The Japanese card of the day is a unit that doubles as both anti-Link Joker and “Яeverse” support, Earth Elemental Pokkle. The first grade 2 Cray Elemental unit, Pokkle's on-call soulblast 1 unlocks any of your locked cards as long as you have a face-up Cray elemental in your generation zone, providing an important support option for decks that are overwhelmed by lock but don't have reliable Lock Break Campaign support.
AUTO: [Soulblast 1] When this unit is called to a rearguard circle, if you have a face-up Cray Elemental in your generation zone, choose one of your locked cards and unlock it.
CONT: This unit belongs to all nations and clans.
Ironically, the decks that benefit most from the addition of Pokkle are the “Яeverse” decks that already lock their own units as part of their costs, as keeping around a counter just for Link Joker that's tied to a specific rearguard with no other function is overdedication when one may never encounter Link Joker in the tournaments they're attending. Meanwhile “Яeverse” decks can already anticipate needing to lock cards for their card skills, and so are able to carry with them both a utility grade 2 that can make their lock skills more effective, and a partial counter to the very clan that so often counters them.
Although not formally a “Яeverse” unit, Star-vader Blaster Joker can also make use of Pokkle to unlock the unit that he locks for his legion skill. However, because there's no benefit to repeating the skill and he's dependent on soul for using it in the first place, this is less advisable. One trick that Joker can exploit is with Infinitesimal Star-vader Mayoron, an existing support card that rests himself to give Blaster Joker +10000 power. By locking Mayoron for the cost and then unlocking him with Pokkle, Mayoron's skill can be repeated a second time because cards default to unlocking as stand even when they were at rest beforehand. A similar combo exists with the promotional card Roaring Legs Blast Monk, whose generation break unlocks a locked card for +4000 power in the battle phase, allowing Mayoron to be used as a booster. Pokkle provides one more option for achieving this combo, and the soul used for his skill can be replenished semi-consistently with Link Joker's upcoming Margal clone.
Not every “Яeverse” deck benefits equally from running Pokkle. Many of the existing “Яeverse” units can only use their skills once per turn, or otherwise have limited timings to their locks that prevent them from taking advantage of main phase unlock. Those units whose skills activate in the main phase but are once-per-turn can still benefit from unlocking the locked unit as a booster, eliminating the principle weakness of Ashlei “Яeverse” and similar cards. Below is a list of “Яeverse” cards capable of exploiting Pokkle.
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Eradicator, Vowing Saber Dragon “Яeverse” - Locking four
Eradicator rearguards to retire four of the opponent's rearguards has
always been possible, but Pokkle makes it easier by unlocking one of the
initially locked units and still allowing for two rearguard attacks to
be used in the turn. The issue with this is that Vowing Saber's limit
break is attached to a counterblast 2, which severely hampers its use.
Silver Thorn Dragon Queen, Luquier “Яeverse” - The primary use of Pokkle in this deck is to enable Luquier “Яeverse” to call more rearguards than normal by using her skill multiple times and then unlocking
the locked units, calling up to four rearguards from the soul in a
turn. As Pokkle is technically a Pale Moon, he can also be superior called from the soul by Luquier's effect. More typically, Pokkle can be used to make two 21000+ power lanes
with Luquier “Яeverse;” locking her booster with her limit break to superior call an attacker and give it +5000 power, unlocking the booster with Pokkle and
then locking it again to superior call a +5000 power booster behind the Earth Elemental.
Cleanup Celestial, Ramiel “Яeverse” - Use with Pokkle is possible, but Ramiel's effect of "Choose up to three units in your front row with "Celestial" in its card name, those units get Power +5000 until end of turn"
will be partially negated because Pokkle does not have Celestial in
their card name. Instead, using Pokkle you can effectively retire two to
three of the opponent's rearguards that turn and give Ramiel “Яeverse”
+10~15000 power by locking two Celestials, unlocking one of them with
Pokkle, locking two Celestials again, then calling another
Celestial over Pokkle and locking the remaining units. It's entirely a
question of how many Pokkles and Celestials you have available in hand,
and where you want to stop. It's actually entirely possible to retire up to five
units in a turn and give +25000 power to Ramiel “Яeverse” if you have
four Pokkles and a sufficient number of Celestials in hand, by
repeatedly calling over units to unlock locked cards and then relocking
them.
