Tuesday, June 25, 2013

STAR VADER! SILVER THORN! Assseeeemble!

Sorry for the delay. This post would've appeared last night, but a power outage destroyed my internet! I come to you today supporting two very obvious Archetypes (as seen in my title): Star Vader [Link Joker] and Silver Thorn [Pale Moon].

I'll start with the clan that I'm more interested in: Pale Moon. It seems Silver Thorn is combining two primary effects: Superior Soulcharging from the Deck and TEMPORARY Superior Calling from the Soul. The only downside is that nearly every card MUST be a "Silver Thorn" for the effects to work, so these cards WILL NOT support previous Pale Moon builds very well. Let's see why, with the clan's new starter!



Silver Thorn Assistant, Ionera
<<Pale Moon>>
Grade 0 | 5,000 Power

AUTO (VG) Forerunner (When a <<Pale Moon>> rides this card, move it to RG.)
AUTO (RG) When an attack hits during the battle that this unit boosted a "Silver Thorn" card, look at the top two cards of your deck, choose up to one "Silver Thorn" card among them, and place it into the soul. Then place the rest of them on the bottom of the deck in any order.






Welcome to the new Pale Moon! This effect is good for multiple reasons. 1) It's free. 2) It's repeatable (card never moves to the soul). 3) Deck Thinning. 4) Deck Stacking. 5) The attack CAN hit a RG and still trigger. The potential to put very special cards into soul keep getting bigger, and if you can pull it off for a regular 5 turns match, you easily stack several cards in your deck (up to 10 if you never choose to SC, 5 if you SC every time). With a deck like pale moon, you DO hit those bottom 10 cards over time, so its potentially a Tsukuyomi situation.

Also, your starter isn't the only one to do this. Look!


Silver Thorn Assistant, Irina
<<Pale Moon>>
Grade 1 | 7,000 Power

AUTO When this unit is placed on VG or RG, if you have a VG with "Silver Thorn" in its name, you may check the top two cards of your deck, choose up to 1 "Silver Thorn" unit among them and put it into soul. Then place the rest on the bottom of the deck in any order.









Played early game, these units allow you to stack the soul. Which is good, because you'll need them for these two ladies...



Silver Thorn Beast Tamer, Ana
<<Pale Moon>>
Grade 1 | 7,000 Power


AUTO (RG) [CB1] When an attack hits a VG during the battle this unit boosted a <<Pale Moon>>, you may pay the cost. If you do, choose 1 "Silver Thorn" in your soul, call it to RG. Return that unit to the soul at the end of your turn.









Silver Thorn Beast Tamer, Marichika
<<Pale Moon>>
Grade 2 | 9,000 Power


AUTO (RG) [CB1] When this unit's attack hits a VG, if you have  a <<Pale Moon>> VG, you may pay the cost. If you do, choose 1 "Silver Thorn" in your soul, call it to RG. Return that unit to the soul at the end of your turn.








At first I thought "Alice and Bunny Clones, only weaker." Which is pretty true. Except for two key differences. 1st, they don't vanish. They keep the field just as big as it was, which is good. Alice and Bunny had to swap in, which caused some awkwardness in field size. Second is that the card you call will return to the soul. This is both blessing and curse. You can't summon a defensive unit, or the all important booster to hang around. But you can summon big heavy hitters (your Bedivere Clones) that your opponent will want to destroy. When they pop away, your opponent won't get to kill them, AND they will go back into the soul to fuel a new ability. Also, none of these say Open RG, so you can set up a weak field, and then sacrifice it for a better field, albeit one that will empty at the end of the turn.

Speaking of your Bedivere and Kay clones:


Silver Thorn Breathing Dragon
<<Pale Moon>>
Grade 1 | 7,000 Power















Silver Thorn Rising Dragon
<<Pale Moon>>
Grade 2 | 9,000 Power






Perfect clones of Knight of Loyalty Bedivere and Knight of Friendship, Kay. They both gain 3,000 Power when attacking if your VG has "Silver Thorn" in its name (which means they work in older, traditional Silver Thorn Builds). This build also has a new 10K unit with "Silver Thorn" in its name, as well a full set of "Silver Thorn" triggers, to make those Archetype numbers swell.

