Wednesday, January 28, 2015

News: G Legend Deck 1: The Dark Ren Suzugamori


The Cardfight!! Vanguard community is ecstatic about the recently news by Bushiroad! Ren Suzugamori and Blaster Dark are returning in the first of a new type of deck, G Legend Deck 1: The Dark Ren Suzugamori! Legend Decks appear to be new trial decks for the original anime's all-star cast. The deck's confirmed cards are Black Shadow Dragon, Phantom Blaster "Diablo", Blaster Dark "Diablo", Nightfall Maiden, Macha, and Skull Witch Maiden, Nemain! I'm hoping to see Blaster Dark returns as a grade 3 to show his development as a warrior since the end of the original anime. Stay tuned for more updates!

Tuesday, January 27, 2015

ACG Is Returning To YouTube!


I'm gearing up for new videos for my Awesome Card Games channel. I plan to buy a camera this Friday to start shooting new videos Saturday. I finally do not need to rely on my best friend to shoot my videos anymore! New videos will be shot every two or three weeks, and released over a few days after being shot. Over the past three months, I have put most of my reward cash/points towards buying singles for my decks in development. The channel needs more deck profiles. Most of my new videos over the next few months will be deck profiles, matches, and openings.

Yu-Gi-Oh! Openings and Deck Profiles!

I will always try to shoot at least one Yu-Gi-Oh! opening video. I'm always getting my hands on structure decks and special editions. My next deck Yu-Gi-Oh! profile with be The Heroes League! The deck will contain new and old cards in the main deck and Extra Deck. It will be my new Hero deck once the new structure deck is released later this week. Hopefully I will shoot the deck profile in the next two weeks!

More Retro DBZ CCG Openings!

My Retro DBZ CCG openings were my most watched trading card games videos in the last quarter of 2014. I'm going to continue to focus on opening Score's booster packs, special editions, and starter decks. I'm considering building a Blue Cooler deck or a Saiyan Future Gohan deck in the near future after I obtain the retro mastery for each deck. Don't worry I'm still working on my Blue Ginyu Force deck. It is taking me a while to complete it because I'm working on so many decks and projects at the moment.

Cardfight!! Vanguard Matches And Openings!

Openings featuring Cardfight!! Vanguard is not new to my channel. Most of my new openings will feature trial decks and booster packs that contain cards for new decks. I also need to step up my game by shooting matches at my locals. My friend doesn't mind me shooting our matches. He is currently the only other player besides myself at my locals.

Feel free to request which decks that you want to see me play! I currently have King of Knights Alfred Legion, Seekers, retro Dragonic Overlord, a misfit Nova Grappler, Blond Ezel, and Break Ride Revengers. My King of Knights Alfred Legion deck is my only deck with a complete set of Perfect Guards. The remaining decks are still in working progress.

Saturday, January 24, 2015

Unit of The Week: Supreme Sky Battle Deity, Susanoo

I'm tired! Is it ok if I rampage already? 
[CONT](VC) Generation Break 2 (This ability is active if you have two or more face up G units in total on your (VC) or G zone):During your turn, if the number of cards in your hand is four or greater, this unit gets [Power]+5000/[Critical]+1.
[AUTO](VC):[Counter Blast (1)] During your turn, when your G unit Stride, you may pay the cost. If you do, look at two cards from the top of your deck, search for one card, put it into your hand, and put the rest on the bottom of your deck in any order.
Oracle Think Tank is back in action after being missing in action for over two years without making any appearances in a regular booster box. Supreme Sky Battle Deity, Susanoo is the first Generation Break unit for Oracle Think Tank, and he is CEO Amaterasu's younger brother. He is more than ready to lead his clan into the next generation of vanguard. His time has finally come to show the world that his training has finally paid off. Susanoo is going to make his older sister proud of him.

Susanoo's Generation Break skill is pretty good for adding pressure in the late-game. It is very similar to his sister CEO Amaterasu's skill by gaining a large amount of power for having at least four cards in your hand. Susanoo becomes a decent 24K power attacker with two critical damage when boosted by Shrine Guard, Tsunagai. The two criticals are what makes him dangerous for being able to win the game if the attack is unblocked. Your opponent will be forced to focus most of his or her defenses on your vanguard attacks to avoid losing the game.

His second skill minimizes Stride's initial cost. You draw a card from choosing one of the deck's two top cards. Drawing a perfect guard is the best desired card to draw during the game's current state once you are at grade 3. Perfect guards are always the best choice to draw because you always want to be able to block a very strong attack from an opposing vanguard. This skill also helps maintain your hand size to at least four cards to set up Susanoo's Generation Break. Stride's cost won't hurt you too much in the long run.

