Showing posts with label clan booster. Show all posts
Showing posts with label clan booster. Show all posts

Tuesday, August 4, 2015

News: Aqua Force Clan Booster "Commander of Waves" to Launch October 23rd, Comic Booster Sleeves

August 4th, 2015. During today's weekly stream, host personality Doctor O unveiled the title and launch date for the previously-announced clan booster, G-Clan Booster 02: Commander of Waves. (連波の指揮官 Renpa no Shikikan lit. "Commander of Connected/Successive Waves;" initially misread as 連破 Renpa "Successive Wins") Featuring Euro League pro cardfighter Jaime Alcaraz from the TV anime Cardfight!! Vanguard G, the booster set will launch the month after G-Comic Booster 01: Leaders & Deletors hits the Japanese game. Commander of Waves will launch on October 23rd in Japan. No international release date has been given as of yet. A complete recording of the broadcast may now be viewed below.

In other Leaders & Deletors related news, a pair of sleeves were also announced during the broadcast for a September 18th release date. Featuring protagonist Sendou Aichi and antagonist Ibuki Kouji as illustrated by the manga's lead artist Itou Akira, these are the second set of sleeves to feature the manga incarnation of Aichi, after another dual release of manga sleeves from October 2013 featuring Aichi and Kai Toshiki, also illustrated by Itou.

Doctor O also unveiled three cards from the upcoming G-BT04: Soul Strike Against the Supreme, presented below.

Greedy Devourer, Gleipnir
AUTO (Rearguard circle): Generation break 1: [Counterblast 1] When this unit attacks a vanguard, if this unit is boosted, you may pay the cost. If you do, soulcharge 3, and if a card has been sent from the soul to the drop zone during this turn, draw 1 card.

Charming Mutant, Sweet Cocktail
AUTO (Rearguard circle): Generation break 1: [Counterblast 1] When this unit attacks a vanguard, if this unit is boosted, you may pay the cost. If you do, choose 1 of your opponent's rearguards, rest it, and until the end of your opponent's next turn, that unit gets "AUTO (Rearguard circle): During the end phase of your turn, if this unit is rested, your opponent draws 1 card.", during this turn, that unit cannot intercept. During your opponent's next stand phase, that unit cannot stand.

Coercive Mutant, Darkface
AUTO (Vanguard circle): Generation break 2: [Soulblast 2] When one of your opponent's units is placed on a rearguard circle, you may pay the cost. If you do, rest that unit.
AUTO (Vanguard circle): [Counterblast 1] During your turn, when your G unit strides, you may pay the cost. If you do, choose 2 of your opponent's rearguards, rest them, and until the end of your opponent's next turn, they get "AUTO (Rearguard circle): During the end phase of your turn, if this unit is rested, your opponent draws 1 card.", and during your opponent's next stand phase, those units cannot stand.


Above is a complete recording of the stream. Bushiroad Cardfight event report is at 5:30, Aqua Force clan booster announced at 33:23, manga sleeves at 34:49, G-BT04: Soul Strike Against the Supreme cards shown at 35:54. Today's article was made possible by the donations of our patrons at Patreon. Cardfight Pro is funded by public contributions from readers like you. 

Wednesday, July 8, 2015

News: Sixth Season "Cardfight!! Vanguard G GIAS Crisis" to Air, Comic Booster to Introduce "Docking Deletor, Graywon," Granblue to Receive Trial Deck

July 9th, 2015. At Bushiroad's Grand Strategy Presentation, Cardfight!! Vanguard producer Shima P unveiled the next season of the anime series, titled the Cardfight!! Vanguard G GIAS Crisis chapter (カードファイト!!ヴァンガードGギアースクライシス編 Kaadofaito!! Vangaado G Giaasu Kuraishisu Hen). When questioned as to what the titular crisis would be, Shima P was reluctant to answer, telling the audience to wait and see for themselves. The 30 minute Vanguard section of the presentation can be viewed below at the bottom of the page.

The season will introduce two new characters designed by franchise creator Itou Akira, Yumizuki Luna (弓月ルーナ) and Chouno Amu (蝶野アム). Luna's surname is written with the kanji for "moon bow" and her given name is taken from the Latin name for the moon. Amu's surname is written with the kanji for "butterfly field;" her given name is a play on the Japanese word amu 虻 meaning gadfly.

Additionally, it was announced at the conference that the long-awaited followup to Comic Style Vol. 1 will finally debut. G-Comic Booster 01: Leader and Deletor (先導者と根絶者 Sendousha to Deriitaa) will hit store shelves on September 25th, containing support exclusively for the Link Joker and Royal Paladin clans. Featuring Ibuki Kouji's Deletors and Sendou Aichi's Alfred cards from the manga, it has been announced that the card will introduce Ibuki's signature grade 3 from the manga, Docking Deletor Graywon.

