Friday, 30 January 2015

Brave's Battles: The BrumUK Victory League and talking to myself (No actual fighting in this post)

Tomorrow is the HQ Monthly, that means a chance to rack up a good deal of local Victory Points in my Victory League. Yes, I'm ripping off the games VP system, and yes I'm taking part in my own league.
Admitting I'm not sure how many people are actually aware that this happening in the back ground. But hey.

To explain how this came about I've gone through 3 Table version before settling.
The first table ranked using Win Ratio as the only guide, of course this presented issues with fairness, so that table was scrapped.

My second attempt introduced a Fighter Points (FP) System which gave points based on win, number of events competed in, and milestones within events. However the scores came out in bizarre decimal numbers due the equations used and method could be exploited in has far as those who turned up more often but never scored wins could outrank someone who, despite having wins, turned up less often. So this was scrapped, although the table remains active.

The third iteration of my score table instead incorporates the Victory Point (VP) system.
Winning an average Weekly Local works out being worth 160 VP.

A win is worth 10 points.
Making a top cut is a bonus 30
Getting to the final showdown awards an extra 20, creating a total of 50 points for hitting each milestone.
Winning an event however showers the victor with yet another 50 points.

Standard format, with enough people is four rounds of Swiss then a top 4 cut.
So winning the matches alone scores 50 Points And of course, win that final and you've won 6 games, meaning 60 points.
I could have chosen to do the following split however.
Win: 10
Top Cut: 20
Final: 30
Event Win: 40
Which would make more sense on paper as it creates more rewarding tiers for each milestone reached and would mean a local is worth a more standard number of 150.

However, there's a reason I chose the bonuses I did.
I tossed reason and logic to the curb. I knew full well what the standard layout would and should be, I just decided to go, "ah screw it", and did it my own illogical way. I'm a mecha player, you really expect anything I do to make logical sense?

But now I think about it, perhaps I should change how bonuses apply, even though it would reduce a lot of folks points by a bit, the change wouldn't impact or changes anyone's ranks.

In any case, tomorrow I have a local to go, and the current "HQ defender" is a rather large fox, the rest of us will be wanting to take that spot.
However this is the part where I come clean and confess, I've never won the HQ Monthly and earned the honor of defending the region. I've made top four, but I've only event I've ever won outright is the recent Blazing Perdition Sneak Peak. In which I sacked my way to a "perfect victory" in other words, no losses. Other than that I placed second in the shared sneak peak for Champions of the Cosmos and Divine Dragon Progression, while using Nova Grappler. I think I made the top 4 in the HQ monthly twice pre-legion, but since legion I've fallen way behind, mainly as I haven't been investing in the legion sets at all. Mostly getting by on the Promo Legions, of which I have Pale Moon and Megacolony Decks, but now I have Legion in my Raizer deck, sure I only have the vanilla legion, but it's enough for now.

So what will I use tomorrow? I'm not too sure yet, however I know the options I can consider:

  • Chojigan Gattai, Brave Daikaiser- the power of bonds!
  • Legendary Brave Daiyard, Daiyusha Returns!
  • Raizer Rumble (Updated)
  • Silver Lined Fun
or lastly, but by no means least,
  • Stun Gun Mk.2
So that's five of my decks I'm considering, although it would help for context if I actually completed the Decks page. I guess I'll get that done next week, it then shouldn't need updating again untill the G Trial Decks are released and I expand into Gear Chronicle while upgrading my SoL Guardians deck and managing to rebuild a deck I had to once decommission, that being Neo Nectar maidens. Then it'll be a case of skip G-BT01.

Getting back to which deck I'll use though, I'm leaning towards it being either Daiyard, or (Cat) Raizers.

If I have the consent of the majority of the people on it, I may share the league table as of the end of January next week, before Wednesday, as by then we start the next leg of the League.
And I'll probably post a tournament report Sunday evening depending on, A) whether I remember enough details to be able to do such, B)whether or not I'm in a mood of which it suits me to.

