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

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.

? (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?
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-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 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.

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.

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.


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.

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.

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

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.


Tuesday, 11 April 2017

V-Talks: Generation Break 8

Oh boy. Let's have a word.
GB8, That's a tall order but if you get there, you gain access to the nukes it seems.

As of today we've seen two cards.
This is what the Flipping G-Guards were leading to, despite most of those being disappointing to say the least, I guess though that this is supposed to be the big pay off.

I'll talk Shadow's first then I'll talk justice.
Dark Knight, Ergan Welt

ACT (VC) 1/Turn Generation Break 8: [Counter Blast 1] Choose up to 5 of your Rear-guards, Retire them, search your Deck for a number of Grade 1 or lower cards up to the number Units Retired, Call them to separate (RC), during that turn, they gain Power+15000, and then choose a number of your opponent’s Rear-guards up to the number of Units Called, Retire them, then shuffle your Deck.

Cards you retire in Shadows will net different benefits and you're getting these benefits while at the same time cleaning house, after which you're going to have side lanes in the regions of 44k-46k each while the centre is pushing for 48? Overall power in the turn 138000 approx so let's say 26 stages of guard (5000 power shields) across 3 attacks. That a lot.

But then there's DP that is nothing other than RAW power.

Dimensional Robo Superme Commander, Ultimate Dai King
(Image up top)

AUTO (VC) Generation Break 8: When this Unit attacks the Vanguard, for each of your Rearguards, during that battle, this Unit gains Power+10000 & Critical+1. When that battle ends, if this Unit has 80000 or more Power, for each of this Unit’s Criticals, during that turn, your Rear-guards all gain Power+10000.

This unit can easily hit 80000 power with a full board.
26000 at base +10000*5(that's 50000) = 76000 so just a rearguard boost will count as enough to trigger the ability, but that's all best case scenario.

Even with Dimensional Robo in it's name the deck most please with this card is Gallop.
When you stride onto any of the two Gallops this unit will get +4000 off the bat with not cost need be paid. then it's a case of full board and swing with no additional hassles. Further more an attack from this card is an on-hit KO Laurel on Rear or no. The problem is surviving long enough to use it.

Looking at this card there's another that also comes to mind, Cosmic Hero Grandvolver and Bravest Rush, Grandgallop were obvious thoughts; one having built in crit while the other having resist and thus immunity to Denials.
But what if you could have both that critical and resist. For Grandvolver that's a matter of drive checking a critical trigger but to get both worlds with Bravest Rush Grandgallop we need to introduce a fourth card into the mix.

Lady Skylark

Burst-AUTO:[Counter Blast (1) & Soul Blast (1)] When this unit is placed on (RC), if your vanguard's [Power] is 30000 or greater, you may pay the cost. If you do, choose one of your other rear-guards, and it gets "CONT(RC):Resist" until end of turn. If your vanguard's [Power] is 40000 or greater, you may retire this unit. If you do that, the chosen unit gets [Power]+10000 until end of turn.

We only care about the first part of this card, Burst Phase 1 is immediately bought online when you stride a G-Unit on to a Grandgallop and with this a rearguard Bravest Rush Grandgallop will gain resist.

With this in mind I am of the opinion that Between Daiking and maybe X-Tiger aswell that the G-Zone can be shaped in a way that makes Lady Skylark a staple card in Gallop's main deck. The bad news is that she currently has no English Print but she will be a key card in bringing out the full threat that can be posed by Daiking. I guess you could also tech her in Robos but that deck likes to keep archetype pure for the most part.

EDIT: Forgot to mention this part.
Assuming full activation achieved is achieved
Vangaurd will be 83000 or 87000 probably latter so that's what we're going with.
Remaining attacks will between 133000 and 142000 (to possibly even more- but why would you need to it's already PG or die numbers.

Total board power 353000 power and that's even maximum potential. This is 71 stages of guard needed across three attack that is way more than the amount of guard available in a deck even if you add all the shield value in the deck together.