The producer also revealed the current schedule for Cardfight!! Vanguard's upcoming products. In October 2015 there will be a clan booster for Aqua Force, in November there will be a set of trial decks featuring Gear Chronicle and Pale Moon, and a booster set featuring support for those clans as well as Link Joker, Narukami, and Oracle Think Tank. In December the next Fighter's Collection booster will feature support for all clans except for Etranger, Cray Elemetnal and Touken Ranbu. January will see another booster set drop, containing support for Nubatama, Tachikaze, and Spike Brothers. Finally, in January Granblue will receive a trial deck, and the booster set for that month will include support for Royal Paladin, Neo Nectar, Nova Grappler, Shadow Paladin, and Pale Moon.

Today's article was made possible by the donations of our patrons at Patreon. Cardfight Pro is funded by public contributions from readers like you.

Tuesday, June 16, 2015

News: Weekly Broadcast Features Harmony Versus Duo Fight

This morning Bushiroad of Japan's weekly broadcast commemorated the approaching release date of G-Clan Booster 01: Academy of Divas by featuring a fight between celebrity host Doctor O and company mascot Vangarou-kun. Doctor O played the new ♪♪ Harmony deck using Lawlis and Riddhe, while Vangarou-kun played a revamped Duo deck built around Eternal Sister Meer and her breakride from Divas Duet. Doctor O had just been in New York as part of Bushiroad's international Spring Festival earlier this week, and showed off a memento of the trip prior to the fight. Almost twelve thousand viewers tuned in to watch the fight, which is presented below in its entirety.


(Fight begins at 08:04)
Doctor O quickly took the lead with his explosive stride strategy, using the ♪♪ Harmony skills of Extraordinary Freshman Shizuku to remove grade 3s from his deck and ensure he could pay the cost of stride, while also repeatedly drawing off of Lawlis' and Emilia's generation break skills. This put him ahead in card advantage while necessitating very little counterblast, and due to Vangarou-kun running Cadet Shizuku as their first vanguard rather than Duo Lovers Singer Darling, it proved difficult for them to keep up versus the deck's draw power. With Doctor O at such a low damage count, Meer's restanding skill did little to make headway into his hand.

Bushiroad's weekly information bulletins air every Tuesday evening at 8:50 PM Japanese Standard Time. They first began in late January to accommodate a new information distribution model for Cardfight!! Vanguard G, as the amount of card information covered in Monthly Bushiroad magazine decreased and was redirected to other routes of distribution. The previous week contained the announcement of G-BT04: Soul Strike Against the Supreme, while the week before featured Ishii Mark (voice of Shindou Chrono) and mascot character Vangarou-kun in a fight using the Link Joker and Gold Paladin decks supported in G-BT03: Sovereign Star Dragon.

Today's article was made possible by the donations of our patrons at Patreon. Cardfight Pro is funded by public contributions from readers like you.

Wednesday, June 3, 2015

Today's Card Analysis: Single-minded Girl Riddhe & ♪♪ Harmony

The Japanese card of the day comes from the latest in a series of Harmony units from G-Clan Booster 01: Academy of Divas. Single-minded Girl Riddhe functions like other on-ride units introduced since Generation Stride, bringing with her a non-generation break skill that can be resolved when one will be the second fighter to stride. When used alongside her generation break 2 counterpart, Miracle Voice Lawlis, Riddhe helps form an effective all-around deck that can function well in many different scenarios and against several types of opponents. Riddhe also makes better use of the Harmony mechanics introduced by Academy of Divas, and with proper play can act as a much less situational Alfred for Bermuda Triangle.

AUTO (Vanguard/Rearguard circles): ♪♪ Harmony
CONT (Vanguard circle): Generation break 1: During your turn, this unit gets Power +5000 for each of your units in ♪♪ Harmony.
AUTO: [Counterblast 1, Soulblast 1] When this unit is placed on the vanguard circle, you may pay the cost. If paid, look at up to 5 cards from the top of your deck, search for up to 1 card with the ♪♪ Harmony ability from among them, reveal it to your opponent, put it into your hand, and shuffle that deck.

Riddhe's on-ride counterblast 1 soulblast 1 searches the top 5 cards of the deck for another unit with the Harmony skill, and then adds that unit to hand. Her skill is invaluable when going first, as it's a net +1 in card advantage that lets you search out the pieces of your ♪♪ Harmony strategy. This helps the Bermuda deck stand up to opponents that try to deliberately prevent skills from going off by staying at grade 2, and makes better use of the initial ride than riding a breakride or breakstride grade 3. When going second, Riddhe is still valuable since you can search out either herself or Lawlis from the top 5 cards and immediately discard one of those units to stride during the stride step.

