Tuesday, 12 July 2016

Types of Vanguard Players!

(Disclaimer! This post is completely satirical. Please don't take anything seriously or to heart! Thank you!)







Vanguard players. If you are reading this blog then you either are one, are thinking of becoming one, or are just a little bit curious about one actually is. Well whatever the case you are in the right place, because I'm going to tell you exactly what a Vanguard player is and how you can tell different types apart. First let's look at the definition of a Vanguard player-





  Vanguard Player- (Cardfight, Yugioh Dropout, Weaboo gamer) -

       A person who plays the game cardfight vanguard as a side game or is mad enough to invest in it as a main game.



Cardfight Vanguard was released to the world at a glorious time, and into a gap in the market that only it could fill. Most people who play card games (and lets make it crystal clear that they need to have little pictures on them and  not just numbers and symbols) have at some point in their lives played more than one game, because lets face it the people who design these games have not even the remotest idea of balance and what is is good and is widely played can be the dominant force for a long time, making for a stale metagame (but that is a topic for another post.) Lots of different people play vanguard for a lot of different reasons.. So can you really put them into categories as if certain traits dominate who that person is?.. Yes. You can.









1- The Weaboo 


Ah the weaboo, the usually non-asian, long-haired, anime t-shirt wearing guy at your locals who is instantly recognisable by his playmat with altogether way too much anime ass and/or tits. This kind of player has likely seen all of the episodes of the anime that goes with the game and can probably quote the names of moves used by units ingame. He will judge you either in his head, because his god-complex is assuring him he is better than you, or he will straight up say something offensive, because the 19 hours of anime he watches a day have all but murdered his social skills. 

Things to look out for- 

- Anime playmat: Likely not from the Vanguard anime but some soft-core porn anime, either official or custom. 

- Fedora - This comes into the whole "i think therefore everyone with a different believe to me is a degenerate" WARNING: Not all neckbeards are weaboos, but most weaboos are neckbeards! Discretion is advised. 

- Quotation of the Vanguard anime explicitly referencing his plays to the anime. 

- Openly discussing "Kaichi" (if you don't know you are better off. But trust me you don't want.)














2- The Claimer


Like the weaboo, the Claimer has an obsession too, but not over a culture he/she wasn't born into. Oh no! The Claimer is the player at locals who tries to take total ownership over part of the game. Confused? Ok. I'm sure there is one at your locals. Let me explain. The guy who claims to either; only play one deck, played a deck before anyone else, tries to have priority in trades if something he thinks he owns is involved. Still confused? Here is an example- 



You- Oh Sweet look i pulled an SP Kagero

The Claimer- You have to trade that to me. 

You- I mean I don't have to.. it depends what you have. 

The Claimer- No you have to because it is my clan.




Notice the insistence of that just being how it is and a claim to ownership of a clan.

Lets lay down one fact. A lot of people play this game. You having been the first to complete a deck, or having played a deck for a long time, or having more SP cards than anyone else in no way gives you anymore of a claim than anyone else. In fact, you have put so many trades into getting your SP cards that your trades are shit and you've got nothing I want. 

The Claimer is more intelligent than the weaboo. The Claimer is better at hiding their obsession. Well some of them. Some of them will just bumble through locals making himself look like a plonker, but some are more tactical. They know that "Mine" and "my" are words people don't like. So they don't use them. But you can still see the signs..

When they try to trade for, for example, an SP of a clan they have claimed, they won't just present their trades or cash in an attempt to get the card. Oh no. They will make sure you know why exactly they want card.- 

"Yeah it's like the last SP I need for the Clan"
"I'm the only one who needs it" 

Another tell-tale sign, if you are unfortunate another to have the Claimer on Facebook is that their profile picture and cover photo will likely feature the clan they claim. 


Remember! No Claimer wants to be labelled with how pathetic being a claimer is! If confronted their response will often be- 

"No I just like the clan"
 or
"I've always played it, it isn't a new thing."

Be aware!












3- The Noob 


Every locals has them. Infact every community of any activity ever has them. That person that just doesn't quite get things as much as everyone else  Remember! Noob doesn't just mean you are new to the game. People who are new can get better. If you have been playing for 6 months and still try and drive check with your rear-guards then you are having more than just teething problems!

