I haven't been writing anything recently but since the Vanguard Stride to Victory game is out,
I might as well do what I've historically done and put up the passwords for the game.
I'm slowly farming decks with not much clue as to how deep I am into the story.
(Currently midway of the FICA G4).
1) ににれなさいねた - Clipping Deletor, Evo
2) もみすねみてと - Super Cosmic Hero, X-Rogue
3) かへけらせひう - Onmyo Regalia, Nega-keiopojisis
4) うふねむちのへむ - Lady Searcher of Planetary Minerals
5) めほかてもよわ - Dandelion Musketeer, Mirkka
6) たくふあふなひ - Harmonics Messiah
7)
8)
9)
10) わなえひたのね - Fhamgal
11) わいもくにみの - Twinkle Happiness, Pacifica
12) すれゆまらほへそ - Planet Idol, Pacifica
13) ちたうひたはえ - Costume Idol, Alk
14) ぬおきれもとにそ - Costume Idol, Alk
15) すれしぬめはも - Aurora Star, Coral
16) ゆうのかさとふ - Shangri-La Star, Coral
17)
18) さえへまりめわ - Top Idol, Riviere
19) めあしえひやけ - Bermuda Triangle Cadet, Shizuku
20) ほしぬえせとさ - Velvet Voice, Raindear
21) くめられちれぬ - Stealth Fiend, Lake Diver
22)
23) つきるぬせゆす - Lizard Soldier, Bellog
24) ゆしひきちほを - Dark Metal Chameleon
25) こきいすとつおふ - Flying Librarian
26) まよしせなたえい - Steam Breath Dragon (full art)
27) とをふねせえて - Laurel Knight, Sicilus (full art)
28) うともふとさも - Valkyrie of Reclamation, Padmini (full art)
29) はるしすはれよる - Kelpie Rider, Nikki (full art)
30) やれへむはりか - Destiny Dealer (full art)
Showing posts with label vanguard. Show all posts
Showing posts with label vanguard. Show all posts
Sunday, 24 January 2016
Monday, 16 March 2015
Dimension Robo~
On Saturday, I went with my brother's friend for a 2 man Vanguard tournament.
I wielded my brother's Dimension robo deck and my brother's friend played my DOTX deck.
I have no idea why the tournament format is so ugly, with its double elimination 1-1-3 where two people play best of 1 games, if there is a win on both sides, the winners play a best of 3 game.
I wielded my brother's Dimension robo deck and my brother's friend played my DOTX deck.
I played DP because Daikaiser is still the most badass nonsense (poorly designed because the fundamental game design is being attacked by its unique skill and the clan is so bugged) and Commander Laurel is also insane, especially since now most people have moved on to the perfect guards that can only guard the VG so the stride unit attacking the side, then restanding with Commander Laurel's skill would give a good handsize probably enough to tide you through the next few turns while trying to get to the end game of breakride + legion.
I have no idea why the tournament format is so ugly, with its double elimination 1-1-3 where two people play best of 1 games, if there is a win on both sides, the winners play a best of 3 game.
The single elimination portion of the tournament (top 16) was 3-3-3, best of 3, if there is a win on both sides, the winners play another best of 3 game.
It took about 4 hours to get through 3 rounds, after going 2-0, we were in the top 16 and we lost subsequently.
The only good thing was that the organizer offered cookies and gave everyone bottled water in the midst of the tournament and I thought that that was really cool. I've never seen this type of effort to give welfare to players. If I had a cardshop, I'd want to do that too.
The only good thing was that the organizer offered cookies and gave everyone bottled water in the midst of the tournament and I thought that that was really cool. I've never seen this type of effort to give welfare to players. If I had a cardshop, I'd want to do that too.
There was a bunch of seeker decks that really rushed very heavily and they skip their g3 ride to get the first stride/legion. I am still debating on whether or not that odd play is a good move on their part because it seems fundamentally flawed but yet tactically reasonable.
In any case, I did not get to Shin Great Daikaiser over Daikaiser which kinda sucked and my last round hand was really bad (with a bunch of small triggers and nothing to really stride or breakride on).
In any case, I did not get to Shin Great Daikaiser over Daikaiser which kinda sucked and my last round hand was really bad (with a bunch of small triggers and nothing to really stride or breakride on).
Went back without anything but a playmat that I bought at $15. Jibril is so hot.
Thursday, 6 November 2014
VG: Gear Chronicle is over powered
With the leaks from the latest monthly bushiroad, we see more of the new Gear Chronicle clan (and a bunch of other clans).
From there, we see that they have a whole frigging FAMILY OF SILENT TOMS.
From there, we see that they have a whole frigging FAMILY OF SILENT TOMS.
G2: sb 2 to activate Silent Tom.
G3: gb1, cb1 to activate Silent Tom
G3: gb1, cb1 to activate Silent Tom
G-unit: CB1, face up another copy of itself, Silent Tom, if there are 2 or more faced up cards in your G-zone +1 crit
I'm not sure if they have been testing their cards but the Silent Tom effect of (cannot be guarded by G0s) essentially means that if you intend to guard an attack, you're throwing at least 2 cards at any one point. This effect in Oracle Think Tank was unique to Silent Tom who had to be boosted by a 8k vanilla to be able to utilize properly and was later on brought back on the g4 Nouvelle Vague which was also difficult to guard against.
And now they have a whole Silent Tom clan? Sign me up. I don't see how one could lose if you're attacking with triple Silent Tom when the opponent is at 5 damage. 3x perfect guard? BS much.