Oh, you also get a shiny new Perfect Guard:


Silver Thorn Hypnos, Lydia
<<Pale Moon>>
Grade 1 | 6,000 Power


Like <<Dark Irregular>>, <<Pale Moon>> completely changed their Perfect Guard, making them the only two clans to do this. They are special, possibly because they turned evil. Yay Evil!









Unfortunately, the effect revealed for Silver Thorn Dragon Tamer, Luquier-R was a complete sham. It was a fake card, which seemed very balanced. Personally, I'm glad it was fake, because it was a worse card than Silver Thorn herself, but that does mean there is no boss card for Silver Thorns yet. Await more info!

And now onto the main attraction, in the center ring, LINK JOKER!

Only three cards to show you today (and two to mention), helping to outline Link Joker's brokenness. Bushiroad has been keeping these guys close to the vest, but here we go!


Demonic Claw Star Vader, Lanthanum
<<Link Joker>>
Grade 1 | 7,000


AUTO (RG) When your opponent's RG is Locked by one of your cards' effects, this unit gains +2,000 Power until the end of the turn.










This is a super easy boosting requirement. If you lock a minimum of 1 unit per turn, this unit boosts for 9,000. In a big push with some of your Link Joker skills, this unit can boost for a maximum of 17,000, although with current effects you can only Lock 4 units in one turn, so 15,000. Final Turn?


One Who Shoots Gravitational Singularities
<<Link Joker>>
Grade 2 | 8,000 Power

AUTO (RG) When this unit's attack hits a VG, if you have a <<Link Joker>> VG, and your opponent has a locked card, you choose one of his RG and Lock it.
(A locked card is flipped face down and can't do anything. Locked cards flip face up at the end of their owner's turn.)








More locking. For free. This time as a RG. Just imagine if you ride Mobius Breath and have two of these flanking it. On turn 2. Lock three cards? I'm just getting mad at the brokenness now.

Look at their boss, and imagine him break riding Infinite Zero. Cuz its dumb.


Star Vader, Nebula Lord Dragon
<<Link Joker>>
Grade 3 | 11,000 Power

CONT (VG) (LB4) During your turn, every <<Link Joker>> in your front row gain +3,000 Power for each Locked card your opponent has.
ACT (VG) [CB2] Choose one of your opponent's RG on the back row, and Lock it.
(Locked units are flipped face down and can't do anything. Lock units unflip at the end of their owner's turn.)
CONT (VG/RG) Lord





So for 2 CB at LB4, This unit can: Give all front row +3000, and give the backrow grade 1 booster (seen above) a +2000. If he break rides over Infinite Zero, all your front row will gain +9,000 instead, and if you use Dust Tail Unicorn, thats +12,000 to the entire front row.....go die in a fire Link Joker.

Tuesday, June 18, 2013

LINK JOKER HAS ARRIVED! Plus some other Spoilers As-Seen-On-TV

So there hasn't been too much action on the Vanguard front since the release of "House of Amon" and Dungaree Unlimited, but the TV show has given us a few gems to look at, revealing some of the absolutely broken cards in our near future. It has also forced Bushiroad to finally officially name the clan "Link Joker," and to reveal the mysterious "Lock" skill.

AUHTOR'S NOTE: I find it hilarious that they introduced Lock the episode AFTER a card with lock had already been played (by this I mean Vowing Saber Reverse). But you'll understand soon enough.

First and Foremost, you hungry bastards! I give you LINK JOKER!


Star Vader, Infinite Zero Dragon
<<Link Joker>>
Grade 3 | 11,000 Power

AUTO (LB4) (VG) When a <<Link Joker>> rides this unit, choose one of your opponent's rearguard in the front row, and one of their rearguards in the back row, and Lock them. Then choose one of your Vanguards, it gains 10,000 Power until the end of this turn.
(Locked units are turned face down and cannot do anything. Turn them face up at the end of their owner's turn.)
AUTO (VG) When this unit attacks a VG, it gains +2000 Power until the end of that battle.
CONT (VG/RG) Lord




Okay! So a couple things worth noting. 1. Link Joker is of Star Gate, as they are invaders from the outer cosmos. This puts them in concert with clans like Nova Grapplers and Dimension Police. 2. Lock is OP. A Card that is locked fully takes up its zone, but cannot do anything. It does not stand, can't attack, can't intercept, and cannot be retired for a fresh unit. It blocks the circle and keeps it blocked. This not only keeps the opponent from having field presence, it can downright destroy many builds like Majesty Lord, who needs key RG to function. This is like MegaColony on steroids.