Monday, 26 January 2015

COTW (W/C: 26/01/15): Perdition Dragon, Pain Laser Dragon

[AUTO](VC):[Counter Blast (1)] When this unit Legion, you may pay the cost. If you do, choose one of your opponent's rear-guards, and retire all of your opponent's rear-guards in the same column as that unit.
[AUTO](VC):[Soul Blast (1)] When this unit attacks a vanguard, you may pay the cost. If you do, this unit gets [Power]+3000 until end of battle.

You must be thinking "he can't be serious, can he?"
To answer that, yes, yes I am serious, but not for the reasons you may think.
Sure COTW is meant to praise good cards or units which have a particular appeal, but there is none of that here.

In a booster set with 10 RRR's and 3 to a box, with no matches, if you open a box and this is one of your RRR cards- your heart just sank thinking about it didn't it?

This unit is the Desperate Dragon of Blazing Perdition. The one RRR no one wants to pull, but at least Revenger, Desperate Dragon could be used as a cheap boss for a budget deck. Meanwhile this doesn't even do that. Sure it can retire a column cheaply, but it can only do so once, when it performs legion. By this point you may as well just be using a Vanilla Legion and just aiming for that additional power to drive you above 31000 (into 5 stages) when boosted.

And in case you were wondering if this thing could possibly be saved by it's mate-
[AUTO]:[Counter Blast (1)] When this card is placed on (RC), if you have a vanguard with "Perdition" in its card name, you may pay the cost. If you do, choose one of your opponent's rear-guards in the same column as this unit, and retire it.

...It can't...
It really can't...

You know it's bad when your mate, as a stand alone unit can be considered better than yourself. Despite doing the same thing, one time skill, and vanilla the rest of the time. Except this is excusable with rear support, not so much when you're supposed to be leading the charge.
Perdition Dragon, Pain Laser Dragon should have been a single Rare at best. The ONLY reason I can think of as to why he is RRR is so he has a higher rarity than his mate. This does not strike me as a valid justification when your mate is better than you are. Heck, Perdition Dragon, Menace Laser Dragon is more deserving of the RRR spot than Perdition Dragon, Pain Laser Dragon.

Friday, 23 January 2015

V-Discussion: Commander Laurel, an illusion of strength.

So I said I'd have something to say about the recently revealed Japanese Ban List, and this is it. As a Dimension Police user, my focus should already be clear. As is the obvious salt I feel, but also realization and acceptance come to light as well.

"I only came back, to bid you farewell."
Commander Laurel will be restricted to just ONE copy per deck as of the March 2nd, and by my guess will be Limited in English as of April to. But admitting, there's a a reason he had to go. He provides a free +3 to any given deck he is placed in when combined with Stride. Heck truth be told he can do the same with Metalborg, Sin Buster to, although that is an on-hit skill, it still counts! The point is this, with power creep reaching ever more fearsome heights, this battlefield commander who has stood tall and proud during many battles and multiple wars, must now retire. The common DP Player myself included is guilty of saying the following. "The deck must function well without Laurel." But now we've had our eyes opened. That excuse was denial.

Even as a two card tech, how many times has Commander Laurel turned a game around from a loss to a favorable position for me? More times than I can ever count. In this regard the evidence is clear. Commander Laurel has long been carrying my decks. But recently things got easier for him. For this I must refer to CFA, which I sometimes use to play with friends and acquaintances across long distances. (I don't play Randoms unless they REALLY pester me)

The Perfect Guard G sentinels, which trade being able to defend any unit, for being able to unflip a damage. Make it easier than ever to get Commander Laurel off making him more exploitable than ever.

The point I'm trying to reach, but possibly failing to do so, is that Commander Laurel has been reduced to a crutch for the needy. However, and I will stress this, I still believe that  accusations of him being an auto-win condition are some what over exaggerated, more so out of fear than anything else. It's well deserved though.

Remove Laurel From the deck, and Dimension Police users globally, at least for now, are "crippled", you can't accuse the clan of being under supported either so that's not the problem. So what is the problem, the problem is people.