Thursday, 30 October 2014
VG: Mystery Flare Dragon odds
So today they revealed the new Gear Chronicle Stride Unit, (Time-space dragon) Mystery Flare Dragon that spots a "if hit, reveal the top 4 cards of the deck, if it has 4 different grades, cb4, take another turn, shuffle the deck" skill.
That's quite over the top with vg skills since if it ever does work, you will probably just outright win the game on the spot. Even if the game does not end, 3 more attacks plus another 2/3drive checks is gonna put the gear chronicle player too far ahead for a normal comeback to happen.
The question becomes: how likely is this game ending skill going to work?
Using a common distribution of 16-14-11-8, counting from the full deck size,
I get 4! x (16x14x11x8)/(49*48*47*46) = 0.093036
which is about 10% of the time.
Additionally, even if you have a exact same ratio of cards, a rough gauge of 4! x (1/4)^4 gets 0.09375 which is essentially pretty much about 10% of the time.
So it is highly unlikely that you would actually lose to that skill but as long as it does work, you've pretty much lost the game right there. It is somewhat like another shot at a double critical trigger.
Still, I hope I never get to be at its receiving end.
Sunday, 26 October 2014
Next Generation VG
The new season of Vanguard is here with its new Stride, G-assist and Generation break mechanics.
Stride is a very interesting mechanic because it is as good as having an early breakride with very minimal requirements.
Its main flaw is that it is very undercosted for what it does since it replaces itself with an extra drive check but has an additional 15k worth of attack stacked on, making it much harder to guard.
Its main flaw is that it is very undercosted for what it does since it replaces itself with an extra drive check but has an additional 15k worth of attack stacked on, making it much harder to guard.
If they start slapping powerful abilities unto these, it will look pretty nasty because these are by far the most accessible cards in the game and would allow one to recreate the same games with a high degree of consistency.
The biggest winner is Commander Laurel who can turn a triple drive into a hexadrive and that is really not funny.
G-Assist is really good since you can get out of a grade lock faster with minimal costs and generation break as a mechanic is interesting because it requires you to stride before you can use it and anything above gb1 means that you will probably see it work rather late into the game. Potentially more powerful
The flow of the game has vastly changed again and I think that those clans that are not vg-centric have the most to gain with stride since the G-unit is gonna at least be really fat and pressuring. I foresee the faster clans to be able to make full advantage of this.
Below is the new numbers to take note of:
So the math for a triple check is as follows (under the assumption that 1/3 of the deck is triggers):
The most common is 1 trigger which is about 44% of the time, as suggested by the one-in-three cards odds. This is followed by a no trigger at 30%.
Collectively, approximately 75% of the time, there will only be a maximum of 1 trigger from a triple drive check. This also means that 1 in 4 games where you take on a triple check, you will get hit by at least a double trigger and 1 in 25 games, you will get hit by a triple trigger.
Looking forward to getting a set of 8 G-units and the Dotx
Tuesday, 30 September 2014
Fine tuning za Overlord
I'm into my final tuning of the overlord deck.
It turned out quite fine actually with the limit break enabler doing sick things like turn 3 DOtR.
I upped the number of draw triggers after understanding the nature of the deck better, settling for a split of 6 crit 6 draw and not going into 4 crit 8 draws as the opponent inevitably has to take some damage from the front and not having crits to close the game can be very detrimental.
I am now settling my G3 spots with 2 DO (breakride), 3 DOtR, 3 DOtG.
The additional base the breakride gives DOtR does help quite abit as the draw trigger can be used to up its power to 26k. It also helps to save guarding power since it is less common for 18k RG columns nowadays,
I'm down to adjusting the last G1 and G2 spot, still undecided on which direction I should be headed for. I'm debating between Gojo and the limit break enabler for the g1 spot and perhaps the cb2 draw 1 on hit guy for the g2 slot. It's much better at building the game early on and I don't really use counterblast early.
I will be thinking about what more I can do while getting more open with the less common clans on the DS with the pre-bt16 pool.
It turned out quite fine actually with the limit break enabler doing sick things like turn 3 DOtR.
I upped the number of draw triggers after understanding the nature of the deck better, settling for a split of 6 crit 6 draw and not going into 4 crit 8 draws as the opponent inevitably has to take some damage from the front and not having crits to close the game can be very detrimental.
I am now settling my G3 spots with 2 DO (breakride), 3 DOtR, 3 DOtG.
The additional base the breakride gives DOtR does help quite abit as the draw trigger can be used to up its power to 26k. It also helps to save guarding power since it is less common for 18k RG columns nowadays,
I'm down to adjusting the last G1 and G2 spot, still undecided on which direction I should be headed for. I'm debating between Gojo and the limit break enabler for the g1 spot and perhaps the cb2 draw 1 on hit guy for the g2 slot. It's much better at building the game early on and I don't really use counterblast early.
I will be thinking about what more I can do while getting more open with the less common clans on the DS with the pre-bt16 pool.
Tuesday, 23 September 2014
Dragonic Overlord?
I decided to wind down my Legacy testing for awhile so that I can prepare for 4th Oct's Vanguard tournament.
I'm quite bummed that I would not be able to use the recently spoiled Shin-kyukyokujigenrobo great daikaizer which is legions with Great Daiyusha and has the Daikaizer's breakride skill as a legion skill. The earliest possible date to get it is like a week after the event. =/
I have yet to make a move on the movie EB cards (as I ran out of $) so I don't really have anything new and they recently killed the Sing-saver/phantom blaster dragon abyss deck that I had and I don't really have an image of what I should do next with those.
