aki's Angel Feather deck

Name (Japanese) Name (English) Grade / Skill / Starting VG Power / Guard / Critical Numbers in Deck Race Trigger Ability Serial Number
ミラクルフェザー・ナース Miracle Feather Nurse 0 / Boost / ✔ 4000 / 10000 / 1 1 Angel n/a : When you ride "Heavenly Injector" on this unit, you may look at the top 7 cards of you deck and select up to one "Fate Healer, Ergodiel" or "Cosmo Healer, Ergodiel" to add to your hand. After that, place the remaining cards to the top of your deck and shuffle.

: When you ride an 《Angel Feather》 Unit other than "Heavenly Injector", you may move this unit to 【R】.
BT06/026 R
サニースマイル・エンジェル Sunny Smile Angel 0 / Boost / ✘ 3000 / 10000 / 1 4 Angel Heal (You may only have up to 4 Heal triggers in a deck.)

: When another 《Angel Feather》 rides onto this unit, you may call this card to 【R】.

【R】 : When this unit boosts, the boosted unit gains 3000 power till end of that battle, and at the beginning of the end phase of that turn, return this unit to your deck, and shuffle your deck.
BT06/060 C
ブーケトス・メッセンジャー Bouquet Toss Messenger 0 / Boost / ✘ 5000 / 5000 / 1 4 Angel Draw n/a BT06/056 C
ハッピーベル ノキエル Happy Bell, Nociel 0 / Boost / ✘ 4000 / 5000 / 1 4 Angel Stand 【R】 : If you have an 《Angel Feather》Vanguard, this unit gains the following ability - 【R】 : [Charge this unit into Soul and choose an 《Angel Feather》 from your hand, put it to your power Zone] Choose a card from your power zone, and put it into your hand. BT06/059 C
クリティカルヒット・エンジェル Critical Hit Angel 0 / Boost / ✘ 4000 / 10000 / 1 4 Angel Critical 【R】 : [move this unit to soul] choose 1 of your 《Angel Feather》 unit, during this turn, this unit gains 3000 power. BT06/058 C
バーストショット ベスネル Burst Shot, Bethnael 1 / Boost / ✘ 8000 / 10000 / 1 4 Angel n/a n/a BT06/047 C
ヘブンリー・インジェクター Heavenly Injector 1 / Boost / ✘ 7000 / 5000 / 1 4 Angel n/a 【V】 : If your Soul contains "Miracle Feather Nurse", this unit gains 1000 power.

: [Choose an 《Angel Feather》 from your hand, put it to your Damage Zone] If you ride "Fate Healer, Ergodiel" on top of this unit, and your soul contains "Miracle Feather Nurse" you may pay the cost. If you do, choose a card from your damage zone, and put it into your hand.
BT06/049 C
クラッチライフル・エンジェル Clutch Rifle Angel 1 / Boost / ✘ 6000 / 5000 / 1 2 Angel n/a : When this unit boosts an 《Angel Feather》 Vanguard, if the number of cards in your Damage Zone is more than or equal to your opponent's, the boosted unit gains 4000 power until end of that battle. BT06/052 C
バトルキューピッド ノキエル Battle Cupid, Nociel 1 / Boost / ✘ 6000 / 5000 / 1 2 Angel n/a : [Choose an 《Angel Feather》 from your hand, put it to your Damage Zone] When this unit is placed on 【G】, if you have an 《Angel Feather》Vanguard, you may pay the cost. If you do, choose a card from your damage zone, and put it into your hand. BT06/S02
ピュアキーパー レクィエル Pure Keeper, Requiel 1 / Boost / ✘ 6000 / 5000 / 1 3 Angel n/a : [choose an 《Angel Feather》 from your hand, and discard it] When this unit is placed on 【G】, you may pay the cost. If you do, choose one of your 《Angel Feather》 will not be hit till end of that battle. BT06/012 RR
ガトリングショット バルビエル Gattling Shot, Barbiel 2 / Intercept / ✘ 10000 / 5000 / 1 4 Angel n/a n/a BT06/024 R
フェイトヒーラー エルゴディエル Fate Healer, Ergodiel 2 / Intercept / ✘ 9000 / 5000 / 1 4 Angel n/a 【V】 : If your Soul contains "Heavenly Injector", this unit gains 1000 power.

