Wednesday, April 25, 2012

My blog, plans for the future.

It has been a couple months since I started this blog, and have used it to write quite a few articles, covering various aspects of Vanguard, including the marketing, decks, general strategy, and card shops themselves. I intend to continue doing more of the clan articles, but as far as general strategy goes, I'm going to need some more ideas to continue on. I still want to figure out what the best way to attack and guard is, as most people seem to have different strategies, and that's something that's confused me from the start. Most of my articles so far have been sort of one time deals, such as the rules and a marketing comparison. As the marketing changes, I can talk more about that, though.

A year has gone by since Vanguard started, and with the next set, there will be some changes to the game. I would like to use my next articles to talk about the new clans, since it's been a while since I did a clan article. I also would like to continue with the clan articles I have been doing and also will probably talk about the tournaments once there is a clear set up. Strategy articles will still come as I learn more, but it's likely that most strategy will be talked about with the clans. I also haven't talked about the anime much, which is something that I will probably talk about in the near future, as the first season has ended. I would like to keep my articles up with the releases, so as new sets come out, articles will be created for new cards or clans. Also, as the tournament scene develops, I would like to talk more about the meta and would like to see just what impact the Gold Paladins and new clans have on it. 

Anyways, it's been a good few months, but I plan to continue with the article, hopefully even as I go in to college, where I will probably find more players and Bushiroad will hopefully have set up their english branch. Anyways, as Vanguard continues to grow, so will this blog.

Tuesday, April 24, 2012

Card Shops and Businesses

I've been going to game stores since fourth grade, but never really thought much about how they stay in business and exactly how they work. While it may seem obvious, it's rather cool when you think about. For starters, stores start by getting cards for less than they sell them for. My local store gets a case of six boxes for $430, and sells packs at four dollars each. There are 36 packs in a box, so if they were to sell all of the packs, they would get $864 and double their money. Of course, these packs are also used for drafts and tournament prizes sometimes, where they barely make any profit, but draw people to the store. Even with the board games, they typically get their products for what they sell them for. This remains true when they buy cards from players. They usually offer a little under half of what they sell them for, and much less for bulk rares and commons. Still people who no longer want their cards and want some extra money will come to sell their cards.

Most of their sales came from booster packs, which people usually buy 5 of, but they also get a lot of money from bulk commons that they sell for 10 cents (they buy for 10 cents an inch), and dollar rares that they buy for 10 cents. The cards are cheap because most people don't want them, but oftentimes players will just browse through the binders and get a lot of cards that the shop pretty much paid nothing for. Also, players who trade cards in can get a little bit more in store credit, so usually, they don't lose money at all. Even so, they aren't the busiest store with 6 or 7 buyers on a regular week day and about 20 on weekly tournament days, but still, they've been there a few years and seem to be doing fairly well. After talking to busier stores, I basically got the same information except that they had more people coming by. The majority of buyers were teenagers and college age, but tournaments can draw in a variety of ages, as anyone who wants to play will go. Most players find stores by using Wizards' store locator, so anyone who wants to play can find them. Prereleases and larger tournaments will draw in many players.

The stores I talked to primarily sold Magic and trading card games, and while I understand how the business works, I'm still a bit surprised that they sell enough to cover bills and employees. I didn't really get any of that information, so I am still kind of confused in that regard. I guess it depends on the popularity of the store.

Wednesday, April 18, 2012

Thought I'd share this.

I figured that with season 1 ending, an awesome AMV would appear. Sure enough it did. I didn't make it or upload it sadly...but I think I will be watching it again ^ ^


Enjoy. I'll have another article up soon. 

Monday, April 16, 2012

Bluffing in Vanguard

To be honest, I think that the impact of bluffing is something that Vanguard lacks. I believe probably because there aren't any options to respond to an opponent's moves. In other games, cards can be countered, so players will often have to be more careful when playing cards, as their opponent may have a counter. Really the only thing that there is to bluff in this game is what you can guard with and also don't let your opponent suspect when you're missing a grade, as they then will know to overwhelm you from the start.

The key to most decisions in Vanguard is determining whether or not you will try and end it on that turn, and if you suspect that you can't, then can you guard in order to potentially finish it on the next turn. So basically, if you think you will lose then you don't want your opponent to see it and hope they will hold back to protect their-self on the turn. Unfortunately, due to triggers being revealed, you will usually know what they have and can calculate what they can defend with.

While I've never been very good at bluffing or reading bluffs myself, I feel like bluffing and responding is something that this game lacks, and that could make it better.

Friday, April 13, 2012

Card Counting in Vanguard

For those of you who don't know what Card Counting is, it is a tactic that many use in order to get an edge on casinos in Blackjack. If you're interested in learning more about Blackjack, there are many websites dedicated to it, but for this article, I'll just be explaining the basic idea and its tie in to Vanguard. Basically, in Blackjack, there are cards that are good for the dealer, cards that are good for the player, and cards that are neutral. The idea is that the more cards that are good for the player in the deck (or six decks, as dealers will often use multiple decks), the safer it is to bet. I believe that there are multiple methods, but the one I learned was called the high-low method, and it works like this. Whenever a high card (good for you) is dealt, subtract one from the total count (which starts at 0 with a full deck, since high cards and low cards even out). If a neutral card is pulled, then the total doesn't change. Of course, a low card will cause the total to increase by 1, as low cards are good for the dealer, and one removed means a higher probability of getting a high card.

Of course, a similar method can be applied to Vanguard, in determining the probability of getting triggers. While you may just prefer to keep counting the cards in your deck and the triggers removed, or just not keep track at all, but here's a method to keep track if you are interested. It could be more effective if you perfected it, so your opponent couldn't tell that you were keeping track. Anyways, a deck starts with 50 cards. A deck contains 16 triggers and 34 other units. If 18 other units were taken out, then the ratio would be 1:1, and you would have a 50 percent chance of pulling a trigger. So, in order to keep track, then you could say that a deck starts with a count of -18. Every time a non trigger unit is removed from the deck, add one to the count. When a trigger unit is taken out, subtract one. When the count is 0, the chances are even, and when higher, you are more likely to pull a trigger.

This method would enable you to keep track of your probability of getting a trigger, which will allow you to be better informed when taking chances. It could probably be adjusted a little, but it could certainly be effective. If you are looking for a new way of keeping track of triggers, or if you are at all interested, give this a try and let me know if it helps.

Thursday, April 5, 2012

Today

I went to Harrison's comics in Medford, Massachusetts, which had supposedly begun having sanctioned Vanguard tournaments. Unfortunately, there didn't end up being a tournament as most of the players there were Yu-Gi-Oh players and according to the manager (I think he's the manager, I actually don't know what his position is), Bushiroad didn't sanction half of the applying stores due to some mess up. This of course, makes me sad as I would like to avoid buying King Seahorses and Skull Dragons, but regardless, that may have to wait. It's unlikely I'll play GranBlue anyways (although I still need to see what's in set 6, as I do have a fondness for them. ^ ^)

Anyways, I played a few games, and started by making a mistake I commonly make, I overextend. In fairness, this was against an opponent who I've beat every other time I've played against him. I swarmed the fields with Grade 1 units and attacked, dealing three damage on my first attack. He was playing Kagero, so this did give him access to counter blasts, but more importantly, I had filled my back row with units I would end up retiring, when the power boost was barely necessary. When I'm not thinking, I tend to overextend. I'm using a Soul Saver/Royal Paladin deck, but I don't always use the Llew combo to get out Blaster Blade. I made a comeback game two by playing as I usually do, not overextending to the point where I am wasting units, and only playing what was necessary. I won that game by a long shot. When you have Alfred, call Barcgal out behind the Vanguard, and use it to get two Flogals on the back in the left and right unless you have a Bors and want a 7000 power unit backing it up. I'm going to Anime Boston for the weekend and am hoping to do a lot of trading/selling/playing. I'll be going as Koutei. ^ ^

Wednesday, April 4, 2012

GranBlue of Magallanica

Grand Blue are a clan made up of undead pirates and ghosts and some strange sea creatures. Grand Blue have the unique ability to ride and call from the drop zone and when you combine resurrection with self-milling (mill is a term referring to discarding cards from the deck, usually trying to deck your opponent out, but in this case, the target will be the Grand Blue deck) tactics, it’s clearly going to be powerful. Grand Blue combines both of these into one clan. To make matters worse, Grand Blue even have the ability to superior ride from the drop zone with Spirit Exceed. Being the first clan that can stand alone since the main four, Grand Blue is certainly going to be a powerful deck. Additionally, it’s been confirmed for even more support making it all the more interesting.