      This is the guy who comes week after week and never manages to get more than one win (let's remember that anyone can rip triple critical). His deck is inconsistent to say the least, he doesn't play heal triggers. He always attacks with his vanguard first despite his only triggers being stands. In League of Legends this is what we would call "freelo"- a free win. 

 
















4- The Salt


The Salt is divided into 3 categories- Losing, Winning and Supreme. 

Losing salt is self-explanatory. They lose and they get really mad. They will often have a full list of reasons why they lost- I got no triggers. I got no grade 2s. I got too many grade 3s. They will never be saying- "Good game!" or "Well played!" or "Perhaps it was down to the choices I made within the game that contributed to the outcome, perhaps if I put some time into working out why I lost I may be able to improve for my next game with this opponent." They are just salt. The other person is a bastard for getting triggers. 

Winning salt is almost not salt at all but is usually the result of continuous unbroken losing salt. When you lose a lot, you forget the nice feeling that comes hand-in-hand with victory. You get a bit cocky. If your situation is looking good, you might start talking a bit of shit to your opponent. People only do this if they have lost so much that they milk the feeling of victory for everything it is worth. Their arrogance and heightened euphoria often clouds their judgement and causes them to lose, resulting in even more salt, which they carry to their next game, which they then of course lose. it is a vicious salty cycle, which results in the ultimate salty form. 

The Salt Supreme. This is the guy who goes 0-X so often that winning for him is like some kind of mystical event foretold by the stars. This is the guy who goes red in the face when he loses his 5th game of the day, the same guy who won't shake your hand when you beat him. But eventually, by some stroke of luck, or if he is using Diablo, he will get a victory. And when he does he will not let you forget about it. Like ever. This once in a millennium event is all of his Christmases at once, he will talk about it every time he sees you, and tell tales of his victory wherever he goes. But from his next game onwards, when he inevitably loses again, his salt will build back up. This of it like filling up a salt shaker. With every game the shaker has more salt added to it. If you are the unlucky person to lose to his first stride triple trigger then you will have those months and months of salt poured all over you. But don't worry. You'll thrash him next time. 















5- The Former Yugioh Player


"This game is too simple"

"There is so much luck involved"

"im only playing this while Yugioh is bad"

"haha i wouldn't lose if this was actually a skill game"

















6- The Former Magic Player


"some cards can't be holo?."

"Im not sure if a deck worth less than $800 is worth buying.."

"You only just have full arts?."

"There is only one format?.."

"There are other cards except Magic?.."

















7- The Good Guy


This. This is the guy. He might play a deck because it is good or because he really likes the theme. He's just playing for fun. But he isn't bad at the game. He has done his research and may casually watch the anime. But he won't cuss you if you haven't. He doesn't think he is better than everyone else. He's just there to have fun playing Vanguard and he respects that you are too. He's not going to get salty if you lose or rub it in your face if he wins. He is. The Good Guy. 



Rule 1. Always be the Good Guy!




Sunday, 3 July 2016

Nociel to the Rescue! (Post GBT07 Angel Feather Nociel Rescue deck!)



As anyone who has been here before will know, I have always been a Nociel enthusiast when it came to Angel Feather, going way back to the Jurassic period of Kiriel and Calamity when BT-06 came out. While the new set did not bring any Nociel specific support, the more generic rescue support has turned Nociel into a pre-stride engine that sets the rest of your game up for some very explosive turns which are ridiculously hard for your opponent to survive.

I've covered a lot of the good Angel Feather units in my previous post about Nociel, so this one is going to more so be about Nociel's synergy with Rescue and how that affects the build of the deck. So first let's take a look at our Angel Feather keyword; Rescue. 





What is Rescue? 