: [Choose two 《Angel Feather》 from your hand, put them to your Damage Zone] If you ride "Cosmo Healer, Ergodiel" on top of this unit, and your soul contains "Heavenly Injector" you may pay the cost. If you do, choose two cards from your damage zone, and put them into your hand.
BT06/025 R
ラブマシンガン ノキエル Love Machine Gun, Nociel 2 / Intercept / ✘ 8000 / 5000 / 1 3 Angel n/a : [choose an 《Angel Feather》 from your hand, and discard it] When this unit is placed on 【R】, you may pay the cost. If you do, choose a card from your damage zone, and put it into your hand. BT06/011 RR
ドリルバレット グニエル Drill Bullet, Geniel 3 / Twindrive / ✘ 10000 / n/a / 1 3 Angel n/a 【V/R】 : When this unit attacks the opponent's Vanguard, if you have a 《Angel Feeather》, during that battle, this unit gains 2000 power. BT06/022 R
コスモヒーラー エルゴディエル Cosmo Healer, Ergodiel 3 / Twindrive / ✘ 10000 / n/a / 1 4 Angel n/a 【V】 : If your Soul contains "Fate Healer, Ergodiel", this unit gains 1000 power.

【V】 : [Counter Blast *2, discard a "Cosmo Healer, Ergodiel"] When this unit's attack hits the opponent's Vanguard, you may pay the cost. If you do, you may heal a damage.
BT06/S09 SP





Analysis:

inb4, Y U NO PLAY SHAMSHEL? No, I will not be playing Shamshel, because I hate unicorns, unless they're pink in color and shit rainbows.

Now, as the name suggest, Angel Feather is a clan full of Angels, and maybe some unicorns and stuff... The main feature of this clan is to heal, heal, heal and heal. Yep, pretty much means you're healing shit out of everything.

You'll be healing right from the minute you use Ergodiel's Persona Blast, and Heal triggers which conveniently show up after you send them back from a boost. Let's not forget you can unflip your flipped damage just by changing cards in your damage zone and your opponent won't be able to do anything about it.

Without further ado, let the dissecting begin!


Starting off with Grade 0s, we have Miracle Feather Nurse. Her first ability is follows closely to the new family chain ride system, by Heavenly Injector, you'll get to check the top 7 cards of your deck and add either Fate Healer, Ergodiel or Cosmo Healer, Ergodiel to your hand if they're available among the 7 cards. With that, you'll gain an extra card to spam Fate Healer, Ergodiel's ability, calling for an extra attacker or even get Cosmo Healer, Ergodiel for Persona Blast. Of course, it's not a must to ride Heavenly Injector onto Miracle Feather Nurse, and it is not a necessity to use both Fate Healer, Ergodiel or Cosmo Healer, Ergodiel's abilities. Miracle Feather Nurse second ability isn't too bad. A 4k booster if you didn't manage to ride Heavenly Injector onto her. It compromises the failure of riding Heavenly Injector and gives you an extra booster. Well, kinda useful for early games, or against 10k Vanguards.

Next, we have the triggers lining up. The deck utilizes standard triggers, in which we have 4 Heal triggers, 4 Critical triggers, 4 Stand triggers and 4 Draw triggers. All triggers have pretty decent abilities, except for Bouquet Toss Messenger since she has no ability. The first trigger, Heal trigger, Sunny Smile Angel is a copy of OTT's Lozenge Magus. Skipping her first ability since we will not be using her as a starter, her second ability is the focus point of an Angel Feather deck. When she boosts another unit, the boosted unit will gain 3k in power, and after boosting, she'll go right back into the deck at the beginning of End Phase. There we'll be getting an infinite Heal trigger. ¯\(owo)/¯ Profit!

