Tuesday, 30 September 2014

Dimension Police Week: Enigman (BT04)

Well since we're doing this, we're starting from scratch, and that means we're going to begin with the Enigman series.

Debuting in BT04, (despite Super Dimensional Robo, Daiyusha being a RR and SP in BT03, along with Karenroid Daisy, Workerpod Saturday and Masked Police Grander being commons in the same set.) Dimension Police first became a playable by making use of the Enigman series of cards that came in the form of one of BT04's unique style of Ride Chains, starting off with Enigman Flow and leading into Enigman Ripple, which upon a successful ride of the latter on the former would reward you with being able to add one copy of the grade 2, Enigman Wave to your hand. Coincidentally  this ride chain would also form the framework for deck that would go on to win the Japanese Junior Nationals, Crazy Daimond, this deck made use of the Enigman series to allow the room for the necessary to be added to the deck to optimise it's main gambit, which is/was Guard Breaking with Super Dimensional Robo, Daikaizer.


However, the original intended use of the Ride Chain was to ascend the Grade System to ultimately ride into, Enigman Storm and then use your support to build his power and apply Vanguard pressure by going Critical.
However this presented several shortcomings. The highest amount of power any one unit could give to your Vanguard was 4000, however if you mis-ride and failed to get Enigman Wave you instead had to boost Enigman Storm's power by 5000. Enigman Wave suffered from the same problems if you were to miss Enigman Ripple. This means that while the Ride Chain is among the more consistent chains it also suffers immensely if you fail a single part of the chain.

However an alternative to Enigman Storm as your Grade 3 can be found by turning to Enigman Rain. Being just a R instead of a RRR she is much more budget friendly than Enigman Storm and can be just as effective with pressure, despite achieving it by different means. Each gambits' ideal supports also differ; for example Enigman Storm would clearly be reliant on having Cosmo Beak in his Grade 2 Line-Up, who's presence would then make Super Dimensional Robo, Daiyusha an ideal alternate Grade 3, as both Grade 3's have the same skill but potentially different base powers.


On the other hand however, Enigman Rain, whose ability allows you re-stand a rearguard if she hits, so long as her power is 12000 of more before her attack step, favors the use of Cosmo Roar, and as her Grade 3 support, Miracle Beauty.

A possible field for Enigman Rain, with this field you have 2 options for powering up Enigman Rain, either by resting Cosmo Roar in the main phase with his ACT or by attacking with Masked Police, Grander. In either case the unit will provide power +2000 to Enigman Rain. For maximum pressure you want to have attacked with Miracle Beauty before swinging in with Enigman Rain. Most Enigman Rain decks place a trigger focus on Stands, usually sporting 8 or more.

So each deck has it's own ideal situations but Enigman Storm and Enigman Wave also have access to one support unit that ONLY those two cards have access to.

Able to hit for 12000 by itself, but only if you have a Vanguard named "Enigman Storm" or "Enigman Wave" with the failure of having either one of these as your Vanguard being that 
you loose 5000 power. Enigroid Comrade looks like a Gundam, but lacks any of the said mecha's awesomeness, and this can mostly be contributed to his restriction. The possibility of having a Grade 2 with only a power of 5000 is, in of itself, insulting. But then again, Shadow Paladins had Skull Witch, Nemian, and she was a RRR?!

If you have the deck to support having Enigroid Comrade, he can be a nice and solid 12k beat stick, but don't satisfy his requirements and you're in a bad situation fast, even more so if you had to ride him.

Now, there are some very good cards for supporting both Enigman Rain, and Enigman Storm, along with the later released Enigman Cyclone from BT08, Blue Storm Armada. But I will look into these general supports in detail having first looked at all the main deck build. Still to go we have another Ride Chain deck and then 2 sub-clans, which will end up taking us into the Japanese format, as the second of the sub-clans is quite some time away from the English TCG.

Monday, 29 September 2014

Card Of The Week (W/C: 29th September): Super Dimensional Robo, Daiyard

[ACT](VC) Limit Break 4 (This ability is active if you have four or more damage):[Choose one of your rear-guards with "Dimensional Robo" in its card name, and put it into your soul] Search your deck for up to one grade 3 card with "Dimensional Robo" in its card name, ride it as [Stand], shuffle your deck, and that unit gets [Power]+4000 until end of turn.
[AUTO](VC):At the beginning of your attack step, if this unit’s [Power] is 15000 or greater, this unit gets [Critical]+1 until end of that battle.

When I finally decided to cover a unit from Fighter's Collection 2014, this probably wasn't the unit people would have initially thought of coming to mind. Well guess what, Goldymarg needs some love to.

I'm not joking about the Goldymarg comparison either.
Super Dimensional Robo, Daiyard is often seen as a replacement for Super Dimensional Robo, Daiyusha, and is also frequently disregarded as a deck boss. But I'd like to put forward a suggestion, with Super Dimensional Robo, Daiyusha and the know mostly forgotten Enigman Storm it's possible to push for "all crit, all the time" style gambits. It's a simple concept that make use of their respective skills, which are identical, with the exception of the power each must reach. (14000/15000)
Super Dimensional Robo, Daiyard take the best of both by having Enigman Storm's base power, (so long as the latter has Enigman Wave in the soul,) while also having the support of the Dimensional Robo power gainers, Dimensional Robo, Kaizard, Dimensional Robo, Daidriller, Dimensional Robo, Dailander, and one of the deck's 2 possible starters, Dimensional Robo, Daimagnum. This give you 13 power gainers, and if you count the promo card, Dimensional Robo, Daibarret, that's 17 power gain cards in the deck. One in your starter, meaning 16.

