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Cardfight!! Vanguard
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BlinkXPoke
Cards and Hugs abound
I know there's an anime. I don't watch it.
This thread is more for discussing the card game itself.
Anyone play this? I'm not as deeply involved in it as I am with Magic, but one of my closest friends is really into it, which is how I started, and he's always keeping me updated on new stuff.
This thread is more for discussing the card game itself.
Anyone play this? I'm not as deeply involved in it as I am with Magic, but one of my closest friends is really into it, which is how I started, and he's always keeping me updated on new stuff.
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I use cards from the set with all mermaids as tokens for magic, it's quite amusing to use a card featuring a mermaid with tits the size of melons as a goblin.
Played the game a grand total of once, seemed fun although most of my friends don't play it and the store I go to barely stocks it, which is sad as I need more loli mermaids to creep my opponents out.
Played the game a grand total of once, seemed fun although most of my friends don't play it and the store I go to barely stocks it, which is sad as I need more loli mermaids to creep my opponents out.
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BlinkXPoke
Cards and Hugs abound
Haha, that set was actually quite popular when it released, at the end of the day there was literally one box left. I bought 5, and plan to get at least one more. It is my favorite clan in the game, lol.
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BlinkXPoke
Cards and Hugs abound
w34km1nd3d wrote...
Is that the divas you guys are talking about? Yeah, I use a couple of those as wurm tokens, lol.Yeah, they are, lol. You play this game, though?
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BlinkXPoke
Cards and Hugs abound
Lol, ah. Most of the Yu-gi-Oh players at the shop I go to are actually quitting that game for Vanguard, rofl. It's a very popular game in my area now, and Yu-Gi-Oh players are becoming few.
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Lol, the exact same thig is going on here too. I keep saying that I'll play Vanguard, but I never get around to it. From looking at others play, it seems that lucksacking is a huge factor in the game with the drive checks...I could be wrong though.
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BlinkXPoke
Cards and Hugs abound
w34km1nd3d wrote...
Lol, the exact same thig is going on here too. I keep saying that I'll play Vanguard, but I never get around to it. From looking at others play, it seems that lucksacking is a huge factor in the game with the drive checks...I could be wrong though.It's actually not as big a factor as you'd first think, but many games have been stolen by some lucky triggers. In any case, it's not a game where you can just live off of the top of your deck.
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yugioh is dying vanguard is taking his place id like to play magic the gathering but not many people i know play it so i havent started it since you play it you have any comments on the game?
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BlinkXPoke
Cards and Hugs abound
ARCD wrote...
yugioh is dying vanguard is taking his placeThat's for sure. I hear there's some stupid stuff you could be doing in YGO. Apparently Turn One Kills are a thing, and there are different ways to do it...
It's nice that within the confines of Vanguard's rules, winning on turn one is impossible (I think).
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BlinkXPoke wrote...
ARCD wrote...
yugioh is dying vanguard is taking his placeThat's for sure. I hear there's some stupid stuff you could be doing in YGO. Apparently Turn One Kills are a thing, and there are different ways to do it...
It's nice that within the confines of Vanguard's rules, winning on turn one is impossible (I think).
Its impossible the game relies more on luck and on how you manage your clans abilities
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BlinkXPoke
Cards and Hugs abound
ARCD wrote...
BlinkXPoke wrote...
ARCD wrote...
yugioh is dying vanguard is taking his placeThat's for sure. I hear there's some stupid stuff you could be doing in YGO. Apparently Turn One Kills are a thing, and there are different ways to do it...
It's nice that within the confines of Vanguard's rules, winning on turn one is impossible (I think).
Its impossible the game relies more on luck and on how you manage your clans abilities
You happen to play the game, btw? If so, what clan do you use?
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i use DARK IRREGULARS wich consist of demond and such. it relies on charging cards in the soul for a powerful attack and additional abilites
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BlinkXPoke
Cards and Hugs abound
ARCD wrote...
i use DARK IRREGULARS wich consist of demond and such. it relies on charging cards in the soul for a powerful attack and additional abilitesYup. I already know all the clans btw, don't worry about explaining 'em.
They're pretty high impact, if not a glass cannon. My friend doesn't particularly like them, because he always plays for a long game, and any time Dark Irregulars hits the long game, they run the risk of decking much more quickly than any other clan. Regardless, each build has ways of keeping your opponent in dangerous positions all the time. Amon is almost unblockable at times, Reiji almost forces your opponent to guard all the time, and that megablast unit (I forgot its name) can make your opponent almost defenseless if you time it right.
Kind of the opposite from you, I use angels. I play a lot of Angel Feather at tournaments. I've spent months perfecting my deck, getting it to exactly how I want and I think I'm almost there. Just missing the draw triggers from a set that isn't available yet in English.
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BlinkXPoke wrote...