While they don’t have their own trial deck, Descent of the Knight King gives them a few cards and they get a major boost from Onslaught of Dragon Souls. With only booster pack cards, they not only can max out their amount of triggers, but also have a callable grade0 that can be used as a starting Vanguard. On top of that, they have a good amount of grades 1, 2, and 3 cards, with their own cards as well as Grand Blue versions of cards used in other clans. For instance, Royal Paladins have Gallatin, Kagerou have Nehalem, and Grand Blue have Great Leader Blue Blood; all are grade2 units with 10000 power and no skill, basically the same card, but for different clans. There are six grade0 Grand Blue units, with 4 triggers and one callable starting Vanguard. Because of this, there won’t be much variety in Grand Blue decks’ grade0s (without combining them with another clan).

Grand Blue: Grade0
Grand Blue’s starting Vanguard is Guiding Zombie, a grade0 zombie with 5000 power and the ability to be called as a rear guard when you ride it with a Grand Blue unit. On top of that, you can send it to the soul when it’s a rear guard in order to send the top three cards of your deck to the drop zone. Since many of the Grand Blue have abilities that activate in or make use of the drop zone, this skill is more useful than it appears, as it can open up new possibilities, and makes a soul blast easier. A lot of the time, though, it will be more useful to simply use it as a rear guard to boost, since 5000 power is not too bad for a callable starter.
The critical trigger is Rough Seas Banshee, and it is possibly the best critical trigger made so far. Rough Seas Banshee has 4000 power and 10000 shield, but also has a good ability. While she is a rear guard, Rough Seas Banshee can be sent to the soul to draw a card. Not only does this exchange itself for another card, but it also increases your soul, and the only downside is that it only has 4000 power, which isn’t even bad considering it’s probably going to have used its skill to draw a card, which will probably be stronger than Banshee. Basically, if you need a 10000 shield to guard with, keep it in your hand. If you don’t need it, call it and send it to the soul to draw another card. Note that its skill can only be used if you have a Grand Blue Vanguard, but if you have a pure Grand Blue deck, there won’t be a problem. Overall, Rough Seas Banshee is an amazing card.
Unfortunately, Rough Seas Banshee is the only trigger to have a skill. Ghost Lick is the heal trigger for Grand Blue, with 5000 power and 10000 shield. The other triggers areArgus Skeleton and Knight Spirit, which also have 5000 power and 10000 shield. Argus skeleton is the stand trigger of the Grand Blue, but Knight Spirit is not a draw trigger. Like Rough Seas Banshee, Knight Spirit is a critical trigger, and while it may lack a skill, it is always nice to be able to use eight critical triggers. Sadly, there won’t be variety yet in the trigger or starting units of a Grand Blue deck, but the grade0s we are given are pretty good. One starting Vanguard, eight critical triggers, four stand triggers, and four heal triggers is pretty much the ideal amount of grade0s for a typical deck. Gran Blue, however have access to one more Grade0 with a unique effect.
Chappie the Ghost is a grade0 that is not a trigger or an ideal starting vanguard. It is quite different from the majority of grade0 in that its effect activates when it guards. When you call Chappie as a guardian, you can search your deck for any Grand Blue unit and send it to the drop zone, then shuffle your deck. Like the normal triggers, Chappie has 5000 power and 10000 shield, so it is also pretty helpful when you need to guard. Since so many Grand Blue activate their skills in the drop zone, having a card to mill specific units can be quite useful, especially when it has a good shield as well. Thanks to Chappie, Grand Blue are likely to be one of the few decks that will run more than 17 grade0s.

Grand Blue: Grade1
At the moment, there are only five grade1 Grand Blue units, the first of which is Dandy Romario. Dandy Romario is a zombie with 8000 power and 5000 shield. It doesn’t have a skill, and is the Grand Blue equivalent of Bahr and Marron, being strong for a grade1 and a great booster. The next one is Jin of Gust. Jin of Gust is another familiar card with 6000 power and 0 shield. If you’ve been keeping up on the other clans, you’ll probably have noticed that the only cards with a shield of 0 are those with the ability to make sure an attack doesn’t hit. Jin is the Grand Blue counterpart of Flash Shield Isolde and Wyvern Guard Barri, and has the same ability, but for Grand Blue. When you call her as a guardian, Jin can by prevent the attack from hitting by discarding one Grand Blue from your hand. While a lot of the clans share cards, the clans all have their own cards as well. As far as Grand Blue grade1s go, Jin and Romario are the only ones to be clones of other cards.
The next Grand Blue is Dancing Cutlass, a grade1 unit with 5000 power and 5000 shield. Naturally it has a pretty good skill in order to make up for its low power. When you call Dancing Cutlass as a rear guard and have a Grand Blue Vanguard, you can use its soul blast (2) in order to draw a card. With cards like Rough Seas Banshee, you should be able to use its soul blast pretty quickly, and still be able to use soul blasts later. Also, Guiding Zombie can send itself back to the soul in order to mill your top three cards, which can be very useful if you mill something with a skill that can be used in the drop zone, such as Samurai Spirit.
Samurai Spirit is a grade1 Grand Blue unit with 7000 power and 5000 shield, and a counterblast (1) that allows you to retire a Grand Blue rear guard in order to call Samurai Spirit from the drop zone. This is not the best ability, but it is nice to be able to replace a weaker unit, or replace a grade2 or 3 if you need something to boost with. Also, Samurai Spirit is needed to superior ride Spirit Exceed (more on that, later), so this ability will be useful, so that you just have to worry about getting it to the drop zone, which can be done with multiple Grand Blue cards.
The last of the Grand Blue grade1s, Evil Shade, is a key card for the Grand Blue clan, that can send cards from the top of your deck to the drop zone every turn. It has 6000 power and 5000 shield, and by milling the top two cards of your deck when it boosts a Grand Blue Vanguard, it gives the Vanguard an additional 4000 power. This is pretty much a double bonus, since Grand Blue can make use of cards in the drop zone, and getting an extra 4000 power is always a good thing. The only limitation is that you can only use its skill when boosting a Grand Blue Vanguard, but that shouldn’t be much of a problem, as long as you remember that.

Grand Blue: Grade2
The Grand Blue also have four Grade2 units, two of which support the theme, and the other two are clones of cards from other clans. First off, we have Great Leader Blue Blood, a unit with 10000 power and 5000 shield, with no skill. As mentioned earlier, this is the Grand Blue version of Knight of Silence Gallatin and Dragon Knight Nehalem. The other clone is Skeleton Swordsman, a unit with 8000 power and 5000 shield. Skeleton Swordsman is the Grand Blue equivalent of Knight of Truth Gordon and Dragon Knight Berger (both of which are new cards) and gains an additional 5000 shield when it intercepts and you have a Grand Blue Vanguard). As usual, a 10000 power can be good, but in Grand Blue it may not be as good as usual.
Ruin Shade is a grade2 with 9000 power and 5000 shield and a good example of a grade2 that can easily surpass Blue Blood. Whenever Ruin Shade attacks, you can send the top two cards of your deck to the drop zone in order to give it an additional 2000 power. Not only does this guarantee that it can have at least 11000 (as long as you have enough cards), but it also helps you to get cards in the drop zone, and hopefully get cards that can resurrect themselves, like Captain Nightmist.
The final grade2 unit is Captain Nightmist, a vampire with 8000 power and 5000 shield. It has two skills. First off, while it is a Vanguard, it gains 3000 during your turn while there is another Captain Nightmist in the drop zone. Captain Nightmist also has a counterblast (1) that can be activated only while it is in the Drop Zone that retires a grade 1 or higher Grand Blue rear guard in order to call Nightmist from the drop zone. The first effect usually won’t help for more than a turn, if that, but the ability always have access to a grade2 vampire with 8000 power is quite helpful. It makes it so that no matter what you draw, you can always just exchange it for Nightmist (if you can pay 1). Captain Nightmist may not be the strongest, but it certainly helps to add consistency to the deck.

