Lauren

Cardfight!! Vanguard

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Rules

http://cf-vanguard.w....com/rules-faqs

Introduction to the Clans of Vanguard by Axle

Granblue: Basically the only deck where the strategy doesn't revolve around the grade 3. Granblue grade 3s are shitty but they make up for it with the unique ability to turn any grade 1 or 3 into a grade 2, and turn any grade 0 or higher into a grade 1. With 3-4 cutlass and Banshee the deck has a surprising about of draw power. They're kinda like zombies (well they are zombie pirates..)

http://cardfight.wik...ptain_Nightmist

http://cardfight.wik.../Samurai_Spirit

http://cardfight.wik...on_Skull_Dragon

Neo Nector: The Gladiator Beasts of the game. They call stronger units from the deck once they get hits in and eventually trade the stronger units into advantage when they turn the grade 3 into 2 2s. You can't just keep blocking their units or you're going to run out of cards fast and you'll have trouble with their 11k vanguard with a on hit persona blast.

http://cardfight.wik...f_Trailing_Rose

http://cardfight.wik...f_Harvest,_Gene

Dark Irregular: This deck is heavy based on the soul too. Unlike Pale Moon it isn't focused on individual card names in the soul, but power in numbers. This deck mills the top to the soul in order to power up their abilities. I used to think they weren't that good but then I saw the No Life King builds. That card is scary. Once they hit the 5 damage mark NLK Death Anchor is going to hit 23k every turn and 2 crit without a boost or trigger! Add a 7 or 8k boost and he's hitting over 30k! Triggers will also increase his power to unreal numbers. The opponent will have to use null guards every time you activate his ability or they're going to be hit really hard. But counting the 1 draw per turn, 5 cards discarded from the top of your deck from Death Anchor and twin drive, the Dark Irregular player is losing 8 cards from the top of his deck every turn and will deck out. The best way to play against this deck is to save all null guards and block all damage BEFORE they reach 5 damage and Death Anchor. The Dark Irregular player can counter this by playing it slowly with Death Anchor even if you have 5 damage and using his power house ability once they're low on cards. If you don't play that way you will likely get decked out if they know how to play against your deck. Of all the ygo decks Dark Irregular (especially the Anchor version) is somewhat like Lightsworn.

http://cardfight.wik...g,_Death_Anchor

http://cardfight.wik...l_Marquis,_Amon

Royal Paladins: Power in numbers on the field. This clan gets stronger the more units they have called to the field and has many ways to use counterblast to generate advantage back. Being the main characters deck they have many different strategies and options. Can't think of what this deck is like right now.

http://cardfight.wik...l_Savior_Dragon

http://cardfight.wik...Knights,_Alfred

Kagero: Operation fuck over your opponents strategy. The deck focuses on lowering your opponents rear guard options with Goku, Kinnala, Gatling Claw and Berserk Dragon. Another way to play the deck after set 5 is Dragonic Overlord The End beatdown. Kinda like whatever the hottest destruction deck in ygo is on the streets.

http://cardfight.wik...ragon_Monk_Goku

http://cardfight.wik...verlord_The_End

Oracle Think Tank: Draw whore deck. Because they can draw so much they always have a huge hand size and can create a solid defense for almost any attack. The deck focuses highly on hitting a special number of cards in their soul (6) and combination of cards(all 4 tsuku). In order to get a full power Tsukuyomi the deck needs all 4 forms from grade 0 to 3. Easier than you'd think thanks to the fact that you're running 4 copies of each and can check the top 5 cards of your deck each ride. Once you reach Tsukuyomi Full Moon you're going to be getting 4 draws(only a +2 because you have to return 1 card to the soul every time you draw 2) and 6 if you hit a heal trigger. It also has CEO Amaterasu and Cocoa to remove the luck factor of trigger checks. Can't think of a ygo deck they're like right now. They have an average offence and a strong defense. Uh..Counter Fairies except good?