Riddhe's generation break 1 is the first skill to make use of the ♪♪ Harmony ability effectively. To use her, you have to understand how this mechanic works; if any unit (including units that do not have ♪♪ Harmony) is placed in the same column as Riddhe, both units will be in Harmony. If either unit leaves the field, neither is in Harmony. This means that if any units are in Harmony at all, there will always be a minimum of two in that state. Like a pair of idols singing a duet, they're not in Harmony anymore if one of them falls off the stage. Also note that ♪♪ Harmony is not an instance, but a state like rest and stand; it is either on or off, and multiple Harmonies on a single unit cannot be accrued. Because Riddhe's generation break 1 is worded to receive its power bonus for every unit in Harmony, and by nature of the ♪♪ Harmony ability there will always be a minimum of two units in that state, if Riddhe is active at all she will have a +10000 power bonus. If any of your rearguard columns and Riddhe are also in Harmony with their respective boosters, this will translate to a +20000 power boost. If all three columns are in Harmony, Riddhe's power will cap at 41000 power unboosted, completely exceeding the likes of the King of Knights' Vanguard Ezzell or the Liberator of the Round Table Alfred. In terms of raw power, Riddhe is a new frontier.

One problem that Riddhe doesn't entirely solve is the stapling of ♪♪ Harmony to generation break. It's very arguable that because being in Harmony is already a strict condition, Bermuda Triangle's skills ought not to have the generation break restriction attached at all. Generation break requires waiting for several turns for skills to go online, while being in Harmony requires jealously safeguarding one's cards in hand from retire and lock skills by not playing them at all until ♪♪ Harmony can be used. When put together, generation break and ♪♪ Harmony restrictions translate to not playing any rearguards until both cardfighters are at grade 3, and the comparative reward for this passive play is low. Even in the case of Riddhe, whose power output for input dramatically exceeds that of most stride units, this skill synergizes poorly with not playing rearguards until the turn before one uses Riddhe's generation break, and doesn't provide an adequate means of paying back for all the time spent biding. The opponent will generally be at 3 damage by the time Riddhe first goes online, but to use her high power effectively you need them to be at at least 4 damage.

The existing Harmony units are the new first vanguard Akari, the breakstride Lawlis (at left), the grade 1 Shizuku, and the generation break attackers Lurrie and Sanya. Lurrie and Sanya are standard 10000-power and 12000-power grade 1 and grade 2 attackers, but have the additional caveat of needing to be in Harmony to function, with the trade-off that they can attack either a rearguard or a vanguard. Standard generation break attackers can only attack a vanguard for their skill. But Duo and PR♥ISM subclan attackers can already attack both vanguards and rearguards while not needing to wait to be at grade 3 to do so; generation break attackers are already a step backwards from subclan attackers, and so the integration of ♪♪ Harmony with generation break is a further step down. There is a real need for ♪♪ Harmony units that do not need to be at generation break 1 for their skills to resolve.

In the case of Miracle Voice Lawlis, she's intended to synergize with First Lesson Akari (at right). Lawlis' on-stride counterblast returns a rearguard to hand and then draws a card for a net +1, but one of the advantages to this is that it resets Akari's Harmony. Because Lawlis is replaced by the unit that you stride, the Harmony she establishes with Akari when she rides disappears on-stride. Returning Akari to hand lets you play her to a rearguard column and follow her up by playing another rearguard, putting both Akari's generation break and ♪♪ Harmony ability online. Then you can use Akari's skill to put her into the soul, return the rearguard you called to put her in Harmony to hand, and draw another card. If used with the on-return counterblast of Lovely Day for a Walk Emilia from the same set, you can draw yet another card from Emilia for another net +1.

As a modern card advantage deck, the new Bermuda Triangle does have the benefit of being able to draw an extra card for every counterblast available. But unlike its contemporary, post-Generation Stride Oracle Think Tank, the new breed of Bermuda Triangle is discouraged from playing cards early game and has stringent requirements attached while also having no effective means of destroying the opponent at this time.