Furthermore, Susanoo's second skill works in perfect harmony with Sword Deity of Divine Sound, Takemikazuchi and Soaring Auspicious Beast, Qilin. Combining Susanoo's skill with one of the two G units will allow you to draw two or three cards from the top of the deck and place unneeded cards at the moment of your deck. Divine Sword, Amenomurakumo will decrease the cost to Stride to one card, and you will generate advantage by gaining three or four cards every turn. Tankman Mode Morning Star assists the combo with its skill to soul charge and flip damage face up. His skill gives you more opportunities to draw cards after your perform Stride.

Overall, Supreme Sky Battle Deity, Susanoo is the step in the right direction for Oracle Think Tank to become relevant in the game again. He provides an instant upgrade to many retro Oracle Think Tank decks. Oracle Think Tank's signature is drawing cards to build a strong defense, and Susanoo's abilities and combos represent the clan very well. To top it all off, his generation break adds a little offense to go along with his defensive strategy. Retro decks like Goddess of the Full Moon, Tsukuyomi are back in the business!

Card Rating: 4 out of 5

Wednesday, January 21, 2015

Structure Deck Review: Spellcaster's Command


Spellcaster's Command was originally released in North America on March 31st, 2009, and re-released in the summer of 2014. New players from recent years had the opportunity to buy this classic structure deck from the Yu-Gi-Oh! 5D's era. This was the second Structure Deck to feature Spellcasters. The structure deck contains 40 cards and one ultra rare card. It also contains previously hard to find cards such as Breaker the Magical Warrior and Dark Red Enchanter.

The Master Magician!

Spellcaster's Command's first boss monster and only foil card is Endymion, the Master Magician. This powerful Spellcaster requires you to discard a card to destroy a card on your opponent's field, and you can special summon him by using the deck's exclusive field spell. Dark Red Enchanter is the deck's second monster. I'm very surprised he was not a super rare because he is worthy of the title. He is a key offensive monster built into the deck's scheme.

Notable Reprints

The structure deck's best reprint is Magical Citadel of Endymion. This Field Spell has only been printed in Spellcaster's Command, and once again I'm surprised another card such as this was not a super rare. The reprint in 2014 gave players easy access to the card as it is the only means to obtain it in a sealed product.

Magical Exemplar and Breaker the Magical Warrior are my favorite reprints in this structure deck. Their abilities fit in every Spellcaster deck. Breaker is considered to be a staple in many Spellcaster decks. His ability to destroy Spells and Traps makes him very valuable. Magical Exemplar is great for special summoning monsters from your hand or graveyard.

Deck's Strategy

The deck's strategy is very simple. Beginners can quickly master the deck's basic strategy. The goal is to gather has many Spell Counters on Magical Citadel of Endymion as possible to protect your field and special summon Endymion from your hand or graveyard.  Endymion will destroy cards on your opponent's field, and Dark Red Enchanter will force your opponent to discard a card. Magical Exemplar serves as the deck's monster reborn to special summon Spellcasters from the graveyard.

You can further build upon the deck by adding more support cards. Arcanite Magician, Explosive Magician, and T.G. Hyper Librarian are great Synchro monsters to add to the Extra Deck. Your deck will become much faster with using Spellbooks. Spellbooks are also great for building many Spell Counters per turn as their combos generate a lot of spell cards every turn.

The Final Word

Spellcaster's Command is a nice structure deck to buy for players interested in building a Spell Counter and collectors! Spellcaster's Command was a respectable structure deck for its time. Its reprint in 2014 was not necessary. The most important cards in the deck could have been reprinted in special sets. The deck has grown nicely over the years as Spellbooks boosted Spell Counter decks. Spellcaster's Command is only lacking super rares. The structure deck would have received a slightly higher rating if key cards were super rares.

Rating: 3 out of 5

Saturday, January 17, 2015

Unit of The Week: Chrono Jet Dragon


[AUTO](VC) Generation Break 2 (This ability is active if you have two or more face up G units in total on your (VC) or G zone):When this unit attacks a vanguard, until end of that battle, this unit gets [Power]+5000, and your opponent cannot call grade 1 or greater cards from hand to (GC).
[AUTO](VC):[Counter Blast (1)] During your turn, when your G unit Stride, you may pay the cost. If you do, choose one of your opponent's rear-guards, and put that unit on the bottom of your opponent's deck.

The next generation of Cardfight!! Vanguard has arrived with the new clan, Gear Chronicle. This mysterious clan came to Cray when the war against Link Joker corrupted time. Thus, Gear Chronicle found their way to Cray by chance. Now the clan has decided to teach Cray's citizens on how to safely control Stride. Gear Chronicle's leader and poster boy is Chrono Jet Dragon! He has the powers to control time and space, and he uses a combination of these abilities to perform Stride at will.