Grand Blue: Grade3
Finally, there are four grade3 units, all of which focus on reviving themselves or other cards. Monster Frank and Spirit Exceed are the two units that revive themselves, and they both accomplish this through superior rides. First off is Monster Frank. Monster Frank is a grade3 unit with a counterblast (3) that activates from the drop zone. If you can take 3 damage by your second turn, and have Monster Frank in the drop zone, you will be able to use its skill to ride it as long as you have a grade2 Vanguard. While it doesn’t do anything once on the field, it does have 10000 power, which is pretty good for something that you can ride from the drop zone.
Spirit Exceed has a skill similar to Monster Frank’s except it superior rides when you have a grade2 Vanguard by sending Knight Spirit and Samurai Spirit from your rear guard circles to your soul. This is fairly easy to accomplish, since Samuari Spirit can use it’s counterblast to call itself from the drop zone, and Chappie or Evil Shade can be used to send it there from the deck. It will be more difficult to get Knight Spirit, since it doesn’t have any abilities, and you will have to draw it. The odds of drawing it can be increased by cards like Rough Seas Banshee and Dancing Cutlass, luckily, so it is still fairly consistent. Spirit Exceed has 10000 power and no other skill, but as I’ve mentioned before, it can be worth it to ride to grade3 faster. Spirit Exceed is especially helpful since it doesn’t require a counterblast, which can be difficult since a lot of other Grand Blue require them as well. Spirit Exceed and Monster Frank are the two Grand Blue units capable of superior riding, but the other Grade3s focus on resurrecting as well.

Shaman of the Abyss Negramaro is a grade3 with only 8000 power, but to make up for that, it has a counterblast (2) that can be used when it comes you call or ride it and have a Grand Blue Vanguard. When it comes into play and you have paid the cost, you can call a Grand Blue unit from the drop zone. As long as you can pay the cost, you can get two Grand Blue by playing one card, plus since Grand Blue can send almost anything to the drop zone, if you play your cards right, the resurrected unit could be whatever you want it to be.
Demonic Sea King Buskirk is the last of the grade3 Grand Blue and it is also the only other Grand Blue that can call other units from the Drop Zone. However, unlike Negramaro, Buskirk is capable of calling multiple Grand Blue from the drop zone. Demonic Sea King Buskirk has 10000 power and an extremely dangerous soul blast. First of all, as Vanguard, he has the ability to soul charge (1) every turn in order to give it an additional 2000 power for that turn, which makes it so that it can always have 12000 power during your turn. Additionally it has a soul blast (8), counterblast (5) that allows you to call up to 5 Grand Blue units from your drop zone. It has a pretty large cost, and will be very difficult to pull off, without getting heal triggers or mixing with another clan that has cards to flip damage, since you will probably have used a counterblast by then. Regardless, if you can pull this off, it could be very dangerous, as you get to set up your field however you want it. And even if you don’t get to activate his soul blast, Buskirk can still have 12000 every turn, which is pretty strong just by itself.
Building the deck
Grand Blue decks can be built differently than most other decks because of their ability to send to and ride from the drop zone. Normally, you would need to draw a grade3 or have the right card to search or ride it from the deck. This would require you to have to run more grade3s, which isn’t necessarily good, unless they have great skills while in play. Since Monster Frank and Spirit Exceed are both capable of calling themselves from the drop zone, by sending them there with cards like Evil Shade or Chappie the Ghost, you can guarantee yourself a grade3 as long as you can meet Frank or Exceed’s requirements, which can usually be done by your third turn, and sometimes earlier. Because of this, Grand Blue can get away with running less grade3s, and can focus more of the deck into the other Grades.
First off are the grade0s. Grand Blue should naturally want one Guiding Zombie for the starting Vanguard, and it should definitely use four of each of their triggers (Rough Seas Banshee, Argus Skeleton, Knight Spirit, and Ghost Lick), since a deck with less than 16 will usually have a disadvantage. This makes 16 grade0s, but there’s still Chappie to factor in. Since Chappie has 10000 shield and the ability to send any card from your deck to the drop zone whenever it guards, drawing it pretty much guarantees you can have a grade3 in time as well block most attacks. Running four of these may make it seem like you have too many grade0s, but Rough Seas Banshee evens it out, since you can send a Rough Seas Banshee to the soul to get another draw.
The deck currently runs twenty-one Grand Blue units
-1 Guiding Zombie
-4 Rough Seas Banshee
-4 Argus Skeleton
-4 Knight Spirit
-4 Ghost Lick
-4 Chappie the Ghost
Next up are the grade1s. Since Grand Blue have some good draw power with Rough Seas Banshee and Dancing Cutlass, twelve grade1 units should be fine. For starters, we will probably want two Samurai Spirit since it is needed for the superior ride of Spirit Exceed and has 7000 power, but can be called from the drop zone. Dancing Cutlass is another one that should probably be run at four, since it is pretty easy for Grand Blue to get soul, so a soulblast (2) is pretty easy for them to accomplish, and with the different grade ratio and Spirit Exceed, it will be really helpful to draw extra cards.
This leaves six spots for grade1s and Jin of Gust, Evil Shade, and Dandy Romario are all good cards. Evil Shade is especially good, since it can mill the top two cards of your deck every turn (only when boosting a Vanguard, though) to give 10000 power to a Vanguard it boosts. It would probably be good to run four of these, to add consistency. Also, if you end up with extra, you can always use the skill of Captain Nightmist or Samurai Spirit to replace it, or just use it to guard or give a 6000 power boost to an attacking rear guard. For the last two, I would suggest two Jin of Gust, since it not only stops any hit, but can also let you put a Grand Blue into the drop zone, which can be useful if you want to superior ride or give Captain Nightmist a boost. Romario is good, so running it wouldn’t be a terrible choice, however it will often be more useful to have a 6000 or 7000 power unit with a good skill than an 8000 power unit with no skill. Most of the time a unit attacking with a boost of 6000 power as opposed to 8000 power unit won’t change what your opponent has to guard with. For instance, if you attack Dragonic Overlord with Sprit Exceed boosted with Jin (not that you’ll usually use Jin to boost), Spirit Exceed will have 16000 power and 11000 power. If you boost with Romario, Spirit Exceed will 18000 power. Either way, your opponent will need at least a shield of 10000 in order to guard.
So the twelve grade1 units will be
-2 Samurai Spirit
-4 Dancing Cutlass
-4 Evil Shade
-2 Jin of Gust
Since 33 of the cards are grades 0 and 1, and there should be about five spaces for grade3 (less than usual, because of the milling), twelve should also be a good number of grade2 units. First off, four Ruin Shade should probably be used, since Ruin Shade helps for getting cards to the drop zone, and can have 11000 power by itself every turn, so its easily one of the strongest grade2 units. Next, since Captain Nightmist can revive itself, it is definitely worth putting in. Running four Nightmist may be a little bit much since you can ride it from the drop zone, so three would probably be good. There are two Grand Blue units left to use and both are fairly good. Great Leader Blue Blood lacks a skill but has 10000 power, so it is pretty good, since it can hit most grade3s on its own. Since Ruin Shade can surpass it in strength, it probably isn’t worth running four, so three should do, which leaves two spaces for Skeleton Swordsman, which only has 8000, but can have 10000 shield when intercepting, so he can be pretty good to have, but not worth running four. Two Skeleton Swordsman should definitely be enough, although if you want to change the amounts of each card a little, there shouldn’t be a problem.
So, the twelve grade2 units are
-4 Ruin Shade
-3 Captain Nightmist
-3 Great Leader Blue Blood
-2 Skeleton Swordsman
Lastly, there will be five grade3 units. Spirit Exceed should definitely be in the deck, since it is the most consistent way to superior ride (since you likely won’t have Frank in the drop zone as well as three damage by turn two). Since you can ride it from the drop zone and it shouldn’t be too difficult to put it there, two should be enough. For the other three, it would probably be good to run two Demonic Sea King Buskirk, since even if its soul blast may not be used, it can still soul charge so you can use other abilities, like that of Dancing Cutlass). For the last one, let’s try using Shaman of the Abyss Negramaro, since it can use its counterblast to call any other unit from the drop zone. With that, the deck is complete.

