Showing posts with label Ranting. Show all posts
Showing posts with label Ranting. Show all posts

Friday, 27 November 2015

Voltage OP: Final Turn?

So this shit happened recently on CFA.


  • Opponent: Playing Claret Sword. At 4 damage, 3 pg used, 8 hand. Has 11 bind cards on screenshot.

  • Vanquisher: At 5 damage, just strided and use voltage. Front row got a whooping 33k.

  • Left side is Desert Gunner Shouran (+3k when a card is bind) just saw 4 cards bind this turn (1 from stride over vanquisher,triggered 2 chain bolt dragoon's skill, 1 wildrun dragoon). 

  • A chain bolt pumped chatura, the 2nd one pumped red river dragoon.

  • Chatura get wildrun's 5k. I didn't do the math right, but after the game realized chatura is suppose to be 51k instead. Math is really hard.

  • Had 2 stands and 2 crit left in the deck.

  • Hitting with chatura will buff everything in front row by another 3k

  • Hitting with voltage will buff everything by 6k.


Opponent was a good sport and didn't ragequit immediately. Props to him.

Thursday, 24 September 2015

Lets talk House Rules: Grade Locking

Looking for a way to remedy the intentional grade locking done by people against g-era decks. Its not against the rules, but its against fun for some and I'd rather everyone do what they want and lose, then one side playing vanillas the whole game. So I suggest this house rule to let people at least play their rearguard effects with a minor penalty. It ain't perfect and there is likely room for abuse, but if used responsibly, it does help everyone to at least have their fun. Important and often asked parts are highlighted like so.

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Stride Burst

At the beginning of your stride step, if your VG was a grade 3 since the start of the turn, and your opponent did not ride a grade 3 last turn, and their VG was not a grade 3 since the start of their turn, you may ask your opponent to choose and reveal a card in hand. Do the following based on what is revealed. Either way you cannot use Stride Burst again for the rest of the game.

<If opponent reveals a grade 3> If your opponent is a grade 2, your opponent now RIDE the grade 3, and may then draw up to 1 card. You choose 1 card in your hand and remove it from game. Effects that take place when the grade 3 is placed on <VC> are negated. Resume game as normal afterwards.

<If opponent does not reveal a grade 3> you choose 2 face-down cards in your G-zone, choose to cards in your hand, and remove from game those chosen cards. You may then perform a stride this turn as though your opponent's VG was a grade 3. Resume game as normal afterwards.

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FAQ

Things to note:

1) Only works if opponent has intentionally been holding back riding even though he has drawn a grade 3 that can be ridden. Opponent needs to
-start their turn as a non-grade 3
-did not ride that turn
-you were a grade 3 since your turn start (meaning you ride to grade 3 on your last turn)
-this also means opponent had the opportunity to ride to grade 3 and stride first, but opponent forgo it
-he reveals a card in hand when you ASK for it (not force upon them!, be polite even if annoyed)
-he choose one to reveal, and based on card revealed apply either 1st or 2nd effect.
-everything that happens is a Game State Effect, and is by no means affected by any other card effect in play, hand, drop, or bind zone. Things waiting to resolve will only begin to resolve once the whole process is done.

2) You take a minus to do this, but at least your g-break units aren't vanilla anymore and you get at least 1 break-stride skill off your grade 3 (if its that unit).

3) You can choose not to activate Stride Burst (Not mandatory) when conditions are met, so opponent can't force you to perform it unless you want to.

4) you opponent can choose to reveal ANY card (even if he has a grade 3, opponent can choose to reveal another card, should they wish so)

5) You don't have access to your stride break GB2 unless you stride a persona flip, cross-stride or Blizza. But you will activate all your other GB1 units.

6) The penalty is exactly the same as G-assisting. Reason why this has to be implemented is there are times you are forcing the opponent to ride a sub-par unit that's terrible to ride first. So instead of assisting to hit your ride, you are paying the 'assist' to enable all your g-break, which is quite a fair trade off considering you are smashing them for your stride numbers while they are grade 2. If opponent does not want to ride that grade 3, opponent can reveal something else, and proceed with next effect instead.

