Tuesday, 25 August 2015

Brave's Battles: Point Omega, V End

I have fallen.
Point Omega has concluded and Dimension Police are lost, destroyed by the forces of Bluish Flames. As commanded by Brave Buddy, Overlord. (Now "Kaiser" again as Dragonic Empire and their Kaiser will not be returning to Vanguard for the foreseeable future.)

This leaves me with a chance to reflect now that I'm unable to use Dimension Police for at least until after Nationals have passed. For all my preparation and meticulous planning, I failed at one thing. In combining all elements of the Dimension Police Battleroids, my deck was moved away from the one thing that would have saved me against Bluish Flames, that one thing was Limit Break. In other words I would have fared much better if I'd maintained my usual full robo build as opposed to mixing the factions.

The forfeit conditions I must fulfill before being able to use DP again is to build Gold Paladin, as that is the clan I lost to, and use them to top a local.Mine and Overlord's long rivalry has reached it's conclusion with him victorious, ending the chapter.

Looking towards the future we begin the Road to Regionals. Taking place on October 10-11 means I have 7 weeks to prepare. Which I will do by resting and working to get the money to afford the trip. In other words no fighting other than CFA or CFO when it's out.

In other news I've now picked up Buddyfight. My deck as it stands currently is just two Hero World trial decks combined. With upgrades to be obtained from Shadow Vs. Hero since I sure as hell am not touching any set that says Version E on the box.

Also as of posting this I've fully revealed the Point Omega deck that was defeated. But this is not the end for me with Dimension Police, and certainly not Vanguard. Not yet anyway.

Point Omega as an event however was won by Brave's Buddy Aesir (Check out his comic blog!) Using Oracle Think Tank. Gold Paladin took Second, Royal Paladin took third. I was DQ'ed from loosing access to Dimension Police part way through the event due to my defeat in my own personal Point Omega.

Aesir's winning deck list is as follows.

Grade 0:
Battle Sister, Waffle x1 (FV)
Battle Sister, Chai x4 (HEAL)
Battle Sister, Assam x4 (STND)
Battle Sister, Ginger x4 (CRIT)
Battlle Sister Tiramisu x4 (DRAW)
Grade 1:
2x Battle Sister, Lemonade
1x Battle Sister, Cocoa
3x Battle Sister, Chocolat (PG)
3x Battle Sister Lollipop (LB0)
1x Battle Sister, Taffy
3x Battle Sister, Omelet
Grade 2:
3x Battle Sister, Tarte
4x Battle Sister, Macaron
3x Battle Sister, Pudding (MATE)
2x Battle Sister, Marshmallow
Grade 3:
1x Battlle Sister Parfait (LB4)
1x Battle Sister, Fromage (LB4)
1x Battle Sister, Souffle 
3x Battle Sister, Gelee (LEGION)
2x Battle Sister Mille-feuille (GB1)

1x Harmonics Messiah
1x Rain Element, Madew
1x Miracle Element, Atmos
1x Snow Element, Blizza
1x Soaring Auspicious Beast, Kirin
1x Rainbow-Calling Nine-Headed Dragon King

I bet no one was expecting that!

Kaiser's deck that he used to take second overall, and destroy my own forces by grade stalling.

Deck Name: House Of Gold
Grade 0:1x Flaming Passion Liberator, Guido (FV)
4x ??? (CRIT)
4x Ascendant Liberator, Barbtruc (CRIT)
4x ??? (DRAW)
4x ??? (HEAL)
Grade 1:
4x Holy Mage, Bryderi (PG)
4x Fast Chase Liberator, Josephus
4x May Rain Liberator, Bruno
2x Physical Force Liberator, Zorron
Grade 2:
4x Liberator of Oath, Aglovale
3x Taciturn Liberator, Brennius
4x Regulation Liberator, Aglovale
4x Bluish Flame Liberator, Prominence Core
Bluish Flame Liberator, Prominence Glare

In Kaiser's words, not mine. "Holy and Brennius = Unflip
Josephus and Draw Trig = Draw
Zorron, Oath, Core, Glare and Starter = Superior Calling
Glare and Core = Crit gain can easy stack crits quickly
Regulation and Crit Trig = G3 Searcher
Bruno = POWER"

Stating the obvious, but can't say it's not true.