Now, like most trial decks of this season, the boss 1-of card is a Break Ride. This break ride is one of the very few ways to lock cards. Most of Link Joker's revealed set-up is pretty vanilla (8Ks, 10Ks, CB2 draws, etc.), so I'm going to focus on what sets them apart, and what can lock you. I'll go over their list of clones further down.



Star Vader, Mobius Breath Dragon
<<Link Joker>>
Grade 2 | 9,000 Power

AUTO (VG) When this unit's attack hits a VG, choose 1 of your opponent's RG, and Lock it.
(Locked units are turned face down and cannot do anything. Turn them face up at the end of their owner's turn.)









So here is the interesting card, Mobius Breath. Its ability ONLY exists on the VG Circle, which means early game guarding is going to become a thing, destabilizing the normal "Gain LB, then expend hand". Some decks may counter this by playing no RG until the opponent reaches grade 3, but in some decks they can't afford to do that, (like Spike Brothers, Gold Paladin, or Aqua Force) because early rush is key in their attacks. I'm eager to see this unit hit the field, but I am getting way tired of Lock having no cost whatsoever, and we are only two cards in...

However, those are the ONLY two cards in the Starter deck that can Lock an opponent, and both are given as 1-off in the deck. So your opponent will need to expend mucho denero to gain the power they need to make this consistent. Also in Trial Deck 11: Star Vader Invasion, are clones of these popular cards:

Grade 1 8K Vanilla (Hollow Twin Blades, Binary Star)
Grade 2 10K Vanilla (Soaring Star Vader, Krypton)
-- I find it interesting that their Grade 1 Vanilla is not of the Star Vader name, meaning new archetypes will be planned in the future that also use him.

Royal Paladin's "Kay" Clone (Demonic Bullet Star Vader, Neon)
Royal Paladin's "Bedivere" Clone (Unrivaled Star Vader, Radon)
-- Both contain the "If your vanguard has ___ in its name, when this unit attacks, +3K" effect. This makes Neon a 10K when it swings, and Radon a 12K when it swings. Good cards in general for any clan to have.

Grade 1 CB1 +1000 Power (Pursuit Star Vader, Fermium)
Grade 3 CB1 +3000 Power (___ Star Vader, Francium) [Name not 100% Confirmed]
Grade 3 with LB +5000 on VG, and +2000 on RG (Twilight Baron)

And that is almost the entire deck. The whole trigger line up (Crit, Stand, Heal, Draw) are simply Vanilla triggers with 5K power. The starter has not been revealed, but the fandom speculates a basic 6K starter, or a "CB1 search top 5 for Grade 3" starter.

In addition to their Trial Deck, Link Joker received a second LB Grade 3 as a prooomoooo. His lock actually costs something, but how would you like to lock their super boosters every turn? Hm?



Star Vader, Dark Band Dragon
<<Link Joker>>
Grade 3 | 10,000 Power

ACT (LB4) (VG) [CB1 card with "Star Vader" in its name] Choose one of your opponent's RG in the back row, and Lock it.
(Locked units are turned face down and cannot do anything. Turn them face up at the end of their owner's turn.)
AUTO (VG) When this unit attacks, if you have more RG than your opponent, this unit gains +3000 until the end of that battle.








But Link Joker isn't done! BT12 is all about Link Joker's domination of other clans, so here is the only confirmed card for Set 12: Their REAL starter.




Star Vader, Dust Tail Unicorn
<<Link Joker>>
Grade 0 | 5,000 Power


AUTO Forerunner (When a Link Joker rides this unit, call it to RG)
ACT (RG) [CB1 & Put this unit into Soul] If you have a <<Link Joker>> VG and your opponent has 1 or more Locked units on the field, you may pay the cost. If you do, choose one of your opponent's RG and Lock it.
(Locked units are turned face down and cannot do anything. Turn them face up at the end of their owner's turn.)





See? Real Starter. Simply by locking a unit with your break-ride, you can lock a bonus unit. That means in one turn you can lock 3 units your opponent controls. They will have a terrible following turn, possibly buying you the time to win.

But enough about Link Joker. Time to talk about other fun cards! Like Shadow Paladins! If you choose to make Shadow Paladins more defensive, you now have a card that can Kagero at your opponent's RGs simply by having them attack you. Check HER out.