As humans, and indeed competitive by our nature, once we find something that works, we don't like to change it. For Dimension Police, Commander Laurel is exactly that. As such an over-reliance has formed over time, and with it the inability to operate smoothly without the commander.

To put the problem itself into context there's two things to look at, two separate problems that come together to form even larger issue. The Larger issue ironically enough isn't all that important and anyone who things other wise must be more stubborn than me when I put my foot down, and that takes some doing.


Problem A: Commander Laurel

I'll just lay out the basics. With Stride the Vangaurd will commonly hit for 26000 and that's unboosted. Typical Booster of 5000-7000 pushes that even further into the next stage. (5 Stages), Also note that even just the Cray Elementals with Laurel are a scary combination.

Heat Element, Magnum can attack for 36000 without a boost, and Snow Element, Blizza can reach even further beyond that.

In contrast The Rear Guard Lanes are each typically 9+7 (16000) which is 2 stages, In the past, Laurel was a trade off, miss out on one attack of 2 stages in exchange for hand advantage. Yet ever since Break Rides, this has mattered less and less. But upgrading from a +2 to a +3, that take Laurel over the top. When Dimension Police Vangaurd's can match units like Dragonic Overlord The Re-Birth (or even The Great) advantage gaining when they were never intended to. That presents a problem, especially since they gain advantage by other means to. Then something is wrong.

Of course, those of us using Laurel never thought of it like that.


Problem B: "The Crutch"

I use this analogy because that's what this has become.
D Police have hand problems, this isn't any new realization. But because of this it also means the clan isn't as straight forward to play as people would have you believe, sure it's easier than many. But Commander Laurel eliminates any little skill required and turns the game into auto-pilot from the moment he hits the field, in this regard, he is a crutch for the weaker player of the clan, but for the better players that know what they are doing, this "crutch" can also become an instant win button. But it is wholly dependent on the player.
In either scenario, the player feels crippled with his removal.

The "Good" lose their auto win. The "Poor" loose their come-back level.
In either case, unfair advantage is gained an the player using it either won't notice, or simply won't care. But both cry tears when that exploit is removed.

If you're me and bought a load of Laurel's on the same weekend just before the restriction was announced, you cry harder.

So yes, I'm peeved that I lose out on Laurel, but I also acknowledge I deserve to lose him, his design creates a comfort bubble in which once he is out and in play, you are safe, or atleast buy enough time to strike back. This recurring pattern creates an illusion of power, of strength, of skill, but it's only that, an illusion. Remove the anchor and tear down the illusion, and if you can no longer win, it just show how reliant and weak you are. And reliance/dependence births weakness.

Tuesday, 20 January 2015

COTW (W/C: 19/02/15): Hydro Hurricane Dragon

[ACT](VC) Limit Break 4 (This ability is active if you have four or more damage):[Counter Blast (2)] Until end of turn, this unit gets [Power]+3000 and "[AUTO](VC):When this unit's attack hits a vanguard, if it is the fourth battle of that turn or more, retire all of your opponent's rear-guards.".
[AUTO](VC):When this unit attacks a vanguard, this unit gets [Power]+3000 until end of that battle.

Limit Break enablers present options and new possibilities, this is one such instance.
Move aside Chronos Command Dragon because this on-hit wipe came first. Allow to say this right now, Hydro Hurricane Dragon is here because he is fun, this does not mean he is good. He has not aged well and if you use this, you may need some unlfippers. At counterblast 2, you're only going to get him off twice at most, considering Aqua Force can be counterblast heavy that doesn't work in this cards favor.

There is also the condition of needing to be the fourth attack or more, which means set-up is required, but at least with an LB enabler there is the chance of being able to use Hydro in the early-mid game the moment he is ridden.

So if I were to break this down;
Effective? Potentially.
Consistent? No.
Fun? Well it's an interesting gambit at least.


