As for specific Clans that got cards to unlock Rear Guards from Link Joker, which Clans got them in BT15?
Small mistake on my part; the unlock cards are actually promos that were revealed roughly around the same time BT15 was announced. Chances are they'll be slotted in BT14 or BT15 for the english release.
As for what clans get them:
Genesis
Gold Paladin
Kagero
Murakumo
Narukami
Royal Paladin
There probably will be one or two for each clan from BT15 onwards.
I have searched so many websites for the kagero cards. and found these two websites i.e. bushiroad.fm and vanguardsingle.
i trying to make a set of cards so I hope you all guys will help me.
so i was just browsing and apparently there's gonna be a card that deals direct damage?? ( Grade 3 Shadow Paladin, the cost is Counter-blast 1, sac two "Revenger" Rear guards, and yo ucan only do it if your opp has 4 damage or less)
I would link but i'm not sure about the forums' rules on linking to other sites (I found this on tumblr).
and then there's a megacolony that--under Limit Break 4-- puts ALL of your opponent's units to Sleep for a turn and then gets a bonus the next turn because of it
Like, I heard of the link joker craziness, but still, these are crazy.
I mean, I just wanted to share
I have searched so many websites for the kagero cards. and found these two websites i.e. bushiroad.fm and vanguardsingle.
i trying to make a set of cards so I hope you all guys will help me.
so i was just browsing and apparently there's gonna be a card that deals direct damage?? ( Grade 3 Shadow Paladin, the cost is Counter-blast 1, sac two "Revenger" Rear guards, and yo ucan only do it if your opp has 4 damage or less)
I would link but i'm not sure about the forums' rules on linking to other sites (I found this on tumblr).
and then there's a megacolony that--under Limit Break 4-- puts ALL of your opponent's units to Sleep for a turn and then gets a bonus the next turn because of it
Like, I heard of the link joker craziness, but still, these are crazy.
I mean, I just wanted to share
Dragruler Phantom isn't really that bad, especially as its effect is a Limit Break. More often than not it's only going to be used for the 10k boost, unless you were currently losing really hard. His effects don't synergise with Mordred Phantom either.
Cyclomatus on the other hand, is utterly insane if all goes well, but easy to play around. Plus even if your field gets slept, you at least have the option to replace your field, unlike against Link Joker.
So how about that Link Joker wincon from Star-vader, "Omega" Grandiose? Limit Break 5: At the beginning of your main phase, If the number of your opponent's locked cards is 5 you win the game. It's the first Grade 3 unit to have a regular Limit Break (Limit Break 4) and an Ultimate Break (Limit Break 5) on one card at least according to the Anime series however we'll know more when the card is officially released in Japan.
It also gives Reverse units of other Clans "Link Joker" and +4000 power, also considering that most If not all Reverse units are Grade 3's that could definitely make for some interesting builds with Star-vader, "Omega" Grandiose. Since Grandiose also has the ability to lock Rear-Guards whenever you call a Reverse unit to Rear Guard I can see this being pretty broken If Bushiroad decides to print Reverse units that are Grade 1's and Grade 2's for other Clans yet it still makes me wonder what the future of Link Joker will be Post BT-15 and If they'll still be relevant to the metagame later on.
As for Revenger, Dragruler Phantom in Shadow Paladin it would've been more broken If it's Limit Break only activated If your Opponent had 5 or less damage instead of 4 or less cause all you would need to do is activate Limit Break with Dragruler and If they don't get a 6th damage Heal Trigger you win without needing to attack for a Twin Drive check, not much of a "Final Turn" If you ask me. As for Unrivaled Sword Rogue, Cyclomatus in Megacolony he seems pretty fun and it's about time Megacolony got something worthwhile.
"Restriction breeds creativity." - Sheldon Menery on EDH / Commander in Magic: The Gathering
"Cancel Culture is the real reason why everyone's not allowed to have nice things anymore." - Anonymous
"For what will it profit a man if he gains the whole world, and loses his own soul?" - Mark 8:36
"Most men and women will grow up to love their servitude and will never dream of revolution." - Aldous Huxley, Brave New World
"Every life decision is always a risk / reward proposition." - Sanjay Gupta
Grandiose is stupidly impractical.
