Sunday, 14 October 2012

The "Witnes Incident" Curse

I know it's not been a day since the last post but i really gotta let you guys know, this so-called "Witnes Incident".

All of you think that you got 4 damages it safe and all good. Well...YOUR SO WRONG~!
I'll tell you why, and all this began at my country's WGP (Jap version).

So I was in the 4th match of the Swiss rounds qualifiers, and I met my Casual Shop Manager, Witnes. He a pro that plays Granblue, so we were all cool and all until we'll at those "CLOSE" to winning situations. It was he's turn and thus he attack me with his Cocytus(Limit Break +5k), and I was all cool with just 4 damages, even though with 4 damages, i still gave him a shield that required him to have 2 triggers to pass the attack. And what really shock the soul out of me was, he gave me one Critical Trigger, one Heal Trigger. I was like "Fork"( you know), and thus at that very moment it was called the "Witnes Incident", but that's not the end of it.

So today I was at a Team tournament, i was all cool with my Aqua Force deck and stuff. Then I had to fight a MLB player, it was kinda tough, but in the end i had the advantage of the game. Again, it was his turn, so attack me first with his Rearguard gave me a damage check of a Heal trigger, Me having just 4 damages and a 16k VG, and it's his "Vanilla" MLB's turn to attack, having sure that it's a "2 to pass" check. So i declare no guard, again, I had all the advantages. But then the "Witnes Incident" struck, and my opponent gave me a double trigger, again, One Critical and One Heal. End of the Story.

So guys, if you had all the advantages and all, just give him a "NO PASS" defense.
By the Way, maybe it's just me but somehow i'm able to predict my opponent's Drive Check, well, i suppose having the "Witnes Incident" curse and Psy-Qualia isn't so bad at all, i think....

Saturday, 13 October 2012

Trigger Builds(Stand or Crit) -handling and building~!

Hi guys, It's me again, Ice, on DivineSkill to teach you all you need to know about CardFight!!Vanguard! Let's get started!

This week, I'm gonna talk about trigger builds and ways of building your trigger build or handling your opponent's trigger, ways to counter either Stand or Critical, or maybe even both of them~!

Critical Build or Stand Build?
Critical Build

Seeing Critical builds are a more stable build then Stand Builds, well, too me that's actually not the case here. Both builds are actually just as good as the other one, Critical are in a way will pressure your opponent and are also able to add the +power to RG units that haven't attack yet.
Stand Build
Stand Build wouldn't pressurize your opponent at all, well, at least their Vanguard wouldn't , as for the Rearguards......different story. Because Stand trigger build decks can have multiple attacks, they wouldn't mind attack your rearguards at all because they can just re-stand their RG units to attack your Vanguard again.

Countering Trigger Builds and Ways of Handling them.
Well, as i said, both trigger builds are just as good as the other one, so handling them both isn't a easy job, unless....
Criticals, Double the Pain!!!
Attacking with the Vanguard first to get "power-ups" first isn't a bad idea, especially with Critical build decks. The first thing you need to know about Critical triggers are, one, they double the damage you're gonna get; two, able to add +power to RG units is not good for you. So, how exactly are we gonna counter them? Easy, by fighting Fire with Fire, sounds useless but see as I explain. Using "Fire" against "Fire", I don't mean using Criticals against Criticals. Only target the opponent's Vanguard, even if you play a stand build deck. (The truth is, even i got pwn'd by a Stand build and i was using Criticals)

Stand, RearGuard TARGETED!!!
Attacking with the Rearguard to the opponents Vanguard maybe cause your opponent to have a damage trigger check. So mostly Stand Builds will attack Rearguards instead of Vanguard, so the best way to handle them is to get their RearGuards, no Rearguards, No Standing. It pretty much pressures Stand build players so they will really try to guard their RearGuards. ( And so at the WGP i pwn'd back alot of Stand Build players xD)


Well folks, that's about it, tune in next week for a deck review. For as in what deck it is, i keep that a secret~






Sunday, 7 October 2012

CardFight! Vanguard! basic steps to some DivineSkills

CardFight! Vanguard! Here's some basic steps for YOU ( yea, you!) to get some DivineSkills!

