Hello everyone, it's been a while since I posted anything. Today I am writing on an update for the Booster Draft Ruling!
The one change for the ruling is that every unit will be treated to be in every clan. This means that abilities that card clan restrictive and also triggers will activate. This change is a big change in what you can do in a booster draft game and also is a very important change due to the quite new keyword "Lord".
Lord is an ability that restricts your unit from attacking if you have another unit that does not belong to the same clan as that card on your field. This means that it is very much impossible to build a working deck with these cards in a booster draft game. The change made it so that these cards can still attack even if you have cards from other clans in the field.
This change in rules also gives a great impact on Break Rides for booster draft games. From what we can see so far, Break Rides activate their ability when another card that has the same clan as them rides on them. The new rule would mean that any new card which rides on the break ride unit will activate the break ride ability regardless of the clan difference. This could make for some pretty interesting plays, even break ride over break rides which would mean multiple different abilities on each ride. One catch however is that you need to be lucky enough to get the cards, since there is a limit on the rarities for a box.
This change is definitely necessary for the upcoming new cards and also opens up to more possibilities in a draft game. I welcome this change and is interested to see the effect in the upcoming booster draft.
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Showing posts with label Rulings. Show all posts
Showing posts with label Rulings. Show all posts
Friday, March 15, 2013
Thursday, September 20, 2012
Exploiting the Rear Drive Rule
Hello everyone! A few episodes ago, cardfight games with special rules was introduced in the anime. One of them was the rear drive rule, which means that rear-guards can do drive checks. For this rule, when a rear-guard drive checks, after a check, the checked card is placed at the bottom of the deck after all the effects are activated. I was asked to play and record this particular game rule for the game but, I will kindly refuse. One of the reason is that this game rule can be easily exploited.
First of all, stand triggers are very good in this game rule, which allows for more attacks and drive checks. Next, abilities that can cause rearguards to stand is also rules in this game rule. Besides that, like in the anime, the player going first has a great and unfair advantage against players going second, this is because they can ride to grade 3 first, this is of course, not counting superior rides.Here are some cards which are very very good in this game rule.
Dragonic Overlord, sure, it's ability causes it lose twin drive even on rear-guard, but the increase in 5000 power and the ability to stand after killing a rear-guard greatly makes up for it. Stand triggers makes this card even more dangerous as a rear-guard with this game rule.
Asura Kaiser, although it's effect can only be used in the Vanguard circle, it's enough to totally dominate the game. In an Asura build, you would have quite decent amount of grade 3 to use it's effect. This means that you will possibly have at least 1 grade 3 rear-guard. Along with stand triggers, this deck build has the most stand power in the game, especially when the stand triggers are recycleable.
Enigman Rain, Miracle Beauty and Commander Laurel. These three can make an especially dangerous combination on the field. They all synergize on standing units and I can see a possible unlimited amount of attacks when the triggers are right.
Demonic Lord, Dudley Emperor, this card's Limit Break would eat up your hand but, in this game mode, it's way more worth it than it is in a normal game. Along with the amount of drive checks possible, it's a game finisher.
Those are just some of the cards I found. I believe there are more cards which can easily exploit this game mode, and thus I will possibly never play this game mode.
First of all, stand triggers are very good in this game rule, which allows for more attacks and drive checks. Next, abilities that can cause rearguards to stand is also rules in this game rule. Besides that, like in the anime, the player going first has a great and unfair advantage against players going second, this is because they can ride to grade 3 first, this is of course, not counting superior rides.Here are some cards which are very very good in this game rule.
Dragonic Overlord, sure, it's ability causes it lose twin drive even on rear-guard, but the increase in 5000 power and the ability to stand after killing a rear-guard greatly makes up for it. Stand triggers makes this card even more dangerous as a rear-guard with this game rule.
Asura Kaiser, although it's effect can only be used in the Vanguard circle, it's enough to totally dominate the game. In an Asura build, you would have quite decent amount of grade 3 to use it's effect. This means that you will possibly have at least 1 grade 3 rear-guard. Along with stand triggers, this deck build has the most stand power in the game, especially when the stand triggers are recycleable.
Enigman Rain, Miracle Beauty and Commander Laurel. These three can make an especially dangerous combination on the field. They all synergize on standing units and I can see a possible unlimited amount of attacks when the triggers are right.
Demonic Lord, Dudley Emperor, this card's Limit Break would eat up your hand but, in this game mode, it's way more worth it than it is in a normal game. Along with the amount of drive checks possible, it's a game finisher.