Every Reverse unit has Lord, so you're stuck on G2 until you draw into him, or you run Infinite Zero Dragon or some other Link Joker unit as back up, but that that point you're just better off running a full Link Joker Deck.
If its current effects are to be believed, you'd need at least 6 Reverse units after a Breakride from Infinite Zero to pull this off, and your opponent has to be stupid enough to present a full field against you, keep it full for at least 3 turns, and put you on 5 damage.
The new Official Japanese Banned/Restricted List is up, it turns out that Lizard Soldier, Conroe (Kagero) got banned as Starting Vanguard while Barcgal (Royal Paladin) is still banned as Starting Vanguard as well. Dragonic Descendant (Narukami) is now Limited to 2 copies per deck, where as Goddess of the Full Moon, Tsukiyomi (Oracle Think Tank) and Majesty Lord Blaster (Royal Paladin) are now Unlimited to 4 per deck.
So far this doesn't apply to the English Meta only the Japanese/Singapore Meta. Conroe was banned because it was extremely consistent with Nouvelle Vague (Kagero Grade 4) for the same reason why Barcgal got banned for being extremely consistent with Soul Saver Dragon. Even still DOTE got hit pretty hard with Conroe getting banned as Starting Vanguard so I don't see Kagero being as good as it once was without Conroe.
As for MLB and Tsukiyomi it was about time that they were taken off the Banned/Restricted List. If we do happen to see any changes to the Banned/Restricted List in English format it would be Conroe getting banned as Starting Vanguard once we get Nouvelle Vague as everything else would be left untouched. Aside from that I'm still looking forward to BT12 next month when it comes out in English even though I still need to complete my playset of Halo Liberator, Marks.
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America Bless Christ Jesus
"Restriction breeds creativity." - Sheldon Menery on EDH / Commander in Magic: The Gathering
"Cancel Culture is the real reason why everyone's not allowed to have nice things anymore." - Anonymous
"For what will it profit a man if he gains the whole world, and loses his own soul?" - Mark 8:36
"Most men and women will grow up to love their servitude and will never dream of revolution." - Aldous Huxley, Brave New World
"Every life decision is always a risk / reward proposition." - Sanjay Gupta
"A rich man thinks all other people are rich, and an intelligent man thinks all other people are similarly gifted. Both are always terribly shocked when they discover the truth of the world. You, my dear brother, are a pious man." - Strahd von Zarovich
I still prefer 1 vs. 1 and Tag Team like how Bushiroad has it
I missed this statement earlier. How does Tag Team work in Cardfight Vanguard? I still only play casually and don't watch the anime.
Both players of a team share a damage zone, the team loses once they aquire 9 damage.
Each player can only attack the player in front of them. So say you're the left player on your team, you can only attack the player on your left.
Each player may guard for their teammate.
Turns alternate between teams, so player A of team 1, followed by player A of team 2, then player B of team 1, then player B of team 2. The 4th player attacks first.
Then there's a format one of my friends made for Vanguard which is based on Two-Headed Giant in MTG, how it works is that compared to Tag Team you and your teammate each have 3 Rear Guard Circles and 2 Vanguard Circles one that your teammate rides onto and the other you ride yourself as well and unlike Tag Team you and your teammate share the same turn instead of taking separate turns individually. Much like in Tag Team Vanguard you can guard for your teammate using regular Shields and Grade 2's for intercepting however you can't Perfect Guard or use a Quintet Wall for your teammate, both teammates also share the same damage zone but is separated between players and teammates can also counterblast for eachother to pay for costs on cards being played.
