Friday, April 17, 2015

Unit of The Week: Knight of Twin Sword

Dance through the heavens, like the two wings of a falcon. 
[AUTO](RC) Generation Break 1 (This ability is active if you have one or more face up G units in total on your (VC) or G zone):[Counter Blast (1)] When this unit attacks a vanguard, if this unit is boosted, you may pay the cost. If you do, search your deck for up to one grade 2 card not named "Knight of Twin Sword", call it to (RC), and shuffle your deck.
Knight of Twin Sword is the newest elite grade 2 solider in the Royal Paladin army. This awesome looking guy wields two power swords to take down his foes with! Enemies tremble in fear when he cries out to unleash his Generation Break. He is the first foil grade 2 unit in a Royal Paladin trial deck. Blaster Blade has handed the privilege to his grade 2 successor. Now it is time for Knight of Twin Sword to live up to his expectations.

His Generation Break costs one counterblast and he superior calls a card not named "Knight of Twin Sword" to a rear-guard circle when he attacks a vanguard. You can active his skill as your next turn after you performed your first Stride. The newly superior called attack solidifies your front-line and provides an interceptor if you just so happen to need to defend with him. As a matter of fact, there are many combo plays that you can make with his ability. Blaster Blade, Blaster Blade Seeker, and Blaster Blade Spirit are prime options to superior call for a fantastic combo to retire an opposing rear-guard. Knight of Fragment is another good option as he gains 2K power when there are two grade 2 units on the field and he flips damage face-up when he hits a vanguard.

Knight of Twin Sword works wonders in every generic Royal Paladin deck, especially in decks with a lot of superior calling. His skill greatly boosts Alfred and Ezzell Legion decks as you rarely if ever need to call hands directly from your hand after your first three or four turns. You will be focusing on superior calling to make a full field for Alfred and creating strong columns. Their Legion skill will superior call three units and Knight of Twin Swords add one more unit to the party for a total of four units. Your hand is going to be a huge defensive roadblock that will be tough for many opponents to overcome.

Overall, Knight of Twin Sword is a good generic card to splash in many Royal Paladin decks. His skill is ridiculously cheap and power when combined with the right cards for every situation. Most importantly, there are many big plays that you can make with different grade 2 units. Every Royal Paladin version of Blaster Blade benefits from his Generation Break. If you are playing a generic Royal Paladin deck then strongly consider Knight of Twin Sword for your grade 2 lineup.

Card Rating 4.5 out of 5

Thursday, April 16, 2015

The TCG Giveaway Winner!


My first TCG Giveaway has come to a close and we have a winner. The winner is Cameron Duren! Come on down and claim your price! I have sent a personal message to your Google Plus account. I will need your address to send your price to you! Enjoy your new Aqua Force deck with Generation Break and Stride!

Special thanks to Somegamerdude for choosing our lucky winner! Thanks to everyone, who participated in the giveaway! I want to do more giveaways in the near future. If you have any suggestions for future giveaways, then please leave your suggestions in the comment section below!

Wednesday, April 15, 2015

The Balance of Power in Vanguard

Cardfight!! Vanguard is widely considered to be a very balance game. English players quickly came to this assumption based on the game's pace when it was introduced to us. However, Bushiroad changed the release order of many boxes that led this to assumption. The fact is Cardfight!! Vanguard was not a balance game at the very start in Japan and in later releases for both the OCG and TCG. Clans do not receive equal support in a timely manner unlike the colors in Magic The Gathering. Bushiroad normally gives support to clans when they are currently active in the anime and played by the main cast of characters. Kagero, Nova Grappler, and Royal Paladin are updated the most among the clans and players have criticized Bushiroad for giving too much support to clans that do not need it as much as other clans such as Angel Feather, Megacolony, and Murakumo.

The game's prolonged problems were foreshadowed in the first trial decks and booster sets. Kagero, Nova Grappler, Oracle Think Tank, and Royal Paladin were the first four playable decks in Descent of the King of Knights. Megacolony and Tachikaze needed three booster sets to be able to have a
complete deck. Did Kagero and Royal Paladins need this much support? They were featured in the first trial decks. Their support should have been cut down to create more space for clans that needed support to be playable in a complete deck. Both clans dominated the first two formats all thanks to the large amount of overpowered support. Nobody was able to stop Dragonic Overlord the End from rampaging both formats with ease.

Next, came the Limit Break Era and the Break Ride Era. Equality among clans seemed to be coming into place with Aqua Force, Pale Moon, and Dimensional Police receiving support early and often during the Limit Break Era. The mechanics are based on unleashing power abilities when on the verge of defeat to make a miracle comeback. However, equality took a turn for the worst when Break Ride was introduced. Megacolony did not receive support for over a year, and Oracle Think Tank only recieved support in an extra booster set before Fighter's Collection 2014. Megacolony received its support way too late in the Break Ride Era. Legion was released by the time Break Ride's format was coming to an end. Bushiroad moved on to bigger and better things to improve the game's pace.