Rescue is the new keyword/mechanic for the Angel Feather clan which has shaped how the new support for the clan works, as well as reshaping how existing cards play. When you perform Rescue you heal a card from your damage zone, then deal your vanguard one damage (or 2 in the case of a certain stride unit's skill, but more on that later). Effectively Rescue allows you perform drive checks in addition to your vanguard's drive checks, at different points in the game, such as when guarding or after a rearguard has attacked. The great about Rescue, which arguably makes it one of the best keywords in the game, is the utility it brings. It can be used aggressively to perform more drive checks, or during your opponents turn to check for defensive damage triggers, all while filtering and effectively counter-charging damage (because Rescue heals any damage, face-up or face-down and deals a damage face-up). It is an incredibly strong mechanic. 





The Nociel Engine


As mentioned earlier Nociel is an engine. The cards that make up the engine have strong skills themselves as well as making up the official strength and consistency. The card that brought the engine together was Love Sniper, Nociel , a grade 3 that on the surface (if you didn't know she was part of an archetype) doesn't seem particularly strong. It's only when you play 4 of each grade of Nociel (that's at 0,1,2 and 3) that you realise how consistently you can plus. 16 cards in your 49 card main deck are have Nociel in their card name and when you combine this with the skills of all of the Nociel units below grade 3, you have a lot of chances to trigger the skill of the grade 3 and plus. In case you don't remember Love Sniper, here are her skills: 









[AUTO](VC):[Counter Blast (1)] When a card with "Nociel" in its card name is put into your damage zone, you may pay the cost. If you do, and that card is face up, put that card into your hand, then put the top card of your deck into your damage zone face up.


[AUTO]:[Choose a card from your hand, and put it into your damage zone face up] When this unit is placed on (VC), you may pay the cost. If you do, choose a card from your damage zone, and put it into your hand.






As you can see it is very easy to plus off of this skill, given the sheer amount of Nociel units you play. And as if that wasn't enough she herself gives you a free one to boot. 







Nociel to the Rescue!


The synergy of this deck comes from the Nociel engine helping you to set up at hyper-speed, while the rescue support sets up turns that are ridiculously hard to guard. Remember we spoke about rescuing two at once? 



Black Seraph Gavrail. Nociel maybe royalty in terms of how good she is, but she is just a princess next to the true Queen of Angel Feather. Let's take a look at that skill. - 





[ACT](VC)[1/Turn] Generation Break 2:[Counter Blast (1) & Choose a face down card named "Black Seraph, Gavrail" from your G zone, and turn it face up] Until end of turn, this unit gets "[AUTO](VC):When your card is put into your damage zone during the battle phase, choose up to two of your units, and they get [Power]+2000 until end of turn." and "Rescue 2-[AUTO](VC):At the end of the battle that this unit attacked, choose two cards from your damage zone, heal them, choose one of your vanguards, and deal two damage.".





X-Gallop can quad-drive? That's cute. Gavrail can perform 5 drive checks. 5. 3 from her attack and 2 just after from her Rescue 2 ability. Remember how disgustingly high columns can get in this deck, thanks to the likes of Nurse of Broken Heart and Thousand Ray Pegasus? Well now you have 5 chances to find those triggers, in a deck that has been thinned and siphoned thanks to your Nociel engine. And as if that wasn't enough, Black Seraph can dish out even more power after her rescue 2. The idea is that through Nociel you set up early game, to the point where Gavrail is usually enough to win the game. The rest of the G-Zone is almost just utility if you cannot end with Gavrail. 


Let's take a look at my Nociel Rescue deck (seeing as that is what most of you are waiting for!) and i'll explain some of the choices afterwards. 




Nociel Rangers: Lightspeed Rescue!


4x Love, Sniper Nociel 
1x Black Shiver, Gavrail
1x Holy Edge Celestial, Malchidael 

4x Nurse of Broken Heart
4x Love Machine Gun, Nociel 
2x Million Ray Pegasus 
2x Candle Celestial, Sariel 
1x Dosage Celestial, Asmodel 

4x Doctroid Remnon 
4x Battle Cupid, Nociel 
3x Black Call, Nakir 
3x Thousand Ray Pegasus 

4x Sunny Smile Angel (HEAL)
4x Happy Bell, Nociel (STAND) 
4x Doctroid Refros (STAND)
4x Surgery Angel (STAND) 