You can also call units on your Opponent's Rear Guard Circles and vice-versa to boost units whenever they attack or intercept with Grade 2's and you can also ride units on your Opponent's Vanguard Circle and vice-versa as well since in this format both teammates Clans are considered to be the same no matter what so I'm not sure If that also applies to Tag Team or not. The first team to deal 9 or more damage to their opponent's team wins the game. The big downside to this format is that while one teammate focuses on attacking and the other defends the attacking teammate that can lead to teams ganging up on their attacking opponents like If you played an annoying combo deck in a group game of MTG that needs to be taken out simply because it is what it is.
Private Mod Note
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Rollback Post to RevisionRollBack
America Bless Christ Jesus
"Restriction breeds creativity." - Sheldon Menery on EDH / Commander in Magic: The Gathering
"Cancel Culture is the real reason why everyone's not allowed to have nice things anymore." - Anonymous
"For what will it profit a man if he gains the whole world, and loses his own soul?" - Mark 8:36
"Most men and women will grow up to love their servitude and will never dream of revolution." - Aldous Huxley, Brave New World
"Every life decision is always a risk / reward proposition." - Sanjay Gupta
How does cardfight compare to magic as far as variety in strategies? I've always liked being able to create decks that really function differently, so I was wondering if this was possible in cardfight as well.
How does cardfight compare to magic as far as variety in strategies? I've always liked being able to create decks that really function differently, so I was wondering if this was possible in cardfight as well.
How does cardfight compare to magic as far as variety in strategies? I've always liked being able to create decks that really function differently, so I was wondering if this was possible in cardfight as well.
There aren't strategies, so much as decks. You pick a clan, and there is one best way to build that clan. Building it in another way is generally shooting yourself in the foot. If you want a game that lets you create your own deck and do your own thing, this is not the game for you. If you want a game where you can turn your brain off and watch stupid stuff happen, this game is way cheaper to get into than Yugioh.
Basically, math is going to heavily dictate what you run. You're obligated to run 16 triggers, no more no less. You'll need another grade 0 for your starting vanguard. Four perfect guards is mandatory. That leaves 29 slots. In order to give yourself the best odds of riding to grade 3 on time, you'll need those 29 slots to be 9 3's, 11 2's, and 9 more grade 1's. That assumes you aren't running a ride chain. If you are, then you generally get 12 less flex slots, because you're maximizing your chances of getting the bonus from running it. That's 17 slots to play with, and half of them will dictate what you can run in the other half because you need them to hit good numbers. So, ~9 choices, and another ~9 choices restricted by the previous 9.
All of that being said, there is a substantial difference in the way the clans play, and that can substantially tweak the grade ratios. The optimal Dimension Police deck gets away with running 13 grade 3's for crap's sake! Granblue isn't even remotely competitive right now, but one of it's better builds only runs 4. Basically, while there's little room for personal innovation, there is plenty of variety in strategy, though at the end of the day it all boils down to putting your opponent to 6 before he does it to you.
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L1 judge since 1/30/12 (lapsed as of 1/30/13)
My Friend Code is: 0146-9645-8893
Contrary to popular belief, Heal Triggers aren't mandatory when it comes to deck construction in Cardfight!! Vanguard unlike Perfect Guards which are mandatory. I know this cause I have a friend who runs Blue Wave Dragon, Tetra-Drive Dragon in his Aqua Force deck with a trigger ratio of 6 Crits, 6 Stands, and 4 Draws who went undefeated at my locals with it. Granblue got more support in BT13 which was recently released here in the States with a new Breakride, Lord of the Seven Seas, Nightmist and a better Starting Vanguard than Captain Nightkid with Peter the Ghostie since you get to draw a card from it's skill.
The only reason why Dimension Police gets away with running 13 Grade 3's is due to abusing Super Dimensional Robo, Daikaiser's Breakride Skill which increases your chances of nullifying your opponent's Perfect Guards just by drive checking into a Grade 3 and to make matters worse Daikaiser also gets +10,000 Power and +1 Crit upon the activation of it's Breakride skill as well. As for getting the best odds to ride a Grade 3 on time I'd say that 9 is overkill unless you're running Daikaiser where 7-8 is the best ratio for most decks overall. I'm kind of worried about the power creep Legion has in store for the game right now which might not give older Clans a fighting chance that don't have Legion support.