Again, this deck is just an example, and if yours turns out different than this, then that doesn’t necessarily mean that you’re doing anything wrong. This article should give you all the knowledge you need to make your own decisions on how to make a successful Grand Blue deck. At the moment, the Grand Blue have the most unique strategy and I expect that they will do well in the future. I will probably write a second article once set 3 comes out.

Retail Stores, Overpricing, and Vanguard

A while ago, someone over at Pojo mentioned that their local Meijer (a department store in some states) had started carrying Vanguard boosters. This came as a shock to many, because no one was expecting a mass release anytime soon, and this means that it's clearly becoming more available. Of course, this was about a month ago, why I'm writing today is because people have started finding Vanguard booster packs at their local Walmarts. Before I even read about it online, my friend was telling me how he saw some packs at a Walmart nearby. Then when I went onto Pojo, there was a thread on it. My initial reaction was to ask about the prices, and of course, they are 4 dollars. 4 dollars for 5 cards, with one of them being commons that you could choose  as single cards for 25 cents. So basically, you're paying 3 dollars for a rare or higher, with about 1/3 chance of getting something that goes for 3 dollars or more.

That said, I guess I'm not someone to talk about packs with, since if I'm going to get packs, I'll get a box, guaranteeing one of each rare, 5RRs, and 3RRRs (or SPs) for 60 (give or take a couple dollars). Anyways, the point is that retail stores (and many local game stores) are basically doubling the price of booster packs, and the closest store to me sells decks for over 20, which is ridiculous. I understand that this is because it is hard to get Vanguard cards right now, but if that's really the reason, then I feel that I am probably able to get cards for cheaper than game stores, which is not good. Seeing as I've been able to get decks for about 10 each and boosters for about 2, I am continuously surprised by how many people I see actually giving in to 4 dollar packs and the fact that my local game store has actually had to restock on decks a few times now...

Of course, 15 dollar decks are available online and if you look, you can find cards for much cheaper. Of course, many people don't bother to look. When I can have decks shipped from a card store in New York come out to cheaper than decks in a no tax area bought at the store, it's clear that they are overpricing. Of course, as far as decks go, Walmart doesn't seem to carry any of those, probably meaning that the distributors are asking too much. If anyone knows how much distributors sell for, please let me know. If not, I'll figure that out soon enough hopefully for myself soon enough...

I highly recommend buying cards online and not paying 25 dollars for a deck ever. I didn't even pay that much to import the Japanese decks from Japan...that was about 30 for two...

Sunday, April 1, 2012

Clan Analysis: Goku Kagero and Blockade

Kagero is a clan that focuses mainly around dragons, but includes humans and lizards or snakes. Kagero are powerful units that focus around retiring opponents units in order to stop the opponent from intercepting and in order to weaken their attacking force for the next turn. Kagero also has access to 11k units, unlike other clans (for the moment, anyways).




Currently, the most popular and seemingly most consistent Kagero build is the Goku Kagero deck. The list typically looks like this.

http://www.pojo.biz/board/showthread.php?t=1038006

The deck uses a lot of units such as Berserk Dragon, Kimnara, Gattling Claw, and Goku that can retire units. The first three have counterblasts to retire specific grades of Units. Goku on the other hand is a Grade 3 unit with the standard 10k power, but whenever he drive checks a Grade 3 unit, he can retire one of your opponent's Grade 1 or lower rear guards, weakening their attack power for the next turn, and by using Aermo, you can swap out that grade 3 unit for another one, so that you can (hopefully) guard as well. The other grade 3 unit that this deck makes use of is Dragonic Overlord, an 11k Dragon, with a counterblast (3) that gives it +5000 power and the ability to stand every time it hits a rear guard. They are both good Vanguard's in their own ways. Dragonic Overlord will make blocking much easier as well as potentially getting a 3rd drive check, and Goku can retire units with it's Drive Check. The majority of the other units are triggers and standard units like Nehalem or Bahr. Tejas is also sometimes used, with it's ability to attack back row units in its column.

The thing that I like about the deck is that it is consistent and relies on basic strategy as opposed to a specific combo in order to win. There's not really much arguing over the decks structure or that it works well. It is certainly better than other Kagero decks, such as Aleph builds and may remain the best until Dragonic Overlord The End.

However, for the time being, there is one card that I believe is overlooked, and that card is Seal Dragon, Blockade.



Seal Dragon Blockade stops intercepting while it your Vanguard. While this may not seem like a big deal at first, it can easily take players by surprise, and usually gets rid of your opponents opponents ability to guard, particularly with new units such as Knight of Truth, Gordon or Security Guardian, which gain additional power from guarding. Unlike Goku's ability, Blockade's is always in effect. It is particularly good later game, when your opponent is high on damage and low on cards to block with, which is why some people have taken to using both, starting with Goku, and riding into Blockade when the time comes, although that plan would only work sometimes...

It will be interesting to see if more people start using this card. I think it's widely assumed that Goku is better, but a Seal Dragon can be devastating...

Sunday, March 25, 2012

First Vanguard tournament. ^ ^

Today, I actually entered a tournament. It was a "Battle Royal" as the shop owner called it (Harrison's Comics, Nashua NH). To be honest, I really enjoyed it. It was also free, which was a plus and seemed to pop up out of nowhere. I always miss the tournaments because I have to work and come late to play, but this time I could finally enter.

Battle Royal is where everyone sits around the table, plays the person across from them, rotates to the left, and continues until everyone has played each of their opponents twice. The prize was two boosters, which normally seems lame, but it was free and everyone was already playing anyways. I had just finished my Paladin deck and had taken a few losses from myself (using Kagero) and my friend and then from one of the best players there. With Kagero, I can usually win at least half of the time, but I think I was rushing into and essentially wasting Soul Saver Dragon. I was playing way to offensively, hoping to finish them off with my Grade 3 ride of Soul Saver. Unfortunately, I was too careless defending myself and quickly racked up losses. Somewhere along the way, I learned I patience or something...

Anyways, the Battle Royal began and I was never riding Soul Saver as my first Grade 3, which made it all the better. I won my first four games and was quite cocky at the end, so I lost my fifth, although not due to any horrible misplays or anything. To be honest, I think my attitude changes whether I win or lose...

Anyways, I ended up in a three way tie for first (we cut the Royal short due to time) with the TO and some guy named Eddie. So, in the end we both got a pack. He got a Gigantic Charger and I got a Top Idol Flores. I like that card, although I don't think I'll ever use it...

Friday, March 23, 2012

Vanguard getting unexpected American advertising

I found this on another blog, and don't really want to steal his work, so you can just read it there. He does a pretty good job explaining this unexpected Vanguard ad.


It's also occurred to me that they haven't been completely neglecting advertising to America, as they have been releasing the subtitled version through Crunchyroll...

I think this will be the start of a much bigger marketing run ^ ^

However, what I'm wondering is: Why baseball? I know baseball is big in japan, I'm not sure that's related though. This advertisement was only shown to those watching a sports game. I don't really think that's the right target audience. Maybe Shonen Jump or a cartoon channel, anime magazine, or gaming event. But baseball...

After thinking about it more, they may be thinking that baseball will reach a large audience at once, going for a massive crowd as opposed to focusing on gamers. In Japan, baseball is rather popular even among card gamers, and card games are more widely popular in Japan. I think that they're making a mistake and thinking that the countries are more similar than they actually are. The advertisement itself is not very appealing and the audience is pretty much the opposite of those usually associated with card games, although maybe they are trying to give it the widespread popularity that it has in Japan.

This will reach a lot of people at least, I know when I've been to sports games, I always look around at all of the ads...

So maybe they do know what they're doing, anyways, I look forward to seeing what's coming in the future...

