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Views: 3,451  ·  Replies: 14 
> Cardfight!! Vanguard Discussion, Because I'm way too deeply invested into this game.
THE_HONDA_CG2
  Posted: Dec 30 2014, 09:29 PM


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Oh man, why am I doing this? derp.gif

So I don't play Vanguard competitively, but I think its a nice hobby to have. I have a strong interest in budget builds and I want to create decks for all the clans that are available. I'm in the market of improving my current decks and making new ones. The thing that I love most about this game is the simplicity and cool card art. You can play a round in 15 minutes and there aren't a whole mess of crazy mechanics that you have to deal with right now.

The purpose of this thread is to share and discuss all things Vanguard ranging from lore, to where to play, deck builds, upcoming cards, and booster sets.

So let's start sharing! I have 2 main decks, an Aqua Force that runs the Genovious ride chain and a Great Nature legion. Here's my build for the legion since I have been playing with that more recently:

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G0
1x Blackboard Parrot
4x Dictionary Goat (Heal)
4x Holder Hedgehog (Crit)
4x Ruler Chameleon (Crit)
4x Triangle Cobra (Crit)

G1
4x Tank Mouse
4x Silver Wolf
2x Pencil Squire Hammsuke
2x Coiling Duckbill
2x Recorder Dog

G2
4x Illusion Scientist, Researcher Fox
3x Pencil Knight Hammsuke
2x Melodica Cat
2x Compass Lion

G3
4x Magic Scientist. Tester Fox
2x Honorary Professor, Chatnoir (Break Ride)
2x Vocal Chicken

This build was made possible because of the kindness of Fragger and many other people. I wanted to run this clan because it is school oriented and I'm a teacher! I know, its silly. Its a super agro deck with 12 crits but it works really well when you have the engine cards out. When the legion hits the field, things get a little crazy and I'm actually still sorting out how to play it correctly. I think the only weakness in the deck and it might have to do something with my playstyle is that the Vanguard column doesn't hit hard enough and the attacks are very easy to block if the opponent has a big hand advantage.

Thoughts? Comments? I hope to see a really good discussion going soon! smile.gif

Resources:

Card Prices
Official Bushiroad List of Retailers
A beginner's guide to Vanguard(I know its kinda dated. But it does the job!)

This post has been edited by THE_HONDA_CG2 on Dec 31 2014, 07:16 PM
Yosuke
Posted: Dec 30 2014, 09:51 PM


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I really don't know enough about Great Nature to truly comment but for budget, that works out. For me, I used to play competitively and therefore all my builds generally reflect that. I run 1 deck per Nation, except Magallanica.

Lists are as follows:

United Sanctuary
- Oracle Think Tank - Goddess of the Full Moon or CEO Legion. I also own parts to make CoCo if I felt like it.

Dragon Nation
- Kagero - Dragonic Overlord THE END. Hoping to turn this into The X/The END legion someday.

Zoo
- Neo Nectar - Arbaros/Maiden of Trailing Rose. a sad deck that isn't updated/

Dark Zone
- Bloody Ogle Legion/Break Ride

Star Gate
- Dimension Police x2
-- Reverse Daiyusha
-- Crazy Diamond

Magallanica
-Aqua Force - Tetra Drive/Break Ride
-Granblue - Nightmist/Nightsnow
-Bermuda x2
--Prism
--Planet Idol/Alk

I'll probably do an in-depth analysis later, but first up, have my favorite (and trademark) deck.

user posted image
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Starting Vanguard:
x1 Enigman Flow

A Ride Chain starter that they abandoned pretty quickly due to how efficient it was, and we can't have too much of that in this game. If I ride Ripple over it I get to add Wave to my hand no questions asked. This basically allows for Ride security at my weird grade ratio.

Triggers:
x4 Dimensional Robo, Gocrane (Heal)
x4 Dimensional Robo, Daibattles (Crit)
x4 Justice Cobalt (Crit)
x4 Demon Eye Gorgon (Crit)

Optimal to always go 12 crit when given the option. Draws don't really add much in the long run for this particular deck as you get your advantage through pressure. Damaging your opponent more earlier forces them to guard more. I have other reasons but ultimately that's my "Winning Image" for this deck.

G1s
x4 Enigman Ripple
x4 Dimensional Robo, Daishield
x4 Dimensional Robo, Daitiger

Ripple is the ideal Ride. It helps you get a G2 to Ride without question. so technically you're an extra set of Wave's if you will. 4 PGs is standard, I used Daishield because Great Daikaiser is Especial counterblast, so it helps keep slots free. Daitiger is an extra attacker and covers Ripple's weak boost. Here largely for the name and helps keeps my columns straight.