Those are just some of the cards I found. I believe there are more cards which can easily exploit this game mode, and thus I will possibly never play this game mode.
Saturday, September 15, 2012
Official Rulings on Tag Fight
Recently, tag fight have been introduced in the Cardfight Vanguard!! anime. The rules for this game format also got revealed recently. I hope this will clear up some questions that people might have for this game format. You are also welcomed to post any questions, I will try to answer them as best as I can.
A tag fight is a cardfight between 4 players, 2 against 2. Each player would have their own decks of 50 cards. There are 2 types of tag fights. One of them, you're allowed to show your hands to your team mate, and have discussions with them, where you can't on the other type. (The official website recommends allowing discussions)
Like normal cardfights, each player starts with their initial 5 cards hand and a starter vanguard. Also, each player gets to mulligan once. The winning conditions for this game format is when the opponent's team reaches 9 damage or, one of the opponent's team decks out (0 cards left in their deck).
Now to the more detailed part of the rules. Each player have their own field however, their damage is the total damage of the team. When a Heal Trigger is checked, you check damage for the total damage for your team, and the opposing team. If your team have more than or equal damage to the opposing team, you can heal 1 of your own damage. This means that you are not able to heal a team mate's damage. For Limit Break abilities, the ability is active when the total damage your team have the amount of damage required.
You can only attack cards of the player in front of you. Your team mate can help you defend against opposing attacks by placing units on their Guardian Circle however, intercepting for your team mate is not allowed. Also, you are only able to place units with grade less than or equal to your Vanguard's grade.
For paying costs, you can use your team mate's damage for Counter Blasts and your team mate's soul for Soul Blasts. You however, cannot use cards in your team mate's hand for paying any kind of costs.
To start the game, each player will play a mini-game ie: Scisors, Paper, Stone. The winner of the mini-game will go first, and then to the opposing team member which is not in front of the first player. Players up to the third player will be unable to attack, the fourth player will be the first player to be able to attack. Here's a little example if Kamui goes first. (Follow the arrows)
Card effects that specifies to choose "your" units/cards are only meant for your own units/cards and not your team mate's, and effects that specifies "your opponent" is the player in front of you. This means that for Perfect Guards like Halo Shield, Mark, you are not able to choose your team mate's units for it's effect. For cards that affects cards on your damage like, Battle Cupid, Nociel, you can only choose cards on your own damage zone for the effects. Also, you are not affected by effects that only affect your team mate, ie: you can use grade 0 units to guard for your teammate when a Silent Tom is attacking your team mate. There are also effects that affects every single players, ie: Dark Cat allows every (4) player to draw 1 card.
That's all for the rulings. Overall, I think this format is very interesting. I've tried it a few times myself and will say that this game format is a lot more fun that a normal cardfights.
A tag fight is a cardfight between 4 players, 2 against 2. Each player would have their own decks of 50 cards. There are 2 types of tag fights. One of them, you're allowed to show your hands to your team mate, and have discussions with them, where you can't on the other type. (The official website recommends allowing discussions)
Like normal cardfights, each player starts with their initial 5 cards hand and a starter vanguard. Also, each player gets to mulligan once. The winning conditions for this game format is when the opponent's team reaches 9 damage or, one of the opponent's team decks out (0 cards left in their deck).
Now to the more detailed part of the rules. Each player have their own field however, their damage is the total damage of the team. When a Heal Trigger is checked, you check damage for the total damage for your team, and the opposing team. If your team have more than or equal damage to the opposing team, you can heal 1 of your own damage. This means that you are not able to heal a team mate's damage. For Limit Break abilities, the ability is active when the total damage your team have the amount of damage required.
You can only attack cards of the player in front of you. Your team mate can help you defend against opposing attacks by placing units on their Guardian Circle however, intercepting for your team mate is not allowed. Also, you are only able to place units with grade less than or equal to your Vanguard's grade.
For paying costs, you can use your team mate's damage for Counter Blasts and your team mate's soul for Soul Blasts. You however, cannot use cards in your team mate's hand for paying any kind of costs.
To start the game, each player will play a mini-game ie: Scisors, Paper, Stone. The winner of the mini-game will go first, and then to the opposing team member which is not in front of the first player. Players up to the third player will be unable to attack, the fourth player will be the first player to be able to attack. Here's a little example if Kamui goes first. (Follow the arrows)
That's all for the rulings. Overall, I think this format is very interesting. I've tried it a few times myself and will say that this game format is a lot more fun that a normal cardfights.
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