Sunday, 31 December 2017

V-Talks: Daibird Fighbird

I was never going to not bring up that naming similarity.

Dimensional Robo Battle Commander, Magna Daibird


ACT(VC)1/Turn:[Choose a face down card from your G zone with the same card name as this unit, and turn it face up] This unit gets "AUTO(VC):[Soul Blast (1)] When your opponent's guardian is placed on (GC), you may pay the cost. If you do, reveal three cards from the top of your deck, if all of those cards have "Dimensional Robo" in their card names, put up to one grade 3 card from among them into your hand, if you put a card into your hand, choose one of your opponent's guardians, and retire it. Shuffle your deck.".

________________________________________________________________________

This is it, the climax of the Robo support, the end-game, the all in, the purpose. And it's... well-

I feel like I'm the motorway looking at the opposing carriage way and seeing a car crash.
Bird has too many pre-requisite conditions before you even get the reward to be considered a good card. Not only must you satisfy your initial cost you then have to pass two toll gates before any happens with no refund for failure so failure to get the reward activly punishes the user. Compared with similar cards, Helm and Mayhem, they only have one cost before benefit each for the same skill and that really puts Bird into perspective.


This makes analysis actually hard, more so in vacuum. Assuming we've now seen all the Robo cards, except the new Heal Trigger which we can safely assume to be one of the RRs of the set, drafts can now be properly compiled for the Nexus deck.

In theory this card and Nexus feed each other, the drawn G3's adding to your defense while skill of Nexus engages in deck filtration and fueling towards this. In practice I'm not sure how well it will overall work out. I think I can see what Bushiroad was aiming for, however I am not convinced they landed it on the mark. I don't see a reliable winning formula here, and I doubt Bushi intended there to be one anyway- rather I suspect they are hoping Gallop will surpass Robos this time around, third chance tends to be the last.


Decker Out
Happy New year, see you again in 2018



Thursday, 28 December 2017

V-Talks: W-B-X

Three cards today. I'm struggling to find something to say for two, but the last one, oh boy is it TOO SWEET.

Cosmic Hero, Grandwisdom
AUTO (RC) When this unit attacks a vanguard, if you have a grade 3 or higher vanguard, this unit may get Power+4000. If you do, at the end of this turn, put this unit into your soul, Counter Charge 1.
______________________________________________

Places 4000 power into itself and scores a net counter charge 1 soul charge 1, with no upfront cost, only requirement is that your vanguard be grade 3, a naturally achieved state, doesn't even have a power threshold requirement for activation, unlike it's closest compare- Cosmic Hero, Grandvolver. But this card leaves it's circle empty after use which is normally a non issue- but I assure you that in the current meta, possessing resist is far more beneficial than the ability to phase your board in and out. If not for the environmental conditions I would say this card could potentially boot Volver.


Cosmic Hero, Grandgunner
Burst CONT (RC) During your turn, if you have a vanguard with 40000 Power or greater, this unit gets Power+4000.
______________________________________________

Simplicity at it's finest, but adds to my previously noted concern of 40000 now being the blanket requirement for future burst activations. Basically is you fail to ride Victor Gallop then this card, and quite a few others are not going to be all that useful.

So long as you score the ideal ride though then stride any 15k base on that at least this card isn't costing further resources.


That's the two COTD reveals covered but today's main attraction came from another source.



Cosmic Hero, Grandscout
AUTO Generation Break 2:[Counter Blast (1) & Soul Blast (1)] When this unit is placed on (RC), you may pay the cost. If you do, choose one of your vanguards with "Gallop" in its card name, and its [Power] doubles until end of turn. At the end of that turn, retire this unit, and Soul Charge (1). (It increases by the amount of [Power] that has been chosen at the time)
_________________________________________________________________________________

This card is the craziest common we've seen in this set. The ability to double the vanguard power, atop what was already being put out by the new ride's stride skill alone makes for 80,000 power vanguards! That is something I will call Hard Boiled.

Furthermore Galactic Governor, Commander Laurel D can now hit numbers enough to pose a live active threat, in turn this means you can use this card as the perfect excuse to kick Grade 1 Commander Laurel from the main board, or at least insist on not jamming in all 4 when the deck would rather you didn't. I'd rather people didn't do it in Cosmic/Burst as the commander and the power the side lines hold directly pull in opposing direction.


Remember Operator Girl, Linka maintains the possibility to that a PG, the opponent's only reasonable option against such numbers, could null Opponent PG's nice bonus for you, not so happy for the other side. At the same time do not forget; this deck isn't Robos, it runs standard ratios so chance of Linka scoring a negate is abysmally poor, but it is a threat non the less and may lead to a more hesitant opponent.

I am satisfied that this card has enough presence to it's arrival that the lack of a fresh card to replace it when it's consumable nature is spent doesn't feel like short change, rather the circle it opens means Chaos has to rip from hand to lock- granted it probably intends to anyway but it's less targets for cards like Companion Star Star-vader, Photon so that works for me.

I'll be running Grandscout at 4, at least with what we know so far. Will you?


I'm sure I had more to say on this simple but very hefty card but my mind has been such a mess today cohesive thought has proven... difficult.

Before I sign off this post I wish to drop a shout out and insist people read this article on the 5 most defining cards of 2017 by DrydenFair at Cardfight-EXP.


With that said-
Decker Out.

Tuesday, 26 December 2017

V-Talks: Victor Burst

Well this sure is intriguing. One of our own has claimed a name from our mechanical neighbors in the Nova Grappler clan, and this isn't the first time either; The Title of Kaiser for reference first belonged to Asura Kaiser, before coming to Dimension Police

Gallop has Burst onto the scene and so- we've waited long enough, let's dig in!


Bravest Victor, Grandgallop
CONT (Hand): Unless there’s a “Gallop” Grade 4 card on your (VC) or in your G Zone, you cannot Normal Call this card to (RC).

