Hello everyone! Most of you should know that a new clan was introduced along with the latest revelation of cards, the Genesis clan.
From what can be seen from the anime, Genesis will be the clan that Misaki will be using for the new season. The clan is quite similar to Oracle Think Tank but slightly different.
Based on what they have now, the main ace card for the clan would be Battle Deity of Moonlit Night, Artemis. Artemis is part of a ride chain and is very unique among the ride chains. Their grade 1 helps you better secure your grade 2 and stacks up soul, the grade 2 also stacks up soul for the limit break. Which unlike other similar ride chains, it doesn't actually generate advantage but it sets up in preparation for the limit break.
Artemis is an amazing unit. I would say that it is the most consistent ride chain to be able to get to 11k. Because of her ability to add a card from the hand to the soul, you can easily add in the grade 2 when you don't have it in your soul. The ability to draw and replace cards in the hand also increases the chance to get perfect guards which are crucial during late games.
In the revealed magazine, the keyword for the clan is "soul". This could mean that the soul setup would be crucial for future units to generate advantage. For now, we only see the part where they generate hand power but they could possibly gain different types of advantage for future units.
Because of that, this makes the clan more aggressive compared to Oracles. You would be stacking up more attacks early game with units that can give you extra soul during early game to setup for late game. This would make stands more viable compared to Oracles.
With what little cards they have now, Genesis is a pretty solid clan that can hold their own against any builds. What they are currently lacking is the options for triggers. For now, you can mix it with Oracles or Dark Irregulars to increase the trigger options. I am really looking forward to see more cards released for this clan.
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CoCo 4 Lyf
Peace Out
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Sunday, January 27, 2013
Friday, January 25, 2013
Promo Updates
These two promo cards was also revealed in the Kero Kero.
Storm Blink Dragon
Auto [V/R]: When this unit's attack hits a vanguard, if you have a <Narukami> vanguard, you may look at up to five cards from the top of your deck, search for a grade 3 <Narukami> from among them, show it to your opponent, add it to your hand, and shuffle your deck.
Electronome Elia
Auto [V/R]: When you place a grade 3 <Angel Feather> on a rear-guard circle, this unit gets power +3000 until end of the turn.
Thursday, January 24, 2013
Information On Sleeves & New Clan!?
Some new information have been released for the sleeves for set 10 and also extra booster 6! These information also contains the names and clans of the sleeves shown. Below are the information.
Bushiroad Sleeve Collection Mini
This will be the 22nd set of the mini sleeve collection for Cardfight!! Vanguard. These sleeves contains characters of cards from set 10! These cards are Blaster Blade Liberator (Clan: Gold Paladin), Round Table Liberator, Alfred (Clan: Gold Paladin), Battle Deity of Moonlit Night, Artemis (Clan: Genesis) and Eradicator, Gauntlet Buster Dragon (Clan: Narukami).
Bushiroad Sleeve Collection Mini
This will be the 23rd set of the mini sleeve collection for Cardfight!! Vanguard. These sleeves contains characters of cards from EB06! The first is the new Pacifica named Eternal Idol, Pacifica! Next, we have these three idol units in a group called Prism-Promise (Prism-P), they are named Loveraidol, Celt and Layte!
Wednesday, January 23, 2013
Blaster Keroro Dark Skill Revealed & Cardlist For Vanguard 0!
An update on the official site revealed Blaster Keroro Dark's skill!
Auto [V/R]: When this unit attacks, if you have less rear-guards than your opponent, this unit gets power +3000 until end of the battle.
The next KeroKero Ace Update should be on the upcoming Saturday!
The list of cards for Vanguard 0 is also shown!
Grade 0 (17)
Claudia -1
Bringer of Good Luck, Epona -4
Floagal -4
Weapons Dealer, Govanon -4
Yggdrasil Maiden, Elaine -4
Grade 1 (15)
Little Sage, Marron -4
Starlight Unicorn -4
Wingal -2
Soul Guiding Elf -2
Knight Squire, Allen -2
Miru Biru -1
Grade 2 (11)
Blaster Blade -1
Knight of Silence, Gallatin -4
Covenant Knight, Randolf -4
Knight of Truth, Gordon -2
Grade 3 (7)
Blaster Blade Burst -1
Solitary Knight, Gancelot -2
Knight of Conviction, Bors -2
Twin Shine Swordsman, Marhaus -2
More info can be found here!