G2s:
x4 Dimensional Robo, Daidragon
x3 Dimensional Robo, Daifighter
x1 Enigman Wave

Daidragon pretty much required for some semblance of a decent attacker, plus you stack Dimension Robos anyway. Vanilla 10k is there for extra Ripple coverage and the Wave is teched in for Ripple's sake. You get it off? Great, it helps you reach G3 otherwise its a vanilla 9k you can use with your 7k boosters for proper numbers.

G3s:
x4 Super Dimensional Robo, Daikaiser
x2 Super Dimensional Robo, Shadowkaiser
x3 Super Dimensional Robo, Daiyard
x4 Ultimate Dimensional Robo, Great Daikaiser

Your deck is centered around Riding Super Daikaiser first. The Break Ride, which for CB1 allows you to retire any Guardian when you Drive Check a G3. This effectively cancels a Perfect Guard if it happens, and the fact you get an extra crit makes it extra threatening. The 13 G3 lineup allows for the rather oneoff ability to trigger at a reliable rate. This in turn makes it so your opponent has to guard even more than your standard two to pass in order to possibly survive.

Daiyard is a mixed bag, he's...basically a weird mix of Pendragon and Daiyusha. You can put a D Robo in the soul to Ride a G3 from Deck and give it 4k. If Daiyard iteself has 15k power at the start of the turn it gets a crit. It's here for the sake of the name and it technically synergizes with a Break Ride for extra crits.

Shadowkaiser is your standard Powerbreaker, but the only reason I run it is a oneoff gattai with Daikaiser into Great by CB1, move to soul while the your VG is Daikaiser. A bit expensive though, so you never really need it.

Great Daikaiser is a crossride so 13k body if you have Daikaiser, but it's big draw is the fact you get a Triple Drive at the cost of CB2 Dimension Robo. Combined with the Break Ride, you have high potential of ending the game with an attack that requires too much to block in the "safe" areas.

To put this in the simplest turns, you generate the same amount of pressure as a Restanding deck. You are effectively forcing twice as much shield if your timing is right. It's a one turn gambit, but the setup is consistent in pulling it off. Best case scenario is 4-5 crit kill >_>

This post has been edited by Yosuke on Dec 30 2014, 10:00 PM
THE_HONDA_CG2
  Posted: Dec 31 2014, 08:07 PM


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I'll work on editing the first post with a quick glossary of lingo and terms when I get the time.

Geez, just by the sound of it, I don't want to go up against that build. I'm sure that there has to be a weakness, but the way that you describe it makes the entire thing sound perfect. Have you been able to win any big tournaments or events with it?

I think the biggest thing that is holding me back from improving my decks is the price of perfect guards. Is it cheaper to buy boxes and hope to pull PGs or just buy singles?
Yosuke
Posted: Dec 31 2014, 08:46 PM


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Singles by far. Perfect Guards are probably going to get cheaper come Vanguard G if only because trial decks will start coming with a playset, but for immediate, gambling on a box for a PG is a bad idea. It's still an RR after all, you get a 1:6 chance :v

Especially for PGs like Cable Sheep, Gust Jinn and other old ones because they have yet to get a reprint.

Crazy Diamond as a whole however is relatively simple to stop. Being Break Ride reliant, the common strat is to keep me at 3 damage and try to pressure me into not wanting to take the fourth. Further, its Grade Ratio is a pain in the ass, so Riding is not always 100%. Lastly, there's the fact that Dimension Police has a crippling weak RG department: they're literally vanillas most of the time so if you survive the BR turn and I don't trigger, you're not gonna be hard-pressed to defend the rest.
THE_HONDA_CG2
  Posted: Jan 25 2015, 02:38 PM


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Hey Yosuke! I got a BT17 ver.E box yesterday and I got some Metalborg cards. Its not much, but you can have them when Fragger and I come to visit! I'm considering getting another box too. Are you willing to pitch in for that?
Yosuke
Posted: Jan 25 2015, 08:37 PM


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Certainly willing, would prefer to do the super large order if anything since pitching on a small amount of boxes for minimal gains would make the cash better spent on singles entirely.

I also don't mind getting the Perdition stuff since my Kagerou deck is woefully out of date.

This post has been edited by Yosuke on Jan 25 2015, 08:38 PM
THE_HONDA_CG2
  Posted: Jan 25 2015, 08:51 PM


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I agree on the buying singles is more cost effective. But I find a morbid fascination in opening packs. Its so stress relieving for me to just tear into those things and find that I pulled an SP or the PG I was looking for.