Witch of the Cursed Charms, Eden
<<Shadow Paladin>>
Grade 3 | 10,000 Power

AUTO (LB4) (VG) [CB2, and retire 2 <<Shadow Paladin>> RG] At the BEGINNING of the battle step in which this unit is attacked, you may pay the cost. If you do, choose one of your opponent's RG that is not attack or boosting, and retire it.
AUTO (VG) When this unit attacks a VG, it gains +3000 Power until the end of that battle.







See? DEFENSE! The whole idea behind this card is that you opponent MUST choose who attacks first very carefully. If they play stands, and lead with a RG, you'll snipe their super booster from behind the VG. If  they lead with the VG, you can simply destroy one of their attacking RG and reduce their number of attacks. You'll already be in the battle phase, so they can't play anything new to hurt you. This card takes some considerable foresight to play though. You have to know what you plan to do far enough in advance that you can play RG on your turn, fully anticipating who your opponent will attack with first, and who needs to be sniped to keep you alive. Also, since you can retire any of your RG, you could retire some front rows, and funnel all attacks at your VG, if you so choose to. It'll remove those pesky "my 9K will attack your 9K" kind of attacks.

But not just Shadow Pallys got some new cards lately. Meet Dark Irregular's new boo, and a Grade 1 too! Both of these are NOT "House of Amon" cards, and can be played in any DI deck.



Master of Fifth Element
<<Dark Irregular>>
Grade 3 | 10,000 Power

CONT (LB4) (VG) DURING YOUR TURN, if the number of <<Dark Irregular>> in soul is ten or more, all of your <<Dark Irregular>> get Power +3000.
AUTO (VG) [CB1] When this units attack hits a VG, you may pay the cost. If you do, Soulcharge 3.









This card would be spectacular to ride on top of Dantalion, to give your entire field exponential power, and to create a Final Turn! scenario. The best part is that Fifth Element's limit break requires no cost. Once you get your soul, your whole field is boosted, guaranteeing minimum rows of 18K, and topping out at 26K. Crossrides? No problem! Don't forget, Fifth Element boosts himself too, so all is good. He also functions as a super Emblem Master, which fits the art style. But that's not all folks! Continuing to make your DI decks more consistent, is this beautiful fella, Dimension Creeper!


Dimension Creeper
<<Dark Irregular>>
Grade 1 | 7,000 Power

[UNCONFIRMED EFFECT] ACT [Soul] [Send this card to the drop zone] When this card is in soul, you may pay the cost, if you do, Soulcharge 2.






This effect is not 100% confirmed, but that is how the card work in the TV series, and it has never lied to us yet. That makes this card good for a number of reasons. It can combo off of many DI soulcharging efforts (Greedy Hand, Vermillion GateKeeper, Hysteric Shirley, Alluring Succubus, Yellow Bolt, etc.). It can combo off itself! It can deck thin and place triggers closer to the top, and it makes builds more consistent. This is just ONE SCENARIO he would be good in:

Blade Wing Reijy Deck. You are at 12 Soul. Need 15. You use Greedy Hand's skill. He goes into Soul, 13. He picks this guy out of the deck, 14. Then you immediately soulblast him (Back to 13), and soulcharge 2 (15). Now Reijy is primed for battle. You can also save him in soul during a deck like Reijy or Fifth Element, using him like a surprise attack. The opponent will think you are a couple cards short of your effect, and then BAM! out of nowhere, this guy activates your skills, and your opponent has to think on their feet to guard you. Psychological warfare is good.

But enough about DI, even though I love you. Gold Paladin did show us two new cards, one of which is BROKEN! The TV showed us exactly how and why, but even IT didn't go as far into this card as possible. Making his THIRD card game appearance (and second appearance as Gold Paladin Alone), I give you, Garmore.

Wolf Fang Liberator, Garmore
<<Gold Paladin>>
Grade 3 | 11,000 Power


ACT (LB4) (VG) [CB3 cards with Liberator in their names] Look at the top card of your deck, choose up to 1 <<Gold Paladin>> among them, and call it to an OPEN RG. Place the rest on the bottom of your deck. If a unit was called by this effect, and you have any remaining OPEN RG, you may use this effect again without paying the cost.
AUTO (VG) [Place one of your RG with "Liberator" in its name on the bottom of your deck] When this unit attacks a VG, you may pay the cost, if you do, this unit gains +4,000 Power until the end of that battle.
CONT (VG/RG) Lord


Okay. So Kagero Counter? Check. Better than Blonde Ezel? Check. Really, the only way this card gets more broken is if it would've had a "+Power to those RG" effect, or if Bunnies get reprinted as Gold Paladins (which they will eventually). Just imagine now, you superior call a Lop Ear, get to superior call for free, and then superior call more units. The potential for shenanigans is ridiculous. Also deck-stacking. With enough effort, you could pull a Tsukuyomi type effect.