Auto [V/R]: When this unit attacks, if you have less rear-guards than your opponent, this unit gets power +3000 until end of the battle.
The next KeroKero Ace Update should be on the upcoming Saturday!
The list of cards for Vanguard 0 is also shown!
Grade 0 (17)
Claudia -1
Bringer of Good Luck, Epona -4
Floagal -4
Weapons Dealer, Govanon -4
Yggdrasil Maiden, Elaine -4
Grade 1 (15)
Little Sage, Marron -4
Starlight Unicorn -4
Wingal -2
Soul Guiding Elf -2
Knight Squire, Allen -2
Miru Biru -1
Grade 2 (11)
Blaster Blade -1
Knight of Silence, Gallatin -4
Covenant Knight, Randolf -4
Knight of Truth, Gordon -2
Grade 3 (7)
Blaster Blade Burst -1
Solitary Knight, Gancelot -2
Knight of Conviction, Bors -2
Twin Shine Swordsman, Marhaus -2
More info can be found here!
Monday, January 21, 2013
Set 9 Support For Asura Kaiser! Maximum Hell Stand!!
Due to the lack of updates in Byond, me being bored led to a look at older cards for builds that can do competitively even in current and possibly future environment of the game. One of these cards is Asura Kaiser from set 1. After the game in my "Interesting Illuminal", it gave me an idea along with Asura Kaiser to make a very stand offensive deck. This deck includes cards from set 9. I decided to post this before the next Kero Kero revelation of cards in set 10 which should be coming on the upcoming weekend.
Asura Kaiser is a very strong and stable unit, it allows you to stand any of your rear-guard when you check a grade 3 Nova Grappler during the Twin Drive for Asura Kaiser. During earlier times of the game, this stand ability Nova Grappler has was really menacing and still is. With Beast Dieties in set 9, Asura Kaiser is more menacing than ever.
Beast Deities provides a way to stand your units even without checking for a grade 3 Nova Grappler. A couple of these cards are Beast Deity, White Tiger and Beast Diety, Blank Marsh. Although the cards that can be stood are limited to Beast Diety only, that is not a problem with the amount of Beast Deity available in set 9. Most of those unit gets an increase in power when stood too!
Those units increases the when hit pressure you apply to the opponent which would increase your amount of attacks. Stack that with Asura Kaiser's skill plus 8-10 stand triggers and the deck would be quite something. There's also the Death Army Guy and Lady which further increase your standing powers. Illuminal can also be added into the deck for more stand power during late game using the Limit Break.
The build applies early pressure and a great amount of stand during late game. I would recommend having at least 2 criticals in the build just for the sake of having it. Red Lightning is also an unflipper if you need it for Illuminal. You will be lacking in draw power but the amount of stand you can do will balance out the card difference. If you want some draw power, you can use Street Bouncer. Draw triggers are up to preference too but it is important to keep stands on high.
The build I made is very interesting and fun to play with. There's also somewhat of an excitement on being able to have 5 attacks all boosted, or even more with White Tiger/Blank Marsh. The 11k Vanguards also provides defense against 20k columns.
----------------
CoCo 4 Lyf
Peace Out
Asura Kaiser is a very strong and stable unit, it allows you to stand any of your rear-guard when you check a grade 3 Nova Grappler during the Twin Drive for Asura Kaiser. During earlier times of the game, this stand ability Nova Grappler has was really menacing and still is. With Beast Dieties in set 9, Asura Kaiser is more menacing than ever.
Beast Deities provides a way to stand your units even without checking for a grade 3 Nova Grappler. A couple of these cards are Beast Deity, White Tiger and Beast Diety, Blank Marsh. Although the cards that can be stood are limited to Beast Diety only, that is not a problem with the amount of Beast Deity available in set 9. Most of those unit gets an increase in power when stood too!
