Sunday, May 20, 2012

[Vancouver, BC] Cardfight!! Vanguard Team Tournament

Hey guys,
Today DifferenceinSkill is hosting a Cardfight!! Vanguard team tournament with an anime-style format; that is, best of 1 between two players and they both switch out after the game. Teams consist of three people and we estimate there will be 6-8 teams present today.
If you're in the area in the afternoon, come check it out and spectate:

8136 Cambie St.
Vancouver, BC V6P 3J5
Canada



If you take the Canada Line and get off at Marine Dr. station, it's a 3 minute walk away. You walk to the Marine Dr. and Cambie intersection, cross the street in the same direction and the shop is the far corner unit of the blue building.

I will be playing in it myself with a Tsukuyomi deck and will be posting a tournament report later on today, if not tomorrow.

-HerO

Thursday, May 17, 2012

Monday, May 14, 2012

The Impact of Booster Set 6: Breaker of Limits

Introduction
Now that I've had some time to experience and witness first-hand most, if not all the cards from the new set, I will be re-analysing which cards lived up to the hype, and which ones crashed and burned. Did Limit Break really recreate the meta, or did the new kids on the block not create enough of a splash? Let's find out.


Gold Paladin
With the release of Booster Set 6 came one of the most hyped clans to date: Gold Paladin. With cards similar in style to Royal Paladin and multiple Limit Break cards, the clan immediately became one of the most sought after. Cards such as Incadescent Lion, Blonde Ezel reached high prices and demand as many players wanted to create this deck. In my opinion, Gold Paladin have created a significant impact in the meta, not only because of their Limit Break cards, but also through the various cards that allow them to create field and hand advantage. Cards that reminded one of Royal Paladin such as Great Silver Wolf, Garmore increased the demand as the thought process became, "If Royal Paladin is a top tier clan, Gold Paladin must also be"; which in general has proven to be true, especially through their Limit Break cards. The Gold Paladin Limit Break cards are especially good as not only do they constantly create field advantage, they can also attack for high amounts of power, which without a perfect guard can prove to drain the opponent's hand quickly. It is this fearful combination that has boosted Gold Paladin to an extremely high tier and in my opinion will stay there for a while to come.


Verdict (Hit or Flop?): Hit


Narukami
The second-most hyped up clan from Booster Set 6 was definitely Narukami, or more specifically Dragonic Kaiser Vermillion. Some though the card would break the meta, others in between and other didn't think much of it. To be honest, Dragonic Kaiser Vermillion is a good card yes, but not nearly as good as some (including myself) thought it would be. If we think about it, if Dragonic Kaiser Vermillion didn't require each attack target through it's Limit Break ability to be guarded separately, the card would be trash. In reality, the card is not that powerful, unless used at an appropriate time. Most players I see just use it's Limit Break ability the moment they have 3 counterblast and 4 damage, which in my opinion is the wrong way to use it. If we're in the midgame and I have plenty of cards in my hand, losing two rearguards is not the biggest deal to me, I can easily replace them next turn. Dragonic Kaiser Vermillion's effect is best used in the late game, where a) the opponent is low on cards and will likely depend on interceptors to survive or b) the opponent has good rearguards out (ie. Swordsman of Explosive Flames, Palamedes) that you want to get rid of quickly, and even then, in my own personal experience, wasn't as game-changing as I thought it was going to be. The biggest current flaw of this card is not with the card itself, but with the players that misuse it paired with the high expectations most had about the impact this card would have, which unfortunately is what is making the card not as effective as most people thought it was going to be.


Secondly, the other biggest flaw with the clan is a decent starting Vanguard. Neither Lizard Soldier Saishin or Spark Kid, Dragoon are particularly good, especially when you compare it to Lizard Soldier, Conroe. Lizard Soldier Saishin by counterblasting 1 and moving it to soul allows you to retire one of your opponent's Grade 0 rearguards, which is only particularly useful against Royal Paladin (Barcgal), Gold Paladin (Crimson Lion Cub, Kyrph and Incadescent Lion, Blonde Ezel's superior ride) and Kagero (Lizard Soldier, Conroe). Spark Kid, Dragoon on the other hand is even worse, counterblasting 1 and putting it to the soul for a chance of breaking even with a Grade 3. With neither particularly good or even contributing to the deck in general, Narukami still has a bit to go before I would call it a tier 1 deck.