ARCD wrote...
i use DARK IRREGULARS wich consist of demond and such. it relies on charging cards in the soul for a powerful attack and additional abilitesYup. I already know all the clans btw, don't worry about explaining 'em.
They're pretty high impact, if not a glass cannon. My friend doesn't particularly like them, because he always plays for a long game, and any time Dark Irregulars hits the long game, they run the risk of decking much more quickly than any other clan. Regardless, each build has ways of keeping your opponent in dangerous positions all the time. Amon is almost unblockable at times, Reiji almost forces your opponent to guard all the time, etc.
Kind of the opposite from you, I use angels. I play a lot of Angel Feather at tournaments. I've spent months perfecting my deck, getting it to exactly how I want and I think I'm almost there. Just missing the draw triggers from a set that isn't available yet in English.
that clan has a lot of tricks from what i could see in the series, are they easy to handle?
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BlinkXPoke
Cards and Hugs abound
ARCD wrote...
BlinkXPoke wrote...
ARCD wrote...
i use DARK IRREGULARS wich consist of demond and such. it relies on charging cards in the soul for a powerful attack and additional abilitesYup. I already know all the clans btw, don't worry about explaining 'em.
They're pretty high impact, if not a glass cannon. My friend doesn't particularly like them, because he always plays for a long game, and any time Dark Irregulars hits the long game, they run the risk of decking much more quickly than any other clan. Regardless, each build has ways of keeping your opponent in dangerous positions all the time. Amon is almost unblockable at times, Reiji almost forces your opponent to guard all the time, etc.
Kind of the opposite from you, I use angels. I play a lot of Angel Feather at tournaments. I've spent months perfecting my deck, getting it to exactly how I want and I think I'm almost there. Just missing the draw triggers from a set that isn't available yet in English.
that clan has a lot of tricks from what i could see in the series, are they easy to handle?
I'd say they're pretty high level. The only really good build for tournaments is Shamsiel, and there are many different ways to make that deck, none I can say that's better than another, because they all boil down to a person's preferences.
There are lots of decision trees; maybe most importantly, you need to make the correct decisions when making "damage swaps". Angel Feather can manipulate their damage zone, but you need to take the right cards out to survive, and you need to be able to abuse the "Pegasus units", units that get +2000 whenever a card is put into damage. Being able to do all this efficiently is what makes the deck powerful.
It's simple enough to build though, in terms of cards. If you wanted to try, I can tell you the staple cards.
My build of the deck though is apparently unusual compared to other people. I've never been to other Vanguard forums, nor watch videos about Vanguard, so I have my own ruleset of lines of play and deck building, which is why many of the decks I think up are quite different from the norm.
My friend who introduced me to the game also has a unique playbook, and it's what makes us stand out in local tournaments because we do things differently from everyone else. He beats me almost every game, though. He's quite skilled at the game (and he's a lucky topdecker).
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BlinkXPoke wrote...
ARCD wrote...
BlinkXPoke wrote...
ARCD wrote...
i use DARK IRREGULARS wich consist of demond and such. it relies on charging cards in the soul for a powerful attack and additional abilitesYup. I already know all the clans btw, don't worry about explaining 'em.
They're pretty high impact, if not a glass cannon. My friend doesn't particularly like them, because he always plays for a long game, and any time Dark Irregulars hits the long game, they run the risk of decking much more quickly than any other clan. Regardless, each build has ways of keeping your opponent in dangerous positions all the time. Amon is almost unblockable at times, Reiji almost forces your opponent to guard all the time, etc.
Kind of the opposite from you, I use angels. I play a lot of Angel Feather at tournaments. I've spent months perfecting my deck, getting it to exactly how I want and I think I'm almost there. Just missing the draw triggers from a set that isn't available yet in English.
that clan has a lot of tricks from what i could see in the series, are they easy to handle?
I'd say they're pretty high level. The only really good build for tournaments is Shamsiel, and there are many different ways to make that deck, none I can say that's better than another, because they all boil down to a person's preferences.
There are lots of decision trees; maybe most importantly, you need to make the correct decisions when making "damage swaps". Angel Feather can manipulate their damage zone, but you need to take the right cards out to survive, and you need to be able to abuse the "Pegasus units", units that get +2000 whenever a card is put into damage. Being able to do all this efficiently is what makes the deck powerful.
It's simple enough to build though, in terms of cards. If you wanted to try, I can tell you the staple cards.
My build of the deck though is apparently unusual compared to other people. I've never been to other Vanguard forums, nor watch videos about Vanguard, so I have my own ruleset of lines of play and deck building, which is why many of the decks I think up are quite different from the norm.
My friend who introduced me to the game also has a unique playbook, and it's what makes us a force in local tournaments because we do things differently from everyone else successfully. He beats me almost every game, though. He's quite skilled at the game (and he's a lucky topdecker).
angels get stronger with the more damage you have... now thats a tough clan, thought every clan is powerful in its own way, with their own tricks and ways.