Those units increases the when hit pressure you apply to the opponent which would increase your amount of attacks. Stack that with Asura Kaiser's skill plus 8-10 stand triggers and the deck would be quite something. There's also the Death Army Guy and Lady which further increase your standing powers. Illuminal can also be added into the deck for more stand power during late game using the Limit Break.
The build applies early pressure and a great amount of stand during late game. I would recommend having at least 2 criticals in the build just for the sake of having it. Red Lightning is also an unflipper if you need it for Illuminal. You will be lacking in draw power but the amount of stand you can do will balance out the card difference. If you want some draw power, you can use Street Bouncer. Draw triggers are up to preference too but it is important to keep stands on high.
The build I made is very interesting and fun to play with. There's also somewhat of an excitement on being able to have 5 attacks all boosted, or even more with White Tiger/Blank Marsh. The 11k Vanguards also provides defense against 20k columns.
----------------
CoCo 4 Lyf
Peace Out
Trial Deck 8: Liberator of the Sanctuary *Updates*
Updated 2nd January, 2012 Happy New Years Everyone!
Decided to do updates!
Decided to do updates!
Solitary Liberator, Gancelot
Auto Limit Break 4 (This ability is active if you have 4 or more damage): When another <Gold Paladin> rides this unit, choose one of your vanguard, it gets power +10000 until end of turn. Choose up to three of your <Gold Paladin> rear-guards, they get power +5000 until end of turn.
Auto [V]: When this unit attacks a vanguard, this unit gets power +2000 until end of battle.
Continuous [V/R]: Lord (If you have a unit that doesn't belong in the same clan as this unit, this unit cannot attack.
Dignified Gold Dragon
Auto [V] Limit Break 4 (This ability is active if you have 4 or more damage): When this unit attacks a vanguard, this unit gets power +5000 until end of battle.
Auto [R]: When this unit attacks a vanguard, if you have a <Gold Paladin> vanguard, this unit gets power +2000 until end of battle.
Auto [V/R]: [Counter Blast(1)] When this unit attacks, you may pay the cost. If you do, this unit gets power +3000 until end of battle.
Blaster Blade Liberator
Auto [V/R]: [Counter Blast(2)] When this unit is placed on a vanguard or rear-guard circle, if you have a vanguard with "Liberator" in it's name, you may pay the cost. If you do, choose one opponent's rear-guard in the front row, and retire it.
Royalty Liberator, Farron
Auto [R]: When this unit attacks, if your have a vanguard with "Liberator" in it's name, this unit gets power +3000 until end of battle.
Auto [V/R]: When this unit attacks, if you have 3 or more other rear-guards with "Liberator" in their names, this unit gets Power +3000 until end of the battle.
Zoom Down Eagle
Auto: When this unit intercepts, and you have a <Gold Paladin> vanguard, this unit gets shield +5000.
Silent Liberator, Gallatin
Homerugal Liberator
Activate [V/R]: [Counter Blast(1)] During this turn, this unit gets power +1000.
Knight of Elegant Skills, Gareth (Alt Art)
Auto [R]: When this unit boosts a <Gold Paladin> vanguard, if you have three or more other rear-guards with "Liberator" in their names, the boosted unit gets power +4000 until end of battle.
Little Liberator, Marron
Auto [R]: When this unit attacks, if you have a vanguard with "Liberator" in it's name, this unit gets power +3000 until end of battle.
Angelic Liberator
Saturday, January 19, 2013
Royal Paladins In Episode 106!
A lot of Royal Paladin cards have been shown in the latest episode of Cardfight!! Vanguard!
Kourin will be the new Royal Paladin user for the anime and she uses a new "archetype" called the Jewel Knights. Their mechanic looks somewhat like Royal Garmore but has limit break in it!
Also, the main focus of this post, Iseult gets a reprint with a different name!! No wonder there's only 1 reprint card. But I'm glad Royals got a new perfect guard.
Kourin will be the new Royal Paladin user for the anime and she uses a new "archetype" called the Jewel Knights. Their mechanic looks somewhat like Royal Garmore but has limit break in it!