Next trigger, Critical trigger, Critical Hit Angel who gives a selected unit an increase of 3k power if you charge her into Soul. Kinda useful for final turn situation. Finally, Stand trigger, Happy Bell, Nociel, who will be the first unit to help you unflip a flipped damage and also brings a card from the damage zone onto your hand if you need the said card. By charging Nociel into Soul, you may put a hand card onto the damage zone and bring another card onto your hand. Furthermore, the ability do not state that you must have the card in specific position (unflip or flip), which pretty much makes her an unflipper in your deck. So, you can unflip a damage and at the same time, get the card you needed desperately from the damage zone to your hand. Profit unflip!


Moving on to Grade 1's. Firstly, we have Burst Shot, Bethnael, the 8k vanilla of Angel Feather. Just like most decks I assemble, I maintain the need to use 4 8k vanillas since they provide an extra boost against 13k Vanguard. Secondly, Heavenly Injector. Her first ability makes her a 8k Vanguard, if she has Miracle Feather Nurse in her soul, basically forcing your opponent to ride a 8k unit or having a booster in order to guarantee a definite attack hit on her. Her second ability is pretty good too. By riding Fate Healer, Ergodiel onto her with Miracle Feather Nurse in her Soul, you'll be able to put a card from your hand to the damage zone and pick another card from the damage zone up to your hand. Pretty much functions like Nociel. In addition, she has 7k power by default, which makes her pretty useful as a booster.

Thirdly, we have Clutch Rifle Angel. As a 6k unit, Clutch Rifle Angel is pretty deadly when he is boosting your Vanguard and your damage is equal or more than your opponent's. When that happens, your Vanguard will gain an extra 4k power. Fourthly, Battle Cupid, Nociel, the Grade 1 in Nociel series. She pretty much function just like the other Nociel, except you'll only activate her ability when you place her on Guarding Cricle. Finally, Pure Keeper, Requiel, the null guard for Angel Feather. Having 3 Requiel in the deck is more than enough, because having too many null guards in the deck might cause you certain disadvantage, even though it's nice to nullify attacks.


Following up, Grade 2's. I utilize 3 types of Grade 2's for my deck. Let's first talk about Gattling Shot, Barbiel the 10k vanilla of Angel Feather. Not much to say, just 4 Barbiel are needed in the deck since she provides the consistent power output among the Grade 2's. Next, the continuation of Fate Healer, Ergodiel. Similar to her predecessor, Fate Healer, Ergodiel gains 1k power when Heavenly Injector is in her soul making her a 10k Vanguard. Her second ability somewhat similar to Heavenly Injector, except this time you'll be exchanging two cards (you must exchange exactly two cards) from the damage zone, instead of one when you ride Cosmo Healer, Ergodiel onto Fate Healer, Ergodiel with Heavenly Injector in her Soul. Of course, you may choose to or not to activate her ability. So, it's not a big deal if you have nothing to change or the cost is too big for you.

For the last Grade 2, we have Love Machine Gun, Nociel, the last in the Nociel series. Functioning just like the rest of the Nociel, her effect comes in play when you call her to the stage. However, this makes her better than the rest of the Nociel since it is much easier to execute her ability.


Lastly, Grade 3's. Firstly, we have Drill Bullet, Geniel. Geniel is a pretty good card to be deployed as an attacker, as when he attacks your opponent Vanguard, he gains 2k power. Secondly, we have the focus of the deck, Cosmo Healer, Ergodiel. Just like Heavenly Injector and Fate Healer, Ergodiel, she gains 1k power when Fate Healer, Ergodiel is in her soul making her the sole 11k Vanguard among all Angel Feather Grade 3's. Her second ability, a Persona Blast driven ability, is a pretty awesome ability to have. When her attack hits the opponent Vanguard, you may discard her image into the drop zone, Counter Blast *2 and heal a damage regardless of how many damage you and your opponent have taken. This pretty much means ignoring the healing rule and being able to heal yourself even if your damage is less than your opponent's.