AUTO (VC): [Soul Blast 1] When your G Unit Stride, you can pay the cost. If you pay it, choose 1 of your Vanguards, during that turn, it gains Power+12000.
________________________________________________________________________

Typically I would not draw attention to the printed power of a card as the levels tend to follow a patter.
G0 4k-6k
G1 6k-8k
G2 8k-10k (rarely 11k)
G3 9k-11k

But then this card happened. 13000 BASE POWER Grade 3!
So simple but such an impact. Defensively, G-Guard cards like X-Carivou and Great Galactic Beast, Zeal actually make a difference with the power gains as it changes the staging threshold for, but then offensively? 13k base helps with defending, not as much with pushing but that's where the second skill comes in and it is truly a game changer.

13+12=25. Most G-Units are 15 and the higher Burst thresholds of X-Lead and Super Cosmic Hero X-Gallop are each 40000. 25+15=40 This means that as long as you stride on this card and have a soul to burn you need not expend any further assets on achieving Burst and this is incredibly important in fixing one of the deck's biggest problems that is has faced all the it's life until now. On the flip side of this though it could mean that future Burst Strides have even higher activation requirements. Speaking of higher requirements-


Cosmic Hero, Grandbelgar
CONT (VC/RC/GC): Resist

Burst – AUTO (RC) Generation Break 1: When this Unit attacks, if your Vanguard has 40000 or more Power, during that battle, this Unit gains Power+8000.
______________________________________________

The Ideal partner for Cosmic Hero, Grandvolver so long as your vanguard's power is at that newly consistent 40k.
With both this and Vovler stocking Resist at all time they are safe units to field for a solid beat-down on minimal expenditure.
Volver alone is only 13000, so needs a booster or additional ramp to actually knock into 2 stages. (10k guard to block)

Belgar though has his own ramp built in, and stacking Volver's atop his own makes for 21k solo. 15k guard required, achieving the minimal requirement to be worthy target for stand triggers. Given it has Resist to there's not much the opponent can do about preventing it from coming swinging for seconds.


Cosmic Hero, Grandhogan

Burst – AUTO Generation Break 1: [Counter Blast 1] When this Unit is placed on (RC), if you have a “Gallop” Vanguard, you can pay the cost. If you pay it, draw 1 card, then if your Vanguard has Power+40000 or more, Counter Charge 1, and during that turn, this Unit gains Power+4000.
______________________________________________
Apparently Dimension Police units participate in Blood Bowl, this is news to me, also this card is that list of Iron Man bootleg look alikes, amusing giving the name of the Star Gate Zeroth.

Functionally this card is simply a superior Grandrifter which means that card has got the boot, as these two new Grade 2s and Grandvolver already make a solid enough line, so long as you ride the new Victor Gallop to call them the go-to Grade 2 line-up for the moment, until we see more. Though if you happen to like Helm, he'd take the slot of this card if you ask me.

Double Bill Done
Decker Out

V-Talks: Soul Charged Shield

Christmas festivities have resulted in me falling slightly behind the releases and I am not doing all 5 cards that require viewing in one post. So here's what I am going to do, the Robo support will have it's own post, meanwhile the Burst support, maybe the main attraction, (it sure is for me) will have it's own spotlight.

Opening up first with a new twist on the perfect defense type sentinel.

Dimensional Robo, Daimagnel
CONT Sentinel
AUTO [Choose one card from your hand, and discard it] When this is placed on (GC), you may pay the cost. If you do, choose a unit with “Dimensional Robo” in its name, and it cannot be hit until the end of the battle.
AUTO When this unit is placed on (GC), choose one of your vanguards with “Dimensional Robo” in its name, and it gets Power+4000 for each card in soul with “Dimensional Robo” in its name until the end of the battle.
_______________________________________

Quite honestly I do not like this card. In part due to the art, but really this is the missing link for the Nexus deck. I had wondered what all the soul charge was building towards, and I feel this may be the answer to that.
While not a new stride, which I assume Robos will be getting.
Daimagnel it seems is supposed to push away the use of Draining Monster, Weaking from the deck by it's second skill, which is +12000 to your defense at just 3 soul, and it keeps climbing beyond that with no upper limit. An example, you ride your 1 and 2 and then you use Daihawk. From there you go Daiearth and grab Grandsmasher as your targeted Grade 2 and soul charge 1 more by his skill. 7 SOUL total already so 28000 power boost to your defending vanguard. Effectively this card is either a Perfect Guard or if you do not discard, it can manage the levels of a G-Guard which is really quite impressive. Because of the power from this skill going directly to your vanguard nulling of this cards PG or it's entire removal will not negate this particular benefit.
 Besides which this is 7 soul without adding in the new Stand, Daislasher who provides recurrent charging to the count, or even this next card...

Dimensional Robo, Daisupporter
CONT While you would pay cost to Stride a G Unit with “Dimensional Robo” in its name, or when the cost of an ability of a card with “Dimensional Robo” in its original card name would choose a card in drop zone, this card may be regarded as a Grade 3.
AUTO When this card is discarded from hand for the cost of Stride, choose one unit with “Dimensional Robo” in its name, it gets Power+4000 until the end of the turn, choose up to one card with “Dimensional Robo” in its card name from your drop zone, and place it into Soul.
___________________________________________________

There is never such a thing as too many strides and this card gives Dimensional Robos up to 4 more opportunities to perform this very action (depending on how many you run) But it can also be returned to the deck by either Dainexus or Daidragon as well by fulfilling the costs of both of their abilities due to the text of it's first skill.

Additional to that though is when this card is dropped as the cost to stride you gain a single 4k ramp and the offer to add even further to the soul any card from the drop.
But on the other hand this card is very xenophobic, where ever it refers to a 3rd party in it's card text, that 3rd party has to be Dimensional Robo

And now we're at 8 Soul from this card- if you were counting. 32000 defensive power via the new sentinel, and it can climb higher still.

I do not see Robos at this point returning to the fold, but I can say they will put up much more resistance as they are going down. I suspect there is one more card to this archetypes support wave, one last card. A RR Stride. After that, it's all up to Gallop to pick up the pieces and save the Dimension Police in this set, and it would appear Gallop is intent on giving it a solid try.