Chrono Jet Dragon's Generation Break gives 5K power to him and your opponent cannot call guard with grade 1 or greater cards from his or her hand when he attacks a vanguard. The only way to block his attacks is by guarding with grade 0 units from your hand and intercepting with grade 2 units. The skill also does not have a cost. You can go for the win in the late-game when your opponent is unable to block Chrono Jet Dragon's attack by being too low on grade one units or is out of them.

The second skill is even more interesting. You send one of your opponent's rear-guards to the bottom of his or her deck when your G unit Stride. Troublesome rear-guards will be sent packing to not cause you anymore trouble. 12K attackers and interceptors are the best choices in most situations to return to the bottom of your opponent's deck. Granblue will struggle against this skill as they rely on the drop zone to superior call units.

Furthermore, it is a good anti-Legion skill as a player cannot perform Legion with a unit that was returned to the deck. Legions that require you to Legion again to activate their main skill will be limited to two Legions per game. This skill also hurts clans that do not have very good superior calling support. It is unlikely that your opponent will be able to redraw the unit unless he or she is playing Legion.

Overall, Chrono Jet Dragon is a one of the best cards from a trial deck. Both of his skills are very useful during the mid-game and late-game. You will always be using his abilities throughout the game to keep you interacting during the game. Sending rear-guards back to the past makes them unable to perform Legion. It is great to see Bushiroad continue to develop new anti-Legion skills as no mechanic should be unstoppable. Chrono Jet Dragon is going to send you back to the past!

Card Rating 4 Out of 5

Thursday, January 15, 2015

Your Starting Trigger Lineup

Today's article is for beginners to learn the basics about every Triggers' pros and cons. Every trading card game is based on luck such as any game from video games to sports. Triggers are unique to Cardfight!! Vanguard as the concept has not been seen in other trading card games. Every Trigger has its purpose to help turn tide in its owner's favor. Momentum can suddenly swing in the attacker's favor by deciding the game's outcome. You may be in control of the match for a moment, and suddenly a trigger can put the game in your opponent's hand. Particular clans have strategies based around certain Triggers such as Nova Grapplers' great chemistry with Stand Triggers. Oracle Think Tank's defensive mindset with Draw Triggers, and Kagero's relentless assault with Critical Triggers.

Critical Trigger

Arguably the most game changing Trigger in the game is the Critical Trigger. Critical Triggers give attacking Vanguards and standing units an additional critical to increase the attack's amount of damage. Checking a Critical Trigger can easily turn the tables in any game by quickly ending it or pushing your opponent on the brink of defeat. Many players use 12 Critical Triggers in their decks to maximize the probability of checking Critical Triggers during their Twin Drive. This has become the most popular lineup in many decks if the clan or archetype have enough Critical Triggers to completely fill the lineup. A few players will also take a gamble by playing decks with 16 Critical Triggers and zero Heal Triggers.

One of the biggest complaints about Critical Triggers are how players win games without skill by checking this Trigger. You will either leave as the ecstatic victor or the disappointed loser on the negative end of a double Critical Trigger. Players often over guard or use a Sentinel to avoid an embarrassing defeat. An unguarded vanguard can check back-to-back Critical Tiggers for an early victory during the mid-game.

Draw Trigger

Draw Triggers do exactly what is in, their names. You draw a card every time your Drive Check or Damage Check reveals a Draw Trigger. If its free, then its me! Hand advantage plays a major role to be able to defend yourself and set up your formations. You want to continuous build your hand size to consistently defend your vanguard and avoid Critical Triggers from spoiling your fun.

Draw Triggers are the only Triggers to always benefit the player unlike the other Triggers. I always find satisfaction when I always get this Trigger because I'm going to get a free draw. The best possibilities are to draw a Perfect Guard or a unit that you need to ride as your deck's featured boss.

However, Draw Triggers' main flaw is it having a 5K shield instead of a 10K like its respected counterparts. The card you draw may be a grade 3 without a shield to increase your hand's defenses. Choosing to add Draw Triggers in a deck removes 5K of shield for each one you add to your deck.

Heal Trigger

Heal Triggers recover one point of damage when they are revealed during a Damage Check or Drive Check. This is the primary method of recovering damage in gameplay. Playing the maximum amount of Heal Triggers at four is standard. This handy Triggers only activate when you have equal or more damage than your opponent. Every player hopes to check the game saving Heal Trigger when they check for their sixth damage. If you drive check or damage check a heal trigger when you less damage than your opponent, then you lost an opportunity to heal yourself.