On a side note: I thought I'd chosen this unit before, but looking back at all my posts labeled COTW, it seems I hadn't so I safe to do this one. As for why I had to double check, well there's an unspoken rule when it comes to COTW posts. NO REPEATS.

Monday, 12 January 2015

COTW (W/C: 12/01/15): Grynngal Seeker

[AUTO](RC):[Choose a card from your hand, and put it on the bottom of your deck] When an attack hits a vanguard during the battle that this unit boosted, if you have a unit named "Blaster Blade Seeker" in the same column as this unit, you may pay the cost. If you do, draw a card, choose a card from your damage zone, and turn it face up.

Forget this thing exists, like I did, and you just made a major oversight.
In all my time testing the Seeker deck, I somehow missed this card out. Which means I have to go back and start over... AGAIN! I am beginning to Question whether I'll ever get this Seeker vs. Abyss Saver test done. <.<

In my testing, the one thing I came to find was missing and that the deck was in desperate need of was a damage unflipper, this is exactly what Grynngal Seeker is. And now I'm kicking myself for not realizing this was a thing.

It has a bizarre cost, being to return a card from your hand to the bottom of the deck, but if Grynngal Seeker boosts Blaster Blade Seeker or a Vanguard with Blaster Blade Seeker as its mate, and the attacks hits, take one face down damage, and turn it back over face up. Simplicity itself, and really helps with Counterblast costs stacking up, And here's a scary thought for you, this could very well be the key to what I've been trying to work out how to do within an English card pool. I want to aim for getting not two, not even three, but FOUR Thing Saver attacks within the same turn. Sure it might not be easy, but if it works, you win.

Sunday, 11 January 2015

V News: An Age of Light! Fajar Muttaqien wins Vanguard World Finals with Thing Saver Alfred

The champion of 2014 has been decided.

Fajar Muttaqien, winner of the Indonesia Regional with BT15 Dragonic Overlord, The Re-Birth, and runner up of the Asia-Oceania Continental while using "Aybss" Revengers, has been crowned World Champion of 2015 using Royal Paladin Seeker, specifically a Light Origin Thing Saver variant of the build.

A deck which I've been testing for a while while trying to prove it being just as effective as Thing Saver abyss. But that isn't currently important.

So that's that huh? Another year down and Royals are set to reign sacred Dominion while trying to defend their title for the next 12 months. Not likely when we have DOTX round the corner. <.<

As for Muttaqien, I want to look over his ascension. And the armies he commanded as he fought to the top.


Champion, Fajar Muttaqien - Flame of Rebirth

1x Lizard Soldier, Fargo (First Vanguard)
2x Seal Dragon, Biella (CT)
4x Blue Ray Dracokid (CT)
2x Demonic Dragon Mage, Apalala (CT)
2x Dragon Dancer, Barbara (HT)
2x Dragon Dancer, Therese (HT)
2x Gattling Claw Dragon (Draw Trigger)
2x Seal Dragon, Artpique (DT)
2x Dragon Monk, Gojo
4x Wyvern Guard, Barri (PG)
2x Calamity Tower Wyvern
4x Eternal Bringer Griffin
2x Violence Horn Dragon
4x Burning Horn Dragon
4x Dragonic Burnout
3x Dragon Dancer, Arabella
4x Dragonic Overlord (Break Ride)
4x Dragonic Overlord "The Яe-birth"

While sticking to the very popular 8/4/4 line up of Crit/Heal/Draw the choices made create an opportunity to fool the opponent, making them unsure what your actual ratio is.

The key Overlord Support of Eternal Bringer Griffin and Dragonic Burnout working together to provide consistency and pressure, Calamity Tower Wyvern also using the soul as a resource to fuel what many consider free draws.

Dragon Monk, Gojo is used primarally for dropping dead cards (as far as the hand is concerned) to attempt drawing more useful resources, but he is also usable for a different purpose, by preparing one of the conditions required to activate the skill of Dragonic Burnout.