Deadliest Beast Deity, Ethics Buster “Яeverse” -
Ethics Buster's limit break has never been repeatable, as even if his
cost is paid twice, when he attacks a vanguard “Яeverse” meets the
criteria for both instances of his restanding skill, hence the second
instance also can't be used for the rest of that turn. However, Pokkle
does allow you to make one of your rearguard lanes attack for full
power, which can be vital during the battle phase when “Яeverse's”
crossbreakride rearguard stand comes into play.
Ice Prison Hades Emperor, Cocytus “Яeverse” - Due to
Cocytus both sending three cards from the deck to the drop zone every
time his lock is used, and superior calling and powering up units as
part of his skill, trying to abuse Pokkle with him to repeatedly lock
units is undesirable. However, it can be useful for restoring the unit
originally locked to pay for his cost.
School Punisher, Leo-pald “Яeverse” - Leo-pald's lock skill
can be used as many times as there are unlocked Great Nature units, and a
common tactic in the past has been to lock all three backrow units to
give +12000 power to the frontrow rearguards. On the surface it would appear that Pokkle doesn't
synergize with this play style because calling him over one of the units
powered up in this way ultimately grants you less power than you lose
by retiring that unit. However, he can be abused by having open backrow
circles to call Pokkle to, unlocking one of the units locked and
effectively getting two more locks out of it. This upgrades Leo-pald
“Яeverse” from giving +12000 power to the rearguards to giving +20000
power to each, locking both the unit Pokkle unlocked and Pokkle himself.
Covert Demonic Dragon, Hyakki Vogue “Яeverse” - As
far as Vogue is concerned, Pokkle is not a new trick. Murakumo
cardfighters have been using Stealth Beast Metamorfox to unlock their
locked units and repeat Vogue's lock 2 to make the copies of himself
attack for 31000 power each ever since BT14: Brilliant Strike hit.
Pokkle simply adds another grade 2 option that's capable of pulling
this off, replacing the filler grade 2s Grenjin and Bloody Mist that
once took up space in the build.
Maiden of Venus Trap “Яeverse” - Like with Luquier, Pokkle is valuable because he enables Venus Trap to set up two powerful rearguard lanes in a turn. Moreover, since Venus Trap's limit break comes out of the top 5 cards of the deck, this also has the benefit of thinning the deck of nontrigger units, making one more likely to drive check triggers after bringing out those 21000+ power lanes.
Showing posts with label lock. Show all posts
Showing posts with label lock. Show all posts
Wednesday, May 20, 2015
Tuesday, March 11, 2014
Press Release: Record Sales of Cardfight!! Vanguard Winter-Spring Releases
FOR IMMEDIATE RELEASE
Los Angeles, CA (March 7, 2014) – In less than a month after the release dates, three of the most recent Cardfight!! Vanguard expansions are now sold out. These expansions, released in February, are the highly anticipated Trial Deck Vol. 10: Purgatory Revenger, Trial Deck Vol. 11: Star-vader Invasion and Booster Pack Vol. 12: Binding Force of the Black Rings.
The introduction of the new “Link Joker” narrative and the popularity of the newly-released clan, along with tie-ins to the themed Cardfight!! Vanguard Team League 2014 “Invasion” campaign resulted in an unprecedented surge of purchases from retailers across the world. Despite an increased print run for all three products, both Trial Decks and the Booster Pack sold out within two weeks of their release dates in February.
Director of Bushiroad South East Asia and Bushiroad USA, Mr. Masayuki Goto, shared, “We are very pleased with this milestone for our new expansions and we hope that players and retailers alike will enjoy our line-up of products for this season together with many big events this year.”
A second print run is scheduled to keep up with the high demand for these three expansions and Bushiroad will make every effort to ensure there is no shortage of product on the market.
Cardfight!! Vanguard was recently ranked 5th in both the “Top 10 Hobby Channel Collectible Games” and “Top 5 Collectible Games Over-all” for Summer 2013*, and had a strong showing in the top hobby game picks of 2014**, securing 6 out of 11 spots for all titles, including Weiβ Schwarz and the newly-released Future Card Buddyfight on ICV2.