Note you also have 16 Triggers, so within 49 card, your power gainer draw rate should be the same as your trigger draw rate.

However, Super Dimensional Robo, Daiyard, has one trick to him that neither of his two predecessors did, for the cost of only a -1, in the form of loosing a rearguard, you get to superior ride another Grade 3, Dimensional Robo, from the deck, and that unit will get +4000 power, meaning that you can use this unit to ride more of himself or perhaps a Super Dimensional Robo, Daiyusha and have that new Vangaurd go critical.

This is a card that you run in a 12 Critical Trigger deck, the combined pressure will force your opponent to take gambles and risks they wouldn't otherwise dare, because most times they'd be sitting at 3 damage safe, except for a twin crit sack. But that isn't so when this unit gets the right support.

Not really relevant but I do also wonder it Super Dimensional Robo, Daiyard, is a reformatted Dimensional Robo, Daiheart, following the battle of Star Gate during the Reverse War. If so then Daiyard would be a reborn form of my avatar. Too many people flock to Daikaiser(s) claiming it to be their avatar, I'm not "other people."

---

On that note, I have this weeks post's lined up and a full plan laid out. Since last week revealed True Ultimate Dimensional Robo, Great Daikaiser as a Legion Revival unit to restore Ultimate Dimension Robo, Great Daiyusha, to being hyped, this time using another unit as his crutch. But the reveal happened on Monday, when I'd already chosen my COTW, however I wanted to cover it as I am primarily a Diemension Police player, so this week will be Dimension Police week. With me looking into how the clan has developed over time, and that means starting from the beginning.

Plans?! Bah- who am I kidding?

Friday, 26 September 2014

Brave's Battles: Machining Attack

I think I've found a clan I like MORE than Dimension Police in Megacolony.
Played in Coventry this evening and placed 3rd (that's good) using a deck which I only managed to get one shadowbox game out of, which isn't good but it was late when I decided to build the deck. Needless to say I'm pleased with the result, put probably not for the reason your thinking of.

Mecha AND Bugs? ANYONE SAY BEAST WARS PREDACONS!!


Escape Games locals are run using Brackelope, which I'd like to take credit for. :P You're welcome. And tournaments are ran Double Elimination Format simultaneously to Friday Night Magic, meaning it's not possible to do both though.

So I entered with Machinings and my opponents that I faced within the tournament, in order, were.

Bermuda Triangle, in which I got my first realization of how much pressure I was able to place on the opponent and off of me. Bermuda still tanked but was unable to hold any offensive as I was able to consistently stun the front line rearguards and Vanguard booster while building an advantage off that. Although why was there a Pacifica in a Duos deck?
Not even joking. This unit was just out of place.


Nova Grappler, Beast Deity - I went into this game expecting to be countered by Ethics' antics, but that never really happened. My opponent was on Strongest Beast Deity, Ethics Buster Extreme when I performed a Break Ride, Unrivaled Blade Rogue, Cyclotooth upon himself, stunning their entire field and forcing them to ride next turn just to be able to attack, the only card they had in hand to ride was the Break Ride, Beast Deity, Ethics Buster, reducing the opponent to vanilla play style just to avoid having to skip a turn entirely. Shaking off the desperate Vanguard attack that followed I proceeded to win on my next turn.

Narukami, Eradicator, Tempest Bolt Dragon - This game I found my opponent to be ahead of me at every turn, and with both of our fields remaining for the most part, empty with only 2 rearguards possible for me, and 3 for them (probably more so by design though) the game worked heavily in favor of their ace card. When I Break Ride into Machining Spark Hercules in a bid to try and slow my opponent they were ready with another Tempest Bolt in hand, having already burned through all my defense trying to hold on long enough to try and turn the tide I was finished.

Semi Final Match:
Vs. Nova Grappler - Beast Deity, Different deck to the other Beast Deity but very much the same design, which is to be expected really. In this game I became Grade Stuck unable to hit Grade 3, which frankly means your're screwed in this game, but despite this I was still able to push for 5 damage while maintaining 2 damage in my own Damage Zone but once in Limit Break things went sour and my stuns were rendered useless against the opponent's X-Break Ridden Strongest Beast Deity, Ethics Buster Extreme, ending in a relentless onslaught of attacks which were just too much to guard against.

---

The Full Clan Distribution of this Local was as follows:
  • 1 Shadow Paladin (Revengers - Dragruler)
  • 1 Gold Paladin (Liberators - Zenith)
  • 2 Nova Grappler (Beast Deities)
  • 1 Neo Nectar
  • 1 Narukami (Eradicators - Tempest Bolt)
  • 1 Bermuda Triangle (Duos/Pacifca)
  • 1 Megacolony (Machining)** That would be me.
So Coventry hasn't adopted a BT15 meta which did surprise me somewhat, but having demonstrated Machinings, it seems I left an impression and that one of my opponents may now instead go on to build the deck.

Tempest Bolt Dragon won the tournament by default after the semi-final victor opted to forfeit the final match instead of fighting it out to the end.

Ok, so 50/50 win rate in the tournament isn't overly special but what really impressed me was the feel of the deck, it just FELT right. Something that I've never felt from Dimension Police, despite my strong connection with the clan as the one I started the game with and the fact that I like mecha, nothing I've played has "clicked" in quite the same way this has. I can't really explain it as I've never been a Control Deck type of person, always opting for pressure, but Megacolony does both in a way that appeals to me, more so than Link Joker, even though the latter is seen as the stronger clan in general. So now I want a Megacolony Machining deck as what I used tonight wasn't mine but rather cards which are to be sold before Manchester, because after the Nationals that's it, all remaining sales are off the table as Fighter's Collection and Legion will then both be on the horizon, sparking a new power level within the game that those of us still using Limit Break will be left behind and suffer for.