When this deck hits it's Cross Break Ride and goes for a triple Vanguard attack, it makes for a devastating turn than can leave the opponent completely drained, on all following turns though, using the skill of Re-Birth alone, while driving up the center lane power, and it's pressure, limit the user to just 2 attacks. Which can also mean the opponent needs less guard to survive your turn.

Side-Note: the 1st of 3 heroes sealed away by the Void at the dawn of the Liberation War, This is related to something I want to bring up towards this post's end.

While Re-Birth had name good match-ups, there was one opponent that if faced was a major threat to the deck, Link Joker. Although on personal preference I'd rather nuke Re-Birth's field with Chaos Breaker as opposed to Trying to keep it in lock down.


By the time of the Continental rounds the Legion Trial Decks and Extra Boosters had been released, and other than that you're only option for Legion decks was using the promo cards or one of the two legions from Fighter's Collection 2014.

It's no surprise then that during this time,the most prominent deck in competitive play was Aybss Revengers, Muttaqien was no exception, himself also Championing Revengers at this critical stage in which the meta was perhaps at it's smallest image to date.
While there were 3 variations of the "Abyss"  build in play in the pro scene, Muttaqien decided to take reign of a build using both Mordred and Cormack as alternate rides.

1st Runner-Up, Fajar Muttaqien - Notice Me Please? TwT

1x Judgebau Revenger
4x Grim Revenger (CT)
4x Revenger, Air Raid Dragon (CT)
4x Freezing Revenger (DT)
4x Healing Revenger (HT)
4x Transient Revenger, Masquerade
4x Dark Revenger, Mac Lir (PG)
4x Barrier Troop Revenger, Dorint
2x Sharp Point Revenger, Shadow Lancer 
4x Blaster Dark Revenger
4x Blaster Dark Revenger "Abyss"
3x Fighting Spirit Revenger, Macart
2x Illusionary Revenger, Mordred Phantom
4x Revenger, Phantom Blaster "Abyss"
2x Ambitious Spirit Revenger, Cormack

Coming second in the continental round, loosing out in the finals to a Raging "Abyss" build. The main difference between this build and the Raging Abyss build is in the Grade 3 line-up. In Muttaqien's build his Grade 3 options mean he can push either of his two legion into higher power stages if he rides Mordred first, and this also works in favor of Judgebau Revenger as any attack with him boosting a Phantom Vanguard that hits, can call out Barrier Troop Revenger, Dorint from the deck and that sets up the Decks' damage unflip, requiring one other component, Blaster Dark Revenger. With the heavy Counterblasting the deck demands, the inclusion of Barrier Troop Revenger, Dorint and  Blaster Dark Revenger is almost universal. This also means that with the inclusion of Blaster Dark Revenger "Abyss", being both the mate of RPBA and a good support card for the deck, even without factoring in his function as mate. This means that the 11-12 Grade 2 line-up, is frequently taken up by 8 Blaster Darks, one for damage unflip and front row retires, the other for back row sniping.

This deck also makes use of the second of the 3 heroes once sealed away by Void.

By the time of the World Finals the meta was down to the Three Paladin Clans, and Link Joker. Although we did see Great Nature gain recognision as rouges via the ARG circuit (as covered by Touya)

With this in mind, Muttaqien, equipped the Royal Paladins' Seekers for the final showdown commanded the powerful Seeker, Thing Saver Dragon.

Champion, Fajar Muttaqien - Glory of Banjarmasin! Knight of Indonesia!
1x Advance Party Seeker, File
4x Seeker, Hallowed Breath Dragon (CT)
4x Impact Seeker, Modoron (CT)
4x Seeker, Loving Healer (HT)
4x Margal (DT)

3x Honest Seeker, Cynric
3x Defending Seeker, Shiron (PG)
1x Seeker, Plume Wall Angel (QW)
3x Flail Seeker, Isbuzzard
2x Grynngal Seeker
2x Lake Maiden, Lien
1x Full Bloom Seeker, Cerdic
4x Great Crossbow Seeker, Gildas
2x Heaven Bow Seeker, Morvi
4x Blaster Blade Seeker
4x Light Source Seeker, Alfred Exiv
4x Seeker, Thing Saver Dragon

It's interesting to note the presence of a Quintet Wall in this deck, I wonder if this was down to choice or resources? Additionally the one copy of Full Bloom Seeker, Cerdic, does seem out of place, but it is by no means a bad card, being the Seeker 12k Beater, but then that raises the question of why 3 copies of Heaven Bow Seeker, Morvi, when the same result can be achieved more consistently with Cerdic?