* ICV2 #83, Fall 2013 p.17
**ICV2 #83, Fall 2013 p.14
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Bushiroad Inc. consists of 6 sub-entities: Bushiroad Inc., Bushiroad South East Asia Pte Ltd, Bushiroad USA Inc., Bushiroad Media, New Japan Pro-Wrestling Co., Ltd., and Hibiki Music Inc.
Bushiroad South East Asia Pte Ltd was established in Singapore on November 12, 2011 in order to expand the overseas market for Bushiroad card games such as Cardfight!! Vanguard, Weiβ Schwarz, Chaos TCG and Victory Spark.
Bushiroad USA Inc. was established in Los Angeles, California on May 18, 2012, to better cater to the growing demand and interest in Cardfight!! Vanguard from both players and retailers in the USA.
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Cardfight!! Vanguard Website (Japanese) - http://cf-vanguard.com/
Cardfight!! Vanguard Website (English) - http://cf-vanguard.com/en/
Bushiroad (Japanese) - http://bushiroad.com/
Bushiroad (English) - http://bushiroad.com/en/
Sunday, February 2, 2014
Study Guide: Link Joker
To understand Link Joker, you must understand the their ability to devour, the clan's definitive mechanic, "Lock." A Locked card is turned face-down, rendering it completely unusuable, and is no longer treated as a rearguard. Consequently, Locked cards cannot be retired or have new units called over them. The clan of a Locked unit is also negated in the process, so that Locked units effectively cease to exist but prevent their rearguard circle from being used. In this way a destructive strategy is created that breaks the rearguard circle, preventing units like Alfred from drawing power out of those circles, while also stopping those rearguards' skills from being used and obstructing attacks. However, the power of Lock is finite. At the end phase of the owner of the Locked card's turn, the Lock will open and the unit will be released, so the skill is not as permanent as the straight retire abilities of clans like Kagerou or Narukami, but if played well it can be even more effective to destroy rearguard-centric decks and mitigate the attacking power of other strategies.
By Locking the opposing vanguard booster and one of the frontrow rearguards, Infinite comes more than halfway to achieving Link Joker's ideal field setup, and Dust Tail can complete it. Since Dust Tail has no frontrow or backrow restrictions, it can easily complete the strategy by Locking the remaining frontrow unit. By executing this strategy, both rearguard columns are prevented from attacking for a turn while the vanguard can only swing independently, a feat that only specific one-man army units and other break rides are really able to measure up to. This is while Infinite attacks them in the range of 23~31000 power and makes specific combos with cards from BT12, forcing the opponent to drop more cards for one turn while you conserve on theirs. This provides a breather turn after you've hit limit break to stabilize your position and capitalize on these characteristics as much as possible to try and snowball the effects of Lock.
This is where their other primary grade 3 comes in. From BT12, Nebula Lord Dragon is the commander of Link Joker's advance guard, the Star-vaders. His counterblast 2 is restricted to Locking an opponent's backrow unit, but the real attraction of this card is his limit break, a continuous skill that gives all frontrow Link Joker units +3000 power for each of the opponent's Locked cards in play. Comboing this with Infinite Zero, that's a +6000 power boost that will easily put Nebula in the 17~22000 power range depending on his booster, and rearguard Star-vader attackers at 18000 power before boosting. If Dust Tail is factored in, you can have the perfect field Lock of left and right attackers along with the opponent's vanguard booster for a +9000 boost to the front row. With the clan's standard grade 2 subclan attacker, Unrivaled Star-vader Radon, you can add this to a 12000 power swing to make 21000 power rearguard columns and with any kind of reasonable booster Nebula Lord himself will be in the range of 26~28000. Realistically speaking however, the three Lock ideal is out of reach. It's more practical to save Dust Tail for the next turn, using Infinite's break ride to Lock 2, and then when that turn does come around use Nebula Lord to Lock the vanguard booster and greenlight Dust Tail's skill to Lock a frontrow unit again. In general the number of turns you can prolong a series of Locks are more important than the quantity of units that you are able to Lock.