Before we start, let me introduce myself, I'm Ice and I'll be your host for this Blog~
Firstly, if you're still lost in the rules and regulations of the game, or even not sure how to play the game, please refer to this website, http://bushiroad.fm/.
If you're still not sure of the rules on how to play, don't worry, I post some videos later on for you to learn. ^^
So, here's for all of you who has already know how to play the game, I'm sure all of you are quite experience and try your best to be the BEST!!! But you might want to remember some of the basics, which might lead to your victory in some game you'll play.
Well, the most basic thing to have in this game is a deck, no deck, no victory. So for you to have deck, it must be well suited for you, in this game the strongest deck in the game may not be the best deck for you, it all depends on how you play it, and wether you like it. I gonna give you some advice and tips on how to choose a suitable deck for yourself, and here some deck reviews to help you with, enjoy~


Dragon Empire, IT'S OVER 9000!!!
For all you powerhouse maniacs, it's best you use the clans from the Dragon Empire, such as Kagero, Tachikaze and maybe even Narukami. It's have a great taste of crushing your enemy in a instant, burning them in despair......since there are 6 clans from the Dragon Empire, you may have a hard time choosing, so here a way to choose~
Kagero, BURN, BABY, BURN!!!
Kagero focuses on retiring opponents Rearguard and gaining benefits from doing so, some of them like Dragonic Overload or Dragon Overload The End, enables itself to re-stand itself, for more crazy fire breathing!!! so if your into FIRE, this is the deck for you.
Tachikaze, Carnivores...I LOVE MEAT!
Tachikaze has a love of retiring it's own units for more POWER!!! such as Military Dragon, Raptor Colonel, it's skill allows him to retire 2 of your own units to gain the power of the units it retired. So if your into HUGE AMOUNTS OF POWER, this is the deck for you wanna use!!!
Narukami, THOR? is that you?
Narukami is base on thunder and lightning, it strikes your opponent with devastating blows, cards like Dragonic Kaiser, Vermillion attacks all your opponent front row units at once when it's limit has be reached. If your into pure strikes and breaking limits in the Dragon Empire, this is the deck for you.
Murakumo, KAGE BUSHI NO JUTSU!!!!
Murakumo units have a large sets of skills that superior call units to the field from the deck, most of their grade 3 units have skills that "trap" their opponents vanguard. This is the deck for you if your in to cunning and tricky skills.
United Sanctuary, I Know I Can Count On You, Buddy~
The United Sanctuary, almost all it decks are base on superior calling units to your field, like...
Royal Paladins, power me up my comrades!!!
The Royal Paladins focuses on superior calling units to the rearguard for power other units on the field, most of their units have required specific units on the field or in the soul to unlock massive and killer skills for the vanguard.
Shadow Paladins, the black sheeps of the United Sanctuary.
Unlike the Royal Paladins, shadow paladins focus on retiring their own units for powering up their Vanguard. Most of their units are counterparts of the Royal Paladin clan.
Gold Paladin, you call me now you kill me...=3=
Gold Paladin are most likely a mixture of Royal and Shadow Paladins, it has both superior calling and retiring rearguards skills for unlocking skills or powering up their Vanguard. If you can choose between the Royal and the Shadow paladins, this is your deck to use.
Oracle Think Tank, predictions....
Oracle think tank have a large variety of skills that gives you the the ability to look at your top deck or even make your hand size REAL big. Depending on wether you want it to have souls or want it to be soul-less, it will have different purposes on both playstyles and, well, handsize. If you are a beginner, better use other deck before using this clan.
Angel Feather, heal me!!!
Angel Feather focuses on healing your damage zone or swapping hand with damage zone, it skills also benefits from adding or removing skills from the damage zone. If you prefer having less damage in the game, angel feathers are for YOU!!!