To be continued-
Decker Out

Friday, 22 December 2017

V-Talks: Nexus

Super Dimensional Robo, Dainexus has arrived and it appears to change the direction of the deck entirely, so in short good bye break ride.
Card is not really what I had expected nor wanted but it does fix a severe issue the deck faced, the lack of defense.
AUTO (VC) [Counter Blast 1, Choose a grade 3 unit with “Dimensional Robo” in its card name from your drop zone, and place it on the bottom of your deck] : When your G unit Stride, you may pay the cost. If you do, look at the top four cards of your deck, choose up to one “Dimensional Robo”  from among them and call it to (RC), choose one of your vanguards, increase that unit’s Power by the original Power of the unit called with this effect until the end of the turn and shuffle your deck.
CONT (VC) Generation Break 1 : All of your Grade 3 units with “Dimensional Robo” in its card name gain Shield+10000 and “Intercept”.


With Every Stride you cycle a Grade 3 back into the deck, keeping your strides going consistently, especially when you combine that cycle with a Gold Paladin-esque Superior Call.
This Superior Call even allows Dimensional Robos to effectively work towards Burst Strides thanks to the ramp relative to the power of unit called, (note that NOWHERE in Nexus' skill is it specified you have to stride a D-Robo) which in turn drives Linka into the deck, especially given Robo's history of running more than the average count of Grade 3's.

Grade 3's the the deck was able to cycle already but now has a more efficient method.
Grade 3's that while pushing the deck's gambit have always in the past been a detriment to the deck's ability to defend itself, and this is the true value of Dainexus, his second skill.
Dainexus' Gen Break 1 skill aids the Dimensional Robo deck by covering it's defending turns with the option to drop Grade 3's as shields if need be. This is absolutely huge for the deck given it's biggest weakness has now been turned in to a strength where it didn't hold one before. Yes, Grade 3's have always been  aggressive, but rarely do we get to see them in a defensive role.

It is Dainexus' second skill that drives his worth and give boot to the Break Ride, Super Dimensional Robo, Daikaiser however it may be the case that the Legion still remains the fail condition ride, as well as the last resort button.

The affects of this line-up change knock on into other aspects of the deck's capabilities and new limitations.
The Daiearth turn is now CB3 for +3 instead CB for +2, still a cost/benefit ratio of 1:1, this also applies to when going into Earth from Daihawk on the turbo stride/emergency stride.
You can Stride Great Galactic Governer, Commander Laurel D on top of Dainexus and so long as you check an 11k target among the top calls, that will enable Laurel D's 25000 power threshold Phase 2 Burst skill. Like wise you can inject Super Cosmic Hero, X-Gallop or Super Cosmic Hero, X-Lead and reach the Phase 2 Burst of either more easily, these being 40000 each, and both counting their power when they attack, which due to current timings within Comprehensive Rules is a post boosted check timing, meanwhile there's also Enigman Calm (Looping Perfect Guard) with his Phase 2 being at 45000.

With the support we have seen thus far, base power of strides is typically 26000, unless you're name is Laurel D or you are a Zeroth Dragon. Addition of 9000, let's say a Grade 2 minimum expected, this puts that's power up to 35000. Any booster will trigger the currently known G-Unit Phase 2 Bursts, a 10k booster specifically would be required to then reach the level needed for Enigman Calm to also see activation.

This is all talking about the vanguard circle though, what of the Rearguard Support?
Well this is where it becomes less about benefits and more about new restrictions. Daikaiser no longer being a primary ride target renders Dimensional Robo, Daibazooka a dead card, thus he is dropped, but this means loosing some valuable counter-charge and given Nexus Earth eats more than half your Counterblast is taken up in one turn, so you won't be doing that very often. The counterblast feasting may mean the deck requires a new refuel method or miss out on recurrent benefits, but no counterblast also means no Guardian breaks outside of Operator Girl, Linka.


No Kaiser Vanguard also means Daireason's future looks bleaker than it initially was, but I've got even worse news for him/her... can't decide what gender orientation Daireason is supposed to be. Two words: Move Over!


Dimensional Robo, Daipole

AUTO When this unit is placed on (VC) or (RC), choose up to one card from your hand, reveal it, and if neither that card nor your vanguard is a Grade 3 card with “Dimensional Robo” in its card name, this unit gets Power-5000 until end of turn.
CONT (RC) If you have a grade 4 vanguard with “Dimensional Robo” in its card name, this unit and all of your Grade 3 rear guards get Power+5000.

We've seen quite a few of these skilled 10k Grade 2s by now and this is just as sweet as the bulk of them. Between this and Daireason, there is no contest. This ramps itself and your grade 3's, which it's Dimensional Robos, you have a a lot of them, besides which those Grade 3's with Dimensional Robo in name are no 10k intercepts to, so no hesitation to call the spares you don't need in hand. Additionally in this unit's favor, if it is boosted by full power Daislasher

the lane equates to 26000 power and this is before even adding Daimax into the equation, if I add that in to the numbers then the lane is now 31000 with 2 critical, the front unit being itself 20000, so a trigger making for 25000. Any means of pushing even just another 1000 power into Daipole and we're talking next stage threshold achieved.
While on the other side of the board the 11k base of a Grade 3 becomes 16k, (21k 2 crit even without a booster once Max is factored in) the Skill of Daipole being a recurrent CONT as long as this unit remains on board means that from the opposing POV, this card needs to be delt with, it can't be allowed to remain in play.



Yet despite my relative praise for this support I need to dash it with a reality check, as there's now enough of the puzzle revealed to make the following remark.

These cards are coming out into a meta that is ruled by Chaos, Dragonic Overlord, and possibly Gredora. Indisputably a control meta, meanwhile this support is taking the form of a beat down deck that is putting more emphasis on Rearguards at the worst time to be doing so, the new support doing what it can to try and push the deck away from a Daikaiser focus, and thus away from the easiest form of guard break open to the clan, in a time period when giving that gambit a huge boost is probably what the deck is actually in need of, this support at the time of Trinity would have seen the deck carry quite well all the through up until G-BT-12 and possibly into the Link Joker Clan Booster also, but releasing after Ultimate Stride and The Awakening Zoo with the type of support being given is not going to be doing this deck any favors.