We were introduced to unlocking in. Salvation Lion, Grand Ezel Scissors was the first unit with the ability to unlock units. Unfortunately, not every clan has a card to unlock units to be able to counter against Link Joker's crippling mechanic. Genesis, Gold Paladin, Kagero, Link Joker, Murakumo, Narukami, and Royal Paladin are the only clans, who are able to break the spell. This is very concerning because rival clans are far behind in getting the ability to unlock lock units. There is not a good reason for them to lack proper support to counter Link Joker's mechanic. Link Joker's return in (the original version) was the prime opportunity to make more units with the ability to unlock, but Bushiroad failed to take advantage of the moment. The original series ended with just six clans to be able to unlock units as all of Link Joker's unlockers have been released in the Generation Break era.
Blazing Perdition

Equality among clans began to improve at the start of the Legion Era. Legion balances power and abilities among clans. Clans no longer received support based on their status in the anime. Spike Brothers received support in Legion of Dragons & Blades, despite not being played by Kyou in Legion Mate. Furthermore, Bushiroad released Legion promos early in the Legion Era for every clan to fight on an even scale. Angel Feather, Great Nature, Megacolony, Murakumo, and Pale Moon benefited from the Legion Campaign as they were not featured in any booster sets from Legion Mate. However, these clans are lacking more options for their Legion decks. The promo cards were very nice, but they are the only Legions for certain clans such as Megacolony and Angel Feather.

Finally, the Generation Break Era has continued the new balance of power in vanguard. Gear Chronicle, Royal Paladin, Aqua Force and Neo Nectar already have new trial decks. Link Joker and Shadow Paladin are next on the list to have new support released in trial decks for the Generation Break Era. Fighter's Collection 2015 is filled with new support for every clan. New G-units are reviving many classic decks from the Limit Break era to compete with Legion and the new Generation Break units. I expect Gear Chronicle to receive the most support during Cardfight!! Vanguard G's run because it is the main character's clan. It should come to no surprise if Gear Chronicle has the most cards in the Generation Break at the end of Cardfight!! Vanguard G.

To put it briefly, We're seeing a lot of improvement from Bushiroad in giving support to every clan in a timely manner. They are righting the wrong that was made in the game's early days. The game started with many rough edges. When in fact, it takes time for a game to balance, and mistakes have been made along the way that prevented players with clans like Megacolony to play on competitive level against Dragonic Overlord, Seekers and Star-vaders. Generation Break, Legion, and Stride are evening the battlefield for new and old decks to compete on a competitive level. Only time will tell if Bushiroad can continue to level the playing field for most players to enjoy Vanguard!

Friday, April 10, 2015

Unit of The Week: Mesmerizing Witch, Fianna

Yes......everything is but a mirage, an illusion 
[ACT](VC): Legion20000 "Witch of Reality, Femme" (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 (2)] If this unit is Legion, choose up to two of your opponent's (RC) with a rear-guard, your opponent reveals ten cards from the top of his or her deck, chooses grade 0 cards equal to the number of (RC) chosen from among them, calls those cards to those separate (RC), and shuffles his or her deck.
[ACT](VC):[Choose a rear-guard with the same card name as a unit on your (VC), and retire it] If the number of grade 0 rear-guards your opponent has is two or more, draw two cards. This ability cannot be used for the rest of that turn.
Almost two years ago I made a top ten list for the hottest ladies in Cardfight!! Vanguard, and the list is officially shattered. Mesmerizing Witch, Fianna is my new number one woman in my ever-so changing list of beautiful woman in Cardfight!! Vanguard. She is the leader of Shadow Paladin's witches. She is just as wicked as the original Shadow Paladins such as Blaster Dark. She uses her magic to misguide others for her personal gain. It is to no surprise she is friends with seductive Luquier and uses similar tactics to take advantage of others.

Fianna's Legion skill is a defensive ability that weakens opponent's formations. Your opponent's power from the rear-guards' columns go from 17K or more power to 13K or less power. This is a significant drop in power because weak attacks require less cards to block them. You will just need one card to block attacks by rear-guards or no cards at all if the attack is just too pathetic. Your opponent can replace the triggers in the rear-guard circles with stronger units, but they will be losing hand size for power. It is best to choose your opponent's front row rear-guards to decrease the formation's offense and remove interceptors.

Furthermore, her Legion skill's defensive capabilities go beyond weakening formations. The skill wastes your opponent's triggers. Most decks do not want any triggers being called to rear-guard because they are best used to defend. Legion decks can get around by putting triggers back into the deck, but Generation Break and Limit Break decks are at a great disadvantage. They are unable to put triggers back into deck like Legion. A few triggers can get around this problem such as Battleraizer, who can return to the deck after boosting a unit.