"Restriction breeds creativity." - Sheldon Menery on EDH / Commander in Magic: The Gathering
"Cancel Culture is the real reason why everyone's not allowed to have nice things anymore." - Anonymous
"For what will it profit a man if he gains the whole world, and loses his own soul?" - Mark 8:36
"Most men and women will grow up to love their servitude and will never dream of revolution." - Aldous Huxley, Brave New World
"Every life decision is always a risk / reward proposition." - Sanjay Gupta
"Restriction breeds creativity." - Sheldon Menery on EDH / Commander in Magic: The Gathering
"Cancel Culture is the real reason why everyone's not allowed to have nice things anymore." - Anonymous
"For what will it profit a man if he gains the whole world, and loses his own soul?" - Mark 8:36
"Most men and women will grow up to love their servitude and will never dream of revolution." - Aldous Huxley, Brave New World
"Every life decision is always a risk / reward proposition." - Sanjay Gupta
It is, but Bushiroad have sort of cannibalised themselves by selling Buddyfight and Weiβ Schwarz.
It's also rampantly powercreeping, and the disparity between how much support clans get continues to get worse. If you're playing Granblue, enjoy the fact you're only getting roughly 8 cards a year.
Small mistake on my part; the unlock cards are actually promos that were revealed roughly around the same time BT15 was announced. Chances are they'll be slotted in BT14 or BT15 for the english release.
As for what clans get them:
Genesis
Gold Paladin
Kagero
Murakumo
Narukami
Royal Paladin
There probably will be one or two for each clan from BT15 onwards.
Standard:
UR Ral Combo
Modern:
U Merfolk
R Goblins
Commander
RB Grenzo, Dungeon Warden
R Feldon of the Third Path
"Damn, they need Stifle."
I have searched so many websites for the kagero cards. and found these two websites i.e. bushiroad.fm and vanguardsingle.
i trying to make a set of cards so I hope you all guys will help me.
Thanks
Johonson
I would link but i'm not sure about the forums' rules on linking to other sites (I found this on tumblr).
and then there's a megacolony that--under Limit Break 4-- puts ALL of your opponent's units to Sleep for a turn and then gets a bonus the next turn because of it
Like, I heard of the link joker craziness, but still, these are crazy.
I mean, I just wanted to share
enchanting Witchstalker with Raised by Wolves
You're welcome.
My Friend Code is: 0146-9645-8893
Dragruler Phantom isn't really that bad, especially as its effect is a Limit Break. More often than not it's only going to be used for the 10k boost, unless you were currently losing really hard. His effects don't synergise with Mordred Phantom either.
Cyclomatus on the other hand, is utterly insane if all goes well, but easy to play around. Plus even if your field gets slept, you at least have the option to replace your field, unlike against Link Joker.
Standard:
UR Ral Combo
Modern:
U Merfolk
R Goblins
Commander
RB Grenzo, Dungeon Warden
R Feldon of the Third Path
It also gives Reverse units of other Clans "Link Joker" and +4000 power, also considering that most If not all Reverse units are Grade 3's that could definitely make for some interesting builds with Star-vader, "Omega" Grandiose. Since Grandiose also has the ability to lock Rear-Guards whenever you call a Reverse unit to Rear Guard I can see this being pretty broken If Bushiroad decides to print Reverse units that are Grade 1's and Grade 2's for other Clans yet it still makes me wonder what the future of Link Joker will be Post BT-15 and If they'll still be relevant to the metagame later on.
As for Revenger, Dragruler Phantom in Shadow Paladin it would've been more broken If it's Limit Break only activated If your Opponent had 5 or less damage instead of 4 or less cause all you would need to do is activate Limit Break with Dragruler and If they don't get a 6th damage Heal Trigger you win without needing to attack for a Twin Drive check, not much of a "Final Turn" If you ask me. As for Unrivaled Sword Rogue, Cyclomatus in Megacolony he seems pretty fun and it's about time Megacolony got something worthwhile.