With the movie EB having a new Dragonic Overlord, I thought of a deck to use:
G0
1 Lizard Soldier, Fargo
4 Heal
7 Critical
2 Gattling Claw Dragon
3 Seal Dragon, Artpique
G1
2 Eternal Bringer Griffin
3 Perfect Guard
1 Quintet Wall
3 Dragon Monk, Gojo
1 Seal Dragon, Kersey
2 Seal Dragon Spirit, Malkibel
2 Calamity Tower Wyvern
G2
4 Dragonic Burnout
3 Bellicosity Dragon
3 Perdition Dragon, Dragonic Neoflame
1 Dragon Dancer, Arabella
G3
4 Perdition Imperial Dragon, Dragonic Overlord the Great e-birth"
2 Dragonic Overlord "The Яe-birth"
2 Dragonic Overlord (breakride)
For this deck, the main idea is to make use of Dragonic Burnout by having DO in the drop zone via discard/soulblast. DOTR is there to hopefully be able to withstand the link joker lock decks (since it itself operates under a lock 5 environment. While DO does not stack with DOTG, it should not be too much of a problem. It's more of a multiple drive check deck than anything. It is quite straight forward and does not have anything that is able to outrightly take the game.
The only issue is whether or not this deck will be outclassed by a dedicated perdition dragons build with that trinity flames skill. I will try it out tonight before I come to a conclusion as to whether or not to complete the deck or just move on to something more worthwhile.
I'm quite bummed that I would not be able to use the recently spoiled Shin-kyukyokujigenrobo great daikaizer which is legions with Great Daiyusha and has the Daikaizer's breakride skill as a legion skill. The earliest possible date to get it is like a week after the event. =/
I have yet to make a move on the movie EB cards (as I ran out of $) so I don't really have anything new and they recently killed the Sing-saver/phantom blaster dragon abyss deck that I had and I don't really have an image of what I should do next with those.
With the movie EB having a new Dragonic Overlord, I thought of a deck to use:
G0
1 Lizard Soldier, Fargo
4 Heal
7 Critical
2 Gattling Claw Dragon
3 Seal Dragon, Artpique
G1
2 Eternal Bringer Griffin
3 Perfect Guard
1 Quintet Wall
3 Dragon Monk, Gojo
1 Seal Dragon, Kersey
2 Seal Dragon Spirit, Malkibel
2 Calamity Tower Wyvern
G2
4 Dragonic Burnout
3 Bellicosity Dragon
3 Perdition Dragon, Dragonic Neoflame
1 Dragon Dancer, Arabella
G3
4 Perdition Imperial Dragon, Dragonic Overlord the Great e-birth"
2 Dragonic Overlord "The Яe-birth"
2 Dragonic Overlord (breakride)
For this deck, the main idea is to make use of Dragonic Burnout by having DO in the drop zone via discard/soulblast. DOTR is there to hopefully be able to withstand the link joker lock decks (since it itself operates under a lock 5 environment. While DO does not stack with DOTG, it should not be too much of a problem. It's more of a multiple drive check deck than anything. It is quite straight forward and does not have anything that is able to outrightly take the game.
The only issue is whether or not this deck will be outclassed by a dedicated perdition dragons build with that trinity flames skill. I will try it out tonight before I come to a conclusion as to whether or not to complete the deck or just move on to something more worthwhile.
Thursday, 10 July 2014
Cardfight Vanguard: Lock On Victory Passwords
There are certain promo cards in the game that are only accessible with passwords, as in the previous Ride On Victory. When you use the code, you get 4x of each copy and this code is not restricted to one person's usage.
Updated 7/10 with the final 2 cards, passwords are all completed.
1) たぬそいをんなし - Nightfall Star-vader, Darmstadtium
2) けすされへひき - Storm Bring Dragon3) わくんりへもら - Chain Blast Dragon
4) ねかもあのみり - Dimensional Robo, Kaiser Grader
5) めるこさなおうあ - Unbeatable Mutant, Abectrozeus
6) めへねわけさこ - Apprentice Idol, Karen
7) はおぽくはあぞ (watch out for the o and " to add) - Blaster Blade Burst
8) らにがじげおどん (watch out for the " to add) - Kuraudia
9) もすかろしつね - Minivan Sleeves
10) なてひかそねた - Minivan Sleeves
11) なあおわちみむめ - Minivan Sleeves12) まりめしちとれ - Minivan Sleeves
15) けさみよんをて - Knight of Extravagance, Toulouse
16) ろすふひんえへ - Minivan Sleeves
17) けせそはおさすひ - Minivan Sleeves
18) すくよてろえまこ - Minivan Sleeves
19) へぬろにつすゆか - Minivan Sleeves
20) まろちさゆてな - Papilugal
21) とにりうかなえん - Partner Edge Dragoon
22) をらさちすかしひ - Seeker of Bravery, Ars
23) んちまるせふすり - Pentagonal Magus
24) きれすやくむふ - Gust Blaster Dragon
25) きをしちまよは - Minivan sleeves
26) おのわえりさそを- Minivan sleeves
27) のゆいえほせめ - Alluring Succubus
28) せきしよいたるも - CEO Amaterasu
Sunday, 25 August 2013
Vanguard Bushiroad Festival 2013
Yesterday, I went for the Bushiroad Festival 2013.
I reached at 10.15am but the tournament for the jp version was already full then.
I reached at 10.15am but the tournament for the jp version was already full then.
I spent an hour observing games before the area inside was open the members of the public.
I went in, stood through the opening ceremony which was done in a very corporate Japanese style which I felt was not suitable for the context out of Japan.
I started to get the stamps for my card to redeem the promo, starting out at the mini-game section.
One of the challenges was to sort cards. I couldn't do it (twice) so I tried the memory game (like those you would find in the ancient Nokia phones) and I managed to get my stamp for that section.