Nebula Lord also has specific combos with BT12's grade 2 and 1 units, Evil Claw Star-vader Niobium and Demonic Claw Star-vader Lanthanum. These are base 9000 and 7000 units that each get +2000 power when a card is Locked. These skills will stack with Nebula Lord's, so that in the Lock 2 example a Lanthan boosting a Niob will together swing for 30000 power, and it also gives Lanthan a specific combo with Radon where in that same example Lanthan's 11000 power and Radon's base 12000 with Nebula Lord's +6000 limit break would make a 29000 power line, functionally the same in the BT10-on format where base 10000 vanguards are rare. For these reasons Niob and Radon are frequently interchangeable on the frontrow, but protecting Niob on the opponent's turn becomes a priority, since it's beneficial for them to try and destroy Niob before Infinite Zero's break ride skill can go off.
We've already established that the innate value of Lock is conservation, but conservation by itself is not a game determining effect. What makes Link Joker dangerous is not Lock, but all of the extraneous effects that can be derived from it through limit breaks. Nebula Lord is only the first of many, specifically using it to bring out pure force, but what should be apparent here is that by himself he can only carry that power boost for a single turn. Past a certain point in the game, if you cannot do something every turn, it is rarely worth doing at all. So Link Joker's secret is that the clan wants to keep riding Infinite Zero for as many turns as possible, prolonging the effects of Lock, swinging with three rows for ~23000 power while the opponent is restricted to using half of a vanguard column and one rearguard line, and go into Nebula Lord for the endgame only when there are no Infinites remaining in hand. The entire stability of Link Joker prior to BT13: Catastrophic Outbreak rests on Infinite Zero Dragon, so you should plan your deck accordingly. Link Joker is a slow, late game centric clan which needs to go through as many cards as possible to gather as many Infinites as possible, and this is part of why its initial reception in Japan was so lukewarm. To set up its gameplan effectively, running between five and seven draw triggers with seven or fewer critical triggers will help you go through more cards and slow the opponent down with defensive checks. This is supported by the results of the 2013 tournament season, where the 5~7 draw concept was effectively proven at FC2013 Tokyo, July 2013 Fateclock VGCS, and Chiba VGCS. Based on this history, six draw is a recommended start for BT12-on.
The opposing side of Nebula Lord is that while the deck is very dependent on Infinite, it's also one of the more enduring Link Joker builds. Even with the eventual introduction of unlock skills that can break the clan's spell, the fact that everything Nebula and Infinite are trying to do is happening inside of their own turn means that there is no hard counter to the massive power boosts they can bring into play. Dismantling Lock only cuts out half of their strategy, while the remaining half could easily carry a deck on its own.
For supporting units outside of standard subclan attackers and units that power up by Locking cards, you should consider the grade 2 Star-vader Mobius Breath Dragon, another of the trial deck exclusives. Mobius Breath can only Lock one of the opponent's rearguards when his attack hits and he's also on the vanguard circle, but this midgame Lock is considered extremely valuable because it can either disrupt the opponent's strategy by taking one of their boosting or attacking units out of play and let you conserve more early on to slow down rush decks like Spike Brothers, or counter first vanguard skills like Linchu and Wingal Brave. If the opponent is running grade 3 searchers this can even cause them to become gradelocked, and it will also trigger Niobium's skill for early game attacks. Even if the opponent defends the attack, since Mobius will strike in the range of 14~16000 power after boosting it becomes a situation where the opponent cannot win since they're forced to either permanently give up cards earlier by guarding while reaching limit break more slowly or have their strategy disrupted. There is a lot of room to doubt what's otherwise an unskilled 9000 power unit outside of these specific scenarios, but like the 5~7 draw strategy Mobius has been repeatedly proven in VGCS tournaments. The card is generally recommended to be run at 3 copies.