Good Cards at a bad time.

However with the ace in the open there is a chance that among the support will be items that fix the flaws and vunrabilities the deck currentl faces with what is so far seen

Of the Control Trio Overlord bothers me the least (this may be folly), Chaos I know how to pilot around, but Gredora could be the biggest spot if bother this pathway faces. But so long as 2 lanes are live there should still be enough pressure to push out.

Decker Out.

Tuesday, 19 December 2017

V-Talks: Zealous Defender

Great Galactic Beast, Zeal

AUTO [Soul Blast 1] When this unit is placed on (GC), you may pay the cost. If you do, choose 1 of your opponent’s units and it gets Power-5000 until the end of the battle. If the number of cards in your damage zone is greater than or equal the number of cards in your opponent’s damage zone, you may Counter Blast 1, and if you do, choose 1 of your vanguards, and it gets Power+5000 until the end of the turn.

____________________

Zealots rise and bow down to your lord.

Todays COTD reel gave us a new addition to the Dimension Police G-Guardian Pool by revisiting the big bad Kaiju King himself, the Zeal deck isn't suddenly revived by this but at least now Zealots everywhere have a chance to use Zeal in some form that actually matters, myself included in that Zeal cult of DP players.

The Soul Blast 1 drain 5000 power from a foe is live anytime but the more appealing part of this card comes from its second phase; the counter blast 1 paywalled ability to have yourself gain 5000 power until end of turn, thus being 16k or 18k base for turn depending on your vanguard situation. This without needing to discard an extra card for the defensive ramp, one of the things I never liked about X-Carivou. (I can count on one hand the number of Time I've used Carivou's Phase 2, I simply do not see it as a desirable cost to pay)

While X-Carivou can offer a 29k defensive boost on the turn he is used, while Zeal caps out at 25k, the former is likely being replaced by the latter, but this is dependent on whether or not a deck can cope with the slight increase counter blast consumption.

As a Single R Tier card Zeal makes for a decent G-Guard, given it's rarity it wouldn't be unreasonable to expect that you pull it during a sneak peak either so within that environment this a card to look out for, whether you will also have a Heal to be able to use it? That's another matter.

In constructed play the jury is still out as while his inclusion would be nice to have, the costs it ask the user to pay may be needed elsewhere, it all depends on cost and refueling efficiency of our decks when we come out of the other end of Star Gate Spoiler Season.

And for those holding out for a Dimensional Robo G-Guard; Sorry to tell you this but that's no longer likely within this set, but hey Bushiroad, dare prove me wrong please.

Thursday, 14 December 2017

V-Talks: Another Top 5 PG?

TONIGHT DP players struck rich with the reveal of an outstanding PG, it needs no further explanation than what is printed on the card but I do have one line to personally add.

Cosmic Hero, Grandmonk
CONT Sentinel
AUTO [Choose a card from your hand, and discard it] When this unit is placed on (GC) from your hand, you may pay the cost. If you do, choose one of your units and that unit cannot be hit until the end of that battle. If your opponent has a unit whose Power is 30000 or greater, draw a card.
ACT [Drop Zone] GB 1 [Bind this unit face up] Choose 6 of your units and they get CONT (VC/RC) Resist” until the end of the turn.






Deny my Laurels now. I dare you.
Also this and Enigman Calm are to go 2-2 buddy buddy


Short and sweet because need I say more?

Wednesday, 13 December 2017

V-Talks: Crush and Cut

After some days of Deletors and Victor the spoiler reel returned to Robos for Wednesday.

Two bots, from the same illustrator but coloured by different people, these mechs are presumably related in some form.

Though do you Cut to Crush or Crush to Cut? In any case we now have indications of where this deck is going.

Dimensional Robo, Daicrusher
AUTO: When this is placed on (RC), if you have a grade 3 or higher vanguard, Soul Charge 1. If the card that was Soul Charged was a "Dimension Robo" this unit gets Power+2000 for the rest of the turn.

AUTO (RC) 1/Turn GB1: When you drive check a grade 3 "Dimension Robo" card, this unit gets Power+10000 for the rest of the turn.

So for a single turn you have an 11k that has a chance of being a 21k solo. After which the card is just a 9k with a chance burst of becoming 19000. So compared with Daireason this can be stronger faster though it is only ever temporary and comes with a lower ceiling than what can be reached with Daireason.


Dimensional Robo, Daicutter
AUTO (RC): When a "Dimension Robo" is placed on (VC), this unit gets Power+2000 and if the unit placed is Grade 4 or higher, Soul Charge 1 and this unit gets Power+2000. 

A consistent recurrent 11k Grade 1 that provides reliable soul cycling by being able to cover for soul blasted assets with a fresh charge, this aids with looping Engiman Calm, the best PG. And at extended the usefulness of Weaking before eating into the 3 soul that needs to be maintained for Daikaiser Legion are any other D Robo ace that may be reliant on the in soul count.
_____________________________________________

In a lane together these two reach 22000 or 32000 depending on if the Grade 3 check occurs or not. +4000 atop puts the lane into the next stage. So between the three Robo cards seen so far from this set there exists a 26k-36k lane. But A) this is a one turn deal, and B) it requires 3 components.
Obviously aside from the stand trigger (Dimensional Robo, Daidraft) there are other ways to get that +4000 from prior expansions. These are only commons however, and the reveals for DePo are far from done, we've yet to see a glimpse of Gallop yet and Nexus is still to come.

With this reveal the deck looks to be sticking to being a Grade 3 check RNG type gambit but the soul charge on these two cards is of more interest than that, does the new ace interact with the soul more than previously or is it just due to Bushiroad noting how the Robo players took to using Weaking and Enigman Calm to better their longevity and defense and providing assets to accommodate that?