Also, the main focus of this post, Iseult gets a reprint with a different name!! No wonder there's only 1 reprint card. But I'm glad Royals got a new perfect guard.
Seal Dragon Blockade Decklist!
A couple of people requested for the decklist so, here it is!
Grade 3 (6)
Seal Dragon Blockade -3
Dragonic Executioner -3
Grade 2 (12)
Berserk Dragon -4
Bellicosty Dragon -3
Dragon Knight, Nehalem -3
Wyvern Strike, Tejas -2
Grade 1 (15)
Demonic Dragon Mage, Kimnara -4
Embodiment of Armor, Bahr -4
Wyvern Guard, Barri -3
Heatnail Salamander -2
Flame of Hope, Aermo -2
Grade 0 (17)
Lizard Soldier, Conroe -1
Blue Ray Dracokid -4 (Critical)
Embodiment of Spear, Tahr -4 (Critical)
Gattling Claw Dragon -4 (Draw)
Dragon Monk, Genjo -4 (Heal)
You can change up some of the card ratios like having 4 Blockade instead of 3 or even 4 Executioner. Tejas can be used to attack the boosters. Use Berserk Dragon's ability when you can instead of Kimnara, saves you from losing a unit. You can have Heatnail at 1 because you can easily search for it using Conroe. Aermo can also be replaced with another Heatnail for more consistency. Gattling Claw is used to take out annoying starter units like Wingal Brave and Spring Breeze Messenger or just basic grade 0 boosters.
Grade 3 (6)
Seal Dragon Blockade -3
Dragonic Executioner -3
Grade 2 (12)
Berserk Dragon -4
Bellicosty Dragon -3
Dragon Knight, Nehalem -3
Wyvern Strike, Tejas -2
Grade 1 (15)
Demonic Dragon Mage, Kimnara -4
Embodiment of Armor, Bahr -4
Wyvern Guard, Barri -3
Heatnail Salamander -2
Flame of Hope, Aermo -2
Grade 0 (17)
Lizard Soldier, Conroe -1
Blue Ray Dracokid -4 (Critical)
Embodiment of Spear, Tahr -4 (Critical)
Gattling Claw Dragon -4 (Draw)
Dragon Monk, Genjo -4 (Heal)
You can change up some of the card ratios like having 4 Blockade instead of 3 or even 4 Executioner. Tejas can be used to attack the boosters. Use Berserk Dragon's ability when you can instead of Kimnara, saves you from losing a unit. You can have Heatnail at 1 because you can easily search for it using Conroe. Aermo can also be replaced with another Heatnail for more consistency. Gattling Claw is used to take out annoying starter units like Wingal Brave and Spring Breeze Messenger or just basic grade 0 boosters.
Friday, January 18, 2013
Cardfight!! Vanguard Manga Chapter 8 Translated!
I'm liking the manga so far. The difference in plot compared to the anime makes it interesting! =)
Here's the download link
Also, I am still looking for Chapter 9 RAW. If anyone can find it, please leave a comment!
Thursday, January 17, 2013
Card Review: Seal Dragon Blockade!
As many of you might have known, Dragonic Overlord THE END got restricted along with Lizard Soldier, Conroe. For that reason, I decided to make a Kagero deck that does not rely on THE END but is still effective. After looking at a few cards, I decided that Blockade is the best out of them all.
This card stops your opponent from intercepting, rendering their grade 2 on the field useless. Although the skill looks plain and not very useful, especially with Blockade's low power, it is in fact a very powerful skill.
As from a previous statement, the opposing front rows will be locked onto the field. You don't have to do anything to them. This means that you can focus on taking out boosters and forcing out more 10k shields from your opponent's hand.
The strongest part about this deck is the retiring ability. Having 4 of each Kimnara, Berserk Dragon and Gattling Claw Dragon means you can easily break your opponent's field. This will force them to call out more units to the field which would further decrease their defenses.