On the deck structure, the grading structure is 17-15-11-7. It is a deck which gives priority on having more boosters, rather than the traditional attackers over boosters. The deck itself is more of a controlling deck, in which you have to control your opponent attackers and hand size at the same time.

To me, it's a pretty stable deck and kinda proven. Personally, it has land me top 4's in a few local tournament, and I think it may be able to fare better. It's really worth to try this deck if you're a healing whore. No, seriously.

Feel free to post any questions on the comment box below, I'd gladly answer them. That's all for now, till next time!

Tuesday, June 19, 2012

[Cardfight!! Vanguard] World Championship 2012 (English version)

So, yea, Bushiroad has announced the first World Championship for Cardfight!! Vanguard on their official English site and Facebook page. Currently, there are three Continental Championships for players around the world, namely North America, Asia-Oceania and Europe.

Players who top the National Qualifiers will gain qualification to participate the Continental Championships according to which national tourney they've joined. Players who top the Continental Championships will then be invited to the World Championship.

In order to participate in the National Qualifier, you must residing in the corresponding continent. For example, a player who resides in Japan may only participate in the National Qualifiers held in Asia or Oceania, he/she is not allowed to participate in National Qualifiers held in other continent.

Sounds exciting, isn't it?

However, only the English version cards are allowed to be used in this Championship. So, those who are playing the Japanese version gotta wait, perhaps pray for a Japanese version World Championship?

Anyway, for more information, remember to check the official English site.

Saturday, June 16, 2012

[Cardfight!! Vanguard] Deck list from the anime -part 5-

The following is Aichi's MLB deck from the anime. Open the image in a new tab if you can't view it clearly on lightbox.

Wednesday, June 13, 2012

Something random awhile... Maybe?

This.

Kinda surprise someone's still using it. Wasn't this crappy guide outdated? I mean I wrote this guide on 29th August 2010. Atlus should've released more equips, SS or Tarots. Well, whatever, I'm too lazy to play it all over again or update it. Thanks Aeria.

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Attempted at being random, wrote on Facebook wall:

Me: 18-inches, motherfucker!
Rauzes: Overcompensating for something?
Me: Perhaps emotional insecurity. Though knowing me, it's most probably I'm writing nonsense...
Rufu: that's the number of inches mr a. gonzalez needs to trim off his waist
Me: He needs more to be a Winnar.
Rufu: then go buy his book and support him.
Me: Too expensive, too retarded.

Wait... When did the conversation went from 18 inches to Arwin-fatass-John?

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Had my right leg injured, while attempting to run with a leg. Most probably, because I'm too lazy to exercise. However, it sounds more like I'm covering up for being a moron.

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Kagawa is signing for United? You sure about that?
B> United jersey with Kagawa's name on it!

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No one's sharing BT07 with me... *sad face*

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Wants the L'arc~en~Ciel Tribute album, has no idea where to get it... *sad face*

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Sad face is stupid. *sad face*

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/update: BREAKERZ new single is released! 脳内Survivor sounds and looks pretty awesome to me, what about you?

Thursday, June 7, 2012

[Cardfight!! Vanguard] Deck list from the anime -part 4-

The following is Emi's Pacifica-Riviere deck from the anime. Open the image in a new tab if you can't view it clearly on lightbox.

Tuesday, June 5, 2012

Something unrelated to Vanguard...

...maybe for awhile?

I know I've been writing too many posts on Vanguard. Well, I'm playing Vanguard irl, what do you expect? Alright, alright, I'll write something unrelated in this post.

Lemme see...

What, what, what, what, what, what.
What, what, what, what, what, what.

:3





What?