Thursday, March 22, 2012

Royal Paladins: Soul Saver Dragon

The english version of Vanguard has finally reached set two, which would usually bring up a lot of questions about what the best decks are. Luckily, set two is when the japanese version of the game started having regionals and a their National tournament, and every single one of them were won by the same clan: Royal Paladin. More specifically, these decks were based on Royal Paladins all are focused around activating the ability of a certain card known as Soul Saver Dragon.

The Royal Paladin's are a clan composed mainly of Knights and mythical creatures such as Elves and Nymphs. They are focused around calling out allies and gaining power from or giving power to other Royal Paladin units. Of course, Soul Saver Dragon is a unit that really shows off the potential of giving power.

Soul Saver EN.jpg

As you can see, Soul Saver can give up to 3 of your rear guards an extra 5000 power and gains 3000 power when attacking a Vanguard (with a 7000 point boost, that brings it up to 20000) and if you've managed to deal damage earlier, it's not that hard to end the game when you ride it.

Of course, it's ability comes at a cost of 5 units from the soul, but that is easily doable thanks to the Barcgal/Llew combo (most of you probably know what that is, but if not, here's a quick reminder). When you ride a Royal Paladin unit on top of Barcgal, Barcgal can call itself as a rear guard. Then, you can rest Barcgal in order to call a Flogal or a Llew from the deck. Assuming your opponent can't retire any of your units in their first turn (if you're first) or second turn (if they go first), then you will be able to call out both Flogal and finish the combo. Llew's skill is a counterblast (1) that sends Flogal, Barcgal, and itself to the soul when you have a Grade 1 Vanguard in order to ride Blaster Blade from the deck. The Vanguard stack now consists of 5 cards. Blaster Blade, Flogal, Barcgal, Llew, and whatever the grade one is. As soon as you ride a Grade 3, there are 5 in soul.

Basically, this combo is hard to avoid and is now very powerful. In set one, it would usually be better to call and keep Flogals for boosting, unless you had no other Grade 2 units, since they would help more in the long run. Now, Barcgal is even more dangerous, quickly filling up the soul for Soul Saver Dragon.

Of course, even though all of the Regionals and the summer Nationals were won by the same basic deck, there were some differences in the cards that the decks used. A general build looks something like

4 King of Knights Alfred
2 Soul Saver Dragon
1 Knight of Conviction Bors

4 Knight of Silence Gallatin
3 Blaster Blade
3 Covenant Knight Randolf
2 Knight of Truth Gordon

4 Little Sage Marron
4 Pongal
4 Isolde
2 Soul Guiding Elf

4 Bringer of Good Luck Epona
4 Yggdrasil Maiden Elaine
4 Future Knight Llew
4 Flogal
1 Barcgal

One of the pluses of the deck is its consistency. With Barcgal, riding to Grade 2 is pretty much guaranteed, and Pongal allows you to search for the Grade 3 Soul Saver. This means that as long as you have a Grade 1 at the start, which is almost guaranteed, you won't have to worry about Grade troubles.

This consistency seems to be the main reason that Royal Paladins were so popular, but Soul Saver's ability is definitely still powerful and consistent. With set 3, Barcgal was banned from being starting Vanguard, due to Royal Paladin's superiority to other clans, throwing off the Soul Saver combo, and requiring more Barcgal's to be run.

Overall, Royal Paladins are a very powerful clan and will definitely be making an impact.