Verdict: Flop




Angel Feather
The last new clan introduced in Set 6, Angel Feather are a little harder to judge. Even before they were released, no one really thought that they were going to be a top tier clan, simply a gimmicky clan that seemed really fun to play; which turned out to be exactly the case. It's a little hard to judge this clan as expectations were not really that high to begin with. I think the two most hyped-up cards were the two main Grade 3's: Circular Saw, Kiriel and Cosmo Healer, Egodiel and her ride chain. 


Circular Saw, Kiriel became popular due to her Limit Break ability of increasing her power by 5000 power. Her other effect is also good, albeit situational of counterblasting 1 when called to the Vanguard circle to superior call something from the damage zone and then retaking the damage from the top card of your deck. While her generic Limit Break ability may give opponents a hard time, it remains a 10k Vangaurd on your opponent's turn, making Circular Saw, Kiriel susceptible to 20k attacks and other Limit Break cards.


Cosmo Healer, Egodiel, while it pressures your opponent into guarding due to her Persona Blast, creates little to no direct advantage through her ride chain compared to others. In short, there is nothing special about the ride chain, for that matter the whole clan. It's whole theme becomes a simple gimmick that may or may not be useful during an actual match. That being said, I still think the clan is loads of fun to play which in my opinion was what people expected it to be, therefore is successful.


Verdict: Hit


Conclusion
It seems that while the meta wasn't completely recreated, some clans more than others have impacted the meta and players will have to adapt in order to continue to be successful at this game. Limit Break abilities while powerful at times can usually be handled by the opposing player relatively well, either with more perfect guards, or playing conservative so you can replenish your field when the big, bad Dragonic Kaiser Vermillion uses it's ability. I think what Limit Break has successfully done is refresh the game, with new cards, clans and abilities. With new trial decks as well, new players will be wanting to try them out. I mean, who can resist a clan called "Gold Paladin"? All in all I can confidently call Booster Set 6: Breaker of Limits a successful set.


HerO


Don't forget to check out KS Games for all your Cardfight!! Vanguard needs!

Sunday, May 13, 2012

[Video]: Oracle Think Tank 101 Episode 2 with HerO

Hey guys, sorry for the lack of written articles lately, been caught up in some stuff but hopefully will be getting articles out soon. For now here's the next episode of Oracle Think Tank 101 on the YouTube channel DifferenceinSkill which focusses on Tsukuyomi, the deck in general and what cards are involved.




Enjoy and don't forget to comment, like and sub!


Thanks,
HerO

Friday, May 11, 2012

[Video]: Nationality Challenge with DifferenceinSkill

Challenge with DifferenceinSkill
As you all know I am part of a Cardfight!! Vanguard YouTube channel called DifferenceinSkill. My friend and I have created a video to clarify some things, including the fact that I don't print mats, I just design them. At the end of the video we have included a little challenge where the winner will get a shoutout and a pack of BT06. Here are some clues to my nationality as no one is even close:


1. I'm not mixed.
2. I'm not from anywhere in Asia.


Those should be enough to get a winner soon. Once the correct nationalities have been guessed, comments will be disabled and the winner notified in a follow-up video. Winner must also be subscribed to our channel in order to be eligible!


Thank, HerO

Tuesday, May 8, 2012

[Video]: Deck Check with HerO - Oracle Think Tank

Hey guys,
Here's my deck check and some explanations of my Oracle Think Tank deck. For more in depth explanations, check out my Oracle Think Tank 101 video below the deck check.


Deck Check Video:


Deck List:
Grade 0: 16
x4 Lozenge Magus
x4 Psychic Bird
x2 Oracle Guardian, Nike
x4 Dream Eater
x2 Miracle Kid

Grade 1: 15
x4 Battle Sister Chocolat
x3 Battle Sister Cocoa
x4 Oracle Guardian Gemini
x2 Weather Girl Milk
x2 Luck Bird

Grade 2: 12
x3 Silent Tom
x3 Battle Sister, Mocha
x4 Oracle Guardian, Wiseman
x2 Security Guardian

Grade 3: 7
x4 CEO Amaterasu
x3 Oracle Guardian, Apollon



Oracle Think Tank 101 Video:
-HerO

Don't forget to check out KS Games for all your Cardfight!! Vanguard needs!