"Restriction breeds creativity." - Sheldon Menery on EDH / Commander in Magic: The Gathering
"Cancel Culture is the real reason why everyone's not allowed to have nice things anymore." - Anonymous
"For what will it profit a man if he gains the whole world, and loses his own soul?" - Mark 8:36
"Most men and women will grow up to love their servitude and will never dream of revolution." - Aldous Huxley, Brave New World
"Every life decision is always a risk / reward proposition." - Sanjay Gupta
Every Reverse unit has Lord, so you're stuck on G2 until you draw into him, or you run Infinite Zero Dragon or some other Link Joker unit as back up, but that that point you're just better off running a full Link Joker Deck.
If its current effects are to be believed, you'd need at least 6 Reverse units after a Breakride from Infinite Zero to pull this off, and your opponent has to be stupid enough to present a full field against you, keep it full for at least 3 turns, and put you on 5 damage.
Standard:
UR Ral Combo
Modern:
U Merfolk
R Goblins
Commander
RB Grenzo, Dungeon Warden
R Feldon of the Third Path
The new Official Japanese Banned/Restricted List is up, it turns out that Lizard Soldier, Conroe (Kagero) got banned as Starting Vanguard while Barcgal (Royal Paladin) is still banned as Starting Vanguard as well. Dragonic Descendant (Narukami) is now Limited to 2 copies per deck, where as Goddess of the Full Moon, Tsukiyomi (Oracle Think Tank) and Majesty Lord Blaster (Royal Paladin) are now Unlimited to 4 per deck.
So far this doesn't apply to the English Meta only the Japanese/Singapore Meta. Conroe was banned because it was extremely consistent with Nouvelle Vague (Kagero Grade 4) for the same reason why Barcgal got banned for being extremely consistent with Soul Saver Dragon. Even still DOTE got hit pretty hard with Conroe getting banned as Starting Vanguard so I don't see Kagero being as good as it once was without Conroe.
As for MLB and Tsukiyomi it was about time that they were taken off the Banned/Restricted List. If we do happen to see any changes to the Banned/Restricted List in English format it would be Conroe getting banned as Starting Vanguard once we get Nouvelle Vague as everything else would be left untouched. Aside from that I'm still looking forward to BT12 next month when it comes out in English even though I still need to complete my playset of Halo Liberator, Marks.
"Restriction breeds creativity." - Sheldon Menery on EDH / Commander in Magic: The Gathering
"Cancel Culture is the real reason why everyone's not allowed to have nice things anymore." - Anonymous
"For what will it profit a man if he gains the whole world, and loses his own soul?" - Mark 8:36
"Most men and women will grow up to love their servitude and will never dream of revolution." - Aldous Huxley, Brave New World
"Every life decision is always a risk / reward proposition." - Sanjay Gupta
I missed this statement earlier. How does Tag Team work in Cardfight Vanguard? I still only play casually and don't watch the anime.
Both players of a team share a damage zone, the team loses once they aquire 9 damage.
Each player can only attack the player in front of them. So say you're the left player on your team, you can only attack the player on your left.
Each player may guard for their teammate.
Turns alternate between teams, so player A of team 1, followed by player A of team 2, then player B of team 1, then player B of team 2. The 4th player attacks first.
Standard:
UR Ral Combo
Modern:
U Merfolk
R Goblins
Commander
RB Grenzo, Dungeon Warden
R Feldon of the Third Path
You can also call units on your Opponent's Rear Guard Circles and vice-versa to boost units whenever they attack or intercept with Grade 2's and you can also ride units on your Opponent's Vanguard Circle and vice-versa as well since in this format both teammates Clans are considered to be the same no matter what so I'm not sure If that also applies to Tag Team or not. The first team to deal 9 or more damage to their opponent's team wins the game. The big downside to this format is that while one teammate focuses on attacking and the other defends the attacking teammate that can lead to teams ganging up on their attacking opponents like If you played an annoying combo deck in a group game of MTG that needs to be taken out simply because it is what it is.