I was thinking about making a Perdition deck because I pulled Perdition Dragon, Pain Laser Dragon and the PG for the archetype. But sure, you can have them. Actually how much are you going to pitch in for the box?
Yosuke
Posted: Jan 25 2015, 08:57 PM


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Depends on the number of boxes really. If it was the whole case break deal, I would basically just go "fuck it" and divide the cost up between the number of people for the upfront payment, then once the packs are opened and all organized, either pay more or less based on what the individual gets.

Back home we basically had a system where we assigned a value per rarity and and multiplied based on the number of cards. You either ended up paying more based on copies/SPs or less if you got less than anticipated.
THE_HONDA_CG2
  Posted: Jan 25 2015, 09:15 PM


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I can get behind that. I was thinking about $0.25 for each common and $1 for the Rs. RR and RRRs were still up for debate as I was thinking about it. But we can decide that when you see what we pulled. Deal?
Yosuke
Posted: Jan 25 2015, 09:24 PM


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Personally for box splits, don't attach a price to commons and just go for a slightly higher price on the other rarities. Especially if there is more than one box involved because sheer number would end up outweighing the box in itself.

There are 3 RRRs, 5 RRs, and then 22 Rs (30 Packs).

Assuming 60$ for a box (give or take.) This would basically go...

10$ per RRR = 30
5 per RR = 25

and then Rs/Cs just end up being free at this point. Its by far the safest way to spread the wealth.
THE_HONDA_CG2
  Posted: Jan 25 2015, 09:30 PM


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QUOTE (Yosuke @ 6 minutes, 33 seconds ago)
Personally for box splits, don't attach a price to commons and just go for a slightly higher price on the other rarities. Especially if there is more than one box involved because sheer number would end up outweighing the box in itself.

There are 3 RRRs, 5 RRs, and then 22 Rs (30 Packs).

Assuming 60$ for a box (give or take.) This would basically go...

10$ per RRR = 30
5 per RR = 25

and then Rs/Cs just end up being free at this point. Its by far the safest way to spread the wealth.

Ah that is very smart! Haha! Fragger should be paying for the majority then. We pulled a SP Link Joker that he's currently using in his stupid legion deck that I hate so very much. But I guess you're right, we'll probably total everything up when we go to visit you.
Yosuke
Posted: Jan 25 2015, 09:40 PM


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Heh. In the larger scheme of things, we treated an SP to have the same value as an RRR, so if it replaced a card that was an RR in the box, its cost would in fact go up. But yeah, I will definitely pitch in for any possible breaks like this, though I highly recommend considering only doing it if you intend to at least do an 8 box minimum for maximum pay out/sets with minimal chances of needing to continue the search for the other cards.
Pikachu_Fragger
Posted: Feb 14 2015, 09:32 PM


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I suppose I should post my deck too. I blame Honda for everything on this one. derp.gif

I still don't know what to call the deck. Maybe Headlock?
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Grade 0: x17

Star-Vader, Bravefang - Starter
Star-Vader, Pixie Powder - Heal, 4x
Vortex Star-Vader, Molybdenum - Draw, 4x
Star-Vader, Scouting Ferris - Draw, 1x
Star-Vader, Apollonel Dragon - Critical, 3x
Star-Vader, Weiss Soldat - Critical, 2x
Star-Vader, Null Chameleon - Critical, 2x

Trigger Ratio: 7 Crit, 5 Draw

Since the deck relies on being able to get to my Grade 3s and Re-Legion to lock things on their field again, the draws are necessary to help me get to them faster. Of course I still need to apply pressure, so the Crits are there to make sure they don't stay too comfortable and force drops that are at least two to pass on Vanguard. The starter also helps keep things locked once I hit Grade 3, and I typically keep it on the Vanguard or on the side if I get a Radon for a pressure hit. If whatever it boosts hits I can throw him into soul so that whatever is locked stays locked for free. Why? Because I'm a dick.

Grade 1: 14x

Mana Shot Star-Vader, Neon - 3x
Prison Gate Star-Vader, Palladium - 2x
Demon Claw Star-Vader, Lanthanum - 3x
Star-Vader, Satellite Mirage - 2x
Barrier Star-Vader, Promethium - 1x (Perfect Guard)
Refusing Deletor, Evil - 3x (Perfect Guard)

The PGs like Yon said are pretty standard, except I decided to be cheap and go with Evil for three of them instead, despite the whole Star-Vader archetype (I got lucky and got Promethium as a trade, and I think I'm out of luck at this point). It's not like I have Especial Counterblast that requires Star-Vaders, and the only thing that requires a Star-Vader for locking purposes is Blaster Joker (it needs to lock a Star-Vader on my field to use its ability), and if I'm using a Perfect Guard as a booster in this deck I must be desperate.
The Neons are pretty much standard 10k attackers while at Grade 1-2. The Lanthanums are my powerhouse boosters, since they can hit up to 17k if I lock everything on their field and give my rearguards or my Vanguard a nice boost once Bravefang has been shoved into soul, or throwing him out as an attacker if I really need to. The Mirages are mostly for tech purposes, filling my drop zone with Legion fodder so that I can re-legion again at the right time and/or fix my hand. I may decide to later on replace them with Star-Vader, Bolt Line later on, since its ability is the same as Bravefang's, but for now these do. In case I have the Counterblast to spare, I use the Palladiums to keep things locked. Why? Because I'm a dick. whistling.gif