Sunday, May 6, 2012

Extra Booster 3 Preview: Spectral Duke Dragon

UPDATE 08/05/12: When I first wrote this article I knew the superior ride chain existed, but was unaware of the cards' superior calling abilities. As such I have updated the article to reflect this new knowledge. I am sorry for my ignorance and inconvenience and will make sure it doesn't happen again.


Introduction
With many cards from Extra Booster 3 (EB03) being revealed, the one that has received the most attention is Spectral Duke Dragon. With the card art and effect somewhat appearing Shadow Paladin-like, it seems that this card (and ride chain) will be what Ren will be using in the anime. Some debate has broken out however, about the usefulness and general competitiveness of the card itself, due to it's effect. I will analyse the card in order to give people a better understanding of what to expect from this card in the competitive scene.


Spectral Duke Dragon
I can't go on without introducing the card itself, so here it is:
AUTO 【V】 [Limit Break(4) (when you have at least 4 damages)]: [CounterBlast(2) & retire 3 of your 《Gold Paladin》 rear-guards) When the close step involving this card attacking the vanguard begins, you can pay the cost. If you do, Stand this unit, and during this turn, this card loses "Twin Drive!!".


CONT 【V】: If 「Knight of Black Dragon, Vortimer」 is in your soul, this unit get Power +1000.

At first glance, we can see that the effect has a steep price: counterblasting 2 cards and retiring three of our rearguards. And for what? Standing JUST itself with no Twin Drive. I can sort of see why some people may think this card is good, especially newer players; "It's similar to Dragonic Overlord the End, it must be good!". The usefulness of the card however, depends on the meta you are playing, either English or Japanese. For Japanese, the card in the highest tiers of play, ie. against Dragonic Overlord the End or Majesty Lord Blaster is subpar. The reason being is that even with the power of a trigger, a 12k Majesty Lord Blaster and 13k Dragonic Overlord the End can guard the attack for 5k for no triggers and 10k for sure as Spectral Duke Dragon can only get one trigger when it stands as it loses Twin Drive. The only time I would ever pay it's cost is if my opponent is at 5 damage, has no hand, has no interceptors, and/or Spectral Duke Dragon has the power of two triggers on it. For English on the other hand, the card is a little better due to the fact that all Vanguards in the English format are 10k/11k meaning Spectral Duke will force out at least a 10k guard from the other player. Once again, a little better but still a little situational.


The Ride Chain
However, what makes this card more viable is it's ride chain. Both the Grade 1 and Grade 2 units in the ride chain allow you to Retire one of your own rearguards in order to call onto the field the top two cards from your deck, netting you a +1 overall, but only if you ride them over their respective parts of the ride chain. Not only that, but when you ride the Grade 1, you can check the top seven cards of your deck for either the Grade 2 or Spectral Duke Dragon himself. In the end, before you ride Spectral Duke Dragon, you can plus up to three times, in some way balancing out the minus you will experience when you use Spectral Duke Dragon's effect. The 3 rearguards that you will sacrifice for it's effect will have been essentially "free" therefore will not cause you to lose hand advantage the turn after when you try to replenish your field. But is it still worth it? Standing Spectral Duke Dragon with the power of one trigger will force a 10k-15k guard from your opponent in the English meta, for reasons stated earlier. As so, the whole deck's central focus becomes simply forcing your opponent to drop 1-2 more cards once, and more rarely, twice per game, keeping in mind that the second time you do it, it will cost you cards from your hand as the ride chain simply sets you up to be able to use it once without costing you additional cards. There also exists the problem of missing  a ride on one of the parts of the chain. If this were to happen, your whole set-up will be nullified making Spectral Duke Dragon's effect more costly to you. The way I see it, the deck commitment required along with consistency issues will give this deck a hard time to reach the highest tiers of play, especially with non-Spectral Duke Dragon Gold Paladin builds being more consistent and harder hitting.

Verdict
In my opinion, Spectral Duke Dragon, in the current state of Gold Paladin, will have a hard time seeing the light of high competitive play, but will remain a popular choice for Gold Paladin players due to it's art and ride chain. With a steep albeit supplied cost and an okay effect, some players will find it easier than others to justify the deck space required to run and to ignore the consistency issues. Once again, only time will tell if our assumptions in the card and ride chain are true.

-HerO

Don't forget to go to KS Games for all your Cardfight!! Vanguard needs!