http://cardfight.wik...i/CEO_Amaterasu

http://cardfight.wik...dess,_Tsukuyomi

Nova Grappler: Re-Stand! This deck is the biggest powerhouse beatdown deck in the entire game. The most popular build focuses on Stern Blaukruger. If your opponent ever lets you get a Stern Blaukruger hit through without a null guard they're going to be taking a lot of damage. Especially if you hit a critical trigger off his drive check. It's like um..um..crap I'll edit in more ygo decks later I'm going to drop that idea for now. Also they're fucking gundams.

http://cardfight.wik...tern_Blaukruger

http://cardfight.wik...ki/Asura_Kaiser

Shadow Paladin: Gain card advantage over your opponent with nemain and other cards, and then trade it for power! Shadow Paladin is a very technical deck that focuses on striking at the right time. I mean using Phantom Blaster Dragon's counterblast and then getting null guarded is just sad. Phantom Blaster Overlord is a scary card too, look it up.

http://cardfight.wik...l_Witch,_Nemain (Example of gaining advantage)

http://cardfight.wik..._Blaster_Dragon (The power houses)

http://cardfight.wik...laster_Overlord (^)

Nubatama: Not a complete clan yet. It focuses on discarding cards from the opponents hand when they have more cards than you. Introduced in set 1 but it never got triggers to become a complete deck and for now is scrapped and isn't finished even after 4 sets because Bushiroad noticed the game isn't ready for a discard clan yet.

http://cardfight.wik...on,_Dreadmaster

http://cardfight.wik...gon,_Voidmaster

Spike Brothers: Return units to the deck to call stronger ones from your hands. Most attacks are -1s when they start hitting hard but because damage = advantage in cardfight, they keep viable. General Seyfried is their main vanguard which turns grade 3 drive checks into more units to attack with.

http://cardfight.wik...eneral_Seyfried

http://cardfight.wik...gernaut_Maximum

Tachikaze: Another beatdown deck. The only deck other than Granblue that can retrieve cards from the drop zone right now. They have some of the strongest base units in the game but require monster destruction to attack. Some cards in the deck are returned to the hand when destroyed at a counterblast cost which allows the deck to stay competitive. The main problem is there are decks that can achieve the level of beatdown they do and have better support.

http://cardfight.wik...yrant,_Deathrex

Bermuda: Incredibly new clan focused on returning rear guards to the hand to activate abilities. There are so many ways to play them and we just got the full spoiler for them. Look it up and build your own strategy because I don't know the best one yet.

http://cardfight.wik...rmuda_%E2%96%B3

Megacolony: Bug archetype. The best build is the machining megacolony decks that focus on riding Machining Stag Beetle and then pulling 2 units out of your soul onto the field. After that Machining hits hard for that turn.

http://cardfight.wik...ning_Stagbeetle

Dimensional Police: Gains a certain on hit effect once it reaches a level of power. These effects include: Stand a unit, draw a card, gain 1 critical to this unit, etc. Haven't played against them much but they're good.

http://cardfight.wik...ki/Enigman_Rain

http://cardfight.wik...i/Enigman_Storm

Murakumo: A very weird deck. They have two strategies. In one you call a unit and then counterblast to get free cards from your deck to put pressure with. At the end of the turn the units called are returned to your deck. This allows pressure to be put on the opponent without decreasing your hand size too much. The other strategy focuses heavily on Mandala Lord's persona blast to turn every copy of him into a 10k guard and create a strong defense. Probably the only deck where drawing a grade 3 off the drive check isn't a bad thing for defending during your opponents turn.

http://cardfight.wik...st,_Million_Rat

http://cardfight.wik...,_Midnight_Crow

http://cardfight.wik...n,_Mandala_Lord

http://cardfight.wik...,_Cursed_Breath

Upcoming Clans

Bermuda Triangle (Deck used by Aichi's sister, it will have an entire booster set dedicated to it)

http://cardfight.wikia.com/wiki/Extra_Booster:_Diva_Festival

Gold Paladin (Aichi's Deck in Season 2, most likely replacing Royal Paladins)

http://cardfight.wikia.com/wiki/Gold_Paladin

Narukami (Kai's Deck in Season 2, most likely replacing Kageros)

http://cardfight.wikia.com/wiki/Narukami

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the animation is nice how the background is mostly landscape in the battles

i dont like the extra three 000's like in yugioh

tumblr_ljjv4lBt531qd9jdko1_500.jpg

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The YVD-clone looks nice, but the game itself looks like a confusing fusion of Yu-Gi-Oh and Pokemon.