Now I realise I'm talking about the card here and not the main topic that the title promised so about that quick word.
So far from the few cards we've seen GB8 will yield powerful bombs which are intended to end the game.

But with clans racing for that same detonation button I have an issue to bring up.
I am about to bring up a pair of simple diagrams, the first is what Bushiroad advertises with the Flip G-Guards vs the second which what is more likely. In both Diagrams I provide a comparison against what Gears can do.

Bushiroad uses the lower section as their example for ramping towards GB8 with the 2 G-Guards at around turn 10 of the game coming from a G-Guard+Guard flip due to the action of a G-FC04 G-Guard. There's a major flaw with this suggestion even ignoring that many of the G-Guard are just underwhelming. The probability of seeing two heals by this time which would enable the second G-Guard is actually rather low.

Thus more likely to be accurate is the following diagram instead.

Gear Chronicle is able to utilise Gear Groovy in combination with other cards to Generation Break Ramp their way to GB8 as soon as their second stride, and they don't even need a G-Guard to have their GB8 safely active by their third stride so the appearance rate of heal triggers isn't a factor they need be concerned with. where as everyone else does.
The point of my bringing this to attention is to demonstrate that Gear Chronicle can reliably ramp to Generation Break 8 one turn earlier than any other deck- which in all actuality probably means the following.

Now I'm not saying that I don't like the Generation Break units we've seen so far but I just feel that they probably aren't worth picking up outside of playing for casual or locals where it is a mostly Tier 2 Meta.

Allegedly Nightrose is currently considered Tier 0 in Japan with Gears being tier 1 along one other deck. What this set may accomplish is turning Gear Chronicle into that Tier 0 deck while leading to the suffrage of everyone else even if all clans do end up with solidly strong Generation Break 8.

I like the concept of rewarding players that can last that long with exceptionally powerful units but I just don't see anyone but Gear Chronicle being able to reach a point of having reliable access to them.
We'll see where this goes but right now I have serious concerns and doubts.

Sunday, 26 March 2017

Brave's Battles: The bonus stage

This week I entered a Buddyfight Shop Championship. You know my trend of negative win rates recently? Yeah it carries over to other games to but with Buddyfight I'm not as bothered because I don't as heavily invest in it as I do Cardifight.

It was a 13 person tournament of which I entered into with Zetta? Gemclone? I'm not sure which it count as more as it's really just a lightly modded Golden Buddy Champs deck.

In any case I win 1 match and that match I win through memes:

The opponent is Black Dragons, boy they sure do like milling their opponent's deck. Well that's ok with me when it makes my Fake Legion huge enough to perform an OTK from 17 to death.

After that I face Dragon World lose one game clean, second game I screwed up and we noticed a turn later resulting in irreparable game state. The mistake was I performed two Gem attempts in a turn without Zetta in item area after the first one was negated. This is an illegal move, it slipped my mind and opponent didn't call it out until my next turn came around at which point I created the initial situation so the ruling was a game loss taking me to 0-2 in that game.

Round 3 vs Executioners is a blank in my mind other than I recall it being annoying.

Round 4 sitting at 1-2 placed me against a meme deck running Mukuro as a buddy in a Dragon World deck and I wish I could remember more but I didn't take notes and I've been to sleep since then.

The main thing this weekend is TRINITY DRAGON came out and I had 8 boxes to open. I did this with CMP (why does formerly Kaiov, formerly Kaiser keep changing his tag, well I know the first one was because he lost the title of calling himself Kaiser to a member of The Dragonic Empire while that team was still active but still)

We opened 4 boxes each then played a best of three with decks built using just cards from each of the boxes we opened. I bought fresh sleeves for the very purpose of us doing this.

Red Sleeves and Blue Sleeves so an episode of RvB if you'd like. I guess now's also a good time to point out that KMC Hyper Mat is my go to sleeve for singles sleeves. If double sleeving because my first sleeve is an art sleeve then KMC Strong Hard is my go to.