Now, the next card I'm going to display, has gotten some hate over the years. He was even banned as a starter. But now he's back, gold, and shiny. And he has bunny powers.


Barcgal Liberator
<<Gold Paladin>>
Grade 1 | 7,000 Power

AUTO (RG) When this unit boosts "Blaster Blade Liberator" and the attack successfully hits a VG, look at the top three cards of your deck, choose up to 1 "Liberator" among them, and call it to RG in REST. Place the rest on the bottom of your deck in any order.









Now, this card has no cost, but a lot of constraints, so I don't see it getting played too much either. It MUST boost Blaster Blade, gets no bonus to do so, and they have to hit VG with a combined total power of only 16,000. Thats not even scratching Crossrides, and a 10K foils the plan. Add that the card needs to get called in Rest, and this cards usefulness is pretty much gone. Too many caveats, Bushiroad. Thanks for ruining Barcgal......again.

Now, last but not least, REVERSE CARDS! One of Link Joker's goals this season in the anime, is to take over other clans and make them work for Link Joker. They do this by "Reversing" a clan's VG. These cards are very powerful, usually appear in the form of a crossride, and involve locking your own units to do effects.  So far we have the names (but not effects) of two:

Demon Marquis, Amon "Reverse"
Silver Thorn Dragon Queen, Luquier "Reverse"

And the full card of one. Here he is!


Eradicator, Vowing Saber Dragon "Reverse"
<<Narukami>>
Grade 3 | 11,000 Power


ACT (LB4) (VG) [CB2 and Choose two of your RG and Lock them] Your opponent chooses two of their RG and retires them. This unit gains +10,000 Power until the end of the turn.
CONT (VG) If "Eradicator, Vowing Sword Dragon" is in the soul, this unit gets +2000 Power.
CONT (VG/RG) Lord






That's right! CROSS BREAK RIDE!!!! This card is scary, because if you break ride correctly, Vowing Sword is going to eliminate one of the RG your opponent has. Then this car (by paying 2 and locking 2) can force you to retire two more. This means three RG have gone by the wayside, and Vowing Saber-R is now at +20,000 Power. This is a problem, since as a Crossride, that is 33,000. He can take your without a booster, and he probably locked it to use his own skill. Locking him DOESN'T HURT HIM, because locked cards unflip at the end of their owner's turn. So there are no negative effects when you draw a card. His field just returns to normal. Good luck!


And that is mostly it. In all the confusion, Aqua Force received a Promo Damage-Unflipper, which can be broken if combined with Last Card, Revonn, and thats bout everything. See you when they finally tell us what those other Reversed Cards do! Byeeee!

Wednesday, June 12, 2013

Cardfight!! Vanguard Special Report! Featuring Field Reporter NICK BURAS!

With all the recent Regional tournaments going on, I've ask my friend and cardfighting buddy Nick Buras to write up a report of his experience at the Regional Invitational he attended a few months back. I like to call these "Special Reports!" and I hope to have more guest writers in the future. For those who are unaware, Nick Buras came in first place at the Local Regional Invitational, securing him a spot in the Texas Regional. My next target for a bonus report will be a team from the Team Regional, so be on the lookout, Koden Shuffle Alliance!

In the meantime, a Cardfight!! Vanguard Special Report!

"Connect the DOTEs" by Nick Buras                                                                                    


If writing CFV articles is anything like writing Magic articles, I suppose I should give you dessert first.