I went in, stood through the opening ceremony which was done in a very corporate Japanese style which I felt was not suitable for the context out of Japan.
I started to get the stamps for my card to redeem the promo, starting out at the mini-game section.
One of the challenges was to sort cards. I couldn't do it (twice) so I tried the memory game (like those you would find in the ancient Nokia phones) and I managed to get my stamp for that section.
The new EB07 cards coming out next week:
One of the stamp requirements was to take a picture with the backdrop.
(I wasn't too excited by myself)
(I wasn't too excited by myself)
By 1pm, I managed to clear all the requirements and got my promo Wingal Liberator.
I wanted to play against Doctor O to see how good he was but I couldn't win in the mass scissors paper stone part to get to challenge him in gunslinging.
(Definitely not gonna win the obvious cheaters - or just plain people with extremely retarded reaction)
Doctor O apparently went undefeated in Taiwan but he got horribly misgraded in his first game and he also lost out of courtesy to his second challenger (with extremely slow scissors paper stone reaction) when he just announced a 32k rear guard lane where he plopped down the 2 guys who get extra power when units become locked only after the whole locking sequence was done which easily would count 9k+7k+3k per locked unit from Nebula's skill. Not to mention his friends at the back discussing what he should play very audibly. I guess he has an amiable image to uphold and I gained respect for him that very day.
My first game of the day actually took place past 2pm when they opened the free fight where players had to clock games where you can play for up to 2 promos, 1 promo per 2 games, regardless of win/loss.
I went 3-1 with my loss attributed to misgrading. My plays were decent for the day.
I went 3-1 with my loss attributed to misgrading. My plays were decent for the day.
One of my juniors from band was one of the Bushiroad staff and I thought that that was a very cool place to work.
Monday, 22 July 2013
Good job!
Over the weekend, my brother went to play in a local Vanguard tournament with 20+ people in it. I got him his 3rd copy of the perfect guard and left it for him to collect from the shop and also helped him to register for the tournament before leaving for my appointment.
A few hours later, he sent me a picture:

So, it turns out that he went u defeated (6-0) and got to choose a playmat as prize.
(We were talking about playmats just the other day.)
He definitely was lucky but I'm sure his plays were generally good since we have games very frequently nowadays.
I come to wonder if I would be able to pull off something like that as well...
A few hours later, he sent me a picture:

So, it turns out that he went u defeated (6-0) and got to choose a playmat as prize.
(We were talking about playmats just the other day.)
He definitely was lucky but I'm sure his plays were generally good since we have games very frequently nowadays.
I come to wonder if I would be able to pull off something like that as well...
Monday, 10 June 2013
First run
As I played with Exculpate, I felt that I needed another G3 to make up for the "lost G3" spot. I haven't reconciled with myself regarding some choices in the deck so it might go through slightly more tweaking before I am fully comfortable with it.
I hope they make more Blaster cards. Or better still, make a Majesty Lord Blaster "reverse". Lol. Looking at my current build, I think if I settle down with it I might be able to just find the English equivalents for most. Only thing I have against that is the lack of art variations that I have now. Well, I'm kinda short in cash now so I don't think that it would be in the near future that I would do so.
Anyway, below are some more codes which I forgot to put up. And if you look closely to the bottom left, you will see that Exculpate is going to be revealed next month. (It's about time)
Wednesday, 5 June 2013
June mailed stuff
After a looonnnggg time, my items ordered through a consolidated shipping service by my local postal company finally made it into my hands after I went down to the post office to collect the packages.
The online reviews for the service were very scary and trouble filled. I suppose I wasn't very happy with it as I had to pay $40 for shipping and had to wait quite a bit but at least I didn't have to go through the whole horrific experience.
I was shocked to see 2 large packages.

The above picture is after I opened the flat package which had a small package with a long piece of cardboard. The second package, a box, was how my other order came in as I ordered a cheap little Blaster Blade figure which was less than $2.

So above are my ordered stuff, small toy on top left, followed by some Mtg based cards from the lord of vermillion 2 arcade game and the rest are vanguard cards (some in multiples but not shown) to complete my deck and some random others.
So I finally have a 'working deck' that is close to my intended build other than maybe 3 slots which I need to figure out (due to the unavailability of certain cards in the 3 game) not including the triggers that I want to make more diverse. The only one I am feeling conflicted with is the future knight Liew whose power is 4k for an ability I wouldn't be able to use.
The online reviews for the service were very scary and trouble filled. I suppose I wasn't very happy with it as I had to pay $40 for shipping and had to wait quite a bit but at least I didn't have to go through the whole horrific experience.
I was shocked to see 2 large packages.

The above picture is after I opened the flat package which had a small package with a long piece of cardboard. The second package, a box, was how my other order came in as I ordered a cheap little Blaster Blade figure which was less than $2.

So above are my ordered stuff, small toy on top left, followed by some Mtg based cards from the lord of vermillion 2 arcade game and the rest are vanguard cards (some in multiples but not shown) to complete my deck and some random others.
So I finally have a 'working deck' that is close to my intended build other than maybe 3 slots which I need to figure out (due to the unavailability of certain cards in the 3 game) not including the triggers that I want to make more diverse. The only one I am feeling conflicted with is the future knight Liew whose power is 4k for an ability I wouldn't be able to use.
Sunday, 2 June 2013
2X SR for Vanguard Craywars!
Since my last update on the Vanguard Craywars game, I managed to get the SR from the limited dungeon tickets last week. This week's limited dungeon is different and has a mini Wingal which has a cost of 33, a third of the original. Kinda like the GC slimes I guess whereby their primary function would be to help level up. (Leveling in this game is such a pain because it takes so much resources to level up)
Just today, I managed to get my second SR from the SR breaker's "gacha".