I'm not saying Legion is Overpower, in fact I'd say Legion itself is fairly balanced, but there's no denying older decks (most of Pre-BT14) will be unable to hold a candle to it. Although I do have one deck that I know can still give Legion a Run for it's money, and it doesn't even need Limit Break, I'm just missing one card to complete the recipe. (While lacking enough copies of another)

Thursday, 25 September 2014

Brave's Battles: Café Combat

Well it's hardly new anymore but I still insist on using my Dimensional Robos, even though they now seem to be getting their asses handed to them on a platter.

Art came from Pixiv, I can't remember the artist's name.

Yesterday evening I did a locals down Birmingham's Cyber Cafe located under the bridge leading into Moor Street station. I can never remember the name of the place which is pretty bad considering how often I've been in by this point. I actually went with the purpose of selling some gear to remake  some of our money from the BT15 case (except that non of that money is mine even though I'm the one primarally arranging the sales.) but having gone in to Birmingham pre-peak time, it was then impossible to leave untill after peak time and since Wednesday evening is Vanguard Fight Night, that can only mean one thing...

Out came the Robos and my first foe was Liberators, bearing in mind I lost all my matches however this was the closet and most exciting game for me, what decided it was a case of who would run out of recourses, which of course puts Dimension Police on the back foot, even more so when I don't use Commander Laurel in my current build which in any other build would be my core advantage engine.

My second game wasn't even funny as I drew ALL my Grade 3's and had no sheild, yep- I'm done for. 6 Damage in no time, opponent was Tachikaze, Ancient Dragons, but it was Dark Rex that dealt the killing blow.

My thrird game pitted me against Strat and his Aqua Force, modified to be based around Blue Storm Maelstrom Reverse OR Blue Wave Dragon, Tetra Drive, he'd also switched out his starter with Blue Storm's BT15 forerunner. However in that match I was grade stuck.
A fate that would then befall Strat in his semi-final match having beaten Overlord's Dragonic Overlord, the Re-Birth in the Swiss Tournament's fourth round.

Aqua Force's new sub-clan starter, Blue Storm Cadet, Marios, does wonders for the deck's consistency in being able to search for a Maelstrom after each successful Vanguard attack which is all very much welcomed by an Aqua Force player because if anything, at the very least it's an excuse to reduce the size of your Grade 3 line-up, adding instead to Deck devence over power. Unfortunatly though there's really only one good Maelstrom (note this is my opinion and not actually tested)

All I see is a unit that delivers punishment only for failing to protect yourself in the first place.
Makes it harder to guard against an attack but doesn't do much else. Furthermore only does so when you're already on your last legs.
Mealstrom hasn't had the best history, if anything I'd say his first form was frankly crap, being both a Limit Break AND On-Hit really kills the appeal for me, and Glory Maelstrom is overhyped, "Reverse" is what I feel the original Maelstrom SHOULD have been, forcing a disadvantage/reduction regardless if you hit or not, but between soaking 2 critical and my opponent getting a +2, I'd rather take the +2 (or -2 for myself) as that is an easier advantage gap to close than 2 damage, more over being a Limit Break Skill, both opponents should be one 3-4 damage by the time this skill is triggered. I like to be the one holding Limit Break to ransom, not the other way around. Ironically, or rather seemingly intentionally, Blue Storm Karma Dragon, Maelstrom "Reverse", is the mechanical inverse of his original counterpart's skill.

In the semi finals were Gold Paladin vs. Gold Paladin in what bioled down to a mirror natch, and Start's Aqua Force vs. Snake's Shadow Paladins with the final comng down to a rather poetic face off between Liberators and Revengers with Revenger, Dragruler Phantom taking the crown.

That moment when people spam a skill just to force more guard, then you nullify them. Yeah, hope you have some Perfect Guards to hand because that auto-damage (which does use a Damage Check) is creul. There are more dangerous skills but this seems fitting for a Shadow Paladin ability. Unlike the alternative from the booster that I'm desperatly wanting to sell.

Full Clan distribution:

2 Gold Paladin (1 Monach/Zenith, 1 Monach/Liberator Garmore)
1 Revengers (Dragruler) - Snake
1 Tachikaze
1 Kagero (Re-Birth) - Overlord
1 Genesis (Regalia) - Big Fox J
1 Aqua Force (Reverse) - Strat
1 Megacolony (Machaning)
1 Dimension Police (D Robos) - Steel Cosmos/Brave V-Decker

The best moment in the Tournament in my opinion was in the semi-final match for Megacolony Vs. Liberators, in which the Blaster Engine allowed 2 Blaster Blade Liberators to both end up on the field together which was followed by a Limit Break which in turn triggered a stacking Ultimate Break, that was a brilliant moment and the reaction of hysteria afterwards was one worthy of envy. Unfortunatly I didn't catch this on camera despite having one to record a couple of matches, which I at somepoint need to put across to computer and then upload to Youtube.
Incoming at 42000(?) power and 3 Critical. You better have a Perfect Guard or you're sweeping the floor tonight!

Needless to say, BT15 meta is now in affect in Birmingham, and tomorrow I'm hoping to return to Coventry to see how BT15 has affected the meta within the neighbouring city.

Must say that I was suprised though, with Big "Fox" J not using Venus Luquier. I'm beggining to doubt if there is even anyone local who wants, orvhas use for her (except for me.)