"Restriction breeds creativity." - Sheldon Menery on EDH / Commander in Magic: The Gathering
"Cancel Culture is the real reason why everyone's not allowed to have nice things anymore." - Anonymous
"For what will it profit a man if he gains the whole world, and loses his own soul?" - Mark 8:36
"Most men and women will grow up to love their servitude and will never dream of revolution." - Aldous Huxley, Brave New World
"Every life decision is always a risk / reward proposition." - Sanjay Gupta
There aren't strategies, so much as decks. You pick a clan, and there is one best way to build that clan. Building it in another way is generally shooting yourself in the foot. If you want a game that lets you create your own deck and do your own thing, this is not the game for you. If you want a game where you can turn your brain off and watch stupid stuff happen, this game is way cheaper to get into than Yugioh.
Basically, math is going to heavily dictate what you run. You're obligated to run 16 triggers, no more no less. You'll need another grade 0 for your starting vanguard. Four perfect guards is mandatory. That leaves 29 slots. In order to give yourself the best odds of riding to grade 3 on time, you'll need those 29 slots to be 9 3's, 11 2's, and 9 more grade 1's. That assumes you aren't running a ride chain. If you are, then you generally get 12 less flex slots, because you're maximizing your chances of getting the bonus from running it. That's 17 slots to play with, and half of them will dictate what you can run in the other half because you need them to hit good numbers. So, ~9 choices, and another ~9 choices restricted by the previous 9.
All of that being said, there is a substantial difference in the way the clans play, and that can substantially tweak the grade ratios. The optimal Dimension Police deck gets away with running 13 grade 3's for crap's sake! Granblue isn't even remotely competitive right now, but one of it's better builds only runs 4. Basically, while there's little room for personal innovation, there is plenty of variety in strategy, though at the end of the day it all boils down to putting your opponent to 6 before he does it to you.
My Friend Code is: 0146-9645-8893
The only reason why Dimension Police gets away with running 13 Grade 3's is due to abusing Super Dimensional Robo, Daikaiser's Breakride Skill which increases your chances of nullifying your opponent's Perfect Guards just by drive checking into a Grade 3 and to make matters worse Daikaiser also gets +10,000 Power and +1 Crit upon the activation of it's Breakride skill as well. As for getting the best odds to ride a Grade 3 on time I'd say that 9 is overkill unless you're running Daikaiser where 7-8 is the best ratio for most decks overall. I'm kind of worried about the power creep Legion has in store for the game right now which might not give older Clans a fighting chance that don't have Legion support.
"Restriction breeds creativity." - Sheldon Menery on EDH / Commander in Magic: The Gathering
"Cancel Culture is the real reason why everyone's not allowed to have nice things anymore." - Anonymous
"For what will it profit a man if he gains the whole world, and loses his own soul?" - Mark 8:36
"Most men and women will grow up to love their servitude and will never dream of revolution." - Aldous Huxley, Brave New World
"Every life decision is always a risk / reward proposition." - Sanjay Gupta
Sexy Sig by mchief111 @ Rising Studios
EDH
G Isao
http://cardfight.ru/cf-area
"Restriction breeds creativity." - Sheldon Menery on EDH / Commander in Magic: The Gathering
"Cancel Culture is the real reason why everyone's not allowed to have nice things anymore." - Anonymous
"For what will it profit a man if he gains the whole world, and loses his own soul?" - Mark 8:36
"Most men and women will grow up to love their servitude and will never dream of revolution." - Aldous Huxley, Brave New World
"Every life decision is always a risk / reward proposition." - Sanjay Gupta
WUBRGCommander Decklists - PaperWUBRG
CCCCCommander Decklists - TheorycraftCCCC
Sig Credit: Pegasus Bishop
It's also rampantly powercreeping, and the disparity between how much support clans get continues to get worse. If you're playing Granblue, enjoy the fact you're only getting roughly 8 cards a year.
Standard:
UR Ral Combo
Modern:
U Merfolk
R Goblins
Commander
RB Grenzo, Dungeon Warden
R Feldon of the Third Path