I won't say who was who here I'll leave it for someone to guess but I'll show the decks and then who won and what the reason as to why.

Team Blue (Sorry about the white out in top left, it obscures a Psychic Bird and 4 Enigman Mistral):

Team Red (same problem in pictures as before but not as negatively impacting):
And having to use an extra sleeve as this G-Zone had 11 cards and there's only 60 sleeves to each pack.

Of these two Team Red won 2-1 with Blue Loosing twice by way of deck out.

In terms of overall pulls, note there was 8 boxes. The poor photos continue as I took all images at 3 AM when there is no light.

We get full play sets in Oracle Think Tank and Great Nature but not so in Dimension Police aside from Metalborg Guilt Digger so it you'll excuse me I'll be off I've got some trading and selling to do to try and complete my DP sets.

For the final word Laurel signs us off.

Thursday, 23 March 2017

V-Talks: Fighter's Collection Duo First Impression

I'm not doing a huge bulk of COTD entries so that tag would be wasteful. For the Fighter's Collection there's this pair of cards then one other entity that fall under my bracket.

Let's crack in to the duo, their pros and cons and what decks may or may not use them.

Saving Dolphin
[AUTO]: [Soul Blast 1] When you discard this card from your hand for the cost of Calling “Ocean Transformation, Atlantis Dolphin” from the G Zone, if you have 4 or less face-up cards in your Damage Zone, you can pay the cost. If you pay it, Counter Charge 1.

Ocean Transformation, Atlantis Dolphin
[AUTO] Generation Break 1: [Choose 1 face-down G Guardian from your G Zone, flip it face-up] During a battle in which your opponent’s Vanguard attacks, when this card is placed on (GC), you can pay the cost. If you pay it for each of your Rear-guards, during that battle, this unit gains Shield+5000, and if this Unit’s Shield is 30000 or more, Counter Charge 1/Soul Charge 1.

No Robos here, heck not even Cosmic Hero. Very perplexing, what we get though a sea Voltron.

I like the art and I do like the skills as keeping on top of fuel is never a bad thing. I can't be too optimistic though as rationally you won't use these in Robos. Cosmics and Metalborgs however do present a solid case. Mostly Cosmics.

Firstly. Robos is the Meta deck and it is a deck that can ignore these cards.
Between the pair it may be counter-charge two which would easily reload Daiearth for a second firing but the heal trigger lacks that all important archetype tag which you want to keep as much as as possible and given the current build is certainly using four spots up for Luarel and occasionally additional slots for Wilking and a non Robo Stand or Draw trigger you don't want to be dropping too many Robo cards from the deck. Furthermore Daiearth twice in a match is only really used when already against a bad match up that requires you maintain some board to be able to keep up. Most of the time the single time set up is all you require and after that you open fire with Kaiser and Maxon. Robos can now operate on tight counterblast usage quite happily so keeping fuelled isn't an urgency. And honestly if you NEED more than 6 counterblast in a game piloting Robos, things aren't going your way already. (That or you are mad and running the cross ride to which I say respect and fight the good fight.)

The Metalborg deck likes to bring Heavyduke to the skirmish, however he is quite a gas guzzler. As a deck this support will be very welcome there but do be aware of that relationship between the rearguards and G-Guard's shield value. Borgs aren't known for having a decent board if they even have one at all, frequently holding off from placing units into the game until going for the play but frankly if you've gone to duke you've made that play. The problem is pacing. You'd be in late game and your board probably isn't sticking around for long if your opponent is Gear Chronicle, Kagero or anything similar or with similar elements, heck even Granblue and Aqua Force will wash away your rears.

Which brings us over to Cosmic Heroes who are the one in most dire need of anything to get them over right now. Same issue with Rear survivability as Metalborgs but there is resist options to bring into tow if need be. Ignoring the problems faced by whatever the opponent is for a moment though. Cosmics will take anything they can get and that includes this new support being beneficial to them.