Monday, 22 September 2014

Card Of The Week (W/C: 22nd Sept): Unrivaled Blade Rogue, Cyclomatooth

[AUTO] Limit Break(4) (This ability is active if you have four or more damage):When a «Megacolony» rides this unit, choose your vanguard, that unit gets [Power]+10000 until end of turn, and [Rest] all of your opponent's units, and all of your opponent's units cannot [Stand] during your opponent's next stand phase.
[CONT](VC):During your turn, if all of your opponent's vanguard and rear-guards are [Rest], this unit gets [Power]+2000.
[CONT](VC/RC): Lord (If you have a unit without a same clan as this unit, this unit cannot attack)

Beware the bugs and their stunning new Break Ride, for English format anyway.
And no that was not a pun.
If you were to ask me what I'm looking to make from BT15, I'd say machining, because they are a full sub-clan now. :D But also because Cyclomatooth is, without a doubt my favourite Grade 3 in the set, and not just because of art.

For a start, you rest and stun ALL of your opponent's units, that's both the rearguard and Vanguard. Secondly you get to do this completely free of counterblast cost.

It shouldn't be hard to see why this is my Card of the week, now if only you could spam this guy.

And no, I wasn't going to do DO, he's all the hype, and I don't want to follow the heard.

Saturday, 20 September 2014

Thoughts: BT16 Version E and Legion Campaign

Well I haven't reported on this and really it's tagged as news on all the other Cardfight Vanguard blogs out there so I can't really claim to be breaking out new information, but I can give my own thoughts and opinions and predictions based on what information is currently available.

As part of this post I will be going into the  recently announced Legion Campaign which if it's what I'm hoping it is, then it'll be good. As will the shop tournament promo packs we'll be getting in the coning months which will feature the Legion Revival Campaign. A combination of several things that ultimately bring us level with the Japanese format of the game.

But where to begin, well not knowing the specifics of the English case for Legion of Dragons and Blades, that's hard to say but we do know the following. Thanks to Bushiroad's recent press release.

We also have the following confirmations thanks to this image.
Deletors, are in for Link Joker so we can assume Star-vader maintain their slots in BT17 version E, also confirmed by Bushiroad's press release to be in development.

Now, the main think which I like, while at the same time detest, about this booster is Brawlers. My plan had been to make Brawlers as they were going to be the cheapest thing for me to build, or so I thought, while that may now no longer be the case. The reason being that with both Big Bang Knuckle Dragon AND Big Bang Knuckle Buster being in the same set, people will latch onto that, but then again I probably shouldn't estimate the decks cost as some people still play Dragonic Kaiser, Vermilion, which is what BBKD is a legion remake of so people are going to love that, even more so with his Buster upgrade. It's a constant trend, Japanese meta favors restanding Vanguards while the Enlgish Meta prefers field/hand control, although restanders remain prevalent.


Due to the difference in styles between the eastern and western fronts, I'd expect that while Seeker, Sing Saver Dragon may remain just as much the go-to Tier 1 meta deck come the Legion era, because even without "Abyss", that thing dominated. I do however expect that Brawlers, and Bluish Flame Liberators, will be more expensive in the English game, and while they have been delayed a set, much to my annoyance, Metalborgs with Sin Buster's hand building and glory meal skill will drive that deck cost through the roof.

As for Deletors, I honestly can't work out how they'll go down but by being included in BT16 that's now another reason me to buy into this booster. Really, BT16 ver.E has an incredible card pool now, even if mostly speculation, but I can tell I'll be wanting most of what in this set now. Liberators, Deletors, Brawlers, and if the numbers of how many cards I think each clan might be getting, that'll come out as over half the box being on my wish list.
Dark Irregulars' Psychicer Legion was one of the first releases from the Legion Campaign

Moving onto other things, with Legion rolling around it seems that Bushiroad will be directing some of their Buddyfight advertising efforts towards Cardfight Vangaurd instead. I hope this means we get a decent quality dub this time then, Season 3 was a horrible, horrible dub. If anything it's the WORST OFFICIAL DUB to an anime I've ever watched, yes, even worst than bad 4kids dubbing. However with this new focus on pushing for Vanguards popularity in the English market comes 2 simultaneous promotional campains, dubbed Legion Campaian, and, Revival Campaign, the latter of which is believed to release the same promos as the campaign of the same name currently found in the Bushiroad Monthly in Japan, these promos will be distributed via shop tournament promo packs, and I want what ever Great Daiyusha's Legion is, among other things, but mainly that. Heck, give me Ezer and I'll build a KOK Legion deck. :D

The other campaign, the Legion Campaign, will come in the form of a pair of promo cards, a legion and a mate, that are rewarded for making the purchase of a trial deck or five booster packs but you can only do this from stores, online shops may not support either of these campaigns.

So far from what I can tell, this all about creating an incentive to buy buy buy BUY. And yet it's not one I'm wholly against. Oh and an incentive to support local shops to. which frankly I'm all for.

Tuesday, 16 September 2014

Off-topic (Sort of): Location Location Location?

Well this Booster Tech 15 case has sure been enlightening. And the hardest thing to do? Decide where to open the case...


Really? Each investor has sacrificed a part of their collection to build the money towards this shipment and it's only after it's ordered that the fighting begins, over where to open it of all things?
It goes without saying that the more people involved in a deal of any kind, the more complicated it becomes.

In this deal there's only 3 people, excluding one silent partner who came in to bail out the one side of the investing party that failed to make up the agreed share to invest, the silent partner will need paying back as their investment is purely monetary and that's first priority.

However where we have been stuck in deadlock is where to open the case, I was completely against anywhere public for reason that to some may be obvious, others not so much.

So for those of you that are thinking of getting a case, have a clear and detailed plan laid out BEFORE proposing the idea to others. I swear, Brother's In Arms may be a team, but we're never doing this again.