Outside of the mainstream Link Joker deck, there are several alternative builds available. Dark Band Dragon is the other Star-vader boss card standing opposite Nebula Lord in that it's a more strategic deck, benefiting from the same base of support but with a different end goal. As the prototypical Link Joker grade 3 introduced early on in preview material and released in English ahead of the other cards by way of promo packs, Dark Band sits at a lower 10000 base power but gets +3000 if you have more rearguards than the opponent, which with their base 8000 grade 1 Binary Star can make for a very simple 21000 line, or with Aurora Eagle who shares his activation conditions Dark Band can get a total +10000 power boost and swing for an anticrossride 23000. The way that Dark Band fuels these skills is with his limit break, counterblast 1 "Star-vader" to Lock one of the opponent's backrow rearguards. Because cards that are Locked do not exist, filling your own field while Locking even one of the opponent's rearguards will activate these conditions and happily coincide with Lanthan and Niob's skills. Since Dark Band Dragon's especial counterblast is a cheaper cost overall, and as a Star-vader Aurora Eagle can easily replace the non-Star-vader Binary Star in the deck, you can easily build a pure Star-vader deck focused on Infinite Zero into Dark Band to continually Lock the opponent's rearguards and activate those power up skills, using multiple break rides as in the Nebula Lord deck and when they wear off going for Dark Band into Dust Tail. For the final endgame, Dark Band can CB3 to Lock the entire back row, greatly weakening the opponent at a crucial point in the fight. This strategy loses the supplementary power boost that makes the Nebula Lord build so definitely strong, but the only specific setback it faces in comparison to that card is falling harder to the unlock skills of BT14-on.
Outside of the Star-vaders, Link Joker's options are presently limited but not without merit. Knight of Entropy is the clan's Garmore clone, a base 10000 grade 3 vanguard with a +5000 power on-attack limit break, and his counterblast 2 Locks one of the opponent's rearguards to achieve card advantage rather than pull cards from the deck like preceding Garmore-type units, which does give you more room to repeatedly ride Entropy without a reprising loss in advantage even though this is a very limited means of controlling the field and will generally only happen twice per game once Dust Tail is accounted for. A more alluring grade 3 is Schwarzschild Dragon, their second RRR and clanwide boss card. As the original enemy to contact Cray and the one who sealed the three heroes, Schwarzschild has a suitable base of support to work off of. This Cyber Dragon is the key grade 3 for Link Joker's evolving ride, and comes with all the trappings of third season-era card evolution; instead of Dust Tail Unicorn, the Schwarzschild deck uses the base 4000 Microhole Dracokid as its first vanguard. There are benefits to using Dust Tail with the build, but we'll get into why it's difficult to use something other than Microhole in a bit.
By riding the grade 1 Gravity Ball Dragon over Microhole Dracokid, you can look at up to seven cards from the top of the deck for either Schwarzschild or the grade 2 Gravity Collapse Dragon. Even if you can't find Gravity Collapse, as long as you can ride another grade 2, his skill will search another seven cards for Gravity Collapse and try to superior ride the card. Since Link Joker doesn't make use of many soulblasts, it's not as beneficial as in Genesis, but the real benefit to riding Gravity Collapse is that as long as the corresponding grade 1 and 2 units are in the soul, you can Lock any of the opponent's rearguards. The guaranteed Lock is an improvement over Mobius Breath, but the skills are fairly incomparable because Gravity Collapse does not have the same properties of a high-pressure midgame swing, instead shutting down one part of the opponent's turn outright. This is also one of the reasons that running Dust Tail in Schwarzschild is difficult. Gravity Collapse is necessary for Schwarzschild to become a base 11000 unit, and you would naturally want to use Gravity Collapse's skill to take maximum advantage of the deck's characteristics, but this requires both the grade 1 and grade 0 to pull off. VG-BT13: Catastrophic Outbreak introduces cards that can allow for both to be used, but for the time being Microhole is the recommended first vanguard.