The Galaxy Star Gate's puzzle remains incomplete. I just hope the support received is sufficient enough to offer a revival back into the relevancy tiers.

Friday, 8 December 2017

V-Talks Daidraft

Second DP reveal from the gate and it's a second D Robo.

Fair chance Burst is being held back until after a spotlight in the animation.

We have a D Robos trigger this time and with a skill.

Dimensional Robo, Daidraft
ACT RC: [Put this unit into soul] If you have a Grade 4 or higher vanguard, draw a card, and your vanguard gains Power+4000 until the end of the turn.

Emergency +1 soul robo appreciated.
Needing G4 or above for self skill benefit thouhh kinda sucks.

Intriguing how it isn't GenBreak locked allowing for paying cost for just sake of. But also Robo name not withstanding, this card as a stand trigger has to vye against the other ability stand of which there are two that are just objectivly better as affect stand triggers.

Which means that this is only really getting away with passing grade due to name alone.

But this has reminds me, there is probably a RR heal trigger with the D robo name in this set.

Still only getting commons atm. And no real hints as to where we're headed.

Answers will however come in time.

Thursday, 7 December 2017

V-Talks: Opening The Gate

I really wanted to be back on full editor by now. Oh well I wish to speak regardless since the time has come.

While I can play all 3 Gate clans and do so well I will just stick to DP cards for now and my opinions of those.

The reason why is rather simple blogger Mobile app is terrible and only allows one image per post. Doesn't even let me chose where to put it either.

For better or worse let us begin.

Dimensional Robo Pilot, Mash
G-EB03/065 C
[AUTO]:Forerunner
[ACT](RC):[Counter Blast (1) & Put this unit into your soul] Look at the top 3 cards of your deck, add the "Dimensional Robo card with the highest [Power] among them to your hand, and if that card is grade 3, Counter Charge (1). Put the rest of the cards into your drop zone.

It really is a shame Daihawk exsists as this card would otherwise have been up for consideration as a first vanguard.

What can gleamed from what we have though? Primarally what stands out here is a rather specific target, Highest Power, and perhaps this is but a hint of the direction this final wave of G-Robos support will go. (That was not typo)

Additionally I would like to flagone other thing. D-Robos are sentient super robots so since when did they have pilots?

I will bring further thoughts and discussion as more reveals are made.

Monday, 11 September 2017

It's been a while

Ok so quick catch up.

Triggerversary 3.
Format in the end was king of the hill, or basically winner stays on. Kaiser retained with Blue Waves without ever suffering a loss and loosing his title.

I used Omega and got utterly destroyed.

From the convention at which myself and a few buddies have our Triggerversary I picked up a few odds and ends.
Transformers Energon Wing Saber and Kamen Rider Double are the key notables.

I have since then put together Dominate and that I am still tinkering and fine tuning.

As for the reason I've not posted in so long, my laptop gave up the ghost. Until core tower is restored there's only the mobile app which limits my editing functions and restricts me to one photo oer post. I don't like those restrictions so don't expect much from me until I finally revive core tower. Probably with an Intel core this time instead of AMD.

Well V-Out.
Haven't said much but have said all I feel I need to for now.

I might post a bit via the app but I feel no inclination to write on such a limited platform.

Monday, 10 July 2017

Brave's Battles: The forgotten Battle Log

The Spring Season has truly finished having reached it's Climax with the USA Long Beach Calafornia Grand Fest and the crowning of Kenny Omega as the IWGP US Champion at the New Japan Pro Wrestling G1 Special taking place within the evenings of the same festival. I am curious how many card players there also attended the NJPW shows.

I am reminded that I never posted my experience from UK Huddersfield at which I played Weiss Schwarz and Futurecard Buddyfight. And also took a judge interview. Something that I feel I might have blown. I more certain about having my rulings down but I'm not so confident about my implementation of sanctions in given situations. In regards to the weekend though my memory is as bad as ever and I remember nothing any more other than I'm 1-1 vs some guy in Weiss and I want to settle that tie breaker should we meet again. But I am not without a back up- since I knew at the time I wouldn't remember what happened by the time I got home.


The following is the stitching together of several notepad sessions on my phone

Tournament Date: June 17th Wiess -18th Buddyfight and Luck & Logic

 
I entered into Weiss Swarchz piloting two copies of the original Love Live Trial Deck mashed together with a focus on raw power.

R1 Vs Angel Beats
Don't ask me how this game works never mind this deck, but I do know regardless of the match up that when you lose 6 of your 8 Climaxes in the first 12 cards of a refreshed deck- prepare to get rekt. - LOSS


R2 Vs SAO
Could have clinched this one, only needed a single damage further but I played a skill that checked top card of the deck and because I just revealed last card I habitually go into refresh when not supposed to creating a incorrect and irreparable game state. The situation here is automatic loss of match no point in calling a judge and wasting their time when the decision in such a scenario is already known. So yeah... would have won but due to idiocy I threw it away. :L LOSS

R3 Vs Cinderella Girls

Idols of a different aesthetic. I happen to like them- but I like BanG Dream more so if I ever actually invested in this game that might be the way I go, except it wouldn't as I'D RATHER GO SYMPHOGEAR BUT THERE'S NO ENGLISH RELEASE!!! I lost again btw.

R4 Vs SAO
? (Even the me making phone notes couldn't remember at the time)
Opponent wins I lose and then we both drop from the main tournament to enter into an 8-man Knockout Brackets side event pod for packs.

While we wait for the pod to reach the required player count I try my hand at Dragoborne and boy is it a mechanical mess. I understand L&L was a marketing disaster, this was mostly due to the art crashing against western ethics. But the game was mechanically solid, unlike this abomination having an identity crisis. It's very similar to L&L but at the same time inferior. The game board is already cluttered and then they add in dice elements on top of that increasing the random aspects of chance within the game. I don't see this product taking off and I myself will be avoiding any investment into it.

Side Event R1
Rematch with my Round 4 Opponent of the main tournament this time with me scoring the win.