Point Omega Clan Break Down (in rank order)
1 Oracle Think Tank
1 Gold Paladin
1 Royal Paladin
1 Dark Irregular
1 Nova Grappler
1 Narukami
1 Bermuda Triangle
1 Shadow Paladin
1 Dimension Police (DQ)

Thursday, 20 August 2015

Brave's Battle's: Point Omega, the final battle approcahes...

Before I went away on a tour of the Kernow region began working on a deck and event both code named Point Omega.
I've since built a deck and spent the last week testing. As of mid afternoon, today, I completed the testing.
The app I was using for tracking results isn't meant for the use I re-purposed it for but it's "soft save" function made it ideal. Tests were performed by simulating 2/3 tournament play. In the attached picture you can see the results of the concluded test run for Point Omega. I will review the app I was using in a later post.
I would have Enigman on the testing list but forgot about them at time of test start.
Pure Metalborgs were taken apart as part of the Point Omega build process.
Point Omega itself is where myself and several others first played Cardfight Vangaurd and also where many connections were made. Over the past year or so some rivalries have lit ablaze, Point Omega is a return to where it all began. And where everything will be bought to an end. It is the final battle, rivalries will be settled 

The following list is the deck as it has been "finalized" following testing.
Deck Name : Point Omega. (Some cards concealed for the time being due to someone who I know will be checking this before Point Omega)


3x Cosmic Hero, Grandbeat (CRIT)
1x Dimensional Robo, Daimagnum (FV)
3x Dimensional Robo, Daiwolf (CRIT)
4x Dimensional Robo, Gorescue (HEAL)
3x Metalborg, Battle Roller (CRIT)
3x Metalborg, Grasscutter (CRIT)
3x Commander Laurel
4x Cosmic Hero, Grandchopper
2x Cosmic Hero, Grandwagon
4x Cosmic Hero, Granguard (PG)
4x Cosmic Hero, Grandsub
2x Dimensional Robo, Daifighter
4x Metalborg, Ur Buster
2x Great Cosmic Hero, Grandgallop
2x Metalborg, Sin Buster
4x Super Dimensional Robo, Daikaiser
1x Super Dimensional Robo, Shadowkaiser
1x Ultimate Dimensional Robo, Great Daikaiser
2x 99th-gen Dimensional Robo Commander, Great Daiearth
2x Hyper Metalborg, Heavyduke
1x Super Cosmic Hero, X-falcon
1x Super Cosmic Hero, X-rogue
2x Super Cosmic Hero, X-tiger
Yes, that's right, 12 crit and no Reika.
So let's acknowledge the defeats and what went wrong first.
Silver Thorns scored 2-0 mainly through rush, this tactic was the same for Neo Sephirot (2-1) except for game 1 where Neo Nectar was unable to fill their field. In game 2, early attacks managed to check criticals which had the same effect on my game state as being rushed. And Game 3 was decided by a combination of their stand trigger skill with the GB2 of Ahsha, and then checking both stands back in the twin drive.
The Overlord deck was Chain Blast/Overlord, but it was focused on beat down instead of retiring, mostly playing a vanilla game but with high powered attacks. This simple offense proved surprisingly effective against the Point Omega deck.
Diard/Daiyusha with consistent 2 crit attacks and a later transition into Reverse Beatdown bought the pain, additionally with that deck I was proxying a full play set of Daiearth in the G-Zone, if the deck had been running Commander Laurel, those 2 uses of Daiearth would have been much worse, but with everything else also going on, the Commander wasn't required in order to score the win.
Link Joker was Freeze Ray/Messiah, attacking the Vanguard led to my own attacks being decreased so I'd been focusing on trying to take out the rear guard with my own and then hitting Van with Van. This didn't work as Link Joker was able to build advantage off this hesitation, Link Joker then reduced the Point Omega deck to 2 lanes most of the match and always managed to keep 2-3 circles locked once they had ridden to Grade 3. Sitting on Freeze Ray and transitioning to Messiah when resources started to run out to cash in on any expiring locks. Big Crunch was an MVP in this face off.
Sanc Guard was just a case of, hit grade 3; ggnore, too powerful, too fast. With Regalie in action, not even a x-ride could defend from how fast this deck goes live.
In the 2-1 results there's Great Nature, which the loss Point Omega.dek received was due to burning all resource to stop a suicidal rush, this weakened the next offensive turn, while Great Nature had piled on the increase in hand allowing the attacks to be fended off with little effort. A following turn to stride into Phoeniax, of all things, and another surge of powerful attacks, was game.