Tuesday, March 13, 2012

Vanguard: A Game of Choices

Overview
In a game of Vanguard, you will be required to make many choices that will ultimately decide how the game will turn out. From redrawing to guarding, everything you do can be done in multiple ways that will lead to different results and the player who makes these choices better will usually be the winner. In general these decisions will fit in one of three categories: attacking, calling, and guarding. However, at the beginning of the game, there are two decisions that will need to be made. The first of these is how you should redraw, since your hand will play a vital role in the game. The second is how you will respond to the turn order, as it will give each player a different advantage.
This article divided into sections talking about each of the different types of decisions players will need to make. These sections will be in the order that they take place in the game for the most part. In the first section, it will talk about how to make the most out of redrawing. The second will talk about the advantages of going first and second and how to respond to them. The third, fourth, and fifth sections fall into the “calling” category, and are respectively about the benefits of units being rear guards or Vanguards, calling the right units and not overplaying, and positioning your units. The sixth and seventh both relate to attacking, with the sixth being about choosing attack targets and the seventh being about the order of attack. Finally, the eighth section discusses how and when to guard. By knowing how to make the most the most of each step of a Vanguard game, you will be able to make the best possible plays and gain a pretty good advantage in Vanguard fights.
Redrawing
When starting the game you are given the chance to shuffle as many cards as you want from your hand back into your deck and draw the same number of cards as the number you shuffled into the deck. The redraw will give you a chance to get a closer to ideal hand and should help you reach two main goals. First of all, a player unable to ride to grade3 will be at a serious disadvantage, so you should try and make sure you have at least one unit from each grade (the Grade0 being your starting Vanguard). Secondly, as I mentioned earlier, you will want to put your triggers back in your deck in order to maximize your chances of drive checking them. Those should be the two main goals for redrawing. You will usually want to shuffle in any trigger you draw. If you are missing a grade, the other units you shuffle back in will usually depend on which grade you are missing and what the units you have can do.
The most important grade to have at the start is Grade1, since it will be the first grade that you ride to, and not having one will prevent all your future rides, giving your opponent a huge advantage. Next, it is important that you have a Grade2 in hand, although it is slightly less important, since you have a little more time to draw one, but not having a Grade2 will still be a great hindrance. While it is always good to ride to Grade3, it is least important to have one in your opening hand, since you will be able to get at least 3 draws (two draws and a drive check in going first or two draws and two drive checks if second), so you will have a longer time to try and get one, although most players run less Grade3s than the other Grades, so it is less likely that you will draw one. Not having a Grade3 will put you at a disadvantage as time goes by, since you won’t have twin drive, but luckily Grade2s have strong enough powers that they can fight well on their own, but in that case, your best bet is to try and beat your opponent faster. I’ve actually had some games where my opponent had a Grade3 and I didn’t. I had assumed that I lost, and just decided to hit him with my Grade2s. After a couple of turns I’d won. Also, I’ve had a couple of games that were over before either of us could ride to Grade3. However, in games where a player didn’t have a Grade1 or 2 unit, and wasn’t able to get one quickly, the other player would usually take advantage of this, and defeat him quickly. These situations don’t happen often, but the point is that you can still put up a good fight without a Grade3, but you will be at a great disadvantage without Grades 1 and 2. That said, how you ride to the different Grades isn’t really important, as long as you can ride to them.
Many decks have the ability to search or ride from the deck, and what you put back in your deck will depend on these abilities. Take a look at Royal Paladins, for instance. As shown by Aichi in his fight with Misaki, they can ride to Grade2 without having a Grade2 unit in hand, and since Barkgal will usually be their starting Vanguard, it will work almost all of the time (just don’t call any other units front row units, so your opponent can only attack your Vanguard and don’t give your opponent any hints that you’re lacking a Grade2). Additionally, if they draw Gancelot, then it can be swapped out for Blaster Blade, pretty much giving them access to two Grades with one card. Additionally, thanks toPongal, Royal Paladins have the ability to search out Soul Saver Dragon making it even easier for them to ride to Grade3. The only Grade that they are unable to almost guarantee is Grade1, meaning that when playing Royal Paladins, you will want to make sure that you have a Grade1 in your opening hand, and will probably want to put back as many cards as you are willing to part with to ensure this. Regardless of what deck you play, you will want to make sure you will have access to all the Grades when you need them. The example I gave is for Royal Paladins, but think about your clan and which Grades they can access easier and then decide what you will want to aim for in your opening hand.
After you have decided which Grades you want to keep and how many cards you want to put back, you will have to decide specifically which cards you want to put back. For instance, let’s say you have 2 Grade1s, and 3 Grade0 triggers. You will obviously want to put back the three triggers, but since you are lacking both Grade3 and Grade2, you will probably want to put back a Grade1 as well. The question is, how do you decide which Grade1 you will put back? At first it may seem obvious: whichever one is stronger, but that may not be the best choice. When you think about it, on your first turn, you will need to ride a Grade1, and chances are, by your second turn, that card’s only purpose will be adding 1 to your soul. Also, if you go first, that unit won’t even have the chance to attack, and you won’t gain much from it other than possibly being stronger than your opponent’s Vanguard, which they could boost to overcome. If going second, you could get in one attack with that extra power, but after that it would disappear. By choosing the weaker card, you will be happy to draw the stronger unit later. Of course, if a unit has a skill that can only be activated as Vanguard, you will probably want to use that as your Vanguard, since you won’t be able to get that skill later.
Skills can also factor into the decision making process as well. If you have units likeFlame of Hope Aermo or Lake Maiden Lien that allow you to draw, then you can use those to your advantage to have a better chance of getting the Grades you want. For instance, let’s say you are going first, and you have Lien and Knight of Rose Morganna in hand along with 3 Grade0s. You can shuffle the Grade0s back and keep Morganna and Lien. Redraw three cards, and then call and rest Lien to discard Morganna (or another unwanted card) to draw a card (if you are still short on the grades or if you are likely to get a card better than the one discarded). If you don’t want to discard Morganna, you could instead ride it and then call Lien as a backrow Rear Guard and use its skill once per turn. The reason it is better to discard Morganna than to put it back into the deck is because you have a higher chance of drawing the Grade you want from the deck when there are less cards in the deck, and you probably won’t want a card like Morganna to turn up later in the Game.
Lastly, always consider what is left in your deck before making your choice. If there are more cards that are worse than what you are returning than there are better than what you return, then you probably just want to keep those cards. Even if you don’t have a Grade3, if you have a solid hand otherwise, then it is probably worth keeping it the way it is, since, most of the time, you will be more likely to draw a trigger than a Grade3.
First versus Second
Going first and going second each have their own advantages and disadvantages. The player who goes first gets to ride first and will be able to call stronger units before the person who goes second. On the other hand, the player who goes second has the opportunity to attack first, which meaning that they have the first chance to deal damage. Having the ability to deal the first damage is an advantage because this will put you in the lead in terms of damage, however you may not want to attack your opponent’s Vanguard more than once depending on the deck, since you could fall victim to a counterblast and any units you play can easily be wiped out by your opponent’s higher grade units on the next turn. Think about your opponent’s deck before attacking and see what you can understand from their current situation before making your choice however, if you know they run Kagerou and expect them to use a Berserk Dragon/Yaksha combo, you probably don’t want to give them two damage yet. However, if you a counterblast wouldn’t put you in a bad position and you are okay with losing the units you call, then it may be nice to give your opponent three damage right off the bat and get ahead.
The player who goes first will first get to attack on his second turn, although at that point he will have the opportunity to ride Grade2 (and sometimes Grade3) while the player who went second will only have Grade1 units. Because of this, the player who went first will easily be able to overpower his opponent’s units. With a boost, this attack will take 10000 if not 15000 to guard against without accounting for any triggers. If they take advantage of this, the player who went first will either hit with their attacks or force their opponent to guard with units that they will want to have later, either way putting them in a worse situation. Also, if their opponent called any units in the front row, it will be easy for first turn player to retire them if they see them as a threat.
At first, these roles will play a large factor in the game, but as the game progresses and the players make their decisions, who went first won’t really matter. Should the opponent play it right, the advantages of going first or second can be negated or cancel each other out. If the second turn player deals three damage on their first turn, the first turn player can make use of it by using a counter blast, wiping out their rear guards, or possibly even getting a trigger from a damage check or being able to use a heal trigger. In response, the player who went second could be the one to superior ride, potentially getting to Grade3 and giving them the ability to call out stronger units first. While going first and second do have an impact on the game, it’s not who gets to go first or second that determines the winner, but what the players do with their position.
Vanguard or Rear Guard?
Riding grades 1 and 2 will be different than riding Grade3, since you will usually ride over them on the next turn. Because of this, you will probably want to put the units you find to be less helpful as the Vanguard, so you can use the more helpful units as rear guards and potentially give them more use. Usefulness will be different depending on the cards you have, but if you will want a grade 1 or 2 to have a chance at sticking around longer, you should put it as a rear guard. Also, remember that only the Vanguard gets a drive check, so even if it’s power is lower than your opponent’s vanguard’s, they may still guard in case of a trigger, so putting stronger units as rear guards will maximize potential hits. Also, if a unit has a skill that it can only use while Vanguard it will probably be good to put him as Vanguard.
A good example for all of these is Knight of the Harp Tristan. Tristan is a Grade2 with 8000 power, which gains 5000 power when it drive checks a Grade3 Royal Paladin. Its skill will only activate as Vanguard and 8000 power is weak for a Grade2. Also, with its skill, it makes it even more likely to gain power from a drive check, so it will definitely be a bigger threat as a Vanguard than a rear guard.