Drawing more cards on its own does not kill; it is telling that the height of Bermuda Triangle in the history of professional play is the rise of Duo Temptation Reit and her breakride Meer. What does it say that when Bermuda Triangle was given a revival legion in Monthly Bushiroad magazine, the unit created to revive Riviere was a restanding vanguard rather than a unit that supported Riviere herself? Every version of Bermuda Triangle that has placed in a major tournament since Divas' Duet has integrated either the stand skills of Reit, Trois or both. Prior to this, the primary deck for Bermuda Triangle in professional play was PR♥ISM-Promise Labrador, a Phantom Blaster Dragon clone that followed the formula of Death Army Cosmo Lord. Lawlis' generation break 2 is a Labrador for the current generation, dividing up the power and critical bonus into two instances of +5000 power on any two units and an additional critical for herself. Like generation break and Harmony itself, this is a step back from where Bermuda Triangle had progressed; and like virtually every clan of the game's ongoing fifth block, Bermuda Triangle is in danger of falling into a position where a previously existing subclan threatens to overtake the generation break support entirely by picking and choosing which units of the new support to integrate. Decks with strong early and midgame units that don't rely on generation break generally outcompete the new support, adopting the G-perfect defense cards from each set for their unflipping properties, clones of Steam Fighter Amber for their synergy with the existing deck, the stride units themselves and whichever support cards make the least trouble for that subclan's existing base of support. To avoid being overtaken by Duo or PR♥ISM, the Harmony deck needs to justify the long wait time with explosive gameplay.

While Riddhe is the first unit that makes the simultaneous wait for generation break and Harmony worthwhile, that doesn't change the awkward timing with which her massive center lane comes into play. There is an immediate solution in Fighter's Collection 2015, which provided Bermuda Triangle with its current set of strides. In particular, Legend of the Glass Slipper Amoris can return up to two units to hand when stridden, and by using this in conjunction with Lawlis' on-stride skill you can return three rearguards from the field to the hand. This doesn't address the issue of retire and lock potentially taking those rearguards away before Amoris can hit the field, but for the purposes of being able to field your ♪♪ Harmony units without losing access to their skills later, Amoris is a strong play that lets you treat your hand and field as one in the same. With her stride it's possible to field Shizuku and Sanya early on as a 16000-power lane, then when you reach grade 3 stride into Amoris to return both units to hand and call them again to put them in Harmony and set off their skills. The greater concern is if the first clan booster will provide any strides on the level of Amoris in terms of utility, and if the remaining support can do better than Riddhe.

As a whole the ♪♪ Harmony strategy has several holes in it that Academy of Divas has only just begun to address. Riddhe is one of the first cards in the set to make good use of its conditions, by benefiting from every unit in Harmony rather than having a more traditional skill attached to Harmony conditions. If Academy of Divas takes the Riddhe route of gaining bonuses for each Harmonized unit in play, the results will snowball into a strong gameplay variant that stands apart from the old engines.

Today's article was made possible by the donations of our patrons at Patreon. Cardfight Pro is funded by public contributions from readers like you.

Thursday, May 14, 2015

Today's Card Analysis: Magical Yell, Nina

The Japanese card of the day is a Bermuda Triangle promotional card that will be distributed in commemoration for the Japanese release of G-Clan Booster 01: Academy of Divas. In truth Nina's skill is functionally identical to that of an existing card, Duo Clear Parasol Kura, but her skill text also makes a critical revision to the existing key text that has implications for the rest of the game.

AUTO: [Soulblast 2] When this unit is called to a rearguard circle you may pay the cost, if you do, countercharge 2.

Since Cardfight!! Vanguard's first booster set hit in March 2011, the game has included counterblast, soulblast, soulcharge and unflipping as part of its core resource mechanics. Of these, counterblast and unflipping are arguably the most definitive features of Vanguard's core gameplay that differentiate it from existing Trading Card Games, alongside drive checks.

Each player necessarily takes damage in order to get access to more powerful counterblast-dependent skills, and accordingly has to weigh the risk of going to a dangerous threshold like three or four damage more quickly in order to gain access to those game-determining skills sooner. However, unflipping damage has been the odd mechanic out in that it has no formal icons. Nina's publication changes this by rewriting "Choose up to 2 face-down cards in your Damage Zone and flip them face-up" as "countercharge 2.

Retroactively all instances of unflipping have become countercharge, a means of "filling up" the damage zone without taking damage. This is less intuitive than soulcharging because no cards are actually added to the damage zone and it can only restore what has already been used, but it does clarify for cardfighters one fact of resource management that has not always been completely clear. Nina is just one of many clones of Battle Sister Lemonade, a soulbast 2 unflipper in Oracle Think Tank, and the new wording more clearly explains that with all of these cards one is trading the soul resource for open damage. No less nor greater number of resources are gained than are put in, blasting one resource and charging another in an equal amount. While this has always been true, the new wording and icons associated with it make this fact more obvious, and in turn it's now easier to teach newcomers this core principle of gameplay.