/sidenote 1: world president, Eduard Khil has passed away yesterday. We shall all mourn for him. Rest in peace, Mr. Khil, we'll miss you and your massive contribution to the world, trololol...

/sidenote 2:
"But he slipped, he fucking slipped and cried!!!"

- someone on the internet

^ made my fucking day.

/sidenote 3: my friend said the fonts for the blog are kinda hard to read, what do you guys think? *inb4, stalks and reads, doesn't reply*

Friday, June 1, 2012

[Cardfight!! Vanguard] Thoughts on Oracle Think Tank for the upcoming BT07

I'd be a big fat liar if I say I'm not interested in the cards on BT07, especially those of OTT. Why?

Remember my OTT deck? It's an Imouto deck, basically focusing on Sakuya and Koko, complementing each others and drawing cards continuously. Being a non-meta deck, not many played this deck. The deck appeared lesser in tourneys after the release of BT03 onwards, due to the stability Eclipse deck, which focuses on both Tsukuyomi and Amaterasu. The reliability and strength adding on with versatility Eclipse deck offered pushes Imouto deck off the scene of Vanguard.

I'm not suggesting that no one's playing Imouto deck, but around my area, only around 2 to 3 players still kept their Imouto deck intact, and that includes me. Kinda sounds sad, eh? Well, I had faith in Bushiroad, hoping that someday Imouto deck will get a boost from new BT's.

With the upcoming BT07, my wish came true. Behold, new cards for OTT on BT07!


Looks like more Battle Sisters, and the best part, WITCHES! We'll be having Koko's sisters on BT07.

From all the previews given, it seems that OTT has taken more of a "soulless" approach on BT07, which means Imouto deck will gain a huge boost. That being said, with the release of BT07, Imouto deck will probably become a meta deck, and it might even surpass Eclipse deck itself.

What made me gave such bold statement, anyway? This:


Enter Little Witch, Lulu, the loli who will make Koko your nightmare. For those who doesn't know how to read Japanese, lemme throw in the translation below.


  • 【soul】: When a Grade 3 or higher 《Oracle Think Tank》 appears on 【V】, you may call this card to 【R】.
  • : (Choose 2* 《Oracle Think Tank》 in your Soul and send them to the Drop Zone) When this unit appears in on 【R】 from the Soul, and if you have an 《Oracle Think Tank》 Vanguard, you may pay the cost. If you do, draw 1 card.


Basically, she's making Koko's ability easy to be activated. How so? By riding Koko, you'll be activating both Koko and Lulu's abilities at the same time. According to the official ruling (read the playbook, if you can't read those on the official site), you'll need to resolve an activating ability first, if there are two abilities activated at the same time. This means, you may opt to resolve Lulu's first ability first, when you ride Koko. But, as you superior call Lulu to a Rearguard circle, her second ability activates and again, you may opt to resolve either Lulu or Koko's ability. The obvious choice is to resolve Lulu's ability, Soul Blast *2, and draw a card. After that, you'll be resolving Koko's ability, which allows you to draw two cards by Counter Blast *2 if you ride Koko on the Vanguard Circle, provided you have one or no Soul.

See the combo there? You'll be drawing up to four cards indirectly. One from Draw Phase, one from Lulu's skill, and two from Koko's skill. What's more, you could ride Koko again next turn, and gain two more cards. Sounds profit, doesn't it? So, in two turns, you may have already draw up to 7 cards, and we're not even counting the cards from Twin Drive!! yet.

Of course, this is not yet confirmed, so we're still waiting for the official statement from Bushiroad. However, if what I said above is approved, Imouto deck will surely become one of the best deck out there, changing the whole game.

Now, since we are anticipating the release of OTT, I've proxy Lulu just to try to the skill. The result is pretty optimistic, trashing most clans on tier 2 and even up to tier 1. So, I hope the abilities will be used just like what I've said *finger crossed*.

Anyway, this is all for now, till next time!