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BlinkXPoke
Cards and Hugs abound
ARCD wrote...
BlinkXPoke wrote...
ARCD wrote...
BlinkXPoke wrote...
ARCD wrote...
i use DARK IRREGULARS wich consist of demond and such. it relies on charging cards in the soul for a powerful attack and additional abilitesYup. I already know all the clans btw, don't worry about explaining 'em.
They're pretty high impact, if not a glass cannon. My friend doesn't particularly like them, because he always plays for a long game, and any time Dark Irregulars hits the long game, they run the risk of decking much more quickly than any other clan. Regardless, each build has ways of keeping your opponent in dangerous positions all the time. Amon is almost unblockable at times, Reiji almost forces your opponent to guard all the time, etc.
Kind of the opposite from you, I use angels. I play a lot of Angel Feather at tournaments. I've spent months perfecting my deck, getting it to exactly how I want and I think I'm almost there. Just missing the draw triggers from a set that isn't available yet in English.
that clan has a lot of tricks from what i could see in the series, are they easy to handle?
I'd say they're pretty high level. The only really good build for tournaments is Shamsiel, and there are many different ways to make that deck, none I can say that's better than another, because they all boil down to a person's preferences.
There are lots of decision trees; maybe most importantly, you need to make the correct decisions when making "damage swaps". Angel Feather can manipulate their damage zone, but you need to take the right cards out to survive, and you need to be able to abuse the "Pegasus units", units that get +2000 whenever a card is put into damage. Being able to do all this efficiently is what makes the deck powerful.
It's simple enough to build though, in terms of cards. If you wanted to try, I can tell you the staple cards.
My build of the deck though is apparently unusual compared to other people. I've never been to other Vanguard forums, nor watch videos about Vanguard, so I have my own ruleset of lines of play and deck building, which is why many of the decks I think up are quite different from the norm.
My friend who introduced me to the game also has a unique playbook, and it's what makes us a force in local tournaments because we do things differently from everyone else successfully. He beats me almost every game, though. He's quite skilled at the game (and he's a lucky topdecker).
angels get stronger with the more damage you have... now thats a tough clan, thought every clan is powerful in its own way, with their own tricks and ways.
I forgot to mention, they only get that +2000 bonus until end of turn, so you need to be able to have a consistent way to swap damage (that counts as putting cards in the dmage zone even though you didn't gain any damage). It is still quite powerful; it holds its out well against the mainstreamed clans people seem to prefer.
Every clan does have their own tricks that makes them powerful in their own right. For example, people we play with seem to always hate on Tachikaze, thinking all they do is sacrifice their own creatures to no avail. But, my friend found out that they are actually extremely powerful if you build and play the deck correctly. He, in fact, went undefeated with a Tachikaze deck at a shop tournament. I myself, have had good runs with my Tachikaze deck online. I've yet to build it in the RL, but their easy to make too, because all their cards are really cheap (In fact, all the good Tachikaze cards are RR and lower. The RRR rairty cards are pretty bad).
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I have been watching Cardfight since it started airing in Japan, and I have been playing the card game since its debuted into the English language.
My team and I have a deck for every clan currently in the English version of the game. I use Gold Paladin as my competitive deck, and I use Bermuda Triangle as my fun deck. I hope to make Bermuda my competitive deck when the Dazzling Divas Extra Booster comes out in June. (They really need a Limit Breaker or a Break Ride)
My Gold Paladins are a mix of the really good cards in the clan. It runs 2 Garmore, 2 Pellinore, 2 Duke, and 2 Ezel. The starter is Spring Breeze Messenger. 3 Lop Ear, 2 Fang Witch, 2 Dindrane. Basic Bunny engine with Duke for big late game pushes, and Ezel for more field presence and consistency. The deck fills up the rear guard insanely fast, keeps hand advantage, and pushes for big numbers.
My Bermuda is a standard Pacifica build with Rios and Pearl Sisters. Starter is Weddell.
My team and I have a deck for every clan currently in the English version of the game. I use Gold Paladin as my competitive deck, and I use Bermuda Triangle as my fun deck. I hope to make Bermuda my competitive deck when the Dazzling Divas Extra Booster comes out in June. (They really need a Limit Breaker or a Break Ride)
My Gold Paladins are a mix of the really good cards in the clan. It runs 2 Garmore, 2 Pellinore, 2 Duke, and 2 Ezel. The starter is Spring Breeze Messenger. 3 Lop Ear, 2 Fang Witch, 2 Dindrane. Basic Bunny engine with Duke for big late game pushes, and Ezel for more field presence and consistency. The deck fills up the rear guard insanely fast, keeps hand advantage, and pushes for big numbers.
My Bermuda is a standard Pacifica build with Rios and Pearl Sisters. Starter is Weddell.