What I will say about this card duo, go ahead and use them- for anything other than Dimensional Robos.

Monday, 20 March 2017

Brave's Battles: Diamond is (NOT) unbreakable

Written Sunday 19th March

Third Shop Championship stage and the goal is further out of reach than ever.
Going into today with sub-total score of 3-6 (-3) and leaving with a sub-total of 4-9 (-5)

I can admit the fault lies with me but that isn't enough unless I actively avoid repeating the same mistakes and errors that proved so costly during the course of today.

Round 1 vs Shadow Paladin Luard
I am informed this was a 4 Grade 3 list. I needed to G-Assist for the Grade 1, in doing so I case away two of my four Daiearths and vs Shadows who have Diablos this is a major mistake. It came back to bite my after just one Carnivore, I needed my second Daiearth play to avoid losing but due to my earlier action evidently I did not.
Suggested action next time would be to drop Leon instead. If going into the back foot you need that recovery from Daiearth and when you do get that opening, take that one Leon shot and make it count. I should know this but rust takes time to scrape off and it seem I'm still recovering from my winter hibernation.

Round 2 vs Aqua Force Blue Wave
Same opponent who DESTROYED me when we met in stage 1. This time I get even. Their early game was not as prominent as it had been in the last encounter but  that wasn't the deciding factor. I was on 3 damage before grade 3 ride. I had first stride. Earth Laurel standard procedure. Opponent had 5 cards in hand, unlike last time where I attempted to snipe rear first. I just went face. Luarel went off, so to did critical checks, the two together were game. A chance driven result, not dictated by skill so I can't really take the credit, but I will take the point.

1 win, 1 loss, 2 more rounds to go.

I lose both of them.

Round 3 vs Megacolony Machining

Given what Diamond is missing the grade 3's when it counts more than normal really smarts but even so I made a mistake in allowing the opponent first stride chance, I should have stalled on Grade 2 took first stride for myself and put my reserves in place for if I missed a Grade 3 before allowing Machining Destroyer to come into play. Again rust and hindsight.

Round 4 vs Luard Diablo
Very close tight game I fell behind, got back in, fell behind got back in. Had a chance for a kill but doubted the drives and apparently doubt leads to death. Situation was needing 2 breaks for game. Check 1 break, check 2 crit. I mentally calculate the chance of getting the second break in the given situation and deem in unfavourable placing trigger buffs on a rearguard.
I score the second break. Luarel comes into play and vanguard Leon swings again. A stand trigger yields. The double trigger buffed rearguard Daibazooka attempts the last attack but is blocked.
For my hesitation and doubt the shadow player manages a response with Spectral Diablo first swinging for 50000, secondly for 63000. By the way I was at 5 damage at this point so this in mind, and the other attacks in the Shadow turn, I stood no chance. I went against the DP creed and failed to dedicate all in.

Final result 1-3.

At this point I need to top one of the remaining two stages to close the gap and work towards an at least break even total.

I was hoping to enter a sneak peak today to but that was unable to happen as kits never arrived, or more liekly were never ordered. That doesn't explain the missing bye card and certificate though.

That's my personal log segment for this done, now about the tournament as a whole.
There were 12 entrants and I have them all listed (clans only, not providing names) including top 4.

2x Gear Chronicle Time Leap
2x Shadow Paladin Luard Diablo

1x Aqua Force Blue Wave
1x Dark Irregular Blade Wings
1x Dimension Police Diamond
1x Granblue Nightrose
1x Link Joker Fozen Messiah

1x Megacolony Machining
1x Pale Moon Magia
1x Royal Paladin Brave

For top 4
Gear Chronicle Time Leap vs Granblue Nightrose
Rose won
Link Joker Frozen Messiah vs Pale Moon Magia

Messiah bought victory.