There are also some other very useful cards to take out boosters. one of them is Wyvern Strike Tejas. This unit is able to attack the back row rear-guard on the same column he's on. Having Heatnail also pressure your opponent to send out more defenses than they really need. If you are worrying about X-rides, Executioner on the rear-guard with Heatnail is a 18k column.
Aside from all those, the very important starter, Conroe is also available on 2. Conroe serves a very important role to bring out more Kimnara or Heatnail from your deck if not, key boosters. It is also a great early boost. Also, you have extra free space for the Bellicosty unflipper which would help in your somewhat high expense of counter blasts. Striken is also an option if you so ever desire the extra critical for one turn.
I've tested this deck and it's amazing. It does well even against limit breaks, break ride and the such. Your opponent would normally have 1-2 boosters or even, none. The price for the deck is cheap too, the only expensive card would be Barri where you only really need 3 with all the retiring you can do.
----------------
CoCo 4 Lyf
Peace Out
This card stops your opponent from intercepting, rendering their grade 2 on the field useless. Although the skill looks plain and not very useful, especially with Blockade's low power, it is in fact a very powerful skill.
As from a previous statement, the opposing front rows will be locked onto the field. You don't have to do anything to them. This means that you can focus on taking out boosters and forcing out more 10k shields from your opponent's hand.
The strongest part about this deck is the retiring ability. Having 4 of each Kimnara, Berserk Dragon and Gattling Claw Dragon means you can easily break your opponent's field. This will force them to call out more units to the field which would further decrease their defenses.
There are also some other very useful cards to take out boosters. one of them is Wyvern Strike Tejas. This unit is able to attack the back row rear-guard on the same column he's on. Having Heatnail also pressure your opponent to send out more defenses than they really need. If you are worrying about X-rides, Executioner on the rear-guard with Heatnail is a 18k column.
Aside from all those, the very important starter, Conroe is also available on 2. Conroe serves a very important role to bring out more Kimnara or Heatnail from your deck if not, key boosters. It is also a great early boost. Also, you have extra free space for the Bellicosty unflipper which would help in your somewhat high expense of counter blasts. Striken is also an option if you so ever desire the extra critical for one turn.
I've tested this deck and it's amazing. It does well even against limit breaks, break ride and the such. Your opponent would normally have 1-2 boosters or even, none. The price for the deck is cheap too, the only expensive card would be Barri where you only really need 3 with all the retiring you can do.
----------------
CoCo 4 Lyf
Peace Out
Tuesday, January 15, 2013
Booster Set 1, Blaster Blade Trial Deck & Singles
Bought myself more cards hehe. Here are what I got from the box and I also bought sets of Blaster Blade and Blaster Dark singles. I will be making a Majesty Deck after all!
Monday, January 14, 2013
Looking For Cardfight!! Vanguard Manga Chapter 9 RAW
I am translating chapter 8 now and is unable to find the raw for chapter 9. If anyone has a source for chapter 9, please leave a comment here. I have chapters 10 to 23. Thanks!
Sunday, January 13, 2013
Cardfight!! Vanguard: Link Joker Hen Episode 1 Review
Hello everyone. As most of you might know, the third season for Cardfight!! Vanguard just started with the first episode airing yesterday! I saw the episode and thought it was a pretty interesting start for the third season.
Of course, for the new season, we have a new opening song! The song is titled "Vanguard Fight" sang by Psychic Lover! I really like the song, although a little repetitive, the song is catchy and has lyrics that can be easily remembered.
Next we have the new casual clothing and school uniforms for each character. They all look pretty nice except that I think purple looks weird on Aichi. We also get to see that Misaki got herself a haircut, which in my opinion, looks good on her!
For this episode, we are introduced a new character, Naoki. Naoki is pretty a pretty funny guy. From what it looks, he will be playing with the new Narukami cards. For this season, I think we will see how Naoki will improve playing the game.
Much more was shown in the first episode too, including some foreshadowing for Koutei and also a shocking revelation at the end of the show. Well, not too much for some people.
Overall, it was a cool episode and I am looking forward to the upcoming episodes! The ending song was pretty nice too!