Below is the deck that I'm using (reshuffled as of now to make better use of my high level SR).
Also, I managed to grind out more than enough R+s to fill up the slots so my main priority would be to level my 2 SRs and get more cost points so that I can fit in another R+.
I also recently unlocked the territory fight function of the game whereby two side try to take over some cannon batteries to shoot down the other team's life total in a field designed similarly to the dungeon. My team is still kinda weak (I did just start playing 2 weeks ago) so I don't usually contribute much.
Here's a little overview of how it works:
There are 2 spawning points. So you revive here.
Your key objective is to deal damage to the enemy's main core.
That can be accomplished by attacking it directly, behind enemy lines, or by employing the help of the cannon batteries.
You can activate each battery by going onto them and they start a 90 sec countdown.
The enemy team can steal it (without it going back to 90) by going onto it so a late steal is very powerful.
You use both your field deck and dungeon deck in this part of the game. Basically, if your team is strong, you can press your way into all the opponents and they pretty much can't lift a finger.
The enemy team can steal it (without it going back to 90) by going onto it so a late steal is very powerful.
You use both your field deck and dungeon deck in this part of the game. Basically, if your team is strong, you can press your way into all the opponents and they pretty much can't lift a finger.
Sidetalk:
I think one of the cards I ordered was a Kumamon (promo) and I noticed a Pucho with its picture on it so I bought it. I am guessing it is the Kumamoto prefecture mascot or something.
I think one of the cards I ordered was a Kumamon (promo) and I noticed a Pucho with its picture on it so I bought it. I am guessing it is the Kumamoto prefecture mascot or something.
Monday, 27 May 2013
A new week
Looking at how many people actually come here in search of the Vanguard iphone app, I re-downloaded the game and started from scratch (not that I wanted to but my data was not retained).
Because I actually was familiar with the game, I did not have to spend resources figuring out what to do.
Right now, they have this limited event so I'm running through the dungeon again and again to collect the limited tickets of which 15 of them can be used to cash in a premium "gacha". In my last data, I did not manage to get anything past R. This time, within a short span of 1 day, I managed to get 2x R+s by going through the event dungeon.
Right now, they have this limited event so I'm running through the dungeon again and again to collect the limited tickets of which 15 of them can be used to cash in a premium "gacha". In my last data, I did not manage to get anything past R. This time, within a short span of 1 day, I managed to get 2x R+s by going through the event dungeon.
I'm thinking of saving up 11x normal tickets hoping that I can get the 11x in a row bonus. I hope it doesn't only apply to paying people. It looks quite expensive to pay to play so I can't really imagine people doing that. There are a few ways to get some R+/ SRs like from a 1st print of the 10th set and 11th set or like some song CDs but I don't see myself getting those. Hope the game has more of these limited events. I stopped at first because it didn't seem like I could get decent cards.
I also picked up the next and suggestively final copy of the Magic the Gathering comic and got a promo Corrupt.
Also over the weekend was my first irl Vanguard game with a borrowed deck which happened to be MLB so I had not much trouble wielding it. That build was very different from mine and I couldn't really do the plays that I had in my build because of the structural differences but it was fun to finally play the game irl.
I'm waiting for my cards for my deck to finally come from the land of the rising sun but it seems like it would maybe take another week or so. =(
For the 3DS game, I managed to get 100% of the non-promo cards via online games that gave out unowned cards. Unfortunately, I am 11 cards short in the promo area which is does not seem to be accessible via normal means other than via passwords. So that means that I wouldn't get to test Exculpate until the time comes for it to be released. -_-"
Last week, I got a feel of the new V2 for Guardian Cross with the quest assigning bartender who is obviously a bartender by the hairband. Not going to comment on her ultra skimpy censorship-for-clothes attire.
And new quests from some new faces...
And more hyped up faces...
I should be taking a break from GC this week in favor of the VG iphone app. Even 1 game is hard enough. What more 2?
Tuesday, 21 May 2013
Blasters still in the works
Every night, I try to clock a few Vanguard online games in an effort to be more proficient and to get more cards.
When you play an online game, you get cards you don't already own. 2 for a win, 1 for a loss. Thankfully, I have managed to keep a positive win ratio.
I am hoping to slowly grind into the promo section after the normal sets fill up. :(
The SP rarity is killing me. And I finally see why they are worth so much. Lol! It's like 1 in a box or something.
Also, my deck build is gradually changing. I have downed a few 4Xs in an effort to test out more efficient builds for the deck.
The testing methodology is the same as my Mtg approach. Thankfully, Vanguard is somewhat similar to legacy in how diverse my opponents can be so I can apply my diversification ideas properly without harming the entirety of the deck.
I've seen the opponent's builds and tried out ideas as time went by. I think the deck has come a long way since the first iteration as it has since taken a different approach. However, it still looks different from others as I don't run the 10k that attacks for 13k. Perhaps out of stubbornness or just my plain disliking for a g3. I still believe that G3s past the first are generally liabilities.
For my G3s, I have an Alfred (just added to test this slot but probably going soon) and a Soul saver dragon (temp replacement for Exculpate) now together with a Pendragon (currently a perm staff) along with a Gancelot (mostly to find Blaster blade) and 2x Majesty lord blaster.
For my triggers, I started out with 4 of each to understand them better and now I reached 1 stand, 5 critical, 6 draw, 4 heal.