Cardfight!! Netdeck


Starter
Lizard Soldier, Conroe

Grade 0 (G0)
1 Dragon Dancer, Monica (draw)
3 Blue Ray Dracokid (crit)
4 Dragon Monk, Genjo (heal)
4 Embodiment of Spear, Tahr (crit)
4 Gattling Claw Dragon (draw)

Grade 1 (G1)
1 Demonic Dragon Mage, Kimnara
1 Flame of Hope, Aermo
4 Dragon Monk, Gojo
4 Embodiment of Armor, Bahr
4 Wyvern Guard, Barri (perfect guard [PG])

Grade 2 (G2)
3 Berserk Dragon
4 Burning Horn Dragon
4 Dragon Knight, Nehalem

Grade 3 (G3)
4 Dragonic Overlord
4 Dragonic Overlord, The End (DOTE)

What’s obvious:
* best overall Kagero starter as starter
* set of G2 that cares about namesake G3s
* set of heals
* set of PGs
* sets of namesake G3s
* sets of vanilla 8K and 10K power guys
* some number of Berserk Dragon

What’s not so obvious:
* Bullets (Aermo and Kimnara)
* Dragon Monk, Gojo
* Gattling Claw Dragon


Cardfight!! What Do??


I’m not going to go over what I would consider “the obvious” in great detail. You’re playing in a tournament, so you’re going to want the best starter possible for your strategy and full sets of heals and PGs. Playing Kagero? Run the best G2 they have (Berserk Dragon). You’re playing DOTE, you’re going to want DOTEs and regular Overlords. You have a G2 that Bushiroad made specifically for this strategy (Burning Horn), so run it. As for the generic G1s and G2s, we’ll opt for consistency and raw power. You see, Kagero’s defining theme is unit destruction. While this deck has a fair bit of it, it isn’t the primary strategy, so we’re not going to run guys that get bigger when stuff dies or when there are X or fewer units in play.

Now for the “not so obvious.”

Aermo and Kimnara are “bullets,” or one-ofs. They both have limited function, hence the limited number.

Aermo’s a Gojo when an attack he boosts hits, a go-to card when your hand is full of redundant Overlords or otherwise dead cards. I’d love to run more of him, but (1.) netdeck and (2.) 12K and 13K vanguards (VG) are things. When the world was run by 10Ks and 11Ks, Aermo was great because the boost on a Berserk or Nehalem was enough to warrant a 10K shield. 15K/16K columns don’t have that same oomph against charged Majesty Lord Blasters (MLB) and crossrides. You also don’t mind having extra DOTEs in hand because of the persona blasts. Even extra regular Overlords are OK since they’re solid rear-guards (RG).

Why Kimnara rather than, say, Heatnail Salamander? (1.) netdeck, and (2.) Kimnara kills a problematic G1 NOW. As explained in the Aermo section, 6K boosters aren’t all that they used to be. At least Aermo triggers whenever ANY attack it boosts connects. Salamander has to boost an attack that hits a VG in order to happen. While not impossible, it’s just that much harder to do. Of all the cards in the deck, Kimnara’s typically the weakest. That said, there are seldom ever dead cards in this game: it can block and boost if need be, or be your G1 ride in a heartbeat.

Gojo seems underappreciated to me. Should you win the die roll, there is no better G1 to ride, since he immediately lets you dig a little deeper for whatever you’re missing. Gojo also has the benefit of being a 7K booster when you’re content with your hand. As explained in the Aermo section, the world is run by 12Ks and 13Ks. Gojo and Nehalem take on a charged MLB, Gojo and either Overlord take on other crossrides, Gojo and crossridden DOTE demand a minimum of 15K shield from 10Ks.

Some may run Iron Tail Dragon instead of Gojo. It’s a fine card, but you want to leave your damage up for stronger effects. I could see some taking out a Gojo for an Iron Tail for fetch purposes, but I want to maximize my chance of having a Gojo in hand when the game starts.

Kagero players, Gattling Claw Dragon is the best draw trigger you are not running. It’s all about the ability. DOTE, MLB and Spectral Duke are all decks you should care about, and Gattling Claw destroys their starters/opening plays.

Against DOTE (and most Kagero decks), you’re depriving them of their only reliable way to fetch a bullet, a booster or a PG. Conroe is more versatile than most acknowledge, so kill it if you get the chance.

It’s similar versus MLB. Wingal Brave gets a missing Blaster piece or a G3 to ride.

It’s not as sexy against Spectral Duke, but denying them early additional board presence is great. It spares you from additional early damage, giving you that extra turn or two to get your side of the table better developed.

If you’re against Soulless OTT or any other deck that doesn’t run a “move to RG circle” (RC) starter, it blocks just as fine as any draw and can be pitched to Aermo/Gojo/Barri all the same.