Gear Chonicle scored a single win because Ragnaclock is a thing and I hadn't enough Grade 0's in Point Omega.dek's hand to defend. This was a similar situation with Dark Irregulars in which Gile de Rais happened.
On the deck's own side. In cases where the first ride was Shadow Kaiser, the deck had to fully rely on Stride for any form of pressure and also get out of there quick, this meant in order to change vanguard you really needed a turn where 2 grade 3's or more were in hand to get out of Shadow Kaiser and still be able to stride that turn, if your Grade 3 ride was Sin Buster however, this wasn't such an issue as you can then Legion and still have pressure of an on-hit draw for that turn, even if nothing else.

Moving on to what went right:

This goes without saying, but the ideal Grade 3 to initially ride into is Daikaiser, this can then follow through into various possible finishers in the later stages of the game. Even stand alone Grandgallop and Sin Buster are both ideal back up Grade 3's each opens and closes a different route for the deck.
X Falcon was stridden once in the entire test, when the setup was ideal for it, use as first Stride on Grandgallop, "Lock and Load" Daimagnum and calling in a 7k booster to replace him, this brings up Falcon to 41000 when he attacks, and with two open counterblast while still at mid game, this puts the pressure on, Laurel or non. The one time he was used he did score the Crit, but it was because of how versatile Daimagnum is, the given example included, that I concluded on him being the ideal starter for a deck of this nature.
Likewise another odd choice, one recommended by William Cole, but it certainly paid off, is Daifighter. notice the 2-0 victory against Aqua Force, a clan that generally has a strong early game, if you hold the right cards. Riding Daifighter at Grade 2 though reduced the 4 attack early rush to just 1-2 attacks that actually threatened to hit so I'm thankful for having a 10k vanilla there, also being 10k means I can call him to Rearguard, and due to being a Dimensional Robo I can do this with with Daiearth and there's few other Grade 2's that would be able to take him out without a boost. So thanks for the advice there man. Going X-ride early, even if that meant not having the Break Ride effect, also made a huge difference in the tested deck's defensive capabilities.
12 Criticals in this scenario has proven more useful than anticipated and will be maintained going into the event this weekend.

Things that made little, or no difference:

Commander Laurel
being at 3 honestly didn't make much impact, other than when forced to ride him, but as Rearguard, and for his skill, I still wasn't using him any more than if he was at 2.
2 copies of Heavy Duke, for this build, proves to be more than enough. Often, due to counterblast usage, only one is ever used, the other often pays a cost for X-Tiger, noting the use of Daiearth, which calls a Grade 3 and Grade 2, I could opt to remove one Heavy Duke for my usual build's alternate finisher, Dark Superhuman, Omega. Which would be poetic given what the deck is for. And I've broken my brief of Battleroids only by putting Commander Laurel in the deck anyway.

Possible changes before Point Omega.
-1 Laurel+1 Dailion OGrandwagon OR Daifighter
-1 Hyper Metalborg, +1 Dark Superhuman Omega

Following all of this testing though, it's left me with one deck I am very eager to test.ga

Wednesday, 19 August 2015

V-Talks: Dealing with the problem. (REQUEST)

Some advice was requested, and since I’m writing this out I may as well dual purpose it for the blog.

In the light of recent surprisingly high Dimension Police turn out at the recent ARG States finals it is clear that the clan is a key player in the current meta after all. So that's a nother reason to be writing this then isn't it?

You got 99 problems and I'm number 1.
Your opponent is playing DP and you’ve just seen Laurel. (Cat Butler in Nova Grappler but the question asked was about the former so that’ll be the focus, but what I say here works for both… sort of. Cat is slightly harder.)

First some basics things to take into account.