Next, her second skill compliments her Legion skill.  If your opponent has two or more grade 0 rear-guards, then you may retire one unit with the same name as one of your vanguards to draw two cards. The skill can be used once per turn to balance it for players won't be able to draw at least four cards for every two cards that they retire. The draw engine fits perfect with the defensive strategy. One card can be used to replace your retired unit and the other can be kept in your hand to use as a guard.

Overall, I must say Mesmerizing Witch, Fianna is a very fun card to play and annoying to play against. Her Legion skill creates so many problems for opposing players to deal with at a single moment. They lose their strongest rear-guards and triggers lose their value as rear-guards. This is one of the worst feelings to experience in a fight. You are losing many critical resources to be able to compete in a game. I am just mesmerized by Fianna's flawless beauty and disruptive Legion skill.

Card Rating: 5 out of 5

Tuesday, April 7, 2015

The Top 10 Allies

I'm ranking the top ten allies based on their powers and usefulness in decks. Allies are our amigos on the battlefield. They are not required in most decks, but they can provide great abilities to give you an advantage over your opponents. Their powers set up powerful combo plays and defend our Main Personalities from attacks. Some powers are combative while others search our decks for cards. Choosing the best allies for your decks depends on your deck's Main Personality, Mastery, and strategy.

1. Captain Ginyu - Aggressive

Captain Ginyu is the most hated personality from the first set and is now the most hated ally in Heroes & Villains. His continuous effect forces your opponent to play with his or her hand revealed at all times. The skill makes you one step ahead in combat. It does not have any fallback to it. Your hand is safe from your opponent's eye.

2. Future Trunks - Bashful 

Seeing into the future is Future Trunk's theme. The hero of time changed the past for Goku and friends to live a better life by defeating the android threat. Future Trunk's ability is instantly activated at the beginning of combat. You can choose to keep the top card of a player's Life Deck on top or place it at the bottom of the Life Deck.  You can either look at your Life Deck's top card to see if it has endurance or you can look at the top card of your opponent's Life Deck to prevent your opponent from drawing a powerful card.

3. Frieza - Mastermind

Frieza banishes all Life Card damage from attacks. There is the potential to banish key cards from your opponent's deck. They will be unable to return the cards to the deck or field with card effects and rejuvenation. Unfortunately, this skill also effects Frieza's owner as well. This stimulation makes the card balance instead of severely dominating one player. You will also lose your best cards when you take Life Card damage. This is one gamble I'm willing to roll on the dice on!

4. Goku - Thoughtful

Goku's power searches your Deck Life for a Styled Drill and place it into play. Orange decks can run much faster with Goku searching for Drills. If your Hero decks are running Drills, then Goku is a great ally to add to your deck.

5. Zarbon - Loyal Servant

Zarbon is screaming "hit me" as a ploy to gain anger. Redirect damage from physical attacks to your allies to gain free anger. This is by far the cheapest method to gain anger in every Villain deck. Vegeta, Nappa, and Raditz can gain even more anger by using a Saiyan Mastery and Zarbon. He also helps Captain Ginyu to quickly level up, and Ginyu becomes more dangerous with stronger skills in every level.

6. Krillin - Supportive 

Goku's best friend shows his hidden powers in his ally card! Once per during your Rejuvenation Step, you destroy a Drill in play. Your opponent will quickly lose his or her Drills during your turns. However, Krillin's power is not optional because you must use his skill regardless of who has Drills in play. He can be risky to play because he can destroy your Drills if you are the only player with a Drill on the field.


7. Bulma - Genius

Bulma is a fanatic card in every Hero deck. She prevents your opponent from playing multiple copies of a key card in his or her deck. Know your enemy! Always choose a card that is most likely in the type of deck that your opponent is playing.

8. Guldo – Ginyu Force

The small guy in the Ginyu Force is best ally in Captain Ginyu's deck. He's a constant defender and provides additional damage to your attacks. Burter and Guldo are a powerhouse combination in making your attacks stronger.

9.  Chi Chi - Armed and Dangerous & Piccolo - Waiting

Gohan's role models in life are Chi Chi and Piccolo, and they love him very much. They love him so much that they are willing to sacrifice themselves in the line of fire. Piccolo stops energy attacks and Chi Chi stops physical attacks. Having Gohan as your Main Personality and both allies on the field is a very strong defense. They can use their powers at any time in combat regardless of Gohan's power stage.

10. Burter - Ginyu Force

The fastest warrior in the universe provides additional pressure by giving attacks +1 stage of damage and +2 stages of damage if Captain Ginyu is the Main Personality. He is one of the best Ginyu Force allies in Captain Ginyu's decks because your allies can also use their powers in combat thanks to Captain Ginyu's powers.