The rest of build is more easily explained, Light Source Seeker, Alfred Exiv gains additional power for each other Seeker unit on the field while in legion, and this counts his mate to, to top this off if you have 5 or more Rearguards he gains an additional Crit. This means he combos well with Great Crossbow Seeker, Gildas  who helps in filling the field, typically by calling either Flail Seeker, Isbuzzard or Grynngal Seeker from the deck. One for momentarily higher power lanes, the other for additional on-hit pressure and aiding in Counterblast management by unflipping damage if an attack hits in which it boosted with Blaster Blade Seeker in the same lane.

The typical scenario for this deck is to try and and get off Seeker, Thing Saver Dragon's Legion Skill as many times as possible in a turn. And it is even possible for him to get in a triple re-stand (4 attacks) if the correct situation were to occur. In mirror matches of this deck, the game is usually decided by who get's off their gambit first, if you beat your opponent to it, you've won the match.

This build also makes use of the third and final hero captured and imprisoned by Void.

And so it is as it was, as it will be written down in history, of how the three heroes came together, led by their joint Vanguard.
English Cardfight Vanguard World Champion 2014: Fajar Muttaqien of Indonesia


In Worlds 2014, there were 9 contenders, using the following between them:
5 Royal Paladin (1 Thing Saver "Abyss")
2 Revengers
1 Link Joker
1 Liberators

Royal Paladin builds took all 3 of the top spots, the final was an Alfred/Thing Saver mirror match, 3rd and 4th place going to Wingal/Thing Saver and Liberators respectively.

As for Fighter's Names:
Champion: Fajar Muttaqien (Indonesia)
Runner-up: Kevin Elijah Cho (Illinois - US)
3rd: Chow Yee Shean (Malaysia)
4th: Danny Katt (Germany)


P.S. Expect Touya to do an article on this to, of much better quality than this, he does this as a profession, I do this because I can.

Saturday, 10 January 2015

V Discussion: Ruling Busters

There seems to be controversy and confusion in the air. Well, let's dig in.

The controversy of which I speak originates from the following source:

The blogger claims to have received an email from Bushiroad stating the following:

Date: Mon, 22 Dec 2014 10:36:56 +0800
Subject: Re: {sg_support:10808} Issues Regarding Brawler Cards

Dear Justin,

Thank you very much for your email.

With regard to your queries,

1) Brawler, Big Bang Slash Dragon will still get the power boost even when the attack to the Vanguard is successfully blocked but not the attack to the rearguard. It will still only get 3000 power boost to its attack as that attack is considered a single attack only.

2) Brawler, Big Bang Slash Buster will be the same as Brawler, Big Bang Slash Dragon and get 3000 power boost only.

Please do not hesitate to contact us shall you have any other inquiries.

Best Regards,
Bushiroad SEA Support Team


According to this, Brawler, Big Bang Slash Buster can not gain stack his power gains, even in the situation of Brawler, Big Bang Knuckle Buster or Brawler, Big Bang Knuckle Dragon hits multiple targets. I have problems with this interpretation, and I intend to go over these point by point, so lets get busting.


First things first, focusing on the skills of all cards mentioned in the email above.