Which of course means the final goes down to Granblue vs Link Joker, a match that favours the former very heavily. Pirates did in the end win and honestly I'd only seen the guy before once, and that was at last week's shop championship.

I would like to say, giving credit where it is due, Escape Games, the venue is much cleaner than I remember, still a tip in parts and the game room's and the are bin looks like it needs clearing out more often. I can actually go there now though without concerns over mould, which is horrid on my chest. It' a positive.

In any case we're 4-9 (-5) down with two more stages to go but Crazy Diamond will not be joining me for those meetings, the deck's service is at an end and I will be converting back over towards pure archtypes. So the point of the title Crazy Diamond Quartz is being decommissioned and a new built with new cards will take over.

Decker out, it seems I need to practice, and not via Cardfight Area, that doesn't count it's not the same as in person.

P.S. I am salty I didn't get to do a sneak peak though, was looking forward to that.

Monday, 13 March 2017

Brave's Battles: Second Chance

BVD here,
Reporting in after Local Shop Championships Stage 2 of 5, this time was Game HQ and I remembered to list the clan base and top cut this time! Things are looking up!

I also came back with a negative win rate... and things fell down again.
Karmic justice would be the applicable phrase to mind as I took a Grade 1 Gold Rush.
It lost to Generation Break decks three times and that was the first 3 rounds out of 5. At 2 down I was already out of the top cut hopes, at 3 down I no longer had chance of positive win rate either.

Round 1 Angel Feather Rescue piloted by Fox managed to get a double heal during the course of the game and get out of kill zone.

Round 2 vs Gear Chronicle piloted by a long absent, but returning player, Brave Buddy Snake, (who I don't think I've either mentioned before) I lost due to my own fault and error. All on me can't be salty there.

Round 3 vs Pale Moon Magia I thought I had this one, had the ideal early game board and was allowed to maintain that, opponent focused on swinging face, good choice as knocking out my rears wouldn't have bothered me. Fielded their grade 3s and used them for pushing keeping grade 2 in hand for shield value, smart play all round. Even so I managed to whittle their defences down but with one card left in their hand and myself out of steam after that turn that last card had shield enough to cover the LA. They out lasted the short life span of Gold Rush and took the win fair game.

Round 4 vs Royal Paladin Sanctuary of Light gave me my first win of the day but too little too late with damage already done, even so I didn't defeat the opponent because they defeated themselves first by not knowing how to play and attack correctly with the SoL deck which is a deck of sticking to the bare basics. But hey at least I wasn't the one going home in complete defeat? (Sorry for saying that to whoever was the last)

Round 5 vs Genesis Revelation and a grade locked opponent stuck at grade 1. It did mean were both playing the grade 1 beat down game but that's a game I had 100% consistency in while the opponent did not. I win.

Final score of 2-3.
Current sub-total 3-6. That's not good, not good at all.
I need to seriously get my rear into gear, get out of the red, into the black, and start building towards the green. I do not want to come to the end of this locals series still on a negative win rate.

Next week is Escape Games, hopefully that round I can escape defeat and come out with a positive win rate, but I've got do more than just be 1 above my losses if I want to close that difference of 3.

Personal banter aside onto the event's details!
20 People entered with the clans as follows.

4x Royal Paladin (1 SGD, 1 Brave, 1 Alfred, 1 SoL)

3x Gear Chronicle (All Chrono Time Leap)
2x Angel Feather (1 Rescue, 1 Nociel)
2x Gold Paladin (1 G1 Rush, 1 Gurguit)
2x Kagero (Overlord)
1x Genesis (Revelation)
1x Granblue (Nightrose)
1x Link Joker (Messiah)
1x Murakumo (Hyakki)
1x Nova Grappler (Victor)
1x Pale Moon (Magia)
1x Shadow Paladin (Diablo Luard)

Of these ranks 8-5 comprised of (in no particular order)
Murakumo Hyakki
Royal Paladin Brave
Shadow Paladin Diablo Luard
Granblue Nightrose

Those that beat them to form the top four are
Nova Grappler Victor and Gear Chronicle Time Leap who would face each other in one semi-final.
The other semi-final was an Angel Feather Mirror Match for a second time of asking in the same day.