My biggest problem with Heal Triggers is not being able to heal regardless of my opponent's damage. If I have less damage than my opponent and check a Heal Trigger, then I just wasted a potential opportunity to heal later in the game. Legion has somewhat resolved this conflict as you can return cards to the deck when you perform Legion. However, there is still no guarantee that I will be able to check a Heal Trigger when I may need it later during the game.

Stand Trigger

Kamui's favorite trigger is the offensive Stand Trigger. This Trigger should come with no surprise. Cardfight Vanguard has always been an offensive game as the majority of cards have offensive skills. Stand Triggers stand a resting rear-guard to allow it to attack again in the same turn. It is similar to the Critical Trigger by increasing the amount of damage given for the turn. The only difference is the standing attacker's attack must hit the opposing vanguard.

Stand Triggers have the potential to be the best Trigger based on giving the player multiple attacks per turn. They will unexpectedly increase the amount of pressure. Your opponent can attempt to block every attack by only having an empty hand afterwards or your opponent will carefully choose which attacks to block. You can quickly demolish your opponent's defenses and launch an unstoppable wave of attacks!

However, this Trigger is only effective on your turn because standing a unit during your opponent's turn is just wasting a Trigger. Stand Triggers share Critical Triggers' flaw is only being useful during your turn when you are on the offensive. Standing a unit when you are defending is not going to give you any advantage for the turn. The increase in 5K power is useful in increasing your defenses, but Stand Triggers' primary purpose is to regenerate an offensive assault.

The Game Plan

The best Triggers to play in a deck depends on the deck's strategy and playstyle. There is a case for each Trigger to be included in the starting lineup. Momentum is elusive and once a Trigger gives it to you, then your deck can unleash its full potential. Great combos will lead to great plays to make the difference in a game. Test multiple combinations to find the best combination of Triggers to be in your starting lineup.

Thursday, January 8, 2015

Unit of The Week: Holly Musketeer, Elvira

Here's a lesson. Holly contains cleansing properties. 
[AUTO](VC) Limit Break 4 (This ability is active if you have four or more damage):[Counter Blast (1)] When your card with "Musketeer" in its card name is placed on (RC) due to an effect from one of your cards, you may pay the cost. If you do, this unit gets [Critical]+1 until end of turn.
[ACT](VC):[Soul Blast (1) & Choose one of your rear-guards with "Musketeer" in its card name, and retire it] Look at five cards from the top of your deck, search for up to one card with "Musketeer" in its card name, call it to (RC), and shuffle your deck.
Holly Musketeer, Elvira is one of the warriors, who rose to the challenge in the war against Link Joker. She does not allow anyone to cause harm to her comrades and home. She helped Neo Nectar's forces to successfully defend Cray from the Star-vaders. She is also the last Musketeer in the Limit Break era. Fans rejoiced when they first noticed Musketeers getting a new grade 3 until they read her lackluster abilities.

Holly Musketeer, Elvira's Limit Break has a simple strategy to quickly gain criticals to quickly defeat her opponent. She gains a critical when you superior call a Musketeer due to an effect from one of your cards. Neo Nectar's Limit Break enabler gives her the opportunity to rush the opponent early in the game.  Ride Elvira on top of Deep Green Lord, Master Wisteria to gain two criticals from her Limit Break and 10K power from the Break Ride skill. This is her best combo play to gain enough power to become a major threat in the late game.

Her second skill sets up her Limit Break to gain multiple criticals per turn. The skill retires a rear-guard with Musketeer in its name and allows you to look at the deck's top five cards to superior call a Musketeer. The skill can be used multiple times per turns, and only requires you to soul blast. One combo is to superior call Lily of the Valley Musketeer, Rebecca to gain one critical and use her skill to gain another critical.

However, gaining additional criticals to give extra damage is meaningless if the attack is unable to hit your opponent. Neither of her skills give the player advantage in the card fight. Elvira unfortunately lacks the power-up skill by gaining 2K when attacking a vanguard to hit Cross Rides.  Her best booster is Dandelion Musketeer, Mirkka as this card boosts her to a 20K attacker, and 20K power is nothing to fear. Not even Break Ride can save her in the long run because a one turn with additional skill and power will only lead to being blocked by a Perfect Guard.

Given these points, Holly Musketeer, Elvira is one of the biggest disappointments in Neo Nectar's history. Her skills in theory have a lot of potential if  properly implemented into a unit with a lot of attack power. However, her lack in power makes her very mediocre. Gaining criticals means nothing when you are unable to damage your opponent. Musketeers have far better options in both Limit Break and Legion than Elvira.

Card Rating: 1 out of 5