You also typically don’t care about the power of your triggers. But in a pinch, 4K’s enough boost for your G3s and Burning Horns to force heavier blocks against 10Ks and 11Ks, even a charged MLB when boosting a crossridden The End.

Cardfight!! PROTIPS


A few tips about playing the deck before I talk about the tournament itself:

1.) Don’t panic if you fail to crossride. 11K still goes a long way.

2.) Don’t be afraid to play your DOTEs. You’ll usually get no more than one persona blast off, so use the rest as RGs or fodder for PGs and Aermo/Gojo.

3.) When Aermo boosts DOTE on VG circle (VC), and the attack hits, there could be a combo. When two or more automatic abilities trigger at the same time, you choose one to play, as both become stand by. Suppose you don’t have a DOTE to pitch to its persona blast. You should choose to play Aermo’s ability first. Pitch a card (say, a Gattling Claw) and draw a DOTE. You can now play and pay for VC DOTE’s ability and get an extra swing.

4.) Something I started doing at the last tournament I played in: I’m getting into the habit of putting a die (or whatever’s handy) on top of my VC DOTE if it’s crossriding. There’s an assumption that he’s continuously a 13K when that’s definitely not always the case. If it’s an 11K, there would be nothing on it. If it’s a 13K, there’ll be something on it to make the 13K obvious.

Cardfight!! Preparationing


I’ve been making small changes to my routines as of late, at the game table and away. Here are a few that you should consider adopting if you feel stuck in a rut:

* Get exercise. I’ve recently joined the YMCA and do strength training three times a week. I’m also walking/running two miles, weather and schedule permitting, two or three times a week around the neighborhood. You don’t need to do all that I’m doing, but go walk for 20 minutes every other day. You’ll notice an increase in energy and happiness, and maybe even smaller clothes sizes if you stick to it long enough.

* Eat smaller portions more often. At my work desk, I have a drawer full of one-ounce portions of almonds and granola bars. I have a few of these snacks in my game bag as well. Keep your energy constant rather than riding your last meal to an empty tank.

* Keep hydrated. Your body needs water for all matter of things. What else do I need to say?

* Rotate spare sleeves. The Yu-Gi-Oh! sleeves I use are surprisingly good. I have yet to see one break and they give you just enough in a pack; I even have a spare! Between matches, I’ll unsleeve my starter (“A”) and a random card (“B”). “A” goes in the spare sleeve. “B” will go in “A”’s old sleeve, leaving “B”’s old sleeve as the new spare. This way, you’re putting equal wear on all sleeves. In case a sleeve breaks, you’ll have a sleeve that looks no different than the others (no shine in a sea of wear). Even though my starter can’t return to my deck per its mechanics, I shuffle it along with the others to (1.) wear its sleeve along with the others and (2.) have my opponent think I’m running something that COULD move its starter to the hand or deck (ex. Little Witch LuLu, since riding into Goddess of Flower Divination, Sakuya could return it to your hand).

Cardfight!! Cardfights


As there were several quick rounds of play (3.5 hours for the ENTIRE tournament), I had no time to make note of who was playing what, except for this blog’s owner (because you’re SUPPOSED to make him feel bad) and the other invitation winner. There was also the whole “Crap, I won and offered to write a report but have no notes to work off of” thing.

Round 1: MLB

He admitted to me beforehand his unfamiliarity with his deck, having picked it up shortly before the tournament started. This showed, as his second turn play was Blaster Dark on VC and another on RC. Whatever Blaster units he called to RC were dispatched immediately.

If you’re going to play MLB, you may want to sit on your Blasters until you at least get your G3 going. MLB wants to charge as soon as possible. Leaving your Blasters on RC without protection means you’re probably not going to reach that base 12K.
(1-0)


Round 2: Soulless OTT

There was a turn where he drew seven cards: one from turn, two from riding CoCo (again), one from sending Psychic Bird to soul, one from Luck Bird’s soulblast ability, two from twin drive.

I still won.

Your strategy against Soulless OTT is more or less the following:
Phase 1 – make ≥ 20K columns
Phase 2 - ???
Phase 3 – Profit
(2-0)


Round 3: Megacolony

Comic Style Vol. 1 went on sale the day before, so he ran lots of cards with which I was unfamiliar (especially the Machining units), on top of a clan one rarely saw played.