Coming to the realization that we didn't have proper plans late in the proceedings didn't help, for which I'm accountable, I didn't act as I didn't think the contributes would actually succeed and that it would just become a relatively simple task of refunding having failed to make the case, consequentially I didn't get involved in this myself until the order was made and someone who can carry out accounting and administration was actually required. After all I am the team's record keeper. I run all the admin work for Brothers In Arms if only because I'm the only one that can.

I'd like to explain that I'm not trying to rant but it would be nice if people other than me were capable of what is required for the business side of things. Even for something small like our cardfight team, there is still quite a bit of paperwork to fill because if we're running an operation I'm damned well going to make sure it's bloody well done right. (Ok so maybe I did need to vent slightly.)

Monday, 15 September 2014

Card Of The Week (W/C: 15th Sept): Star-vader, "Ω" Glendiose

[AUTO](VC) Limit Break 5 (This ability is active if you have five or more damage):At the beginning of your main phase, if the number of your opponent's locked cards is five or more, you win the game.
[ACT](VC) Limit Break 4 (This ability is active if you have four or more damage):[Counter Blast (1) & Choose a card with "Я" in its card name from your hand, and discard it] All your opponent's locked cards cannot be unlocked during his or her next end phase.
[AUTO](VC):When your unit with "Я" in its card name is placed on (RC), choose one of your opponent's rear-guards, and lock it. This ability cannot be used for the rest of that turn.
[CONT](VC):All of your rear-guards with "Я" in its card name is also a «Link Joker», and during your turn get [Power]+4000.

---

That's a lot of ability text, however for this weeks card of the week it is also irrelevant.

Obviously with VGE-BT15 Infinite Rebirth releasing this week there's no avoiding coverage of its units, and Omega is the icon of the set!

The ultimate weapon of destruction, crafted by the Star-vader, Chaos Breaker Dragon itself, and a very VERY rare card indeed.... or is it?

Fact: In the Japanese format, Omega was distrusted as product number designation BT15/000 at 1 copy per case.

Fact: The card however was also obtainable through various promotions making the promo card variant more common and thus more frequently used in decks.

Fact: The English printing of the game doesn't support the many avenues covered by the original Japanese version.

Speculation: What if the English Omega is just as common as any other RRR card or sold at the same rarity as a pack-in promo card?

Well it just so happens, that may be what's happening after all.
Word has spread, with origins of these reports coming from New Zealand, that it is possible to acquire 4-5 Omega's in a shipping case. These reports have not been verified but if found to be true, and you've pre-ordered copies of this card at £90+, you've been hoodwinked of your own doing.

So let's see, current forecasts place Omega at anywhere between £70-£130, where as original forecasts placed him at £100+. If he's 4-5 copies a case you can expect his value will remain high, but it's high cap will probably drop to £100 tops but at that point you're paying too much.
I'd be wagering on putting it's value between £60-£80.

As for how this card will affect the meta, well if it's not as scarce as originally believed then we may see a quite a fair few Glendiose decks, in the several regionals still to come. Some will focus on World End, others on Reverse Beat down. I personally prefer the latter play style for having the higher consistency success rate. But both gambits will be sure to utilise this unit's signature skill, Omega Lock. A skill that extends the duration of locks by another of your opponent's turns, granting Omega users greater physical advantage and pressure. But what I really like is this unit's last skill.

"[CONT](VC):All of your rear-guards with "Я" in its card name is also a «Link Joker», and during your turn get [Power]+4000."
~Ok so I lied slightly, the skills are relevant.

All "Яunits have 11000 power at base, however they also have Lord, with this skill those units become 15k base in power, at that power even just a 6k booster will push a RG lane into 3 stages to guard an 11k Vanguard. That requires dropping a minimal of two cards at all times in order to defend, this can only be lasted against for so long. Oh and that peaky Lord skill is no longer a bother as all your "Я" units also become Link Joker at all times.

As for this units's alternate win condition, World End is very hard to consistently achieve so it would be ill-advised to make that the focus of your deck.

So there you have it, a compulsory card to cover in a way so I guess I can say I'm glad to this one out the way so that I may return to my own picks next week, ah who am I kidding, I'll probably end up covering one of the two DO forms next week since BT15 will still be fresh so it would make sense, after all, this marks the end of season 3 in English, and we know what's coming next. (And I don't mean Fighter's Collection 2014)

Saturday, 13 September 2014

Brave's Buddies: BT15 Sneak Peak

OMEGA PULLED (not in ownership) - enough said.

I'll be honest the foiling for this pack is really disappointing. Single Rares got the best foil of the set which is a bad as it seems. RRR's look like R's and R's look like RRR's. :/

Omega looks terrible, even in person and it's only strong selling point really is its scarcity outside of the sneak peaks. (1 per 16 boxes supposedly, if not it's value is crippled BUT it will make cases on the   whole more profitable, it'll still be £35 even if it's as common as every other RRR. And selling play sets will be more profitable than one card. It just depends on if our shipments/cases will function similarly to Japan or not.

Sneak Peak scores for my unit are as follows:
Overlord - 3:1
Strat - 2:2
Steel Cosmos (myself) - 2:2
Cobalt Blade - 1:3

I can't speak for others but one of my wins was illegitimate in my view as my opponent threw the match by purposefully committing suicide by activating a generic damage adder at 5 damage. Even though with the future I'd foreseen for that match based on what information was available, they would have won in two turns.

Of my two win one however was legitimate and in my opinion a well earned victory. In which I managed to win by constantly hitting 21000 with my Vanguard, wearing my foe over time.

Friday, 12 September 2014

Brave's battles: 3 Games, red win ratio and team member demotion.