Next we have the new casual clothing and school uniforms for each character. They all look pretty nice except that I think purple looks weird on Aichi. We also get to see that Misaki got herself a haircut, which in my opinion, looks good on her!
Much more was shown in the first episode too, including some foreshadowing for Koutei and also a shocking revelation at the end of the show. Well, not too much for some people.
Overall, it was a cool episode and I am looking forward to the upcoming episodes! The ending song was pretty nice too!
Saturday, January 12, 2013
Card Review: Bad End Dragger
Hello everyone, it's been a while since I wrote a review on a card. Today it will be Bad End Dragger. This card is the break ride unit for the Spike Brothers clan.
This is an amazing card for the Spike Brothers clan and opens up some great builds for both old and new cards. The build most preferred would be the Bad End + Dudley Emperor for five super charged attacks. This build is very powerful but will eat up most of your defenses at the end of the ride break. Some of the flaws this build has would be the fact that you need to sacrifice two cards in your hand for Dudley Emperor.
Other than the Bad End + Emperor, Bad End also greatly improved cards like General Seifried, Sky Diver and Dudley Dan. Personally I prefer using these units compared to Just relying on Dudley Emperor. That being said, I think Bad End would be great in an 8 draw trigger deck. You will get your rush field earlier and has more cards to pay for Dudley Emperor/Dan abilities. There is also the option to rely on Panzer Gale for heavier attacks during the early game.
Currently, Spike Brothers has a great number of pressure units. These cards are Fierce Leader, Zachary, Field Driller, Sky Diver, Spike Brother Assault Squad and the newly revealed Dudley Mason. Although most of the units are low in power, they can force out some 10k shields during the early game or gain you some advantage. These units provides a steady build up which will lead to how successful the effect of a break ride will be against your opponent.
If I made a Bad End deck it would be with Sky Divers. The deck won't rely purely on power but on a more stable build which relies on pressure units and Dudley Dan. This build allows you to ride Bad End over Bad End without losing out on a lot. The pressure and attacking advantage will cut down your opponent's defenses early game and the ride break can easily be the finishing blow. The usage of Devil Summoner will also help gain some free calls which can help with Spike Brothers mechanic and refill the field after Bad End's ability.
Because of Spike Brother's mechanic, they don't do too well against Oracle Think Tank. This is no different for Bad End. Due to Oracle's large hand size, they can survive really well most of the game. This would mean that the Spike Brother player would need to learn how to be patient and wait for the correct timing to strike, which isn't quite what the clan is made for. If Spike Brothers were to get a second draw trigger, it would make it easier for them to setup field, pay the cost for their cards and also makes playing 4 Marilyn a pretty good idea. I think this would help Bad End survive through Oracles because Oracles has difficulty making 21k columns, Bad End's 11k base would help out in the defense.
Aside from Oracles, the build would also have trouble against pressuring decks. Playing Spike Brothers deck means that you would take the damage instead of defending it and only defend when you're at 4 or 5 damage. The pressuring units will force your hand which will further bring down your low defense due to the clan mechanic. Against these deck, playing fully offensive would be ideal, with 12 criticals. You would hit one or two on your way to break riding and the great increase in power will be amazing because of the chances that you can get a critical trigger. Unfortunately, Spike Brothers only has 2 sets of critical triggers.
Bad End is an awesome card for the Spike Brothers clan. The great boost in power cannot easily be handled by most clans. This combined by an extreme number of critical or draw triggers can easily move the game to your favour. I would hope that they get a new set of draw and critical triggers for the upcoming set.
----------------
CoCo 4 Lyf
Peace Out
This is an amazing card for the Spike Brothers clan and opens up some great builds for both old and new cards. The build most preferred would be the Bad End + Dudley Emperor for five super charged attacks. This build is very powerful but will eat up most of your defenses at the end of the ride break. Some of the flaws this build has would be the fact that you need to sacrifice two cards in your hand for Dudley Emperor.
Other than the Bad End + Emperor, Bad End also greatly improved cards like General Seifried, Sky Diver and Dudley Dan. Personally I prefer using these units compared to Just relying on Dudley Emperor. That being said, I think Bad End would be great in an 8 draw trigger deck. You will get your rush field earlier and has more cards to pay for Dudley Emperor/Dan abilities. There is also the option to rely on Panzer Gale for heavier attacks during the early game.