Semi 1 had Ellis fighting in it piloting the Gear deck, Semi 2 had Fox so two local lads remained in the tournament while all others from the area were out; of these only 1 made it to the finals.

Their match going to time, going past the three turn rule and into sudden death where he eventually picked up the win. It was Fox who advanced.

Ellis lost his bout against Nova Grapplers meaning the final showdown was Nova Grappler Victor vs Angel Feather Rescue. The robots failed to reach heaven, Taggen Toppa did not pull through and the win and byes went to Fox who will join with his House of Gold team mate, Kai in having two byes going into the CFV UK Regional (or as we call it, Nationals) at Cardiff in June.
And now, may our prayers become victory!
2 down, 3 more to go. Who else from the region will go into to Cardiff with 1 of the 30 Byes available?

Decker Out. I'm going to return to doing something I can actually do, and that's writing. I've got a part 2 retrospective to complete.

Monday, 6 March 2017

Brave's Battles: Rust (Store Championship Report)

Back to the usual rants and raves today as I report on my first outing of this season.
The venue being Global Gaming Arena and the occasion being the Store Championships.

Diamond Quartz is aged and tired but I need it to last me a little bit longer, at least till the end of this month, so obviously I played Dimension Police though I admit I initially had no intention of playing at all. I went over there to offer an extra hand, it wasn't needed and well what else was I going to do?

We had 16 players, didn't take note of the Clan Breakdown this time around at all, probably should have done given the event type but also given the small size of the tournament the exact pool could be argued to be immaterial.

What I can provide is what I fought and what was the top 4 but other than that, not much to offer on terms of local meta insight.

Round 1: Vs Link Joker Frozen Messiah
This game had two distinct phases.
Phase A I had the dramatically more advantageous tempo while the opponent was sitting atop Freeze Ray Dragon. Tempo shifted with the game moving to Phase B with the arrival of Alter Ego Messiah, the opponent starts rebuilding their resources, now dedicating units to board for locking and multi-attacking shenanigans having
 kept my own offensive efforts within a manageable range of their guarding capacity prior to the transition. The Link Joker deck had gained full control with the roles flipped and me on the defensive. The opponent was in possession to close out game and secured the point. I do believe this outcome was preventable and my loss comes down to a failure on my part during game progression so I can't be salty here.
-LOSS (0-1)

Round 2: Vs Gear Chronicle Time Leap.
In this match up I knew I would be on the back foot from the start as time leap as answer to situations at all times, as in both in their turn and yours, but I did what I could and this time around I don't feel I did anything wrong. I cut off their counter blast supply after their first Nextage refusing to swing a two critical rearguard into their face after they'd guarded my vanguard.

The which the opponent answered with Fate Rider which I was able to shrug off, I followed with my own opportunity to go in for the kill but missed the mark with a double G-Guard and the cat stand triggering twice rendering Daikaiser Leons guard break ineffectual and when I did manage to hit on a retry it failed to land for lethal. The Gear player with Counterblasts now available was able to resume their regular gambit plan.
-LOSS (0-2) Out of the running for top cut

Round 3: VS Angel Feather Nociel
Opponent had to G-Assist for their Grade 3. managed to break even again with Nociel's abilities but it still created an early hole in their defence which in turn led to them not guarding my initial stride attack from a Daiearth, with the triple drive yielding a twin critical and thus 3 damage to face in a single burst, while the damage zone in Angel Feathers is like a second hand the deck isn't a fan of taking on too much damage as he result of a single attack, singular damage favours them as each chip makes the following attacks less likely to hit and easier to guard, but all that damage dealt in one go shut down that defence mechanism. That blow wasn't enough for game but it did contribute heavily to it and aside from that spot my memory of this game is rather lacking other than I won. Honestly admitting I'm having a blank on this game feels like I'm being disrespectful to the opponent whom is someone I know well enough that I should be able to remember our exchanges.