Saturday, April 4, 2015

Unit of The Week: Magnum Assault

Now, let's go one more shot. 
[AUTO](RC)[1/Turn] Generation Break 1 (This ability is active if you have one or more face up G units in total on your (VC) or G zone):[Counter Blast (1)] At the end of the battle that this unit attacked a vanguard, if this unit is boosted during that battle, you may pay the cost. If you do, [Stand] this unit, and until end of turn, this unit gets [Power]+2000. (Even if you do not pay the cost, this ability cannot be used for the rest of that turn.)
Magnum Assault is the newest soldier in the Aqua Force! He is one of four RRR cards in Blue Cavalry of the Divine Marine Spirits. He is well equipped with two heavy firearms. His job is to test new heavy firearms in battle to test his skills and the new weapons. Comrades can always rely on his unique techniques to dominate their opponents on the seas.

Once per turn he stands himself to attack again after he first attacks a vanguard and he is boosted during the first battle. This is an incredible ability because it fulfills many vanguards' skills' requirements when they attack in the 4th battle or more during the turn. If you are low on rear-guards and your vanguard needs three attacks to use its skill, then you just need to use Magnum's skill to fulfill the requirements. He makes up for the lack of rear-guards and helps Aqua Force decks maintain their abilities when they are low on resources. Classic decks such as Blue Storm Dragon, Maelstrom and modern decks such as  One Who Surpasses the Storm, Thavas greatly benefit from Magnum's ability.

Furthermore, Magnum's effect does not stop at just standing him back on his feet to attack your opponent's vanguard again. The effect also grants him 2K power and this makes him an 11K attacker. He is strong enough to hit a Vanguard unless it is a Cross Ride like Dragonic Overlord the End. His second attack can also be used for retiring a potential interceptor. This tactic will make it easier for your vanguard's attack to break through your opponent's weaken defenses.

Overall, Magnum Assault is one of the best if not the best rear-guard in the entire Aqua Force clan. His skills make him a staple in most Aqua Force decks. He is just too good to miss out on. Being able to stand himself for another attack to add more damage and set up your vanguard's skill is game changing. Magnum Assault in Aqua Force decks is like honey mustard with chicken strips. You just cannot get enough of his awesomeness!

Card Rating: 5 out of 5

Tuesday, March 31, 2015

Card Discussion: Masked HERO Dark Law

Must be Special Summoned with "Mask Change" and cannot be Special Summoned by other ways. Any card sent to your opponent's Graveyard is banished instead. Once per turn, if your opponent adds a card(s) from their Deck to their hand (except during the Draw Phase or the Damage Step): You can banish 1 random card from your opponent's hand.
HERO decks have returned with a force thanks to their new fusion monsters. Masked HERO Dark Law is the most wanted card in HERO Strike. He is one of the five new fusion monsters from the structure deck. Many players said it should have been an ultra rare for being the best new card in the entire deck. Let's take a look at him to see if he was worthy of being the ultra rare in the deck.

The first effect shuts down many decks that rely on the Graveyard. Cards with effects that trigger in the Graveyard are completely useless because they will be banished when sent to the Graveyard. You are unaffected by this effect so you can play normally unlike your opponent. Spellbook players will throw a white flag once he is special summoned to the field. Furthermore, this effect is great in mirror matchups. You prevent your opponent from playing Miracle Fusion to use HERO monsters in the Graveyard as fusion material.

Masked HERO Dark Law's second effect is just as good as his first effect. Your opponent must banish one card from his or her hand when they draw a card except during the Draw Phase and Damage Step. Cards with draw power that speeds up decks are very ineffective as your opponent is unable to gain advantage. Then, other cases your opponent will lose a card when he or she plays a card such as Spellbook of Secrets because it is a one for one. They're basically trying to draw a specific card, but their hand size will decrease as you force them to banish a card from their hand after they make their play.

However, Masked HERO Dark Law is not unstoppable. He can still be destroyed or banished by battle, monsters' effects, spells, and traps. Put all of your effort in removing him as soon as he is special summoned to the field. Obliviously your deck needs to function to have any chance at winning the duel. The quicker you can remove him from the field, the better off you will be in the long run.

Given these points, Masked HERO Dark Law is one of the best anti-meta cards in a meta deck. It appears to be odd to see such a card in a meta deck because anti-meta cards are normally played in anti-meta decks.  He deserved to be the ultra rare card in HERO Strike in both the OCG and TCG as he is clearly the best card in the structure deck. Masked Dark HERO Law makes HERO decks a legitimate threat in today's format. Shutting down a deck on the first turn may lead to your victory in just a few turns or greatly affect it in your favor for a late win. Masked HERO Dark Law writes the laws in Yu-Gi-Oh!

Card Rating: 5 out of 5