Wednesday, November 5, 2014
Cosmic Regalia, CEO Yggdrasil Deck Profile
Tuesday, November 4, 2014
Fighter's Collection 2014 Analysis Part 3
Fighter's Collection 2014 Analysis Part 2
Fighter's Collection 2014 Analysis Part 1
Theories of Vanguard: Gear Chronicle
Hello, Cardfighters! While I may not be the illustrious caretaker of this blog (whom I can still trounce in any game of Vanguard), //Ha ha, very funny, Wayword. We are on par and you know it - Daltorus// I’m still a man of intrigue and mysticism. I, dear fellows, am The Wayword Writer, Loremaster on all things Vanguard (well, according to myself and the little voices I keep hearing). And boy, do I have a treat for you. As most of you know (or at least those that pay any attention to the Japanese news releases), a brand new clan has been brought into the mix: the mysterious beings of time and space known as Gear Chronicle.
Now, as with anything else in this game, theories and stories have been crafted about this clan and their origins, and while I’m at no liberty to make an official release, I can certainly make a few well-constructed statements of my own.
So strap in and start playing the Dr. Who music, ‘cause it’s time to bend some time and rip space a new one. This is…GEAR CHRONICLE: ORIGINS
Part 1: Design
Now, in order to asses the origins of a clan, one must also analyze their gameplay and design. While very few Gear Chronicle cards have been released, there’s still a bit one can extrapolate from how the cards have been rendered. Most of the creatures and people seem to wield a combination of futuristic technology combine with medieval weaponry.
Now, this would almost immediately make them appear as if they were just some hackneyed combination of the Royal Paladins and Nova Grapplers, until one looks at the species of a select few cards. The main boss card, Chrono Jet Dragon, is not just a typical reptilian, but a Gear Dragon. This brings in an element of mysticism and likely alludes to some form of magic within the clan (if dragons exist, then one must be able to control or converse with them in order to gain their trust, no?). Not only that, but while some technological advancements stretch to outright laser weaponry (as seen with Twin Maser Dragon and Mystery Flare Dragon), there are others that are firmly rooted in steampunk-era melee combat (as seen with Dadashig). This means that the technology we’ve seen is likely magi-tech, advanced machinery and weaponry enhanced by magic spells, artifacts or a true combination of magic and science.
This means that the clan is heavily advanced in its culture, even though (according to the show), the clan has been missing for who knows how long. Still, this means that there’s certainly one theory that can be dismissed, which I will address later. For now, however, there’s still more to be addressed.
Part 2: Abilities
The main mechanic with Gear Chronicle (at least from what can be said about Chrono Jet) is the ability to return cards on your opponents field to the bottom of the deck (and maybe even the top, too). Think of it as sending units back in time.
Something else that’s interesting is the ability of two cards (both Steam Breath Dragon and Gunner Gear Dracokid) is that they can search the deck, not just the top five cards, for a Grade 3 (though Steam Breath is restricted to Chrono Jet cards). This puts even more emphasis on the time travel aspect that’s already heavily prevalent in the clan. And heck, even the main Stride unit has this motif hidden in it as well! While the extra turn by some seems completely broken (even though it’s still freaking hard to pull off), if it does activate, one can see it as gaining and extra turn. A few more plays. Turning back time. This constant focus on time and either conquering it or manipulating it assists in making conclusions about the clan itself, and if you’ve got some spare intuition, you might see where I’m going. However, there’s still a sneaking little spider that I’ve got to squash, so bear with me.