Grade 2: 11x
Companion Star-Vader, Photon - Legion Mate, 4x
Flash Gun Star-Vader, Osmium - Legion Mate, 4x
Unrivaled Star-Vader, Radon - 3x

The Photons are important in the deck. Remember those draw triggers? If I can get my hands on them I can drop them and lock something else on the field if they have at least one locked card, so the locks will just keep coming. However, they're also the Legion Mates for two of my Grade 3s, so having four of them is just required. For the Osmiums, they're for pressure purposes. They can keep things locked for another turn if they hit, so I run four of them anyway despite only having two of their Legions. Again, because I'm a dick.
The Radons are just the standard 12k hitters so that they can attack on their own unless they're facing a crossride or they trigger on damage step.

Now for the meat of the deck:

Grade 3: 8x
Star-Vader, Garnet Star Dragon - Legion with Photon, 4x
Star-Vader, Imaginary Plane Dragon - Legion with Osmium, 2x
Star-Vader, Blaster Joker - Legion with Photon, 2x

The whole basis of the clan is their ability to lock cards. To those who don't know what Locking is, in Yu-Gi-Oh terms it's like not only banishing whatever monster you choose, but also the very zone they're standing on. That means you can't summon a monster over it. It just stops existing. Locking usually only lasts for one turn, but that's usually enough to cripple the opponent's offense (and defense since they can't intercept with those units either). It's even worse if you can find ways to keep them locked longer, hence the other cards.

Ideally I start with riding with Garnet Star then going into Legion to lock two things for free, usually one front row unit and the Vanguard's booster. If they have another column and I have Photon in hand, I can lock that front attacker too. This means they can only attack with their vanguard no matter what for one turn. I can then throw an Osmium on the side and force them to either deplete their hand early, or take the hits and stay crippled for another turn. In the event that they don't stay locked, I rely on my draw triggers to help me draw into another Garnet Star to lock them again if I don't have it on hand already.

Once I get enough damage to use counterblast, I have two choices. I can ride with Imaginary Plane Dragon, Legion, then put something in the back as a booster (like a spare Neon or a Lanthanum if I'm lucky), then counterblast two to lock any three things. That gives any Lanthanums in the back +6k, making them 13k boosters and enough to make my columns hit that magic number of +21k. But what makes the deck devastating (especially against other Legion decks), is Blaster Joker. It also requires two counterblast, but it also requires me to soul blast two (hence why riding with Garnet Star first is the preferred order, as it gets me more soul to work with), and lock one of my units. The result? ALL of my opponent's units get locked, plus they lose their Legion mate. Instead of hitting 20k per turn, they only hit for a piddling 11k if they don't draw into another Legion Grade 3.

Why? Because I'm a dick.

Maybe I should call this deck "Because I'm a Dick".
THE_HONDA_CG2
  Posted: Feb 14 2015, 09:49 PM


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I hate this deck and it makes me feel inadequate. Serious. I feel like shit every time I loose to it. The only way I can find to beat it is by throwing your hand at Fragger and pouting until he feels sorry enough to get up and comfort you on the other side of the table. At that point in time you reach over to their side of the field and move all his cards into the drop zone and stack your deck so you double crit for game.

Honestly though this is a game ender for a lot of builds, thankfully my Great Nature deck is able to clear off a majority of the field if it is set up right. Even then though, I have to be very lucky to beat it.
THE_HONDA_CG2
  Posted: May 29 2015, 06:11 PM


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So apparently legions are old news now and strides are where its at. I remember back in the day when people were complaining that 25k+ vanguards were considered OP. Now I'm consistently hitting over 50k+ when I stride and no one bats an eye. I'm so glad that PGs are getting marginally easier to get since they come from trail decks. Honestly speaking, I feel like this is a good time to get into the game.

I dropped 200+ on 4 boxes of GBT02 and pulled ok although I'm planning on keeping most of the rares I pulled. I'm wondering if I should buy into another 4 boxes of the boosters that they have planned for the upcoming months... I know I need like 3 boxes of Fighters Collection 2015. I really want everything from the new Bermuda Triangle clan booster. But GBT03, I'm on the fence about...