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It's much too simplistic right now, due to lack of Drop Zone interaction, lack of Soul charge/usage, and how cards are essentially stuck within their own clans and can barely interact with cards from other clans.

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Upon further inspection, doesn't Drive Check sound somewhat sacky?

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I lost to a friend who got double crit +1 off of a twin drive Drive Check.

;_;

The problem with Drive Checks is that you can't really do anything to prevent if they flip the nuts.

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Im very hopeful that this will be brought stateside in the near future.

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Would anyone from the Chicago area be intrested in demoing this game? I'm importing two decks because this game is just so fucking fun.

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So I was dueling today and overheard one of the people who also plays Vanguard that is was a better game than Yu-Gi-Oh! so I asked him what made it better and he replied that there was no "most powerful deck" and that you could play anything and still win. Is this true?
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[quote name='Gagaga Magician' timestamp='1319773103' post='3018712']
So I was dueling today and overheard one of the people who also plays Vanguard that is was a better game than Yu-Gi-Oh! so I asked him what made it better and he replied that there was no "most powerful deck" and that you could play anything and still win. Is this true?
[/quote]

Not rly, some clans are more powerful then others, like right now I'm pretty sure Royal Paladins is the best deck, even though they already Banned a card from being used on the first turn for the deck.

But on a side point, I would consider this game better then yugioh lol
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Watching the show, I'd always love saying "that's broken" at certain moves even without knowing the competitive state in Japan. Like Aichi going bacgal turn 0 every game, that card is just pure advantage that you automatically start out with just for playing the deck. On one website, don't know how true this is, it said that bacgal was errata'd or something to prevent it from being your choice grade 0 for the bringing of the game lol. Also even though Stil Vampire's effect takes way too many counterblast/soulblast card amounts to pull off consistently, I'd still shit myself if some got that out was able to use it against me (pretty much "rape mode" for one turn but if you can't win on that turn then you probably suck).

If it does come to the US, I'd probably try it out and if the show is translated/localized well I expect it to do very well as a tcg.
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[quote name='Final_Vent' timestamp='1319775193' post='3018743']
Watching the show, I'd always love saying "that's broken" at certain moves even without knowing the competitive state in Japan. Like Aichi going bacgal turn 0 every game, that card is just pure advantage that you automatically start out with just for playing the deck. On one website, don't know how true this is, it said that bacgal was errata'd or something to prevent it from being your choice grade 0 for the bringing of the game lol. Also even though Stil Vampire's effect takes way too many counterblast/soulblast card amounts to pull off consistently, I'd still shit myself if some got that out was able to use it against me (pretty much "rape mode" for one turn but if you can't win on that turn then you probably suck).

If it does come to the US, I'd probably try it out and if the show is translated/localized well I expect it to do very well as a tcg.
[/quote]


It is true about Barkgal. he was too good so they made it so you cant use him as your opening Vangauard.

Also, while I was at YCS last weekend, i picked up a ton of Vanguard cards/packs from 2 people from Japan. Also, the english game will be coming out in December apparently, and there is a rumor that OP will allow the use of Japanese cards.
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[quote name='Jeff Jones' timestamp='1319775323' post='3018748']
[quote name='Final_Vent' timestamp='1319775193' post='3018743']
Watching the show, I'd always love saying "that's broken" at certain moves even without knowing the competitive state in Japan. Like Aichi going bacgal turn 0 every game, that card is just pure advantage that you automatically start out with just for playing the deck. On one website, don't know how true this is, it said that bacgal was errata'd or something to prevent it from being your choice grade 0 for the bringing of the game lol. Also even though Stil Vampire's effect takes way too many counterblast/soulblast card amounts to pull off consistently, I'd still shit myself if some got that out was able to use it against me (pretty much "rape mode" for one turn but if you can't win on that turn then you probably suck).