Side Event R2 Vs Kancolle Abyss Fleet
Game was very tight with and amusing but as for the details of what happened when I'm drawing blanks. The loss meant I was out of the pod but I did recover my entry cost, then blew on packs of Luck and Logic which were heavily discounted due to it of course being a dead game.

Overall for Weiss 1-5

Day 2:


I was more serious about Buddyfight than I was with Wiess but even so my objective was to try and get that first nationals match win, I certainly don't have enough experience to even be on par with the mid-card but even if I get thrashed constantly for some reason I still get more enjoyment out of Buddyfight than Vanguard currently.

R1 Vs Thunder Empire
Or as I call it 5LifeDead.dek

Highly popular, made up the majority of the metagame in Huddersfeild.

In game 1 I successfully nullified a Battz call using Plasma-mine but even with that threat thwarted I couldn't sustain my defence, in part due to having Ridden X-Blazer the worst Ride I could have gotten.

In game 2 post Sideboard I was able to fend of many attacks but repeated aggression wore my defences thin and once through Battz came in, I had no answer to this and his double attack put me into impact kill range.

I hate Battz. That may be salt talking but the card just doesn't seem fair at all.

In any case, a LOSS is a loss.

R2 Vs Duel Yeager (Vs Hughes)

Round 2 pits me against someone I know and a deck I know- or rather thought I knew.
Considering how often I have fought Ancient World and even this deck itself I should have done better than what actually played out.
 I didn't expect to win Game 1 as my tools for handling walls are all stored in my sideboard and infact the sideboard is especially targeted at being Wall Hate. Unfortunately sideboarding your tools in only matters if you ever actually see those tools and I did not.
2 rounds in and 2 losses right of the bat and this was one match that I really wanted to win to.

R3 Vs Golden Buddy Sun Deck
I lost to a stock pre-con deck- I've got nothing. No comment just shame.

R4 Vs Dungeon Memes
I have no other means of explaining the deck other than memes.
I won round 1, bring in side board thinking I had a good idea what the opponent's deck did and this ended up being a mistake. I got swiftly destroyed by something entirely different from what I'd prepared for happening, and then realised shit I don't have an answer to this the same happened in game 3.

R5 vs Thunder Formation
 I was the second Hero World user this person faced and it seems Hero World had his number. I didn't feel like I actually did all that much myself but at the same time sucesffully sitting atop a wall of defence limited the number of attacks he could make each turn and I was able to output more damage than him because of it. Round goes 2-0 in my favour. I didn't use sideboard after the first win this time.

OBJECTIVE ACHIEVED but 1 round remained.

R6 Vs Dragon Trials
What I mean by that is ALL the Dragon World Trial decks mixed together to make... something...
I was facing off against Jank, jank that by all accounts successfully defeated me. But the opponent revealed they had the kill, chose not to play it.
I won Game 1.
In Game 2 he launched an all out attack I used Body of Steel to repel but he answered with Drago Energy brining the sum of his attack once level with my enhanced defence overpowering me and hitting the lethal.
Game 3 he could won, he got into Punisher Range, had the card and the guage, demonstrated that he had the win but didn't finalise the play opting instead pass the turn. I don't understand why but as I was shown mercy, I repaid the opponent by wiping them out.
Rule of competitive play: never show mercy. I could have conceded knowing I had already been beaten but I was offered the window so I took the kill. Strange episode that statistically I won, but truthfully I lost. So how am I supposed to record this?
WIN or LOSS?
I don't know, so I'll turn that question over to the reader to decide.

Depending on interpretation my final score for Buddyfight is either 2-4 or 1-5

In turn for means for the entire weekend I went either 3-9 or 2-10.
Still a dire record either way.

I do have a parting word to say and that is that the venue and staff were highly pleasant, honestly preferred this space compared to playing at Play Expo though we were technically playing a basement. The IQ Games Centre store is very neatly laid out and with 3 stories they are able to have War Games on the shop floor, where there's dedicated tables, while also running at least 2 other events at the same time. 1 large event could take place on each floor and that's impressive though I shudder to think about the rent.

V-Out.

V-Talks: Restriction Time

Restrictions List update has been announced and what do you know, Seven Seas rush has been hit once again, this time the damage incurred will see it dropped from popular use, if you could ever call it popular. The last wave the pirate crew rode was an absolute domination of UK Cardiff with 3 pilots attending and all 3 taking the top spots. I notice no public congratulations has been offered from Bushiroad in regards to this triumph, rather they silently published the results then announced the Summer restrictions update near immediately after.

Unlike most of the community who seem to despise the existence of rush, and especially 7 Seas take on it, I instead am fully willing to advocate the use of such strategies so to those who have piloted the list and topped with it, congratulations to you all.


Seven Seas Helmsman, Nightcrow is down to 1 copy per deck once we hit August but this doesn't mean the end for the deck, it can still function so don't jettison that seemingly dead weight yet- unless you wish for a disrupted coronation.
You don't want to do that.


In either case, aside from sacking out of a rush deck’s kill range these deck types are also vulnerable to Limit Breaks and Superior Stride where applicable, also in general susceptible to being beaten down by unrestricted cards, No Limit Break restriction, No Generation Break restriction, just active at all times.
These mechanical elements that while not frequently seen in the top decks of the game, your upper-card and main-eventers, there are more commonplace in the mid-card environment which in fact means the most dangerous phase of a tournament for rush deck is in the early phases where they are no seeds for pairing and the potential opponent pool is at it’s largest and most variable. This is something I find rather ironic, a deck type that abuses the developing stages of the game so effectively is also at it’s most vulnerable in that very same stage within tournament progression, before your upper, middle, and under cards ranks have been properly established.