[ACT](VC): Legion20000 "Brawler, Big Bang Slash Buster"(If your opponent's vanguard is grade 3 or greater, this unit may return four cards from your drop zone into your deck once, search your deck for the specified card, and Legion)
[ACT](VC):[Counter Blast (1) & Choose a card with "Big Bang Knuckle" in its card name from your hand, and put it into your soul] If this unit is Legion, until end of turn, this unit gets [Power]+5000 and "[CONT](VC):When this unit would choose a unit to attack, choose four of your opponent's units instead, and this unit battles all of the chosen units in one attack.".
[CONT](VC):If you have a card named "Brawler, Big Bang Knuckle Dragon" in your soul, this unit gets [Power]+2000.
In the case of Brawler Big Bang Knuckle Buster's Legioned [ACT] skill. may be used more than once, however the only benefit would be stacking +5000's. The additional skill gained from using the ACT does NOT stack, so you can only ever attack up to four targets at once. If the opponent doesn't have four units you can target, you simply target as many as you can. While these four units are attacks, this only counts as one attack. And this is where I believe the ruling above goes wrong. It focuses on the aspect of one attack. When the focus should be on how many targets are HIT by that attack. As for why, let's fer now to Brawler, Big Bang Slash Dragon.

[AUTO](RC):When this unit attacks, if you have a vanguard with "Big Bang Knuckle" in its card name, this unit gets [Power]+2000 until end of that battle.
[AUTO](RC):When your vanguard with "Big Bang Knuckle" in its card name's attack hits, this unit gets [Power]+3000 until end of turn.
Aside from being an 11k beater, what I feel needs to be focused on here is the wording of the second AUTO skill.

"[AUTO](RC):When your vanguard with "Big Bang Knuckle" in its card name's attack hits, this unit gets [Power]+3000 until end of turn."

Sure your Vanguard only has one attack, but how many HITS is what's important.
1 Hit = +3000, 2 = +6000, 3 = +9000, and lastly, 4 = +12000. Simple right? Well that's where the email is relevant, according to the email quoted, this is wrong. Well I'm here to prove that it's the email that is wrong.

Doing a time warp back to Breaker of Limits, and a ruling involving the following card.
Lightning of Hope, Helena
[AUTO](RC): [Choose a card from your hand, and discard it] When an attack hits during the battle that this unit boosted, you may pay the cost. If you do, draw a card.

Now, let's combine this with the boss of the deck at the time.

[ACT](VC) Limit Break 4 (This ability is active if you have four or more damage):[Counter Blast (3)] Until end of turn, this unit gets [Power]+2000 and "[CONT](VC):This unit battles every unit in your opponent's front row in one attack.".
[CONT](VC/RC):If you have a non-«Narukami» vanguard or rear-guard, this unit gets [Power]-2000.
Using the Limit Break of Dragonic Kaiser Vermillion, while boosting with Lightning of Hope, Helena. There was confusion as to how 3 attacks would affect the skill of Lightning of Hope, Helena.

Bushiroad released the following explanation.

"since 3 opponent's units were hit, you may activate Helena's ability up to 3 times.
This is due to the fact that an [AUTO] ability activates once whenever the conditions are met, and Vermillion's attack can hit 3 units.
Simply put, you can activate Helena's ability the number of times Vermillion's attack actually hits a unit.
One important point to take note is that the resolution must be carried out one card at a time. Do not discard 3 cards and draw 3 cards at one go!
Wrong - Drop 3 cards from hand, draw 3 cards.
Correct - Drop 1 card, draw 1 card, repeat."
The main point of importance here is that Lightning of Hope, Helena activates for each instance in which an attack his.
Now reading Vermillion's skill wording:
"[CONT](VC):This unit battles every unit in your opponent's front row in one attack.".
The wording of "one attack" is clearly present.
Additionally, the following applies for Vermillion.
  • Vermillion attacks 3 unit at one time.
  • Attacked units cannot intercept.
  • Twin Drive only once.
  • Each target must be guarded separately, this also applies for perfect guards,

Let's return to the Brawlers for a moment and bring up the first Big Bang pair, since Brawler, Big Bang Slash Dragon is also a subject of focus within the ruling.

