Tuesday, April 5, 2016

Meta Shift thoughts: G-Guardians, Expanded G-Zone, Sebreeze

Bushiroad dropped some hot loads on the Cardfight Vanguard playerbase recently, and oh boy am I excited for the upcoming metagame shift. FC2016 is a great thing that's gonna happen to Vanguard. I just felt like blogging again since its been a while since I felt positive about the change of the game.

Thursday, November 26, 2015

Post G-BT05 Eradicator: All-rounded control

So Set 5 is out in area. Played lots of decks and there are a couple of lists that I've taken to my liking, particularly control deck like Chaos-centric Link Joker and Eradicators. I'll start with the Eradicator list first. Gauntlet Buster Dragon is one of my favourite cards of all time and I would like to share the build that I've been piloting

Sunday, September 6, 2015

G-BT04 Angel Feather : Cool stuff

Hi guys! Snake here and I'm here to share a couple of Angel Feather builds that I've been piloting online.

I don't usually run Angel Feather. Even during the Metatron hype, I wasn't that really interested in the clan since I prefer clans which place more emphasis on control play-styles back then (Kagero/Narukami). I decided to play around with several builds, placing more emphasis on the newer cards, to change things up a bit out of curiosity.

Monday, August 31, 2015

GBT04 Gear Chronicle: NEXTAge boyz!

Gear Chronicle users has some new toys to play with. The new support makes various builds more potent but I'll just start off with the build the majority has in mind.

Saturday, July 18, 2015

Deck Tech: Deny Eradicator

Hey hi, Psychosnake here. It's been a really long time (2 years) since I've updated this blog. Main reasons are because at that period of time, I wasn't really enjoying the game as much as I used to and the motivation to update the blog dissolves in the process. That and irl stuff kept me busy from actually updating this blog and play the actual card game irl.

However, I have been keeping up with the expansions and have played games on Cardfight area to test builds. That and increased interest in the game plus more content to share with you guys. Expect to see more updates from the blog form now on.



For those who don't know what Bewer does, it tutors a Limit Break unit at the cost of retiring itself when it hits the Vanguard. It is a significant boost for older deck types which rely on the Limit Break mechanic. It is still debatable whether most decks that have an established optimal lineup can make room for this unit alone.

Also, Bewer makes 4G3.dek much more viable than it is before, featuring one of the strongest Limit Break units to have hit the competitive scene.

Tuesday, September 24, 2013

Thousand Name Wyvern Knight

Thousand Name Wyvern Knight

Basically, he is a unit which greatly helps the current Narukami Nobles, Indra and Vayu. Being able to copy their names, it is much easier to pull off their effects since Wyvern knight is the wildcard.

I'm not really keen on Vayu since huge power VG can still be screwed up by perfect guards.

Indra is one of the Grade 3 units in the game that can gain +1 Critical before reaching 4 damage - other cards that can do so are units like Majesty Lord Blaster and Super Dimensional Robo, Daiyusha. Indra, however has the possibility of getting +2 critical on the turn you ride him.

The main strategy is to get Indra to +2Critical and bash the opponent to 4 damage. If the opponent is persistent on keeping his damage low, just use Indra over and over again. Other than that, finish with descendent?(shrugs)

Thousand Name Wyvern Knight shows promise. The current Nobles, however, are abit underwhelming at the moment. It just depends on what Narukami Nobles will be appearing in the later sets.

Monday, September 23, 2013

Granblue Scribble >.>

So recently my blog list haven't been updating with anything nice. I decided to be a nice guy and write about how I feel about Granblue post BT-13.

Disclaimer: I do not own any of these pictures and
 credits to whoever posted the pics on Cardfight.wikia.com

Bosses available (aka G3):

1. Deadly Swordmaster
This is your #1 superior ride guy. His support requires the Spirit and his Nightmare. Since you might be using the soul, there is a high chance that your deck build do not require the Rising Phoenix Clone.

His combo with Witch Doctor of the Abyss, Negromarl uses 3 counterblasts. The moment he hits the VG, he replaces himself with the previous stated and you get to call 1 other unit. Other than that the combo is meh. An alternative is that you can call this guy using the Break Ride's skill and make use of his own effect to replace itself rather than just self-destructing. 10k VANILLA VG is disgusting.

3. Demonic Seas Necromancer, Barbaros
Generic-Drive-Check-Grade-3. He replaces any G3 that you do not like with another unit from the Drop Zone. You can also call back the same unit that you had used to pay it for the cost of the effect. Making it something like her. Just that their conditions to get +3000 power is different. 10k VG is disgusting.