Basically, critical and stand are offensive and draws are defensive. My split of 6-6 comes from this reasoning. In my opinion, stand triggers are slightly more aggressive for a long game because standing splits up the guarding requirements as compared to a critical which consolidates the attack power. This reduces the effectiveness of 10k guards and perfect guards and taxes more on a guarding hand. Criticals are harder to take into account for but are perfect for closing games when they do hit.
Given the nature of the core sequence of Majesty lord blaster's skill, the value of having stand triggers greatly drops but I still think that the value of a copy of the first stand trigger is much higher than the marginal value of the 6th critical trigger which is why there is a 5-1 split.
I decreased the number of Wingal braves and trimmed some 4 ofs to introduce some extra elements such as a single Toypugal and 2 Lien. I was wrong on my Wingal brave assessment. 4 is too much given the nature of the game.
It shouldn't be long before I settle on a permanent build.
When you play an online game, you get cards you don't already own. 2 for a win, 1 for a loss. Thankfully, I have managed to keep a positive win ratio.
I am hoping to slowly grind into the promo section after the normal sets fill up. :(
The SP rarity is killing me. And I finally see why they are worth so much. Lol! It's like 1 in a box or something.
Also, my deck build is gradually changing. I have downed a few 4Xs in an effort to test out more efficient builds for the deck.
The testing methodology is the same as my Mtg approach. Thankfully, Vanguard is somewhat similar to legacy in how diverse my opponents can be so I can apply my diversification ideas properly without harming the entirety of the deck.
I've seen the opponent's builds and tried out ideas as time went by. I think the deck has come a long way since the first iteration as it has since taken a different approach. However, it still looks different from others as I don't run the 10k that attacks for 13k. Perhaps out of stubbornness or just my plain disliking for a g3. I still believe that G3s past the first are generally liabilities.
For my G3s, I have an Alfred (just added to test this slot but probably going soon) and a Soul saver dragon (temp replacement for Exculpate) now together with a Pendragon (currently a perm staff) along with a Gancelot (mostly to find Blaster blade) and 2x Majesty lord blaster.
For my triggers, I started out with 4 of each to understand them better and now I reached 1 stand, 5 critical, 6 draw, 4 heal.
Basically, critical and stand are offensive and draws are defensive. My split of 6-6 comes from this reasoning. In my opinion, stand triggers are slightly more aggressive for a long game because standing splits up the guarding requirements as compared to a critical which consolidates the attack power. This reduces the effectiveness of 10k guards and perfect guards and taxes more on a guarding hand. Criticals are harder to take into account for but are perfect for closing games when they do hit.
Given the nature of the core sequence of Majesty lord blaster's skill, the value of having stand triggers greatly drops but I still think that the value of a copy of the first stand trigger is much higher than the marginal value of the 6th critical trigger which is why there is a 5-1 split.
I decreased the number of Wingal braves and trimmed some 4 ofs to introduce some extra elements such as a single Toypugal and 2 Lien. I was wrong on my Wingal brave assessment. 4 is too much given the nature of the game.
It shouldn't be long before I settle on a permanent build.
Monday, 13 May 2013
Tencho Dairi? and an inside view of vg
I cannot imagine how a cat would handle an actual deck but...

Still practicing the blasters deck.
It's quite a complicated deck to play. I have no idea how kids can play this game so fast.
When I start, I have to contemplate on how to win the scissors paper stone since it matters. Going first essentially negates the fact that there aren't good enough blasters at grade 1 since my first attack would be at grade 2.
Then, I have to think of how many cards to put back. Having 1 grade 1 makes things easier but it gets much harder when you don't. Say you have 2s and 3s, I still have yet to come to a conclusion as whether or not to keep only a grade 2 or both a 2 and 3 in order to maximize the odds of getting a grade 1.
Chances of getting a grade 1 is less than 1/3 which means that I realistically cannot count on shipping 3 cards away. There is a draw step draw.
With 13 g1, shipping 3 cards away would see a g1 at a 74% chance. (3 in 4 games)
Shipping 4 cards would see a g1 at a 81% chance. (4 in 5 games)
If I ride at grade 1, I have to consider which to ride because it impacts the game on the 2nd/3rd turn after this. It gets much easier at g2 and 3 but g1 is tough to call. Usually, it comes down to what the expected g3 vanguard would be. The extra power might be crucial or it might not.
After which I need to plan where to put wingal brave and that requires imaging of my g2 turn. If I have a 10k blaster in hand, it's fine to move it behind the vg. If I have trumpeter, it would be better to move aside. If I have blasters, it can stay behind. If I don't have a g2, odds are better behind. However, it can get stuck there if I miss a g3 and lack power to hit anything post guards.
There comes the decisions of what to call where and what to attack. Small rgs can be ignored because being there limits the maximum attack potential of that line.
I usually go for the g2s but extra evaluation is required for the other grades. Then there is planning of how to fill the lines which is very important because you have to waste a card to take a spot.
For mixed clans, there is an extra complication of:
-no triggers if there aren't on-clan guys
-perfect guard cannot guard off-clan guys
An empty board with off-clan vg= free slaps
Clearing an on-clan rgs with off-clan vg= free slaps
You hardly want to be on your vg with your secondary clan. :(
Then there is how to guard.
For 2x drive, odds are as follows:
2x triggers: 1/9
1x trigger: 4/9
0x trigger: 4/9
Assuming a trigger is approx 1/3.
If need be, you can throw a 0 trigger guard and you're safe about half the time. A safe guard would be a guard for 1 trigger. A no fail (not assuming stand trigger) is guarding for 2 triggers. I guess that is why I want some stand triggers amongst the 16.
Triggers and intercepts can be used to negate weak attacks too by not giving them a target to hit.