Let's focus on Slash first.
[AUTO](RC):When your vanguard with "Brawler" in its card name's attack hits, this unit gets [Power]+3000 until end of turn.
Again, the wording is that the attack hits, next step is comparison, so bring back Helena:
[AUTO](RC): [Choose a card from your hand, and discard it] When an attack hits during the battle that this unit boosted, you may pay the cost. If you do, draw a card.
The activation condition is the same.
Remember the ruling above?
"since 3 opponent's units were hit, you may activate Helena's ability up to 3 times."
So by this logic, if Big Bang Knuckle Buster hit four targets, both Slash Dragon and Slash Buster would each gain 12000 power, not only 3000. The key thing to consider isn't how many attacks, because in all examples, you are only attacking once, what's important is how many hits.
I've taken the long way round to reach my point, but evidence was important for this point.
Either the "email" that has sparked confusion and controversy is poorly worded, or fake. I don't want to say it's flat out wrong if it is a legitimate email, but English Bushiroad aren't exactly well known for having good English.
If this "email" is real, and it's wording is indeed perceived as correct, then the ruling of email itself is wrong. And I will say this as my verdict with absolute certainty, even if the official word opposes this verdict.
Even official bodies can be wrong at times, but for Bushiroad to contradict their own earlier ruling doesn't make sense.
If there is still doubt, then let's say this.
Requoting a section of the email.
"that attack is considered a single attack only."
This is the exact section responsible for the confusion, but this can be overcome using simple common sense. If Vermilion and the Brawler Knuckles' attacks obeyed this clause then the following wouldn't work.
  • "Each target must be guarded separately, this also applies for perfect guards"
For if we acknowledge this clause within the "email" as correct, you're guards would cover each target. And that would render the following card completely pointless.

In among all that text, there is one skill relevant to what I've discussed here.
[ACT](VC):[Counter Blast (3)] Until end of turn, this unit battles all of your opponent's units in one attack.

And yes, that wording is back in play here to.

So yeah, the "email" ignores not only an earlier ruling, but it's poor wording would ignore guarding mechanics and that certainly can't be right.

So yeah, this is a one off case study over something causing some confusion and controversy right now. Bushiroad has had additional emails sent to try and clarify this once and for all, and I'll update this further once responses have been received, although honestly speaking, contacting them via would probably yield a more immediate response.

UPDATE: Forgot to inclide this evidence from the Japanese COTD promotion for the Busters when they were revealed in the build up to BT17, Blazing Perdition. 

本日紹介するのは、最新ブースターパック『煉獄焔舞』より、石田ナオキが修行を経て手にした新たな《なるかみ》の切り札!「喧嘩屋 ビックバンナックル・ドラゴン」のクロスライド能力を持つレギオンだ!!
さらにレギオンスキル発動でパワー+5000したうえで相手ユニット4体と同時バトルが可能!! コストで手札の「ビッグバンナックル・ドラゴン」をソウルに置けば、その時点からパワーが上がる! 一気に相手ユニットをなぎ払おう!

Today we're introducing the newest "Narukami" Trump Cards that were the result of Ishida Naoki's training, from the latest Booster Pack, "Blazing Perdition"! It's a new Legion that are a Hamburger-Time of "Brawler, Big Bang Knuckle Dragon"!!
If you have "Big Bang Knuckle Dragon" in your Soul, its base Power is 13,000, which means if it Legion Attacks, it'll have 22,000 Power!
And if you activate its Legion Skill, it gains 5000 Power and can attack 4 enemy units at the same time!! And its cost is merely placing a "Big Bang Knuckle" like "Big Bang Knuckle Dragon" into your Soul, and if you do, you can jack this card's Power up! And then instantly cut down a ton of your opponent's Units at once!
And its Legion Mate, "Big Bang Sash Buster", when you use the skill of "Big Bang Knuckle Buster", will have its Power rise to 23,000!
"Blazing Perdition", which comes out August 8th, includes a new Legion for each of the 8 clans included inside!

And THAT my friends, is what we call conclusive evidence.