The only truly severe harm rush causes is the damage to the current marketing as the strategy goes completely against the current design direction Bushiroad has in mind for the game of Cardfight!! Vanguard, as such it makes sense why they would not wish to actively promote the results from Cardiff, in which Seas Rush took 1st, 2nd AND 3rd, thus taking up all published list slots, but the evidence to me is that the flaw doesn't lie in rush existing- it proved so effective because no one in the UK expected a rush deck to be used here as such pretty much all the deck in the field were Gen Break restricted. The flaw rather is with the current design philosophy. Instead of adding more restrictions to cards the better solution if Bushiroad wanted to really bring about an upgrade would be to bring be dual phase units where they have skill x at all times but can unlock a skill Y once stride is in play but that is a fix that requires time and effort to implement, and would require several expansions before every clan was gotten around to.
  In contrast it is much quicker and easier to solve the problem as Bushiroad sees it by the way of the restriction hammer.
 I personally certainly won't call rush bad for the game or unhealthy, rush decks have their place in a game space alongside traditional Aggro, Control, and Combo all deck types are able to safely exist in a healthy design space.

The issue is in the balancing and how these decks types are able to interact with one another.
Rush decks are typically budget builds that focus on all out aggression from the go but as a result have a limited kill range window, usually around their 4th turn. After that the tide turns in favour of more traditional builds. This is fine. And even then there exists traditional decks that themselves can pressure strongly in the developing stages if required, a key example relevant right now would be Blasters.


I realise I've spoken about rush only generally up until this point I've not specifically talked about Seas Rush as a deck to which I will now admit there is an imbalance but it doesn't root from where almost everyone I speak to seems to think. Seven Seas Helmsman, Nightcrow is a fair card even in the terms of the rush deck. Most Rush decks their focus is on hitting for 16k-18k as fast as possible but as they often forgo utility to achieve this they lack reliable recovery. In this case making them expend more cards than they can restore makes sense, one means of doing this is in forcing them to keep adding further cards from hand to their board by taking out their support.

While this same premise is true in Seas Rush they can still make at least 3 attacks into the minimum target numbers of 11k+ with minimum physical expense, this is achieved through Seven Seas Master Swordsman, Slash Shade and Seven Seas Dragon Undead, Prisoner Dragon. Most people will point to Seven Seas Pillager, Nightspinal (pictured) as the card that makes Seas Rush the strongest rush and while it does help they are wrong to point at this card specifically the deck would still live on even if this asset was forcefully cut.

Think of the cost to revive the card. It's a discard cost. The player is still needing to drop hand to bring the card back from the dead, in a sense this is not much different to discarding to fill a gap- in fact that is exactly what is going on. Sure she can power up as other units also revive but she is a single attack, if all you were facing down was 3 attacks like most of any other rush you'd be under less pressure, but Seas Rush doesn't stop at 3 attacks, it can consistently mange 4-5 due to Slash Shade and Prisoner Dragon and as such it is these cards that are you targets to restrict in order to balance Seas Rush to be level with other possible Rush decks.

Ladies, Gentlemen and others I present to you the real offenders in this case!


And to fix them you don't even need to limit their deck count.
The solution here is Functional Errata, Buddyfight has shown it's willingness to do this and while a different R&D team works on that game it is a Bushiroad game so the precedent is there for such a fix to be applied.


The current wording on both cards is


When your vanguard with "Seven Seas" in its card name attacks,

The fix to this?

When your grade 3 or greater vanguard with "Seven Seas" in its card name attacks,

And just like that you can release Nightcrow as the combo he enables with Slash Shade in rush is shut down as for Seven Seas Apprentice, Nightrunner he might have to remain in his current situation all the same.

There's one other part of this list to discuss and that is Mick the Ghostie and Family.
A stand trigger that is staple in the Nightrose Granblue the thing with this card is the potential of resulting in a deck that will never run out. In essence an infinite loop though not on the level of Docteroid Refros or Cosmos Pixie, Lizbeth but even so infinite loops are bad. The very existence of them is an issue as opposed to Rush where it can exist in a balanced state. It's a hurt for Nightrose but it is far from being what could be considered crippling and is easily replaced in the deck.

Primary considerations to insert in your now 3 open slots would be Screaming Bnashee if going the way of keeping stands, this card enables the Hollow of another card on board upon entering play and when she herself dies due to hollow you draw a card to recoup your costs, however she does go to the bind zone preventing her from being used more than once. Or if you don't wish to put much thought into your replacements there's always more critical triggers to increase the decks killing power.



A notable exception from this English restrictions update that is on the matching Japanese list is that we have omitted Interdimensional Dragon, Hetroround Dragon. I would personally love to see this card hit but that's just bias against Gears due to being so damn bored of seeing them all the time- next I'll be saying that about Shadows. In any case this card staying around is fine in regards to the game in all honesty. It's limitation would open the flood gates for Wiseman Loop and I really don't want to be dealing with that, no one does. However from a marketing perspective it's freedom does create problems. Bushiroad is bringing further support for Deus Ex Machina, Demiurge in the immediate future, and so long as Hetroround lives that deck in turn can not. But if you want to build a Gear Deck around a completed gambit on the cheap it means that Deus Ex remains an option, just don't expect to do well with it against another Gears deck.

Monday, 29 May 2017

V-Talks: (Off-Topic) Budget, Formats, and Discord

I forgot to send the last post to social networking feeds it seems, whoops.

This is going to a general write up applicable to any game or hobby, simply sticking within your means.

You look around the TCG landscape and associated blogs aand boards you'll always see discussions about meta game and competitive play, but then look at the prices of those play environments and clearly they aren't for everyone, for one playing competitively isn't always affordable.

Now while I typically use GBP sterling when I quote prices due to being based in the UK this time around perhaps it is best to use US$ for my point.


Playing Pokemon standard competitively right now you're going to want to use Tapu Lele GX.
A card with a $33 market price on tcgplayer.com alongside this you're running Mew EX, which is Market Price of >$50 per sheet, (Though I think that card might be phasing out of Standard soon? I don't know the set rotation in Pokémon yet.)

With the most recent Mt:G expansion of Amonkhet, ok sure nothing is overly expensive with the most expensive in set card, Liliana, Death's Majesty only clocking in at $12.97 TCG Market Price but there's more than just Amonkhet in standard even so Magic's Starndard format has a low entry price compared to how it has been but it's still a fair amount of cash to enter competitively when you begin to add individual prices together.