So I tried that shop with no Vanguard fighters a second time 

This time there were other fighters. Exactly 2 others. 3 active fighters, that's all Coventry currently has as others have work commitments that can not be avoided. I have found out there is another games store set to open in the city over this weekend but I will be in Birmingham for Sneak Peaks Saturday and Sunday I intend to be quiet.

So with three of us we played and conversed at the same time. The topic lead to discussing upcoming releases which lead to discussing Legion which led to the to the topic of Blaster Joker > Link Joker > Fighter's Road > Omega > Sing Saver "Aybss" > Ruling changes > wether those rules would come to english > November......

We discussed a lot. On the topic of Blaster Joker I had to persuade one of my fellow converses that he was not as OP as he believed him to be in which I re-explained the contents of my earlier post.

As to us playing games, I played 3, 2 against Narukami "Reverse" and 1 against Bermuda Triangle Duos, I lost all 3 of my games.

1 loss with Dark Irregulars Reijy (W.I.P. to be expected)
1 loss with Pale Moon "Reverse"
And the last game I lost with my Dimensional Robos. (Bermuda tanks hard)

Now I have to put this on my Record sheet which currently has my win ratio at 38.60%. I'd like it to be higher for my teams sake as dropping below 35% and I've since had a conversation with Shadow explaining my win declining win ratio and the negative impact this will have on the team, at my suggestion we've both agreed that I should drop from the main team until I can pick my performance back-up.

I don't mind winning or loosing but the team comes first and if I can't bring the goods I will go back to full time tactics and simply act as team manager. As well as being on the reserve team.

First Impressions: Blaster Joker, it's all hype.

[ACT](VC): Legion 20000"Companion Star-vader, Photon" (If your opponent has a grade 3 or greater vanguard, only once, this unit may return four cards from your drop zone to your deck, and search your deck for the specified card, and perform Legion.)
[ACT](VC):[Counter Blast (2) & Soul Blast (2) & Choose one of your rear-guards with "Star-vader" in its card name, and lock it] If this unit is in Legion, lock all of your opponent's rear-guards, choose one of your opponent's Legion Mate, and retire it.
[AUTO](VC):[Choose one card with the same name as a unit in your (VC) from your hand, and put it into your soul] When this unit attacks a vanguard, you may pay the cost. If you do, this unit gets [Critical]+1 until end of that battle.

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I wasn't going to do this post but it seems there are way too many over-reacting to this card.
Firstly I want to say to all those complainers that are making the exclamations "this is OP!" This is mot Over Powered. Secondly I will explain why by looking at each part of it's skills.

COST: "[ACT](VC):[Counter Blast (2) & Soul Blast (2) & Choose one of your rear-guards with "Star-vader" in its card name, and lock it]"

First notice, counter blast 2 which means your usage of this will be 2.4 times a game, you'll need a heal trigger or an unflipper to use the skill a third time.

Additionally the soul cost. As Link Joker does not have Soul Charge support (with exception to Blaster Joker's third skill.) when at grade 3 the contents of your soul are only going to be a Grade 1 and a Grade 2 and possibly, but not definite your Grade 0 forerunner, having been returned to the soul.
 
That's 3 Soul MAX if you ride normally, and hit Blaster Joker before an alternate Grade 3, so in fact you can really only use this skill once under normal circumstances, not twice.

But what do you get for this hefty cost (by Link Joker standards)

 Affect 1: "If this unit is in Legion, lock all of your opponent's rear-guards,"

Unless you're opponent is Dimension Police, this no different to tri-locking them. Nothing new here, nothing that can't be overcome, all you're doing is stalling them by making them loose pressure a for a turn but you don't actually minus your opponent in anyway. All you have here is theoretical/virtual advantage. 

Affect 2: "choose one of your opponent's Legion Mate, and retire it."

Bear in mind that so far there's been no physical advantage generated. Well for this part of the skill all you achieve is a minus 1 to your opponent, and even then you may have just helped them.
That's right all you score is a -1 to opponent, and one that may in fact be of benefit to them if they've ran out of Mate's for Legion so Congratu-freaking-lations.

For paying the cost of this skill, OK, so you slowed you're opponent down but you probably just helped them at the same time. Well done.

But what about it's secondary skill? Surely there's some saving grace right? This one I'm not going to bother to split up

"[AUTO](VC):[Choose one card with the same name as a unit in your (VC) from your hand, and put it into your soul]When this unit attacks a vanguard, you may pay the cost. If you do, this unit gets [Critical]+1 until end of that battle."

This is where the Persona skill hinted at by Dilation comes into effect. You place either a copy of Blaster Joker, or if in Legion possibly Photon, from you hand to soul, your reward for doing so? An extra Critical.... it's unnecessary, and you only half recharged for the main skill.
If you have a Blaster Joker in hand, even if you're already in Legion, you're just better off re-riding as then both units from your previous Legion may be used as you cost the main skill. Doing this allows to recycle your Legionnaire and Mate which in-turn will allow you the possibility of using them to perform Legion again later on in the the game and top up your deck if you trigger count drops too low.

I'm not saying this card is crap, it does have it's uses. But it's over costed for what it does and will be expensive anyway because hype, all in all, a typical Blaster Blade. Do I feel the card could have been better? Yes I do, by making a change to the first skill that instead of retiring the Vanguard, you could send one (or possibly even two) of your opponent's locked cards to the Drop Zone. But that's just me.

This unit's biggest strength is that when used optimally, you can recycle and repetitively re-legion, stacking the deck to be filled with Triggers as you go. Of course this also prevents decking out so it's a plus both ways. Use QW's to mill the deck, and unflippers to apply pressure and improve your capability for damage/recourse management. Together with the right cards you can created a combo with an insane amount of field pressure and that's never really a bad thing. But in a vacuum, this card is not impressive at all. 