-WIN (1-2)

Round 4: Vs Aqua Force Blue Wave
I had first turn, hit the Enigman ride chain going 8000 > 10000 > 13000 for my base stat after each of my opening three turns... wait- 13000? Psst I'll get to that.
Anyhow normally I'd hit the 10k grade 2 and that would help vs Aqua Force. Yeah... not this time. It turns out Blue Wave can hit 11k with Grade 2 side's on their 3rd and 4th attacks, and to make matters worse for me, this same unit has means via other support to become 13k instead meaning it even overcomes cross ride base completely thwarting my defensive plan for this exact match up. When the time came around for my first stride I know they'd checked a Perfect Guard in the twin Drive previous turn and that there was only 3 cards in the hand in total, I had an opening and had to take it. Daiearth Laurel play set up, try and rebuild that hand I lost in guarding the previous turn's barrage. Take out the double attacker. NOPE.
The third card that I didn't know about had been in the opposing hand since turn 1. It was a Heal and I felt Dizmyl with despair as my recovery plan got swiftly shafted. I didn't take long to be drowned after that. There's defeats and then there's being utterly crushed- this was certainly the latter.
-LOSE (1-3)

So I clearly wasn't making Top 4 but I can tell you what Top 4 was.

Gear Chronicle
Gear Chronicle
Narukami Vanquisher

Link Joker Messiah (my round 1 opponent)

Now I couldn't honestly tell you which was 3rd and 4th as that wasn't played out but the Gear decks were in opposing matches in the semis both winning to meet each other in the final and this game I watched personally as there was an interesting match brewing given the players in question. On one side of the table was Ellis Reeves the UK Cardfight National Champion of last Season, and his opponent was Kaifie Yu, the UK Buddyfight National Champion of last season. Both their decks are very similar and both know each other very well.
 The defending CFV champion scoring the favourable damage targets, taking out the opposing Tick Tock Worker, but the challenger having the more favourable drives on the whole and being able to use the resulting momentum to win the match and take the certificate and the BYE card.

This was only the first of five store championships in the immediate area so I'm willing to wager that the defending CFV champion will be able to a bye from one of the other four, of which I am looking to attend three of these. There's one store that I've decided I will not support at all as I've heard of their business practices and while what they do nothing wrong legally I find them to be overly aggressive at trying to sell and make money so I will not pass through their doors even if they do happen to be playing host to a store championship round.

I don't need to win any of these events but I want to do better than I did today at least.
End my days in the black not the red.


Post Script:
The following day was Weiss Swarchz and Buddyfight at the same venue.
There was but just 4 entrants to the Weiss Swarchz with Big J proving to be the victor and claiming that bye card.
Buddyfight later in the day was more popular but the contest remained very much between regulars; the final was between closest friend going by a new gimmick of CM Paul now apparently and god dammit Kai since one victory ticket that weekend apparently wasn't enough, he was in the Buddy finals aiming to claim another. I wasn't there so I can't comment on who played what or any form of play notes but I can say CM Paul won.

Now between Kai winning the Vanguard, Big J Wiess and CM Paul the Buddyfight it means the three members of the local faction House Of Gold each take a form of gold away from this weekend the the faction as a whole finishes the week in a dominant showcase.

Friday, 3 March 2017

V-Talks: Retrospective Of The Force Part 1

All clans have their origin and journey from that point to present. Much appreciation to PHANTOM as I was hitting a wall with my writings when asked to do something for a cross over project and (probably because I was aware I was hitting this wall) his retrospective for Gold Paladins made me realise it’s something I’ve never done despite how long I've held a blog. So this week begins the throwback for Dimension Police starting from ZERO.