Yu-Gi-Oh is having a rough transitional period as it moves towards what is being called Link Meta and it's hard to see what prices are going to be like when things stabilise but since the new mechanic of Link Summons is forced onto anyone still wishing to use extra deck gambit it it does mean that any good Links will be snapped up and in turn their prices rise up.

Vanguard, my own deck that I've build and updated over time, the current build values in at $400+ and it isn't among the best decks in the format, if you want those you have to go higher still. Even an entirely non viable casual deck right now can set you back $150+ depending on specific inclusion.

For that price you be playing a self contained card game plus ALL it's expansions. And don't even start me on the cost of building a Warhammer army.

My advice is simple, stick within your affordable means and additionally encourage your local game store to host formats that are affordable and welcoming for new players to a game like theme deck leagues in Pokemon, or sealed leagues in any TCG where such a format is functionally supportive. If you, or people you know want to get into a game or games but they can't afford the investment to stand up to veteran players then introduce formats that lowers everyone to fighting on the same playing field. It will prove to be more inclusive and possibly even prove to be more fun than what you may have been doing otherwise. Also if you can't afford to buy a board game for yourself make use of demo games that a store location may allow you to use while within the shop.

I wanted to say this to fill the silence between seasons and in the build up towards Huddersfield Weiss and Buddyfight and beyond that TFN2017 and the subsequent meet-up/indie tournament that takes place there.

Whilst I am here though I shall extend a hand to invite anyone interested to join me over in my own Discord space with a couple of the Brave's Buddies floating around there to.
https://discord.gg/HzyBaWK


No pictures involved in this post but really not needed either.
For now V-Out.

Sunday, 21 May 2017

Brave's Battles: Last Stage

We are done, 5 stages have been played. And when all is said and done I end at 6-16. -10.
Feck!

23 people were in this stage, too many for me to get the meta breakdown and well I didn't pay attention to top 8 either as my focus by then was shifted to Buddyfight as now I must prepare for that instead. Yep I'm done with cardfight for now. Not for good, but my season is over.

To sum up the day.
Lost to Royals due to a misplay on my part in the developing stages that ultimately sealed my fate. Might have won otherwise.
Finally beat bugs.
Then took three losses in a row to go 1-4 for the day.
Missing stride turns in all three of those game even though round 3 was a long game which allowed for midrange tactics to come into play- even so that was played around quite geniusly by the opponent (using a Blademaster Deck) playing 4 Vague in the G-Zone instead of the expected 2. That was a nice meta call.

Well I'm off for now.

Sorry it is short and detail non-existent but right now I do not have much time.

I will say this though, the venue should know better than to have a judge also playing in the tournament. That same judge making the finals when they already had a Bye card.

V-Out

Monday, 8 May 2017

Brave's Battles: New Build, Old Problems

After a month long break Stage 4 of the local Store Championships finally arrived, I needed to make top cut and probably even get to the finals or even win it to get my win ratio back into the black. I was 4-9 going in (-5) it was 4 rounds of swiss then top 8, I'd need a 3-1 to comfortably make top cut taking me to -3, so yeah I needed to win to break even on win ratio this time.

Swiss stars well, sort of- First Opponent is using Royal Paladin Brave. I miss first stride, even with Hawk it wasn't worth taking a stride with the hand I had, and this was also while having to ride Great Daiyusha. I do set up a Luarel board when I do eventually stride, after the opponent has used their first stride, Fides, via the typical Earth play. The Laurel misses the mark and is taken out on the next turn with Opponent's Brave's being active while building hand. My response to this hand was to try and hit the PG or No guard from a very large X-Lead, it worked out since opponent did indeed PG, but it was cancelled out thanks to Linka. This got me some momentum going and fueled my in hand resources. The following two turns after this were Phase 3 Maxons. This match went to time and to the end of the 3 turn rule without either player being defeated outright. Ultimately it came down to who had the most damage at the end of the 3 turns. 4 damage to 5 meant I won.
1-0


Round 2 - Luard
In a grind game Luard has the upper hand with a toolbox which I hadn't fully studied and wasn't prepared for. Opponent play pattern of Aurageyser, followed by Doomed doubled with Beliel Owl and Swordbreakers led to amassing a huge hand, big enough even that an attempted Break Ride Legion was no passed with ease even if all possible breaks occurred. This gambit having failed I held back my other attacks from swinging face to starve counterblasts, this didn't work because retiring Abyssal Owl ended up enabling a Spectral Blaster of which I couldn't block both times so I had to take the first swing. What I got was a triple crit in my face. Given those Owls kept filtering back to the deck though and the deck was slim I guess it isn't really a surprise.
1-1

Dark Irregular Darkness Blade Wings came next, opponent missed their ideal ride and a stride turn but the first stride they do score nets a triple critcal, an attack I couldn't guard because my only real option at the time was a Sentinel and he managed to ramp the soul high enough leading into the attack to lock that out.
1-2... feck.

Out of top 8 chance and not able to close the gap between my wins and losses.

To top it off last round SGD Blaster 16 crit. I didn't even stand a chance.

End score of 1-3

Sub Total 5-12 (-7)

There's now only one stage left and I am left unable to go into the green. I can get into black and make my win loss ratio over the 5 stages even but only if the final stage is atleast 4 swiss rounds and top 8 AND I win every round. With how things have gone for me this season thus far I don't see that happening.

Personal greivencies aside event deck breakdown

3 Luard
2 Robos
2 Angel Feather
2 Dark Irregular Blade Wing
2 Royal Paladin (1 Brave, 1 Blaster Sanctuary)
1 Gears
1 Tachikaze
1 Nightrose

1 Machining
1 Murakumo Magastu Hyakki

Top 8
Nightrose
Luard
Luard
Brave

Hyakki
Machining
Tachikaze
Darkness Blade Wings

The Murakumo player used to be seen as the "joke" player, with his recent advances he's now on his way to being a serious contender. Good on you, mate. :)

It seems my down turn is balanced out by another rising star.

V-Out.