Alt. Theory: Link Joker Reborn
With the ending of season 4 bringing about the supposed end to the war against Link Joker with the splitting of the seed by good old Blaster Blade, one would easily assume that Gear Chronicle is just Link Joker reborn. However, there are still a few flaws in this theory. For one, the geographic locations of both Dark Zone and Stargate. Now, I know that this isn’t that big of a deal, but it’s still an issue that needs to be addressed. As seen in people and animals, things tend to gravitate towards what they’re more accustomed to rather than what is foreign. If Link Joker was ever reborn, they would likely stay somewhere in Star Gate, where all the technology is, instead of transferring to the magic-heavy Dark Zone (which, I’d like to mention, is halfway across Cray). Not only that, but even with the inclusion of technology in Gear Chronicle, they’re still leagues behind the clans in Star Gate. Now, I know that most people are going to say. “Oh, but what about Deletors? Gear Chronicle only showed up after Link Joker was defeated!” And here’s what I have to say. For one, Deletors can be considered as the original Link Joker; aliens bent on rending and razing everything into immeasurable piles of dust and ruin. They, along with the Star-vaders (who, I’d like to mention, are cybernetically enhanced soldiers of the Deletors) are inherently malevolent and seek nothing but destruction and assimilation (like of the Cybermen and Daleks ever teamed up). In contrast, Gear Chronicle is a clan that seeks knowledge, spanning all manner of times and dimensions to gain what they so desire, only dropping into Cray because a rift happen to open. So what does this mean? Well, here’s what I think.
Conclusion
Like with the Bluish Flame Liberators, I think that Gear Chronicle was taken from another time with the assistance of Zenon in order to maintain balance on Cray. Learning of the dire needs of the planet, the soldiers of Gear Chronicle obliged, knowing that they could easily gain new information about its inhabitants and the humans that commanded them, as well. With these studies being conducted, it’s obvious to know that all the other nations would be suspicious. However, Gear Chronicle knows something. They see a threat on the horizon, as a result of jumping rampantly through space and time, and have come to assist Cray before they fall to whatever lies over the horizon. But hey, that’s just my spin on things. Got anything better?
Monday, November 3, 2014
Star-Vader, Blaster Joker Deck Profile
The unthinkable has happened, as the once proud Blaster Blade has not only been abducted by Link Joker, but has also been turned into their own, under the name Blaster Joker. Paired with Photon, this Legion is a very powerful being to face.
As a request by one of the other members of the Grand Sanctuary, I will be putting up my own opinions of these cards, their support, and what I believe the deck should look like.
First, lets start with the star of the deck:
[ACT](VC): Legion 20000 "Companion Star Star-Vader, Photon" (If your opponent's vanguard is grade 3 or greater, this unit may return four cards from your drop zone into your deck once, search your deck for the specified card, and Legion)
[ACT](VC):[Counter Blast (2) & Soul Blast (2) & Choose one of your rear-guards with "Star-vader" in its card name, and lock it] If this unit is in Legion, lock all of your opponent's rear-guards, choose one of your opponent's Legion Mate, and retire it.
[AUTO](VC):[Choose one card with the same name as a unit in your (VC) from your hand, and put it into your soul] When this unit attacks a vanguard, you may pay the cost. If you do, this unit gets [Critical]+1 until end of that battle.
Absolute Lock. Absolute Break. Absolute Insanity! Locking all the Rearguards and breaking off a Legion Mate is devastating! Not only does this assure that a major part of the field is unusable next turn, it prompts the opponent to re-ride the Vanguard to where they can make an effective attack. If I had to compare this card to others, it would be the Deletors. But unlike Deletors, who zero out the attack power altogether, Blaster Joker only hinders the Vanguard by a little. His real power is crippling the defenses of the rearguards and making sure Legion won't be too much of a hassle, provided the opponent cannot ride on the next turn. His second ability is interesting as well, as you can have up to 6 cards, which are the other copies of Photon and Blaster Joker, that you can use to give your attack an extra critical, and even if it doesn't reach the opponent, that's another member to the soul that can be used for the Legion skill next time.
The only problem is the main problem most Star-vader Boss cards have: Counterblasts. With the absence of a reliable damage unflipping card, this ability to lock and retire a mate can only be used so many times, usually 2 times provided you don't heal off the damage. With his soul charging ability, the soul will not be that much of a problem, and locking a rear? Not too bad for what you do to your opponent. But for the most cases, using that ability should be only when:
1: The opponent is in Legion
and/or
2: The opponent has a field of 3 or more rearguards.
Now, why don't we look at Blaster Joker's mate? You may know him, as he is used even outside of Legion:
[AUTO]:When this unit is placed on (RC), if you have a vanguard with "Star-vader" in its card name, and your opponent has a locked card, choose one of your opponent's rear-guards, and lock it. (The locked card is turned face down, and cannot do anything. It turns face up at the end of the owner's turn.)