Not that Zero!

Introducing Wokerpod Saturday!
The first Grade 0 in the clan, a Vanilla 6000 with no skills to speak of and releasing before the clan even had a fully playable deck with only 3 other cards releasing alongside it, though these other three would be important for the early days of the clan.

Super Dimensional Robo, Daiyusha played the role of secondary Grade 3 in Dimension Police’s first fully playable deck: Enigman Storm.
Masked Police Grander was a helpful buffing component but his 8k base power, which was common among any of the early power gifters the clan received had the effect of needing to insert Karenroid Daisy to the deck to be able to hit for 2 stages of guard vs an 11k Vangaurd.

These four cards are all that came in Demonic Lord Invasion (Booster Tech 03) for the clan, it wasn't until Eclipse of Illusionary Shadows (Booster Tech 04) though that the clan was playable in of itself with the core of the deck being a ride chain.


The gambit for the deck was rather simple. Ramp Enigman Storm, or the back up Daiyusha, by power +4000 before they charged into attack, the tools the deck had to do this though frequently only provided a power boost of +2000 power to the vanguard. There was one exception to this but only if you could pay in counterblast 2, a very hefty cost to activate the critical threshold but it was very much in line with the times where CB2 would grab you a +1 advantage. The name of this exception card- Cosmo Beak.
[AUTO]: (CB2) When this unit is placed on (RC) you may pay the cost, if you do, choose another of your <Dimension Police> and that unit gets power +4000 until end of turn.

This being the soul single card means of hitting activation, and also being single skill use per unit instance lead to consistency issues with the ramping of early builds.

Masked Police Grander ( pictured far above) and a 6000 power Grade 1 named Cosmo Roar had repetitive usability, the former performing a +2000 incline when attacking with the latter providing the same output but requiring the input of resting during the Main Phase.

In the very next set Booster Tech 05: Awakening of the Twin Blades, another meeker 4 card boost of support (yay for terrible terrible pull rates), a different deck for Dimension Police began to show focused on Enigman Rain. The card that triggered this shift called Miracle Beauty.

BT05-006EN-RRR.jpg[AUTO] [(RC)]: During your battle phase, when this unit becomes <stand>, if you have a <Dimension Police> vanguard, choose another of your rear-guard in the same column as this unit, and <stand> it.

This card complemented Cosmo Roar so well that it secured the card’s status in early Enigman Rain as a staple with Enigman Rain herself as the leader supported Miracle Beauty.

On which note here comes the rain.

[AUTO] [(VC)]: At the beginning of your attack step, it this unit’s power is 12000 or greater, this unit gets [AUTO](VC): When this unit’s attack hits a vanguard, choose one of your rear-guards, and <stand> it.” until end of that battle.

Combine this ability with a new Stand Trigger carrying an additional ability (the clan had one of each trigger type in BT04) this allowed for an 8 stand deck- which is indeed what happened. 8 Stand, 4 Critical, 4 Heal.
The shift towards Enigman Rain, who couldn't be sought by the ride chain meant dropping ride chain support opening slots to other options in the deck. The natural critical push was brought forward to turn two with the Grade 2; Platinum Ace.

This is however where we end for now. Awakening of the Twin Blades bought with it the trinity of crossrides and those three deck ruled the metagame for their time in Japan, with a forth being Oracle Moon. In English it went slightly differently with Spectral Duke Dragon Gold Paladin also having a say in the picture, a deck that was absent in the JP scene at the same time- different release schedules playing major part in that. Each of these decks aside not much else had a shoe in during this time, this unfortunate note ends the origins of the clan, not much in the way of success at the start but important cards came of it nonetheless. It was after all during these early days that Bushiroad planted the seed that is now firmly rooted in the present day meta Dimension Police decks.

Yeah- I mean him.
We get to start talking victories next time, but these weren't born from justice...