Still, FEUL THE HYPE as much as you like.

Tuesday, 9 September 2014

News: Japanese Format amendments ban Sing Saver "Abyss"

Original page.

Translated I've written this translation out so many times to inform all my Vanguard groups already so screen shot this time.

Following the conclusion of the Fighter's Road Championship, Bushiroad have seen it necessary to close some "exploits" in their rules. For the most part the traditional <Clan Fight> rules remain the same except for changing the specific exceptions allowed to Royal Paladin, the previous ruling, which allowed Royal Paladin decks to run up to 10 Shadow Paladin cards has now been changed to only allow up to 4 copies of Blaster Dark.

This alteration now means Sing Saver "Abyss" is illegal in traditional tournament play while still allowing the use of Majesty Lord Blaster.

It is important to note that these rulings will have NO AFFECT on the Fighters' Climax championship circuit which will be debuting the new "Extreme Rules" in which Clan "X" is active and there are no restricted cards.

In addition to this Bushiroad has also laid out a new General Rule that if your Vanguard is already Legion, even if via superior "seek mate" then may not perform that units [ACT] Legion skill, meaning that to return 4 cards to the deck, you need to perform Legion with a currently un-legioned Vanguard.

Monday, 8 September 2014

Card Of The Week (W/C: September 8th): Commander Laurel

[AUTO](RC):[Choose four of your «Dimension Police» rear-guards, and (Rest) them] When your «Dimension Police» vanguard's attack hits, you may pay the cost. If you do, choose one of your vanguards, and (Stand) it.

This weeks card if the week is one with a love/hate relationship to it. Allow to explain.

It's user LOVES the pressure his presence on Rearguard provides.
It's opponents HATES the pressure his presence Rearguard provides.

His user HATES having to ride him.
His opponent LOVES seeing him ridden.

I could go on but perhaps it's better I don't, we'll be here for ages otherwise.

So, yes, this week's COTW is Commander Laurel. One of the Dimension Police's main ace tricks, but also just as much their  potential biggest weakness.
Commander Laurel turns any Dimension Police Vanguard into an on-hit Re-stander. Ofcourse this provides a strong incentive yo guard your Vanguard, but then having said that, Commander Laurel has allies that allow him to thrive. Super Dimensional Robo, Daikaiser, Original Saver, ZeroMiracle Beauty, Galactic Beast, ZealUltimate Dimensional Robo, Great Daikaiser, and even Enigman Cyclone. No comment on Super Dimensional Robo, Daiyusha or Enigman Storm though with their extra criticals thy just provide even more incentive to over-guard. Which hurts Laurel's effectiveness if anything.

Essentially, Commander Laurel is to Dimension Police, what Dauntless Drive Dragon is to more popular clan of Kagero. The differences being that Laurel trades number of attacks for more hand advantage and is usable anytime of the game, so long as you have the setup. Meanwhile Duantless retains the more common discard cost and can only work at the limit break point of the game. However, with the correct, albeit rather situational setup Commander Laurel can become a key card in creating a looping Vanguard Attack when used as part of Enigman Rain Deck.

To maximize the chance of this specific combo you need a means to power up Engiman Rain each turn, for this a recommend Cosmo RoarHowever you'll also need to prioritize Stand Triggers over Critical Triggers opting for 12 Stand as opposed to more common 12 Critical and your gambit would be completely reliant on the presence of a unit called Miracle Beauty. It's a cheap gambit to build in general but it has low success rate.

Commander Laurel is more often used in Dimensional Robo decks as a way to guarantee that should your first attack go through and fail to kill your opponent that your second attack will surely finish the job. But I have problem with this image. If your opponent has survived your first attack, despite being being hit having made the effort to, most likely by a miracle heal, it is just as likely that your rearguard will finish the job as it is your Vanguard, Commander Laurel from my experiences, and trust me, I have a lot with Dimension Police as it's the clan I mainly use, he is better used for pressure and building up card as opposed to that final push.

One setup which will often have the opponent over-guard or force them to call your bluff is a live Dimensional Robo, Daiheart, with a full field and Laruel Present, but do be sure to keep atleast 2 cards in your hand that your opponent does NOT know, if they know at least one or more of your in-hand cards are Grade 3's then that's even better, as they will almost always guard for a no pass, which of course means their expending more shield.

Of course, doing this then means you miss out on the decks alternate, and more versatile Grade 2, Dimensional Robo, Kaizard.

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To summarize, the reason Commander Laurel is this week's card of the week is; despite his 4k base power, he makes for one of most universal supports in the Dimension Police Clan, making all your Vanguards re-stand capable while at the same time allowing you to build up card Advantage free of any discard or counterblast costs. This allows him to be used alongside units like Operator Girl, Mika and Dimensional Robo, Daibrave to build up even more significant card advantages.

Is he a staple, not really, but does he make defense easier, yes. Untill you have to ride him which is in fact a massive minus and allows you're opponent to rush you with even Grade 0's landing certain hits.

I also forgot to mention, he often becomes the primary target for Kagero Retires and Link Joker Locks and you can't really do much about that other than work around it as best as you can.

Primary advice: NEVER ride Commander Laurel unless you absolutly have no other option, you're even better off riding a sentinel than Laurel as daft as that may sound, at least you'd have a 6000 base that a grade 0 alone is never going to hit, unless vanilla, but how many people run them?

Secondary Advice: Use Commander Laurel to boost 12k beaters if possible, otherwise you won't be hitting that magic number of 16000 power.