If it does come to the US, I'd probably try it out and if the show is translated/localized well I expect it to do very well as a tcg.
[/quote]


It is true about Barkgal. he was too good so they made it so you cant use him as your opening Vangauard.

Also, while I was at YCS last weekend, i picked up a ton of Vanguard cards/packs from 2 people from Japan. Also, the english game will be coming out in December apparently, and there is a rumor that OP will allow the use of Japanese cards.
[/quote]
Well damn, aren't they nice. I feel it will become somewhat big where I live so I might have to pick it up at some point to try it.
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I play this a little online. Usually play OracleTanks. Wish they'd give the stealth cards more support though. They don't have enough cards to make a full deck, they can only be splashed poorly. Less discard cards and more cards that work on having more in your hand than your opponent would work well.
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[quote name='Jeff Jones' timestamp='1319775323' post='3018748']
[quote name='Final_Vent' timestamp='1319775193' post='3018743']
Watching the show, I'd always love saying "that's broken" at certain moves even without knowing the competitive state in Japan. Like Aichi going bacgal turn 0 every game, that card is just pure advantage that you automatically start out with just for playing the deck. On one website, don't know how true this is, it said that bacgal was errata'd or something to prevent it from being your choice grade 0 for the bringing of the game lol. Also even though Stil Vampire's effect takes way too many counterblast/soulblast card amounts to pull off consistently, I'd still shit myself if some got that out was able to use it against me (pretty much "rape mode" for one turn but if you can't win on that turn then you probably suck).

If it does come to the US, I'd probably try it out and if the show is translated/localized well I expect it to do very well as a tcg.
[/quote]


It is true about Barkgal. he was too good so they made it so you cant use him as your opening Vangauard.

Also, while I was at YCS last weekend, i picked up a ton of Vanguard cards/packs from 2 people from Japan. Also, the english game will be coming out in December apparently, and there is a rumor that OP will allow the use of Japanese cards.
[/quote]

Jeff, I wrote bushiroads today to get clarification on this. A site reported there was going to be 2 tournaments - A Japanese tournament and an English in Singapore:

[url="http://ani-culture.net/2011/10/cardfight-vanguard-press-conference/"]http://ani-culture.n...ess-conference/[/url]

[quote]
Lastly, card game tournaments.

After AFA11, there will be more events such as teaching workshops and shop tournaments for the English version of Vanguard. Note that the English version cards and Japanese version cards will be 2 separate tournaments.[/quote]

But they've been selling the cards with english inserts: [url="http://www.heartofthecards.com/code/cardsleeves.html?pagetype=cf"]http://www.heartofth...tml?pagetype=cf[/url]

so it sure looks like we're going to have a single TCG - hopefully they market this to ages 12+ and we can avoid censorship of the artwork as well.

I really enjoy the game and I was doing cardfight demos in between rounds at yugi tournaments this weekend. I am working on a D Police deck - also shadow paladin. But I've bought an ass load of japanese cards already - I'm sure hoping I can use them even after the english release Dec 3.
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I'm interested. Since this will be a new TCG, I think I'll be able to get my little brother into it as well. Perhaps I can translate my ygo skills to vanguard skills? I hope it gets established as well as yugioh did.
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I'm still studying the game and the cards during my free time. Overall, I like it very much. And I hope it'll get established as the time passes. I'm sure of it. So anyone down to play sometime? Cray Online isn't supported anymore. It got abandoned. I've found another YVD-like game though.
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Cardfight Capital on Byond is probably the best place to go on.
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Is there any documentation that breaks the instructions for this down??
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[quote name='SenseiDaDuelist' timestamp='1322192828' post='3038347']
Is there any documentation that breaks the instructions for this down??
[/quote]
[url="http://cardfight.wikia.com/wiki/Standard_Fight_Rules"]http://cardfight.wik...ard_Fight_Rules[/url]

This or the link in the first page will teach you all of the basics.
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I really like this game, I'm looking forward to the English release. Wonder if it'll come to Europe:o
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