Fortunately, knowledge of how to approach this matchup is common at Rocket’s: don’t boost with everything. A Berserk Dragon on back RC saw to that for most of the match, so his units were mediocre at best.
(3-0)


Round 4: MLB

I wanna say I lost to this guy at the Kenner tournament when he was piloting Phantom Blaster Overlord. He killed me when I was at two damage – persona blast plus two drive-checked crits. I didn’t have the PG then, maybe I will this time.

He started with Wingal Brave.

I’m honestly trying to remember details of this game, but I can’t. I beat him, that’s all that matters.
(4-0)


Round 5: Cory w/MLB

This game was awkward. He rode to G3 Palamedes with no other G3s for a while. I had an 11K DOTE as my VG, but again, having that extra 1K power made my blocks easier. 9K + 6K = 5K blocks all day.

Your plan versus MLB is to basically sit on a PG for MLB’s, uh, Blaster Blast. He got to MLB late game and I did exactly this, shoring up a win for me a turn or two later.
(5-0)

aside
     I suppose that’s what’s scary about DOTE’s persona blast. MLB and Phantom Blaster Overlord have to      
     go all in in order to do their thing. You have to pay the cost BEFORE you know if it’ll hit or not. The
     defender doesn’t know what triggers are coming, but they see a damn-near auto-hit 30K attack. If
     they PG it, you couldn’t say you were surprised. Against DOTE, however, how do you block? Do you
     PG the first attack? Or throw enough shield down to force a trigger or two and PG the second swing?
     If you don’t have the PG, how much do you block? It’s the challenges of blocking DOTE wisely that I
     guess is so hard.
/aside


Round 6: Michael w/Spectral Duke

I won the die roll but failed to ride G2 for a turn. My opponent came out swinging and rode the chain all the way. I recall losing quickly.
(5-1)


Round 7: Bye

I can live with this.
(6-1)


Round 8: Bye

I can live with this, too!

Yes, back-to-back byes were possible because pairings only cared about wins and losses, not previous opponent names. Which means I could receive a bye next round, too, should the undefeated player lose.

Michael lost his first match this round, so there were three players standing, each at 7-1. Next round’s bye was a guaranteed invite to the next tournament.
(7-1)


Round 9: The End

Michael got the bye, which meant I had to play to snag an invite.

I spent Round 8 behind Michael’s opponent, a DOTE pilot. Whereas my build is a netdeck, his appeared to be more to his personal taste, running a fair number of newer cards, like Guard Griffin, Flame of Promise, Aermo, Bellicosity Dragon and Prowling Dragon, Striken.

I can’t remember if I Gattling Clawed his Conroe or not. We both rode Dragonic Overlord, then DOTE. He couldn’t put up pressure for some reason, and I felt unusually calm. The invite’s on the line and I felt fine. No pressure, no need to rush through anything, even though we had a time limit. Tranquil. Maybe it was because of me being in the driver’s seat? I found my zone and I stayed there.
(8-1)


Round 10: Mike w/Spectral Duke (again)

The tournament wasn’t over just yet, but me qualifying for the next tournament (just east of Beaumont, TX) lifted a burden off my shoulders.

An attendee recorded the match and told me he’d post it on YouTube later. I haven’t seen it yet personally but hey, stuff happens.

If memory serves, he rode the ride chain G1 but whiffed on finding anything. For lulz I blew up his G0 behind VC. I can’t remember if he continued the chain into G2, but had he, me blowing up his RG was critical for reasons explained earlier.

What was all for fun could’ve well won me the match inadvertently.

He was on some non-Duke G3 as VG. I only remember that guy being a 10K and could therefore be hit by pretty much anything on the front row, boosts being the proverbial icing on the cake.

Memory again escapes me on specifics, but I was ultimately the last man standing.
(9-1)

Cardfight!! Afterglow


I received quite a few pats on the back and congratulations from fellow store patrons, as travel plans were being drawn together for the Regionals Qualifier two weeks later.

This was the first larger tournament I’ve won in ages, and it was peaceful. You have this idea of praise and chariots and all that jazz that just magically appear when you win something like this. Praising aside, none of that happened. I hung around, talked to some friends, got in the truck and went to the Y for strength training.

If all winning does to you is give you a little pep in your step, I’m cool with that.

I’ll take better notes during the Texas event, in the chance I win and get to go to Orlando. Until then (I’ll do what I can), thanks for reading!