Tertiary Advice: If you feel like going for final push, Commander Laurel more often than not will make no difference so you may as well swap him out for a stronger booster.

Saturday, 6 September 2014

Card Reveals and First Impressions: Star-vader, Venom Dancer

Time to piss off some Nova Grappler Players as the emissary of Void steals their play style, and frankly love Bushiroad for this.

[ACT](VC): Legion 20000 "Star-vader, Sword Viper" (If your opponent has a grade 3 or greater vanguard, only once, this unit may return four cards from your drop zone to your deck, and search your deck for the specified card, and perform Legion.)
[AUTO] (VC): [Counter Blast (1)] At the end of the battle that this unit attacked a vanguard, if this unit is inLegion, you may pay the cost. If you do, choose up to one of your rear-guard for each of your opponent's lock cards, and [Stand] it.
[ACT] (VC): [Counter Blast (1)-with Star-Vader in its card name.] If you have another unit in the center column, you may pay the cost. If you do, choose one of your opponent's rear-guards in the back row, and lock it. (The locked card is turned face down, and cannot do anything. It turns face up at the end of the owner's turn.)

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First things first, a Counter Blast 1 to stand one rear-guard for each locked unit on the field?

And an eqaully cheap especial counterblast to "lock" once during any main phase?

Well we're at 2 Counterblast already but let's see how many units we can lock/stand and what it may potentially cost.

But to work this out we're going to need to look at more units. I'm only going to go over one example of a combo play but it is by no means the optimal gambit.

First things first, let's find out what the mate does while on Rearguard and work out how we can use it.
Star-vader, Sword Viper
[AUTO](RC): When this unit's attack hits a vanguard, if your vanguard is in Legion, and your opponent has a locked card, choose one of your opponent's rear-guards, and lock it.(The locked card is turned face down, and cannot do anything. It turns face up at the end of the owner's turn.)

The comparison has already been made by others online but this is essentially a 9k Legion specific Singularity Sniper.
Also not in the Star-vader subclan so can't be used for sub-clan specific especial counterblasts. Something Star-vader's make quite a bit of use of.

Moving on to other possible support and gambits. We also have Star-vader, Robin Knight.
[AUTO]: Forerunner (When a unit of the same clan rides this unit, you may call this unit to (RC))
[ACT](RC):[Counter Blast (1) & Put this unit into your soul] If your vanguard is in Legion, and your opponent has a locked card, choose a rear-guard from your opponent's front row and back row, and lock them. (The locked card is turned face down, and cannot do anything. It turns face up at the end of the owner's turn.)

With Star-vader, Dust Tail Unicorn being the current go-to starter for Link Joker, it'll be no surprise if this upgrade takes his place. Able to lock 2 units for the cost as Dust Tail take to lock just 1.

But something that can be used for added pressure AND consistency is actually pairing up Venom Dancer with another Legion, although it does add to the overall cost of the combination. Star-Vader, Dark Zodiac
 OMEGA LOCK!!!!!
[ACT](VC): Legion 20000 "Star-vader, Astro Reaper" (If your opponent has a grade 3 or greater vanguard, only once, this unit may return four cards from your drop zone to your deck, and search your deck for the specified card, and perform Legion.)
[AUTO](VC):[Counter Blast (1)] When this unit performs Legion, you may pay the cost. If you do, all of your opponent's locked cards cannot be unlocked during your opponent's next end phase.
[ACT](VC):[Choose one card with the same name as a unit in your (VC) from your hand, and discard it] Choose a rear-guard from your opponent's front row and back row, and lock them. This ability cannot be used for the rest of that turn. (The locked card is turned face down, and cannot do anything. It turns face up at the end of the owner's turn.)

Persona Blast to Lock but Counterblast is only required to Seal those Locks with The Power of Omega, a skill that can only be used when Dark Zodiac performs Legion.

But I guess I now have to show off his Legion partner. Even though he doesn't do much to help the restand gambit.
[AUTO](RC):[Soul Blast (1)] When this unit's attack hits a vanguard, you may pay the cost. If you do, look at five cards from the top of your deck, search for up to one card with the same name as a unit in your (VC), reveal it to your opponent, put it into your hand, and put the rest on the bottom of your deck in any order.

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Combo

1. Lock 2 with Dark Zodiac Counterblast free (6 chance Persona Blast)
2a. Lock 2 with Robin Knight -1 Unit and Counterblast 1
2b. Legion Omega Lock Counterblast 1 !IMPORTANT!
3. Next turn, Ride, Legion AND Lock with Venom Dancer's [ACT]. +1
4. Attack with Rearguards
5. Attack with Venom Dancer
6. Restand Rearguards
7. Profit!! :D

Total Counterblast cost: 3

It's a deck I'd gladly build in English when these cards hit the English format but I fear Dark Zodiac will push the build above my budget. Cause honestly he'll be looking to be the most expensive unit in the deck.

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Getting back to the point though, as someone who plays Nova Grappler among my roster of decks, Star-vader, Venom Dancer, with a combination that only takes 3 Counterblast to reduce your opponent to Vanguard Only Attacks for 2 turns while allowing you to stand all rearguards for one turn. That is impressive, tests are required to judge viability but the theory seems creditable. 

The Legion and mate, even indendantly of other support, team up to provide a brilliant amount of pressure with Sword Viper's on-hit lock being capable of adding to the effectivness of Venom Dancer's primary with a possible 2-3 locks per turn so long as you hold the correct field for it. The pressure Sword Viper provides also makes it likely that an opponent will want to take him out.

Just the teo units together get high grading scores from me, although bias and preference may be affecting better judgement. Regardless of that though, I don't give a damn. I like this legion and that's good enough for me.

8/10