4. Dragon Undead, Malefic Dragon
He's strong in a Cross Ride environment. Other than that, he's crappy. The other condition to activate its [V] effect is that somehow during your turn the opponent gets to add power to his VG. I'm too lazy to state all the scenarios. 10k VG is disgusting.

5. Dragon Undead, Skull Dragon
One of the best guys that you can call with him. Lock boost and this unit gets +3000 power 2 times, efficiently becoming a boosted unit. However, you have to retire him at the end phase. So, to make it less of a wastage, you can use either the Generic-Drive-Check-Grade-3 or the Break Ride's effect to mindfuck yourself to make the drawback look less [insert word here]. 10k VANILLA VG is disgusting.

6. Ice Prison Hades Emperor, Cocytus 'Reverse'
The solid Cross Ride unit of the clan. And by solid I mean the one and only. He locks stuff to mill 3 and call any unit from your Drop Zone, allowing for the 3 cards milled to be target choices for his effect. Yes you can spam the effect, but how long can you last before you run out of cards in your deck? Your likely targets are units that would eventually have a strong column, or solid card advantage.

7. Ice Prison Necromancer, Cocytus
The base of the Cross Ride unit of the clan, also being able to superior ride into it using him. He is pretty counterblast-heavy due to the fact that you HAVE to call from the Drop Zone, making him weaker than his Gold Paladin counterpart, and also the Pale Moon counterpart (there is most likely nothing for you to call unless you get to 'unflip' 1 damage, by hook or by crook) 10k VG is disgusting.

8. King of Demonic Seas, Basskirk
This VG makes sure that you have near-infinite soul for your soul-costs. His megablast is used somewhere else, and is highly unlikely achievable. 10k VG is disgusting.

9. Lord of the Seven Seas, Nightmist
The Break Ride unit of the clan. He lets you superior call 2 units and both units gain +5000 power, and if you get to do something upon calling of the unit that gains you advantage, or you manage to lock either or both of them, you get to maintain the advantage that the Break Ride provides.

10. Spirit Exceed
This is your #2 superior ride guy. His support would come from the samurai and the knight. The superior ride also provides some soul for your soul-costs. Other than that...10k VANILLA VG is disgusting.

11. Witch Doctor of the Abyss, Negromarl
This guy provides so much counterblast-usage for the clan itself, and this sets up for so many combos with the other G3s. If you play this guy, there will be times where you commit suicide by riding this card, however, I do know of certain ways to counter that, so it's not much of a problem to me anyways, but it's still somewhat a problem.

The rest of the G3s are all crap for the time being, so I'm not going to waste time explaining their uses.
The G2s explanation is pretty self explanatory:

1. Counterblast-user
2. 10k Vanilla
3. Generic 12k Beater
4. Soul-user
5. Decent 11k attacker
6. S-special intercept
7. Genocide Jack
8. Unflipper

I can't think of names for the others, but I can assure that the others are probably not very much played by the players around. These 8 choices are probably the ones that would end up being inside any Granblue player's deck.

As for the G1s, they are all usable, and the highly likely to be unusable ones are:

1. Iron Tail Clone
2. Morgana Clone

The counterblasts are better off being used somewhere like here or even here. However, do note that if you play Captain Nightmist, pairing him with Dandy Guy Romario would probably be one of the better choices.

Triggers are the pretty standard 8c4d4h and stuff, or even 12c4h. Especially since they have a new Draw Trigger, players are allowed to play more than 4 Draw Triggers in their Granblue deck.

Top 3 viable builds in MY opinion are:
I. #1 or #10 with #9 (preferably #1, due to the fact that #10 has only 10k power with no effects)
II. #6 with #7
III. #6 with #9

Of course, the rest of the G3s with the exception of #3 and #8 are splashable in any of the above stated builds.

#3 requires a tedious setup if you are playing the standard/consistent/whatever-you-call-it deck ratio. The amount of times that you are able to activate #3's effect would be a maximum of 6, unless somehow you are able to recycle back your G3 into your deck.

#8 is wayyy too retro, the standard soul blast build. The build would go with this guy and this guy to utilize the soul for the player's set up, and the ability to play 12 Critical Triggers in the deck without losing in hand size.

The best way to play a clan is to abuse their specialty, which in Granblue's case, necromastery/revival/etc. You needs ways to revive a unit, and that would lead to hand conservation, as you are actually calling units from the Drop Zone instead of your hand.

1st Draft, edited on 23/09/2013: scribbles ¯\_(ツ)_/¯ 
I guess this page would be slowly updated (I guess the next update would be around 25/09/2013) and stay valid until the Japanese initiate a new way to play Granblue, or I finish what I want to share about this clan.