Planning the power in each line comes very early. You ideally want equal or equal plus increments of 5ks. Everything in between is redundant. Say my majesty lord blaster at 12k. There is no difference having 4k or 7k boost if facing a 10k target but the difference of 7k and 8k is one whole trigger's worth.
Positioning of the small rgs is important in a grindy game and their value alters with the presence of stand triggers.
Say you have g1 8k and g0 4k in a line.
Stand: 8k front
Protect the line: 8k boost
As 'serious' gamers, we always do things at the marginal level to get that extra 1 game win. I'm still making plenty of mistakes. I guess being older doesn't mean much without practice. Tons of it.

Still practicing the blasters deck.
It's quite a complicated deck to play. I have no idea how kids can play this game so fast.
When I start, I have to contemplate on how to win the scissors paper stone since it matters. Going first essentially negates the fact that there aren't good enough blasters at grade 1 since my first attack would be at grade 2.
Then, I have to think of how many cards to put back. Having 1 grade 1 makes things easier but it gets much harder when you don't. Say you have 2s and 3s, I still have yet to come to a conclusion as whether or not to keep only a grade 2 or both a 2 and 3 in order to maximize the odds of getting a grade 1.
Chances of getting a grade 1 is less than 1/3 which means that I realistically cannot count on shipping 3 cards away. There is a draw step draw.
With 13 g1, shipping 3 cards away would see a g1 at a 74% chance. (3 in 4 games)
Shipping 4 cards would see a g1 at a 81% chance. (4 in 5 games)
If I ride at grade 1, I have to consider which to ride because it impacts the game on the 2nd/3rd turn after this. It gets much easier at g2 and 3 but g1 is tough to call. Usually, it comes down to what the expected g3 vanguard would be. The extra power might be crucial or it might not.
After which I need to plan where to put wingal brave and that requires imaging of my g2 turn. If I have a 10k blaster in hand, it's fine to move it behind the vg. If I have trumpeter, it would be better to move aside. If I have blasters, it can stay behind. If I don't have a g2, odds are better behind. However, it can get stuck there if I miss a g3 and lack power to hit anything post guards.
There comes the decisions of what to call where and what to attack. Small rgs can be ignored because being there limits the maximum attack potential of that line.
I usually go for the g2s but extra evaluation is required for the other grades. Then there is planning of how to fill the lines which is very important because you have to waste a card to take a spot.
For mixed clans, there is an extra complication of:
-no triggers if there aren't on-clan guys
-perfect guard cannot guard off-clan guys
An empty board with off-clan vg= free slaps
Clearing an on-clan rgs with off-clan vg= free slaps
You hardly want to be on your vg with your secondary clan. :(
Then there is how to guard.
For 2x drive, odds are as follows:
2x triggers: 1/9
1x trigger: 4/9
0x trigger: 4/9
Assuming a trigger is approx 1/3.
If need be, you can throw a 0 trigger guard and you're safe about half the time. A safe guard would be a guard for 1 trigger. A no fail (not assuming stand trigger) is guarding for 2 triggers. I guess that is why I want some stand triggers amongst the 16.
Triggers and intercepts can be used to negate weak attacks too by not giving them a target to hit.
Planning the power in each line comes very early. You ideally want equal or equal plus increments of 5ks. Everything in between is redundant. Say my majesty lord blaster at 12k. There is no difference having 4k or 7k boost if facing a 10k target but the difference of 7k and 8k is one whole trigger's worth.
Positioning of the small rgs is important in a grindy game and their value alters with the presence of stand triggers.
Say you have g1 8k and g0 4k in a line.
Stand: 8k front
Protect the line: 8k boost
As 'serious' gamers, we always do things at the marginal level to get that extra 1 game win. I'm still making plenty of mistakes. I guess being older doesn't mean much without practice. Tons of it.
Sunday, 12 May 2013
Milky Holmes Cameo?
I'm almost through my second rerun having completed all 30 challenges (so time consuming having to understand and figure out what to do) and going through every possible ingame battle. In the midst of doing so, I ran into the Milky Holmes. I don't recall much of that anime other than the fact that they had abilities early on but lost them. I recall their archenemy who was the student council president and the teacher who had pointy nips. Their cosplays appeared in the movie too.
She's still obsessed with flowers. Lol.
Monday, 6 May 2013
Still searching :(
I'm currently trying to clear the Vanguard Ride to Victory for the second round while trying to go through all the side battles.
The challenges are getting very hard. The last one I did was a Gold paladin deal 6 in a turn challenge. I misread one of the key cards, thinking that I could only have 4 cards out but it was actually 4 rearguards. I think I spent more than half an hour trying to figure out the answer while trying to understand the lines of plays that would result from each card position and interaction. Most interactions missed out the crucial grade 2 rabbit that I figured would let me deal the 6th damage. Imagine my excitement when I managed to sculpt the position that I wanted.
Here are some new passwords (in red):

Some of the comic promos are going to be released next month.
I looked at the collection tab and noticed that they actually showed everything that the game contained. Unfortunately for me, I didn't see blaster mameshiba in the mix :(
Exculpate was there so I hope to find the password/ in game unlock for it. It's like finding a needle in a haystack.
I received an alternate art Elaine when I beat Kourin the other day so I'm trying to find an irl version but it seems tough or perhaps I'm not trying hard enough. Tried looking at english based card shops to no avail but it just came to me that I could try Japanese online shops so I could try that. I hope they do international deliveries.
I came across another deck featuring 2 clans like the blaster deck featuring the grade 3 Amon and 2 Kagero that gains power when the opp's rearguards get retired in the main phase. I played a few games and found it interesting but I think the current version I am trying is still very unpolished so maybe after I look up the dark irregulars cards would I find a nicer build.