7) Why negate the on ride effect for opponent? Because they could have done so on their own turn, but chose not to, so I don't think they deserve to get their effects on your own turn (might result in some rule complications so this stop-gaps MOST, but not all of them). They are already getting up to a draw for the minus the ride will cost them, as well as you having to minus one.

8) For 2nd effect, only the player who initiates Stride Burst takes the G-assist penalty because most GB1 effects are balanced out as mid-late game effects, which can and will easily take over the game after 1-2 rounds. Hence the penalty is there to reduce the complete blowout (imagine staring down aurageyser and 2x 21k RG columns without paying assist cost. The grade lock deck will just roll over and die because they intentionally do so to prevent that from happening in the first place! This gives them at least a fighting chance by letting the cost weaken your defenses, granting a window to fight back).

9) This allows BOTH players to have some consent on how the game flow will become (you and the opponent). I don't want this to be something you force other party to comply to just because you want to play your way. If we do that we are no different from the person intentionally grade-locking. This is the better middle ground I can find so that everyone gets to play with the cards they consciously put into their deck.

10) This does not affect legion at all. Reason being is legion are still mostly related to their corresponding sub clans, and some of them (jewel knight, revengers, seekers, liberators) have some of the most crazy early game plays due to some of the mates plus their sub-clan attackers. Also another note is most legion bosses are not vanilla when not in legion. Many have some effect or power gain through their non-legion effect (although some like mega flare are made easier by being in legion), and therefore don't have the same problem as G-era grade 3 who do not even have an effect to work with.

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What do you guys think? do leave your comments on opinions regarding how to minimize the fun lost due to grade locking!

Tuesday, 22 September 2015

Random rantings

Few things that crossed my mind:

1.
I think I am getting addicted to striding aurageyser dragon. combined with claret fetching a swordbreaker and putting it behind serva, and retiring david to aurageyser, gives you some of the most insane and best feel of hand size boost ever (think only 3 Peace with multiple Darling can compare). Specially if you get to stride first, puts you so far ahead at times, even with crappy hand, that you are set for the next 1-2 turns. Hell there are times I even consider striding it twice depending on opponents (against big final turns like Bad End Ogre, or retire clans and LJ) over doomed. Never regretted buying and keeping 4, specially when it was still $12.

2.
RP getting way too much support. Granted most are for either Altmile and Alfred, we still have the insane altmile stride, and I think good JK are printed because we might see something happen to Swordmy. Benon is a pretty strong early play for 1 CB, i can easily see it being tech in in budget royal lists along with Mirron. Alfred is basically RP's version of Ezel; screwing LJ like its nothing. but since most of Alfred's support ties to a grade 3, at least if this craze catches on we'll see a lot less of the "grade stuck at 2 and swordmy you to death". Bushi must have been smoking weed again...

3.
Think deletor will be pretty consistent after the comic booster. Now with ample ways to countercharge, and getting pluses off Alba and Elro, a potential unflip trigger, and a new alternate win in Eigorg (ain't easy), but at least opponent can't do shit against it cause if they refuse to fill the drop zone by guarding, they are gonna die to delete. And best thing none of this give a lick whether opponent is grade 3 or not, which gives deletor a strong identity of aggression over say Messiah.

4.
Aqua force support is arriving. Ripple support kind of makes me fearful if they print more grade 1 and grade 2 support, but the legion is in the right direction. Definitely brace for a new maelstrom (likely a breakride or more effects pre LB4 version), thavas stride will also likely be a big middle finger to tidal bore 3-4. Hell we likely see 1 tidal bore, 1 socrates, 4 lambros, and maybe 2 thavas. Hopefully it would help if they can gain a little more field for less, but that might be asking for too much.

5.
Rush period is finally over, and it has slowed down significantly enough for me to start writing on a consistent basis (hopefully). No promises.