If you fear Laurel in Dimension Police, you better bring the older Perfect Guards to the playground, those PGGs aren’t going to cut it, although if the opposing vanguard you’re staring down is Metalborg, Sin Buster of Hyper Metalborg, Heavy Duke no amount of PG is going to save you, as they'll just fire right at Vanguard for glory anyway, so let’s talk prevention.

Make DP use up their hand in defending early. This means rush them. Dimension Police is at it’s weakest pre-grade 3, exploit this fact.

Royal Paladin have Sanctuary Guard and Jewel Knights, both hit hard and fast, and are frequently combined to.

Gold Paladin; BT-16 Liberators, Shadow Paladi;, Revengers, and Aqua Force also each have good early rush options.

Taking this to the extreme there’s also decks focused purely on Grade 1&2 rushes, one often joked about, but hell if you face it is Grade 1 Seekers.

When mid game has been reached this is where Laurel will come into play. Observation is key, take note of DP’s hand, both what goes in and how many, and act accordingly. If the Threat from Laurel is imminent, you need to take control of the board.

Kagero and Narukami have the easiest means to achieve this with consistent retires and in the case of Narukami Brawlers a tasty dish of ORAORAORA!

Gear Chronicle vs. a full board ready to use Laurel? Upheaval Pegasus has your back. Scramble that field, and then any remaining problems that persist, clock them back to the opponent’s deck to. Of course you can also just chip away one at a time, but so long as you control the board and are keeping yourself safe, you’ll be fine.

Using Link Joker, all you need to do to keep out Laurel is lock and maintain the locks on two rearguard circles, using Chaos Breaker Dragon I would also advice locking a Laurel itself so you can kill it the moment the lock expires.

Megacolony is a case of much of the same as Link Joker get the paralyse on two units and keep them locked down, better yet, once G-BT-04 hits Gigaparalyse. (That’s a new word… more on this later.) Ideally you want to hit three units to cover yourself should the DP player hit a Stand Trigger during Drive checks. As a curveball, if you really feel like it Undefeated Mutant, Avectro Zeus can upset a DP player, but might destroy yourself as well.

Nubatama have options two as you can bind both the opponent’s field and hand, only issue is most of the time you also have to hit to get rid of a problem permanently, but this is a good way to destroy both the gambit and the opponent’s chance to reset for another attempt.

Shadow Paladin are Shadow Paladin, you have Diablo. USE IT! Any additional retires you can also get off are also welcome, of course Blaster Dark in each of his forms is good for this, but each of these also has different restrictions and limitations in what they can actually hit.

Moving onto clans that aren’t typically associated with control starting with the clan that the information was requested for.

Aqua Force’s options for taking board; of course you can use Maelstrom in either of his forms, except Glory, with Admiral being the easiest to pull off. Stride atop Thavas is also an option. Further to this though I advise attack front row rearguard with any spare attacks that can afford to, and also send a high power attack towards an opposing vanguard boosted by Assassinate Sailor, the greater the attack power, the better your chance of hitting and being able to use Sailor's skill; Lambros can help with this for the re-stand effect even if you can't yet get the +10000 to two units, because that's where High Tide Sniper proves useful.
Blue Storm Cadet, Anos is an option available to the legion Blue Storm builds, if you happen to be using either of them.

Royal Paladin have the many forms of Blaster Blade, to each of these I will make the same comment as with Blaster Dark, by extension I will mention Blaster Blade, Liberator in Gold Paladin. There is Exculpate the Blaster but don’t use that, it’s extremely restrictive and expensive, even though it does wipe out a complete board, but there’s so much in other clans that do the same so much better. As mentioned above, there's also Sanctuary Guard which if you use their corresponding Stride, Regelie you can rush Dimension Police and most other foes into oblivion, before they even have a chance to fight back.

For Oracle Think Tank, it's not much, but Silent Tom may force an opponent to need to guard with a Laurel before being able to use it. I don't advise actually trying this mind you as it has more chance to back fire than go favorably, not unless you're in the stack, but that takes considerable time to assemble.

Gold Paladin don't have much other than what I mentioned above.

Angel Feather? Sorry, I've got nothing ladies. Sure you can heal so it takes more to clip your wings, but I don't know of any consistent methods of rushing, and this clan certainly doesn't have control.