The challenges are getting very hard. The last one I did was a Gold paladin deal 6 in a turn challenge. I misread one of the key cards, thinking that I could only have 4 cards out but it was actually 4 rearguards. I think I spent more than half an hour trying to figure out the answer while trying to understand the lines of plays that would result from each card position and interaction. Most interactions missed out the crucial grade 2 rabbit that I figured would let me deal the 6th damage. Imagine my excitement when I managed to sculpt the position that I wanted.
Here are some new passwords (in red):

Some of the comic promos are going to be released next month.
I looked at the collection tab and noticed that they actually showed everything that the game contained. Unfortunately for me, I didn't see blaster mameshiba in the mix :(
Exculpate was there so I hope to find the password/ in game unlock for it. It's like finding a needle in a haystack.
I received an alternate art Elaine when I beat Kourin the other day so I'm trying to find an irl version but it seems tough or perhaps I'm not trying hard enough. Tried looking at english based card shops to no avail but it just came to me that I could try Japanese online shops so I could try that. I hope they do international deliveries.
I came across another deck featuring 2 clans like the blaster deck featuring the grade 3 Amon and 2 Kagero that gains power when the opp's rearguards get retired in the main phase. I played a few games and found it interesting but I think the current version I am trying is still very unpolished so maybe after I look up the dark irregulars cards would I find a nicer build.
Thursday, 2 May 2013
Blaster Mameshiba~
Today, I went down to my local card shop with the intention to get the Vangaurd Mameshiba sleeves that I recall seeing before for the Blaster Mameshiba card and I did manage to get my hands on them.
(2 left, including the display)
(2 left, including the display)
What's a Mameshiba? It's a bunch of beans-(shiba dog faced) that provide some trivia (called mame chishiki in Japanese) and make people uncomfortable.
The following Youtube link would suffice to explain everything.
The following Youtube link would suffice to explain everything.
So the trivia on the card/sleeves actually say: "Did you know? Blaster Blade is actually the name of the sword." I can imagine Aichi feeling down (like all the other people in the video) to that comment especially when he always says Blaster Blade is his avatar. Lol.
Blaster Mameshiba! I found out at the shop that the banned list is being redone in a week so I can run 4x Wingal Brave and 2 Majesty Lord Blaster (like my 3DS build). Tutoring is such a powerful effect.
Here are my Vanguard stuff I managed to get today. I think I am probably almost completing my deck.
I think it is quite odd that I am actually getting cards for a game I have never physically played a game in.
I suppose building a deck that can be eternally used would be fine. I'm ok with that. Maybe when I get a kid and he/she grows up and somehow ends up playing the game, I can take out my deck and win on technical play. HAHA.
I think it is quite odd that I am actually getting cards for a game I have never physically played a game in.
I suppose building a deck that can be eternally used would be fine. I'm ok with that. Maybe when I get a kid and he/she grows up and somehow ends up playing the game, I can take out my deck and win on technical play. HAHA.
Vanguard basically has 2 main aspects to playing the game once deckbuilding is cleared:
Technical play and tactical play.
The first requires a considerable understanding of the basic game mechanics to make better plays. This part goes very deep which makes it very interesting.
The second is understanding the opponent's strategy to give yourself an advantage over them by disrupting them while pushing for yours.
I also learnt of double sleeving to actually protect the sleeve today. (woot)
In Magic, hardcore people use 2 sleeves to protect very high value cards. I personally have not tried that before.
The Mameshiba sleeves were $25 actually and Vanguard / the other bushiroad games have some fancy sleeves to play in (that cost more than Magic sleeves). The guy tending the shop space for Vanguard advised me to double sleeve to protect my Mameshiba sleeves so I did.
(Wow the deck becomes so fat with all the air and sleeves)
I hope I actually manage to find Blaster Mameshiba and Exculpate the Blaster in the 3DS game.
I think they are quite important for the deck I want to make. =(
Monday, 22 April 2013
Vanguarding

I am midway of clearing the game on my second try. I've already gotten a grasp on the game and its intricacies. I probably can share about my findings soon.
Vanguard as a game is very well done in its gameplay, pace, deck building, randomness and its appeal. I am not a fan of how most cards are stuck to their own clans but that plays out one of the game's core mechanics.
For the 3ds game, it is very nicely done. I get to clock games and play against a variety of decks. I guess there is a limit to how good the AI can be since they cannot read into your future moves to try disrupt you. Still, you get very decent gameplay (if you discount their possibly not optimized decks).
I tried one online match but I did not play it well so I ultimately lost as the game dragged out. I want to secure some promo cards to complete the blaster deck before I challenge people again. (The promo blaster blade has no ability? Thankfully their trial decks come with playsets of everything)
Against AI, I have tried some other clans but those need much more polishing (and more cards).
Cards are surprisingly hard to procure. A playset of a common would need me to crack about a full box (of 30) and some high rarity cards may need 2 full boxes to see one.
Now, I'm not rushing to clear the game so I'll try to find out where the promo cards are hiding by playing every side game.
For the iphone app, I think the game might be one that you can eventually get a full team of the highest rarity for (I didn't get anything past R of N, R, R+, SR) since the means to get them are not exclusive to money payers.
The game takes some time to play because of its monopoly die roll system and the fact that you need connection for each roll.
The main parts I dislike are:
-the fact that stamina takes 10mins to charge 1 pt and it takes a few pts to make a roll
-the fact that your battle pts don't let you fight twice without a few more pts of recharge on the field
Gameplay otherwise is fine. If they tweak the above 2 points, it would be a very decent game I guess.
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