The Dark Zone, Happy Halloween.
Most of the clans in the Dark Zone have set of skills that soul charge to unlock skill for the later game.
Pale Moon, the midnight circus.
Pale Moon focuses on soul charging and superior calling units from the soul. Unlike the Dark Irregulars, Pale Moon does not have alot of soulchargering skills, so most of the units have skills that put them into the soul after fulfilling certain conditons. Most of its units gain benefits from superior calling. If your into flying monkeys and jumping clowns, yup, Pale Moon is yours.
Dark Irregular, demons and succubus.
Dark Irregular focuses on soulcharging until their souls become SUPER REAL THICK, I MEAN REAL THICK. They gain benefits from soul charging, like powering up their units or retiring your opponents units. This clan is for you if you have a real taste of making your soul SUPER SUPER THICK!!!!!
Spike Brothers , pass the ball, bro!!!
Spike Brothers have skills that are "hit n' run", they make benefits of soul charger or soul blasting to superior call units or powering up their rearguards. If your into football and your a "good" sportsmen, then the spikies are the clan for you.

Magallanica, the Seven Seas.
Magallanica is a country consisting undying creatures and enchanted inhabits, and the even the Naval Military, so if you're into any of these stuff, you might wanna check them out!
Granblue, Pirates of the Carribean?
Granblue is a clan that have skills that superior call their units from the drop zone, just by retiring a low grade unit, you can superior call a GRADE 3 (Morikawa style) from the drop zone. If you have taste of the undead and pirates, and also like pulling units up from the grave, this clan is for you.
Aqua Force, Sir, Yes Sir!!!
Aqua Force is a clan focusing on attacking more then 3 times in a turn, and unlocking skills while doing that, there are certain units which allow the aqua force units to unlock skills such as drawing a extra card, retiring opponents units and re-standing their own units. Said to be the legendary clan, almost all of their grade 3 vanguard units can reach 16k itself without boost, if your a addict for multiple attacks in one turn and having high attacking vanguards, Aqua Force is for you to command.
Bermuda Triangle, the Idols Under the Sea!
The bermuda Triangle has skills that return their units back to the hand from the field, some of their units benefit from doing so. But that isnot the only thing idols can do, their chain ride enables them to make your handsize real big, their also have a awesome megablast unit that is a beatstick and also helps you with your hand cards. Like cute girls? Then bermuda's all the way.

Zoo, it means what it means...
The name says it all.
Neo Nectar, Grow, weeds, grow!!!
The neo nectar is a great deck to start if you're a beginner, it focuses on superior calling units from the deck to the field and gaining benefits from doing so. It can be a real beatstick once it has it's skills actived, calling units from the deck or have 21k RG to attack with, that's something i would want to face with.... So if you are an "eco-friendly" player, this just might work for you.
MegaColony, Bugs, Stunning!
MegaColony can be a very terrifying clan once you disturb the bugs out of them, they can force your opponent units unable to stand, forcing them unable to attack. For every sting can be very "stunning", make it difficult for your opponent wether tp guard or not. Want something stunning? MegaColony is the answer!
Great Nature, Animal Planet.
Having some very intelligence animals, Great Nature adds power to their RG units and retire them at the end phase, gaining benefits from doing so. Having RG units with attack power of 20k to 45k, it is just terrifying to think about it. Like smart animals? Go give Great Nature a try~

StarGate, Gundams, Ultraman and stuff....
For now, the StarGate nation have a great sense of make the units stand after attacking, even the Vanguard unit too...
Nova Grappler, Stand, my People.
Wether it's a critical build or a stand build, the Nova Grappler can still be as strong as any top-tier clans, it has many builds, standing for Azure Dragon and Asura Kaiser; Critical for Cosmo Lord and Stern Blakruger. And also with the ability to unflip damages, it is just overpowered. Take on Nova Grapplers if you like both critical and stand.
Dimension Police, Justice Gundam.
Able to stand the Vanguard itself after attack, the Dimension Police also adds on power to the Vanguard to unlock skills. Getting their crossride in BT08, Dimension Police has proven itslef to be a top-tier deck, able to superior ride and and add power, sometimes plus an extra critical, how incredible is that?!

For now, these are all the clans that are released. Stay tune for more DivineSkill lesson a week after. Ice signing off~