Also, in certain cases, you may want to ride a unit in order to get it into the soul or avoid using your ride phase in order to superior ride. For instance, Solitary Knight Gancelot can only use it’s skill to gain power and critical while there is a Blaster Blade in the soul, so if you’re using Gancelot, you will probably want to ride Blaster Blade. Also, if you use Soul Saver Dragon, you may want to avoid using your ride phase to ride to Grade2 and instead use Llew to put four cards in the soul and Ride Blaster Blade (this should meet the requirements for Soul Savior Dragon’s Soul Blast).
Riding Grade3s is completely different. Since your Grade3 Vanguard will often be your final Vanguard (or at least stay a while), and most Grade3 units will have skills that can be only be used as Vanguard, it will be a matter of choosing the Vanguard that has the best skill. If a unit doesn’t have a good skill or all of its skills can be used as a rear guard, then it’s probably best to put it as a rear guard.
An example: If you have Gigantic Charger and Soul Savior Dragon, it will be better to ride Soul Savior Dragon (whose Soul Blast can only be used when called as a Vanguard) and call Gigantic Charger as a rear guard (since his skill can be used either way).
Calling versus Guarding
With the exception of Grade3s, all units have the ability to guard attacks. Throughout the game, you will have to make a lot of decisions on whether or not to call a unit. On the one hand, calling a unit will give you more attack power which can lead to more damage. One the other hand, you may want to have that unit to guard with later. Since Grade 2 units have intercept, so the only drawback to playing them will be that they could possibly be taken out with by a skill like Blaster Blade, or that they might be more effective if played later. For instance, if you have Berserk Dragon, but you only have one damage, it may be worth waiting a turn to call it, so that you can use its skill. Grade3s follow that rule as well, except that they can’t even guard in the hand, so the only time they can do anything is on the field (except in certain cases, like Solitary Knight Gancelot).
For the most part, the decisions will be made about Grade0 and Grade1 units, particularly Grade0. The majority of Grade1 units have 5000 shield, but have powers that will force your opponent to take a hit or use more cards to guard, and some can even hit on their own. On the other hand, Grade0s probably won’t hit on their own, but can often give a boost of 5000, and up the amount that your opponent needs to guard. Unlike Grade1s, they will often have 10000 shield, and can be very useful for guarding. Because of this, it is usually a better idea to call grade1 units to boost, and save Grade0s for guarding, although that isn’t always the case. A lot of the draw triggers, like Weapons Dealer Govanon, have 5000 power and shield, so they can be safe to call. Additionally, some Grade1 units, such as Flash Shield Isolde have skills that make them very helpful for guarding. For the most part, it’s a good idea to keep 10000 shield units and units that can prevent an attack from hitting (Isolde, Barri, Jin etc.) in your hand, while calling the units with stronger power and lower shield. Of course, if you really need to boost a unit and all you have are cards with strong shields, don’t refrain from playing them, but in General, it’s good to make use of a unit’s strongest trait. So hang on to those units with 10000 shield, you will be relieved to have them later in the game.
Positioning
Whenever you call a unit, you first decide where to place it. Placement can be pretty straight forward, but is still an important part of the game. Since units in the back row are unable to attack or intercept, it is really only useful for calling Grade1 units or calling a unit for a skill (ie. Alfred gains 2000 for each of your rear guards during your turn). The front row is the place for attacking units, and the best place for units of Grades 2 or 3. Also, remember that units can move vertically in a column, but they can’t move horizontally, meaning that the only way to change the units in a column will be to retire one of them (except in the middle column, because you can ride). In order to maximize power, you could consider put your strongest units in the same column, but that may not be the best idea.
While it may seem like more power is always better, this is not always the case. Remember that when your opponent will only be able to guard in multiples of 5000. This means that when attacking your opponent’s Vanguard that has 10000 power with a unit with 10000 power, it makes no difference whether you’re attacking with 15000 power or 19000 power, because your opponent will just need a shield of 10000 to block the attack. Basically power differences don’t matter unless they are in multiples of 5000 because anywhere in between will still be just as easy to guard against. Take this into consideration when building your columns.
For instance, let’s say your opponent’s Vanguard has 11000 power and you have a unit with 10000 and a unit with 9000 as rear guards in the front row. You also have two grade1 units in your hand; one with 6000 and one with 7000 power. If you put the 7000 power unit behind the unit with 10000 power and the 6000 behind the 9000, then you will have one unit with 17000 power and one with 15000 power. In order to guard against them, your opponent will need to use 10000 to stop the 17000 power and 5000 to stop the 15000 power. However, if you put the 6000 behind the 10000 and the 7000 behind the 9000, then you will have two units with 16000 each, and your opponent will need 10000 shield for each attack. By creating the combinations that force your opponent to use as much as possible guarding, you can gain an advantage that can ultimately lead to victory.
While the units in the back are unable to attack, themselves, they can still be used to boost and are safe from attacks. This safety is another reason why placement matters. In situations where you have a Grade 2 or 3 unit in the front row and a Grade 0 or 1 in the back, that’s the way to go so you can get the boost while attacking. However, in the situation that you have 2 units Grade 0 or 1 in the same column, the safety rule is good to make use of. Since either of them will be able to boost, you will have the same power no matter which unit is in front. This means that you can put the weaker or less needed unit in front, and the stronger one in the back, so that the one that gives the good boost will be in position for your next unit, should the front row unit retire.
For instance, let’s say you have Weapons Dealer Govanon and Little Sage Marron in the same column. Regardless of which is in front, the attack will have 13000 power. If you put Marron in front and it gets hit, then you are left with a unit with 5000 power to boost with. If you instead put Marron in back, then Govannon will be the only unit your opponent will be able to attack, and, if it’s defeated, you will still have an 8000 power unit. Putting the better unit in the back will yield better results since it ensures that the stronger unit is safe from attacks and your opponent will need the right skill to retire it.
Attackers and Attack Targets
Before making any attacks, you will first need to decide which units you want to hit that turn. Try to make the choice that will put you in the best position and your opponent in the worst position. For instance, if you’re opponent has two Grade2 rear guards and five cards in their hand, there is a good chance that they will easily be able to replace that unit on their next turn, so it will pretty much be equivalent to your opponent guarding with 5000 shield, which may or may not be what you want them to do. In a situation where they could easily replace it, it is probably better to focus solely on the Vanguard to quickly build up the damage. However, if your opponent is short on cards in hand, it is probably a good idea to take out the rear guards, so that they have less to hit you with and so you don’t have to spend much to guard on the next turn. Also, when deciding who to attack, think about the number of attacks you can make and what the consequences of each choice will be. You may want to attack the rear guards only to prevent your opponent from pulling off a counterblast or concentrate on depleting your opponent’s units, so your opponent has less to work with. Also, since heal triggers can only be used when you have the same amount of damage or more, you might want to keep that possibility open depending on how many heal triggers you have left in your deck. The answer will usually be decided by thinking about multiple of these factors and deciding on the best choice.
When attacking, you will also want to decide the specific targets of each of your units. Again, since the goal is to put your opponent in the worst position, you will want to make sure to make sure to either hit your target or make your opponent lose a lot guarding. You will want to take power into consideration as well. If one of your units will require your opponent to guard with 10000 on a specific target, while the other will only require 5000, you will want to attack with the one that requires 10000. Think about what attacks will force your opponent to guard with the most total, should they choose to guard. Since your opponent will usually lose more guarding a rear guard than they would just letting it get hit, you can usually assume that you will be able to hit them, or at least put your opponent at a disadvantage which will be good enough. If you plan to hit the Vanguard, you will also want to take critical triggers. When attacking the Vanguard, make sure that you can make use of any critical triggers you get. This means that the unit attacking the Vanguard should be either your Vanguard or a unit attacking after your Vanguard, so that you can make the best use of your triggers. Also, if you pull any triggers, you may choose to change your attack targets, to make best use of the triggers. In this case, just rethink your possibilities and make sure to make the best use of your units.
Order of Attack and Trigger distribution
Once you decide on your units’ targets, it is time for them to attack. Depending on how many units you have, you will have a different number of attacks and a different attack order. The change in attack order is primarily because of triggers, as their effect can change based on the order you attack. Part of it also depends on which triggers you use. For instance, a player using Nova Grapplers would want to make sure to attack with other units before attacking with his Vanguard, since they focus a lot on stand triggers, although other clans would probably do the same just in case they get a stand trigger.
First of all, let’s take a look at what different triggers can do and how they vary depending on attack order. The draw trigger allows you to draw a card and the heal trigger allows you to heal a damage if you have the same amount of damage as your opponent or more. Since your opponent won’t be able to damage you during your turn, the heal effect won’t change anything, and the draw won’t change anything unless you have a card like Aermo, in which case you will may want to discard the card you drew. Unlike draw and heal triggers, the effects of Critical and Stand triggers are almost guaranteed to be affected by the order of attack. Since a stand trigger can stand a resting unit, having a resting unit will be a good thing to have so that you can make the most of it. In the case of a critical trigger, you will be given the opportunity to give one of your units plus 1 critical, which is a very nice bonus if you can make use of it. It’s best to give the plus 1 critical to your Vanguard if the attack will go through, but in case your opponent successfully guard, it will be best that you can give it to a standing unit, so you have another chance with it. Additionally, all triggers will give a unit of your choice plus 5000 power, which is similar to critical triggers in that you can give it to another unit if your Vanguard’s attack will still be blocked.
Basically, the two main factors to be taken in to consideration when attacking are making the use of a stand trigger possible and making the most of the critical triggers and power bonus. You will need to meet multiple requirements for each to happen. Using a stand trigger will rely on having a unit at rest and using a critical or power boost will be best when you have a unit you can still attack with. Additionally, the more units you have, the easier it is to prepare for both possibilities. Without twin drive, 3 units in the front row will be enough to make the most of your triggers, but while you have twin drive it is best that you at least have a front row unit and a unit to boost with in the left and right columns. The reason for this is that if you have both stand triggers and other triggers left in your deck, then you can make good use of either, should you pull two triggers. For instance, if you attack with the unit on the left first, and boost it, and then attack with your Vanguard and pull two stand triggers, you will be able to stand both units, and give a boosted attack again. However, if you do the same and pull two criticals, or any other two triggers, then you can give the boosts to the standing unit on the right so as not to waste them. Still, remember to take into consideration the fact that your opponent will guard with shields of either 10000 or 5000, and that forcing them to guard with more units is better. This mainly applies when you are out or nearly out of stand triggers, but still have other triggers left in your deck, so you can still get the power boost. If you are not counting on a stand trigger, then you may not want to attack with your Vangaurd first, although you will want to take power into consideration before making your descision.