Like I said, this card has been used outside of Legion play because it's ability is very, VERY good for Link Joker. Instead of paying a counterblast, hitting an attack, or being a Vanguard grade 3, Photon has the luxury of locking just by being called while your opponent has a locked card. Take that, Dust Tail Unicorn! Photon may not be able to be used outside of Star-Vader, but that's not a big issue. The real issue is using him alongside Blaster Joker. It's not the best as a Rearguard for Blaster Joker, as you will already have locked everything on the field. But that being said, since Blaster Joker will have to be accompanied by another grade 3 (unless you somehow make a 4 Grade 3 deck work? :/ ) you can use Photon to lock any stragglers that get left behind from their abilities.
Now let's look at the 2 cards meant for Blaster Joker support, along with 1 that can't be overlooked, despite it not having a specific effect with him:
[AUTO]: Forerunner (When a unit of the same clan rides this unit, you may call this unit to (RC))
[AUTO](RC):[Put this unit into your soul] When an attack hits a vanguard during the battle that this unit boosted, if your vanguard is in Legion, you may pay the cost. If you do, choose up to two of your opponent's locked cards, and those cards cannot be unlocked during your opponent's next end phase.
Again, this card may not have a specific effect with Blaster Joker, but consider this: Brave Fang is a Link Joker copy of Wingal. Wingal being Blaster Blade's partner, I just have to talk about him.
His effect is an Omega Lock on 2 cards after he boosts a successful attack while your Vanguard is in Legion. When combined with Absolute Lock, this skill is very handy, as you can assure that both rearguard columns cannot attack for 2 turns, even if you cannot activate the Legion skill again. Very useful in most Link Joker decks that benefit from Omega Locks.
[ACT](RC):[[Rest] this unit] If your vanguard is in Legion, choose a unit named "Star-vader, Blaster Joker" in your (VC), and that unit gets [Power]+10000 until end of turn.
Now here is a familiar face that has direct ties to Blaster Joker. Marron has also been cloned, and packs an even bigger punch! He just gives any Blaster Joker 10000 power just by resting itself. Not only is that a big power boost, but it also gives you a perfect candidate to lock for your Legion Skill after you rest it! Big things do come in Minuscule packages.
[AUTO]:When this unit is placed on (RC), if your vanguard is in Legion, and the number of locked cards your opponent has is two or more, search your deck for up to one card named "Star-vader, Blaster Joker", reveal it to your opponent, put it into your hand, and shuffle your deck.
Have you guessed what this unit is? While it should be easy, it's hard to see Gallatin back after not being useful in many decks thanks to cards like Phallon. But yes, he is cloned, and is much more useful than his human counterpart. If you have locked 2 or more cards, and your Vanguard is in Legion, you can search a Blaster Joker straight from your deck. That is good for 2 reasons:
1: If you use another Legion because you don't have Blaster Joker, you can search him out for the next turn.
2: If you are already at Blaster Joker Legion, you can use the searched card for his critical effect
This changes how other Legions work with this deck, cause you can get to your boss card even faster when you aren't able to ride him, and even if you have already ridden him, you can just use it for the critical effect, not only thinning your deck, but giving you even more pressure.
After all of those cards, it's certain that Blaster Joker is not something to be taken lightly. In the right hands, you can devastate you opponent with pressure. Now, knowing all this info, here is my take on the deck centered around Blaster Joker:
Grade 0 x17
x1 Star-Vader, Brave Fang (Starter)
x4 Star-Vader, Apollo Nail Dragon(Critical)
x2 Star Vader, Null Chameleon (Critical)
x4 Star-Vader, Jeiratail (Draw)
x2 Star-Vader, Nebula Captor (Draw)
Grade 1 x14
x4 Barrier Star-Vader, Promethium (PG)
x4 Star-Vader, Bolt Line
x3 Demon Claw Star-Vader, Lanthanum
x3 Minuscule Star-Vader, Mayoron
Grade 2 x11
x4 Companion Star Star-Vader, Photon
x4 Flash Gun Star-Vader, Osmium
x3 Silence Star-Vader, Dilaton
Grade 3 x8
x4 Star-Vader, Blaster Joker (Legion)
x4 Star-Vader, Garnet Star Dragon (Legion)
Daltorus