Currently, Spike Brothers has a great number of pressure units. These cards are Fierce Leader, Zachary, Field Driller, Sky Diver, Spike Brother Assault Squad and the newly revealed Dudley Mason. Although most of the units are low in power, they can force out some 10k shields during the early game or gain you some advantage. These units provides a steady build up which will lead to how successful the effect of a break ride will be against your opponent.
If I made a Bad End deck it would be with Sky Divers. The deck won't rely purely on power but on a more stable build which relies on pressure units and Dudley Dan. This build allows you to ride Bad End over Bad End without losing out on a lot. The pressure and attacking advantage will cut down your opponent's defenses early game and the ride break can easily be the finishing blow. The usage of Devil Summoner will also help gain some free calls which can help with Spike Brothers mechanic and refill the field after Bad End's ability.
Because of Spike Brother's mechanic, they don't do too well against Oracle Think Tank. This is no different for Bad End. Due to Oracle's large hand size, they can survive really well most of the game. This would mean that the Spike Brother player would need to learn how to be patient and wait for the correct timing to strike, which isn't quite what the clan is made for. If Spike Brothers were to get a second draw trigger, it would make it easier for them to setup field, pay the cost for their cards and also makes playing 4 Marilyn a pretty good idea. I think this would help Bad End survive through Oracles because Oracles has difficulty making 21k columns, Bad End's 11k base would help out in the defense.
Aside from Oracles, the build would also have trouble against pressuring decks. Playing Spike Brothers deck means that you would take the damage instead of defending it and only defend when you're at 4 or 5 damage. The pressuring units will force your hand which will further bring down your low defense due to the clan mechanic. Against these deck, playing fully offensive would be ideal, with 12 criticals. You would hit one or two on your way to break riding and the great increase in power will be amazing because of the chances that you can get a critical trigger. Unfortunately, Spike Brothers only has 2 sets of critical triggers.
Bad End is an awesome card for the Spike Brothers clan. The great boost in power cannot easily be handled by most clans. This combined by an extreme number of critical or draw triggers can easily move the game to your favour. I would hope that they get a new set of draw and critical triggers for the upcoming set.
----------------
CoCo 4 Lyf
Peace Out
Thursday, January 10, 2013
Selling Custom Mats!
I made two custom mats so far and is printing them for sale. Each mat is 40 US Dollars + Shipping. Here are the two mats. I accept Paypal. Comment on the mat pages on my DeviantArt!
If you want me to add an image to the background, I will do it for an extra 1 dolllar.
For this you can ask for custom colours for the circles! |
Wednesday, January 9, 2013
Great Start For The New Year!
Aside from that I have more cards coming to my mail. I will start trading when I get more cards so look forward to that.
Also I made a new signature recently
That's it for now!
Sunday, January 6, 2013
Offensive Advantage: Stand Trigger!
Hello everyone! As you can see from the title, this time I am writing on stand trigger! Stand trigger is a very interesting trigger for this game. It also has multiple functions to turning the table and winning you the game.
Stand trigger is known to be the less preferred offensive trigger due to the fact that criticals can win you the game at 4 damage. However, when you are brought down to 5 damage, stands really does matter and could turn the tables around for you.
Stand triggers are also good for players who likes killing rear-guards. Stand triggers allow more attacks and is very annoying when you really want to protect that one unit and they want to take it down. Aside from being able to attack more, the trigger also gives a 5000 power boost which makes defending even more difficult. The ability to do this is very crucial to the current meta because most decks depends on building a field and maintaining a ideal field for the best advantage.
Like critical triggers, stand triggers could also help you deal more damage to your opponent. However, your opponent is given the choice on whether they want to be dealt the damage. This would mean that they would have to sacrifice hand to defend. That is where the trigger gives you advantage. You would either be eating up the opponent's field or hand.