For instance, let’s say you have all three columns filled and your opponent has 5 damage, and has to guard. The column on the left and right have Gallatins in the front row andMarrons in the back row, while the middle column has Star Drive Dragon in the front row and Wingal in the back row. You are attacking the opponent’s Vanguard, which is aDragonic Overlord. Without triggers, the boosted Gallatins will have 18000 power and the boosted Star Drive will have 16000. Since Dragonic Overlord has 11000 power, it will require 10000 shield to block each attacking unit without triggers. You only run four stand triggers, and only one of them is left in your deck, however, you still have ten other triggers. Because you are likely to come across multiple other triggers before you get to the stand trigger, you will probably want to attack with your Vanguard first, so you can choose how to distribute any triggers you get. Let’s say your opponent guards with 20000, meaning you can’t. You drive check the first card: Bringer of Good Luck Epona, a critical trigger. Since you can’t hit with Star Drive Dragon, you choose to give the critical and power boost to the Gallatin on the left in order to make sure you don’t lose it if you don’t get a second trigger (which would be very unlikely). You then do your second check and get Knight of the Future Llew. Now, do you give the trigger to the Gallatin on the left, which already has a boost, or do you give it to the one on the right without a boost? The one on the left will already require 15000 shield to block, so with the second one, the left Gallatin will make your opponent use 20000 while the right Gallatin will only require 10000. However, if you give the power boost to the right Gallatin, then they will each require 15000 to block. This is where you need to think about how many cards your making your opponent use. Since no units have a shield higher than 10000, 15000 or 20000 will require at least two cards. However, 10000 can potentially be handled with only one. By giving one trigger to each, your opponent will be forced to use at least two cards to block each unit, which could potentially cost them the game, or at least put them in a worse position for next turn.
In short, how you attack depends on what triggers are left in your deck. Also, in cetain cases, you will need to take skills into consideration. For instance, Covenant Knight Randolf gains 3000 power when it attack and you have more in hand than your opponent. If that 3000 will change the amount your opponent has to guard with, and a drive check will give you the amount of cards you need, then it is probably worth attacking with Randolf after attacking with your vanguard, so that you can make the most of your units. Also, remember that you will not always have a full field and sometimes you will have only two units to attack with. In that case, you will want to decide whether to attack with the Vanguard first or the rear guard. It will usually be safer to attack with the Vanguard first, since any trigger you pull can pass it’s power onto the rear guard, although if you are run a lot of stand triggers, then you may choose to take a chance and attack with the rear guard first. Attack order is a big part of the game, but by using the order best for the situation, you will usually find yourself in a better position. Make sure take everything into consideration before attacking so that you can make the most of your units and triggers and put yourself in a better situation.
Guarding
Last, but far from least, we have guarding. Guarding is a very important part of the game, you want to make sure not to take six damage, but at the same time, you want to guard with as little as possible so you can damage your opponent. Since you can take 5 damage and stay in the game, you may not choose to guard immediately. It is usually even good to take damage, especially since many units have counterblasts and use damage as a cost to gain an advantage. Also, by allowing yourself to take damage, you could potentially get triggers. Getting any trigger will power up your unit and potentially stop your opponent from being able to get another hit (particularly in early game, since 5000 will often be enough to stop a hit). Also, since heal triggers will only work if you have more damage than your opponent, by letting yourself take damage, you will often increase the amount of damage your opponent needs to deal you to win. Taking damage can be guarding, itself.
How much damage you should allow yourself to take will also be determined by your deck. If you have a unit like Gancelot or Mr Invincible whose counterblast you want to use, you will probably want to get five damage and will probably let the first five through, allowing heal triggers and boosts to take the place of guarding. If not, you may want to only take a couple damage and slowly guard so that you can allow some of your opponent’s big hitters through and make guarding easier later, but don’t over-guard in the beginning if you choose this route, because you won’t be able to survive the big hitters later in the game. Also remember that only the player with the most damage will have access to heal triggers. Heal triggers usually won't be planned for, but it is really nice to be able to use them, so it may be worth hitting the rear guards or allowing more damage to catch up or prevent your opponent from gaining the advantage. Both options have their advantages. Slowly guarding throughout will often allow you to block attacks with your weaker units while and allow you to take attacks that you would normally need to use a lot to guard. There isn’t one right way to guard, although how players guard has a big impact on how the game turns out.
In terms of when you guard, there are multiple possibilities that will work fine. Deciding what to guard with, however, is a little bit trickier. When your opponent attacks and you want to guard, you will want to guard with as little as possible. That is pretty simple, but how do you guard against a Vanguard. If it’s Grade3, it could potentially gain 10000 attack, but could also gain nothing. Sure, you could plan for the bonus ahead of time and guard with an extra 10000, but then you’ve wasted a unit or two when you find out they didn’t get any triggers. At the same time, if you prepare for no triggers, you may find yourself losing the game. The best way to guard is to find a balance between being safe and being conservative. When guarding, you should take into consideration the size of your opponent’s deck and how many and (if possible) which triggers they have left in it. Then think about the possibility of your opponent pulling a trigger or two. Usually, the chances are low that they will even pull one, but if they have twin drive, you will probably want to be a little on the safe side if you can’t afford to take a hit.
After you decide how much to guard with, you will need to decide which units to guard with. There are multiple factors that will go in to deciding this. First off, find the combinations that get you to your desired shield total using the least amount of units. Then decide which units will help you the most on your next turn or if you have any units with special skills, such as Rock the Wall, which can be put into the soul after it’s used to guard and units like Isolde, which you may want to save for later or use if you would otherwise need to guard with three units or more. You will want to use units like this Rock the Wall and triggers since they have the lowest power and are best for shielding. However, sometimes you will find yourself in situations where you need a total shield of 15000 to guard, and you have to decide between guarding with 20000 so that you can use two triggers and keep one of your other units so that you can use it later or guarding with that other unit so that you have more shield for later. You will often have to choose between keeping a great shield or a powerful unit, and the answer will depend on the game’s current situation and which you need more. Take the same thing into consideration when deciding between units of the same grade as well, basically guarding is all a matter of choosing which units you need or want the least.
Grade2 units fit into this process, as well, but with another factor to determine. Thanks to their ability to intercept, your opponent will lose a possible attack target, meaning that you are narrowing down what they can attack. This usually won’t change your opponent’s plans, but in certain cases, it can come in handy. For instance, Dragonic Overlord’s skill allows it to stand after it hits a rear guard. Assuming Dragonic Overlord is your opponent’s Vanguard, it will lose Twin Drive, but will still get one check for each unit it hits. Let’s assume you have three grade2 units in the front row. If you are unable to or don’t want to block its attack on your first rear guard, you may want to intercept with your other grade2 unit anyways in order to prevent him from getting another attack and drive check. Also, at times, you may want to call a unit in the hand to take the place of one of your front row rear guards, and intercepting will allow you to get the most of the rear guard while allowing you to put a new one in its place. At the moment, however, there isn’t much of a difference between intercepting and guarding from the hand, except that you can use intercept to get the most of a unit you would retire anyway and narrowing down your opponent’s attack targets, and, in certain decks, keeping your hand size up.
Lastly, as the game progresses and you need to guard, you will find yourself running out of units to guard with. This means that you will often get into situations where you can guard your opponent’s attacks, but only in the case that your opponent doesn’t get a heal trigger and sometimes you won’t be able to block all of your opponent’s attacks. In the first situation, you will need to decide which is more likely, your opponent to get a trigger or you to get a heal trigger. Most of the time, you will bet on your opponent not getting a trigger, but it is just something you should think about just in case you do end up in the very uncommon situation where you pulling a heal trigger is more likely than your opponent not pulling a trigger. In the case where you can’t guard all your opponent’s attacks even without a trigger, there is only one good response: let the first attack through. Even if the chances of getting a heal trigger are very low, in the chance you do get one, you will be in a much better position if you get it before guarding than if you use up your hand and then get it on the last block. The heal trigger not only lets you take one more damage, but can also give your Vanguard an extra 5000 power which can make blocking easier. If you know you’re going to lose if you don’t get a heal trigger, it’s better to bet on the heal trigger from the beginning, because getting it will make you guard with less than you would have if you had guarded until the last moment, putting you in a better position for next turn should the game continue. In Vanguard, you should never give up until the very end.
Conclusion
Throughout the game, there are many choices that will have to be made, and making the best choices will put you in a much better position. By understanding the pros and cons of all of the possible choices, you should be able to decide for yourself which decisions you will make when. Especially near the end of the game, sometimes you will have to make tough choices to grasp victory. Sometimes, you will even have to take chances and go all out, betting on a trigger to win. Just remember, when you have to take a chance to win, always take the chance that has the highest probability of success. In all card games, there is going to be the luck factor, but taking the path to success that is most likely to succeed will usually be the best way to go. Remember that when faced with a difficult choice, always think about your options before deciding your answer. The key to becoming better is learning to make the right choices.