4x Black Seraph Gavrail
4x Holy Seraph Raphael 
1x Holy Seraph Uriel 
1x Holy Seraph Zachariel 
1x Holy Seraph Raziel 
1x Holy Seraph Nociel 

2x Holy Seraph Suriel 
1x Holy Seraph Oriphiel 
1x Metal Elemental Scryew 





The Nociel engine speaks for itself, but some of the cards are less self-explanatory. Let's start with the Grade 3 line-up. Nociel is one of those decks that can get away with running less than average amounts of grade 3 units (some builds have even played just the 4 nociel grade 3!). The Gavrail tech is there as a strong back-up ride. The standard Rescue deck plays 4 of her as the main vanguard, and the essential post-stride aggression is the same, just with different rear-guards, so hitting Gavrail instead of the Nociel isn't the end of the world, it is better than not hitting grade 3 at all during the game. You do have plays outside of striding, but the true strength comes from hitting Nociel. The other grade 3 tech is one of the Angel Feather Legion units. I was recommended her by a friend for two reasons. Firstly because Nociel gets through her deck really quickly. You want to be hitting Nociel units with her skill so that you can plus, but by doing this you are eating through your deck very quickly. Her legion skill isn't terrible, nothing particularly worth mentioning, but that four cards back into the deck can be the difference between decking out and losing or winning by stacking more triggers. 

For the Grade 2s we are playing one of the Legion mate, but again literally just for the off-chance you have to ride the Legion, damage checking the mate doesn't mean much, you play the legion just for the deck refuel. Broken Heart is Broken Heart. No more is needed to be to said. Nociel is Nociel. She fuels the engine and makes plays. Some people are no longer playing the Grade 2 pony, I personally still like it, it can create offensive or defensive plays outside of striding. She is also essentially the fifth and sixth Broken Heart. People know Broken Heart is a huge player in this deck and she will be targeted for attacks, retires, locks and binds. Playing two of the pony just means we have options when our Broken Hearts have to face control. Sariel is a popular tech simply because she lets you search out the Nociel you want which you then add to your hand through the skill of the grade 3 Nociel. The cost is to counterblast 2, but it's a specific plus, a plus that if you think a little bit creatively can net a what you need, for example, damaging a grade 3 nociel so you have something stride with next turn. 

Grade 1s: 4 Nociel. MVP. 3 Stride Assist. You want to be able to stride when you need to. You can make plays without striding, but Black Seraph is the big finish you want to be able to reach, with so few grade 3 units, these can help you get there. I'm playing the older support rather than the rescue specific support, simply because the rescue support has been more designed to synergise with Gav, but with Pegasus you can make the huge columns. I am however playing the rescue PG because it is a lot easier to forfil the condition of having one of her face-up when you guard with her, because of all the switching Nociel does (this was an issue I found in Pure Gavrail, whereby I would be in a position where I have to rescue off the face-up PG or use her to counter-blast, but in a deck where only two of your units are performing rescue, one of the stand triggers and the stride you want to end the game with, it is much less of an issue. 

G-Zone is very standard. One huge thing is no Seabreeze. The theory behind this is that, not only does Nociel not need stride to perform, but by not playing it we have more options in what we do, for example I'm playing Raziel over Seabreeze, because if I have 2 ponys and 2 Broken Heart on board, the turn I can do is much more threatening than a turn i would have done by striding while they were on grade 2. 

For the G-Guards I'm playing 2 of the new ones that perform rescue and one of the limit break 4 one. You check the top card of your deck and decide whether or not you want to damage it. This can do a multitude of things. If it's a nociel you can plus. If it is a trigger you can power up your vanguard. If it is a heal trigger you can heal. And, in a position of desperation where you need to get a heal to survive the turn, you have a chance to check the top two instead. Very strong. I'm playing one of the fighter collection G-Guard because sometimes you need the 20k shield, and that isn't something that the other g-guard can guarantee. And at the moment I am playing one of the screw, for the same reason as above, sometimes you just need a really big shield. 





So that is my take on Nociel Rescue. It is an extremely consistent deck, but also a deck that you need to spend time with to learn in order to maximise the potential. 

I hope you guys enjoyed reading, and let me know your thoughts!

Thanks- 


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