Sunday, 5 July 2015

Speculations: Aurageyser Damned

So GBT04 is about a month or so away, so time to speculate a little what might appear. Today I am gonna speculate what Aurageyser Damned might be:



Supremacy Black Dragon, Aurageyser Damned

Stride (Released when both players' vanguards are grade 3 or greater!)-Stride Step-[Choose one or more cards with the sum of their grades being 3 or greater from your hand, and discard them] Stride this card on your (VC) from face down.

[AUTO](VC):[Counter Blast (2) & Choose a face down card named "Supremacy Black Dragon, Aurageyser Damned" from your G zone, and turn it face up & choose three of your rear-guards, and retire them] When this unit attacks a vanguard, and you have a heart with "Claret Sword" in its card name, you may pay the cost. If you do, search for up to two of grade one and below from deck and call to (RC), those units get [Power] +2000 until end of turn, this unit gets [Power] +5000 for each face up card in your G zone, and the number of face up cards in your G zone is two or more this unit gets [Critical]+1 until end of that battle.

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So how did I came to this? As we have seen from GBT03, G-SP have this thing for calling G1 and obsession with making 21k columns (night sky eagle op). Their main bosses also use retire as a cost, and usually have a critical in the middle column accompanied by huge power spikes (claret's GB2, Diablo), and i feel double crit VG suits SP in general better than restanding (Don't want to give competitive SP a restander stride) or guard restrictions (already have PBD breakride and Diablo).



Also since we no longer want the give revengers anymore op strides, so hence the 'claret sword' heart requirement, which goes in line with strides like 'nextstage' that are also going to be out in the same booster. The cost of the ability is rather simple: u swing with a RG column (hopefully with david), then retire it for cost and call a new column. The 2 CB is reasonably considering you are calling 2 cards from deck, and its very easy to make columns with this effect (eagle + anything, 10k attacker + any 7k), but you might lose a 5k intercept if you retire a G2. The full turn will take about 3 CB with claret sword, so it is quite 'fair' and cost heavy.

Is it weak to a PG? Not really, as the entire turn is VERY demanding to guard (up to three 21k column, excluding triggers), and that's assuming opponent has a PG (god have mercy on his soul if he does not) since you are expecting at least 2-3 faceup g-zone (aurageyser into this) which translate to a 41k stride with 2 crit attacking without a booster, a whooping 35k shields for 1, 40k shields for 2. You literally will bleed him of cards on the turn you stride this, which fits into how G-SP try to overpower opponents stride after stride.

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So what do you guys think? Leave your comments on your opinions of what it might be!

Friday, 3 July 2015

Random Rants: To boost or not to boost

Hi this is very random, but here is a tip for all you people who hate swordmy. This came to my attention when this was posted, but i was really surprised how many people never even considered it.

Gn vs JK RP

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He Did WHAT?!?!

Slow and Steady; that's my motto...

The highlight of the video is at 0.34. The GN player rode the PGG, and opted to NOT boost and attack the vg. This has a few very key factors:

1) The attack will not hit the VG without any triggers, so opponent will not take a damge

2) If there is a trigger, you can opt to give the booster the trigger effects, hence the attack will still not hit (6k vs 7k).

3) If there was a crit trigger, you still can give all effects to booster, and RP player will NOT have 2 CB to work with next turn.

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Where is my counterblast!?!?

So why did he do that? Because of swordmy. This card is a moronic pain in the ass to deal with early. An entire column for a lowly JK counterblast. And since your vg is only 6k, a few things are gonna happen if you hit:

1) the next turn he make a 16k column with swordmy, which means thats 15k guard, very painful

2) RP will zerg you to death, and being GN with stride support, you do not have much early game at all, and want to conserve cards for combos later.

So it was a very good move on the GN part. He still got his drive check for the turn, as well as ensure opponent does not get to do his nonsense until the GN player was more prepared. Also GN is a clan in for the long haul, so doing 1 less damage now is not gonna make a difference to them, but if opponent is given oppotunity to rush you, hell its gonna hurt your future plans.