Genesis has two units in the Regalia archtype which give an ability to the Vanguard to make it that little bit more dangerous, Twilight Reglia, Hesperis grants both pressure and on-hit control, the bad news is it's a promo, and I don't know by what means it was obtainable, I've also not looked up it's singles cost. The other card is a +3 to you, and -3 to the opponent, equating as a +6 total in it's user's favor. This all sounds well and good, until you get into the cost of the card. Counterblast 4 AND Soul Blast Blast 6, and at LB5 only?! This card is Regalia of Wisdom and Courage, Brynhildr regarded as one of the absolute cross rides in the game, this perception not helped by being a RRR in a legion era set. But even then, it wouldn't matter when she was released, with such a high cost skill, she is bad and always will be bad, BUT she does offer control.

Dark Irregular if you’ve ever faced them you will know the power this clan possesses, and you may have also seen or experienced it’s flaws, but the clan does also have small element of control. Demon World Marquis, Amon gives low quality control, but control none the less. And if you’re in the Asoroth Legion those retires you force on your opponent will very quickly build your power up.
In G Dark Irregulars, Scharhrlot Vampir forces a retire in your stride turns every time your vanguard attacks, so long as your soul is 6 or more. So if you want to shut down Laurel you could attack the opposing side lanes with your own before then charging through with your vanguard, if both your rears hit you’re going to force the opponent to remove a unit from the back line.

Nova Grappler, Extreme Battlers, Tribut and Sazanda with Runbohl behind him will wreck face, and all while pressing the assault. Backup options are available that can do the same to lesser effect but they are also much weaker on the whole. And also don’t leave you with the same number of potential attacks, just also be ready to countercharge because even the combo I’ve mentioned here will probably use all you CB.

Great Nature: I was actually testing this match-up earlier using my existing deck but using some of the cards to proxy their amber clone, Tusk Master and G-Zone. And I must say I managed to come up with quite the interesting playstyle. With Tusk Master and Crayon Tiger both on the feild, along with Wisdom Teller on Vanguard I attacked a REARGUARD with an unboosted Tusk Master as the first attack, I followed this with Wisdom Teller taking aim at Vanguard, it was defended but critical triggers were scored and sent to Crayon Tiger who’s attack then stood Tusk and with Tusk’s second swing coming at the Vangaurd this meant his skill also triggered, the affects went to Crayon who took another swing with his multiple crits. Had the criticals not been a factor, Crayon’s second attack would have been used to take out the other front rearguard. If the opponent was Dimensional Robos or at least had one as the vanguard Daiearth would have countered this -2, but with anything else as the vanguard Dimension Police must call from their hand to use Laurel.

Tachikaze have rush, so long as you play Ancient Dragons, and do have some minor means of retiring. Pearly Titan can be used to take out a threat that exists on the opponent's board, as opposed to trying to reach it's critical mass. As for the only other stride they currently have, well that has to hit, and we know how that normally ends, but that is assuming the opponent actaully has what they need to defend.

Pale Moon has the potential to charge a nasty rush regardless of Silver Thorn or not. The only real difference here is Silver Thorn is more consistent. Bermuda Triangle can also rush all game depending on build, while building hand at the same time. So there's that.


I've still not covered everything, but the point should be clear if you follow the theme of what I'm talking about.

Open up with a rush while DP is at it's weakest, pray the opponent isn't running an 8k G1/10k G2 to escape rush.

Mid Game onward be more tactical and make decisions based on opponent's hand size and the cards in your own hand, memorize exactly what the opponent has if you can as every little bit of extra information you hold may affect your play and thus the general game state. This advice follows trhough to the late game.

If your deck has multiple attacks, use any spare attacks that are available to consistently pressure the front support, even if you can't strike the back line. Even with Daiearth to help the Dimensional Robo build, he may be able to fill the two empty slots, but he can only be used twice and to do so does cost a lot of counterblast which can limit the DP player from making many other big plays, except X-Tiger, there's little one can do to prevent that unless you're using Megacolony, even then though, DP players are known for running more than the average count of Grade 3, but we still spend more resources to ride to stride.

And Kaisov, I swear to Void, if you read this before we face at Point Omega I'm going to kill you 100 times over.