As the trigger gives you advantage, it would be wise to use stand triggers in builds that are lacking in power. stands makes up for the lack of power by giving you the ability to remove threats and decreasing the opponent's advantage. Some of the builds which relies on stands to gain more advantage are Pale Moon decks, Fromage decks, Bermuda decks, Great Nature and more.
The trigger also works extremely well with pressure units. By pressure units I mean units that have on hit abilities. An example would be Libra, when she hits, you can counter blast 2 to draw a card. The trigger would give you another chance at hitting and so, another chance to pull off the ability. You could also stand units to use their abilities when attacking which are mostly Great Nature units. ie. Binoculus Tiger.
The trigger however, has it's own weaknesses. A pure stand build would not have the ability to finish the opponent at 4 damage with just a trigger. Therefore, clear planning would be needed to avoid ultimate break abilities. Stand triggers are also not much use when you don't have a field setup. Without at least another unit that can attack, drive checking stands would not help you.
Stand triggers are just as good as criticals. The triggers is what differentiate the player's build and play style. Stands allows you more attacks so the opponent would need more to guard. Stands can also decide the game when your opponent is relying on their perfect guards to defend your last few attacks.
----------------
CoCo 4 Lyf
Peace Out
Stand trigger is known to be the less preferred offensive trigger due to the fact that criticals can win you the game at 4 damage. However, when you are brought down to 5 damage, stands really does matter and could turn the tables around for you.
Stand triggers are also good for players who likes killing rear-guards. Stand triggers allow more attacks and is very annoying when you really want to protect that one unit and they want to take it down. Aside from being able to attack more, the trigger also gives a 5000 power boost which makes defending even more difficult. The ability to do this is very crucial to the current meta because most decks depends on building a field and maintaining a ideal field for the best advantage.
Like critical triggers, stand triggers could also help you deal more damage to your opponent. However, your opponent is given the choice on whether they want to be dealt the damage. This would mean that they would have to sacrifice hand to defend. That is where the trigger gives you advantage. You would either be eating up the opponent's field or hand.
As the trigger gives you advantage, it would be wise to use stand triggers in builds that are lacking in power. stands makes up for the lack of power by giving you the ability to remove threats and decreasing the opponent's advantage. Some of the builds which relies on stands to gain more advantage are Pale Moon decks, Fromage decks, Bermuda decks, Great Nature and more.
The trigger also works extremely well with pressure units. By pressure units I mean units that have on hit abilities. An example would be Libra, when she hits, you can counter blast 2 to draw a card. The trigger would give you another chance at hitting and so, another chance to pull off the ability. You could also stand units to use their abilities when attacking which are mostly Great Nature units. ie. Binoculus Tiger.
The trigger however, has it's own weaknesses. A pure stand build would not have the ability to finish the opponent at 4 damage with just a trigger. Therefore, clear planning would be needed to avoid ultimate break abilities. Stand triggers are also not much use when you don't have a field setup. Without at least another unit that can attack, drive checking stands would not help you.
Stand triggers are just as good as criticals. The triggers is what differentiate the player's build and play style. Stands allows you more attacks so the opponent would need more to guard. Stands can also decide the game when your opponent is relying on their perfect guards to defend your last few attacks.
----------------
CoCo 4 Lyf
Peace Out
Thursday, January 3, 2013
Cardfight!! Vanguard Manga Chapter 7 Translated!
Here's the 7th chapter of the manga! I don't translate too fast because of my busy schedule but I do my best. This chapter, I added 2 chapters of MiniVan which apparently comes with the chapters as extras. They are pretty interesting and funny on it's own.
Link: http://www.mediafire.com/?pc4jm8j3pjcvhj4
Link: http://www.mediafire.com/?pc4jm8j3pjcvhj4
Wednesday, January 2, 2013
Wishing Everyone A Happy New Year!
Happy new years everyone! The second season has finally ended, with season 3 just right around the corner! I am very excited and looks forward to the new season. The setting and new characters all looks very interesting to me. That aside, this post is also to inform everyone that manga chapter 7 will be up tomorrow. The chapter will also include 2 chapters of MiniVan, one which I missed last chapter.
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