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Porting to Other Matches

So is this applicable to other clans? Very much yes. You need to note which clans are dangerous to give CB to work with(shadow, royal, kagero are very scary examples). And particularly for clans that are really weak early (G-era clans), you might not want to give those decks the counterblast. That said, this does not apply to rush tactics as you wan him dead asap, and are prepared for all the nonsense he is gonna give you anyway.

Note that if you have same power as his vanguard, this tactic will not work that well as you cannot control if it will hit or not. However, you can control if you give him 1-2 damage if a crit shows up. You can still transfer the crit to the booster, hence only doing 1 damage. Also if you do not boost, an opponent may be tempted to just throw a 10k shield anyway to save damage, which telegraphs he does not have a swordmy.

The last possibility is not attacking. This is a very challenging option because you are taking a minus to ensure he does not have a counterblast (-1 drive check). Is it worth it though? Depends on the state of your hand. If  your hand is in good curve and cannot guard swordmy turn properly, you can probably skip a draw. If your hand is terrible and you need to find a card asap (all triggers, risk of miss-grade), I'd suggest you attack in anyway as you need to dig deeper into the deck. So its really situational

To summarize:
Early game if your opponent has higher base than your vanguard, you HAVE the option to not boost. This allows you to generate a scenario where opponent is starved of counterblast early, and cannot make full use of those effects. You still get your drive check, so you just only lost 1 damage.

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So what do you think guys? Leave your comments and opinions about this type of scenario!

Thursday, 18 June 2015

Budget Control: Bermuda Triangle

So Bermuda's booster just came out recently, and there is a hype in demand for the cards. So I want to put in some advise for those who are a little light on the wallet.

Wait a few weeks for price to stabilize:
This is a very standard practice if you are extremely tight on budget. Wait for the hype to die down a bit, and more boxes are opened. The RR and some RRR will stabilize after many more boxes are opened to find SP full arts, so there WILL be much more stock soon for staples, so just chill a little and proxy up first if your friends are open about it.

Try to buy the C and R playsets:
Thus is saying as a budget player; buy play sets from people who whacked crates for SP arts. They have so many repeats of the C and R that its easy to get them to let it off to you. Being a clan booster and the sheer amount that is opened to find those elusive SP art, there is gonna be HEAPS of C and R, so i suggest trying to get a play set of C and R for ~$10. May give a little more lee way of $12-15 if you want them now, but kindly refer back to 1st rule, where you wait a few weeks, and reserve those money for the RR PGG and G3.

If you need the cash, sell your foil R, GR and SP arts now!:
This is for people who opened multiple boxes. They are only gonna drop in price as many more become available. If you can probably live with just 2 GR at this current state, but even then its optional, as the on hit stride has similar effects. They also sell for a whooping ~$30+ a pop, so use this to recoup your box cost, and wait for it to dip closer to $20 to buy them back. For SP arts, unless you are an avid collector and have the cash, just use them to recoup the cost. Sp and non-SP have no difference in play value, and if you are like me, function wise they are no different, and I prefer to save  what you can for basic important stuff, like the RRR break-stride.

Start digging stores for C and R from previous Bermuda booster (especially duos):
This is a little late, but if your local stall have spares for Duos C and R, gobble play sets up IMMEDIATELY. They are gonna keep going up, specially Peace that everyone and their friends will advocate playing in 4s. Take as many as you can if they are affordable, as it is only going to get harder, and take some for your friends if you feel generous. If for nothing else you can resell it for a marginal profit, or make complete decks to sell off.

Stay the hell away from Meer and Victoria:
If you already have these and are not planning to play them, let go of them now. Their price are now experiencing spikes as the demand suddenly jumped. Meer is super mandatory for playing Eternal Sister Meer, and Victoria is an important legion for Duos if you are going that direction now that she has another duos legion to work with. If you can snag them for trades for cheap, do so, but otherwise just ignore them for now as they are gonna cost you. Give it 2-4 months and when the craze subsides, you can go ahead and grab them as a deck or play set.