Finally, Schwarzschild Dragon itself is the mastermind behind the Liberation War and the one who originally sealed Blaster Blade, Blaster Dark and Dragonic Overlord. His skills are appropriately powerful. Schwarzschild is the only Link Joker capable of Locking three of the opponents' rearguards simultaneously, achieving the ideal gameplan of shutting down both frontrow rearguard circles and the vanguard booster. The catch is that his cost ensures that this is only a once per game play. Counterblast 3 is not so hard to pay in a dedicated Schwarzschild deck because he is the only card in the deck that uses counterblast, but you also have to persona blast to do so, necessitating a second copy of Schwarzschild to already be in hand. If you don't already have it, Schwarzschild has a supporting on-ride skill that lets you look at up to five cards from the top of the deck for a copy of him for just counterblast 1, and this combined with Microhole makes getting that second copy in hand much easier. The most important aspect of the card is the timing of the persona blast; to make the most of Schwarzschild, it's best to repeatedly break ride Infinite over Infinite to power up Lanthan and Niob for several turns, then on the turn after you've finally ridden Schwarzschild and the opponent's Locks have come undone, use the persona blast to make them go through a turn of zero resources. Since as a bonus the skill gives +10000 power and +1 critical to the Cyber Dragon, and the Lock 3 will give his supporting rearguards +6000 power, this forces the opponent to drop in the vicinity of 6~9 cards at a point when they should already be starved for resources from guarding intense earlier attacks, Schwarzschild's limit break is a skill that gets stronger the later in the match that it is used. The card rewards patience and utilitarian play. If you are forced to ride Schwarzschild before Infinite, it is better to try and re-ride into Infinite Zero and see if you can't get two of the remaining Schwarzschilds later on than it is to try to go all-in with the persona blast early. None of the Link Joker builds rush in the way that Spike Brothers or Nova Grappler can, and in fact their slowness in the BT12 format is their primary weakness alongside their general lack of a late game plan if resources are squandered. You need to be acutely aware of the fact that once Schwarzschild's persona blast has gone off, that no more skills will activate for the rest of the game after that point. The costs for Link Joker's Black Shield are designed to be easy to pay so that the cardfighter that can pace themselves will have an advantage over the fighters that cannot.
Overall Link Joker is a strategic midgame deck that can fight with explosive power on key turns, but is greatly hindered by the lack of active skills prior to turn 4, overdependence on Infinite Zero Dragon to base its strategies out of, and not being able to strike back effectively against early aggression. The clan rewards veterans and studious cardfighters who understand the characteristics of each deck as they face it, to know which rearguards are important Lock targets and how different boss cards can respond to the loss of their field. There is good reason that it took so long for it to catch on in its native country, but continued to endure to this day once it had. Later sets will revise Link Joker's strategy to counter some of its more serious weaknesses while introducing both alternate play styles and legacy support for the older decks; and for now, the invasion begins February 7th.
Saturday, August 31, 2013
News: Chaos Breaker Dragon's Skills Leaked
Following a long train of hype surrounding Link Joker's new boss card, Star-vader Chaos Breaker Dragon, his skill has been leaked through images of Monthly Bushiroad magazine. As Kai Toshiki's new key card, Chaos Breaker integrates Link Joker's Lock skills along with the retire aspects of his previous clans Kagerou and Narukami. The new unit's skill allows it to retire a rearguard when it is Unlocked and draw a card by eroding at Chaos Breaker's soul, preventing opponents from escaping Lock altogether.
Star-vader, Chaos Breaker Dragon
Grade 3/11000 Power/No Shield/Link Joker - Cyber Dragon/
AUTO (V) [Limit Break 4]: [Soulblast 1 cards with "Star-vader" in their name] During the opponent's end phase, when an opponent's card Unlocks, retire that card and draw 1 card.
ACT (V): [Counterblast (1) "Star-vader" and discard 1 card with "Star-vader" in its name from your hand] Choose one of your opponent's rearguards and Lock it. This ability cannot be used for the rest of the turn.
Chaos Breaker is expected to carry a heavy impact on professional play, as prior to his debut Link Joker has been very reliant on the Infinite Zero Dragon break ride to achieve consistent field control, and his ability to retire Unlocked units is very destructive to the currently Reverse-centric Japanese competitive scene. At present there are two types of Reverse units that have shown themselves to be best all-around units in tournament play and preliminary testing. The first type are cards like Luquier “Я” and Cocytus “Я” that give +1 card advantage per counterblast spent, but are based on limiting that advantage to the manipulation of specific zones and rearguard skills. They get their mileage out of Lock by capitalizing on the fact that Locked cards open at the end of their owner's turn. Being able to retire the cards that the opponent's Reverse card Locked changes this, negating the +1 that Luquier and Cocytus “Я” achieve and instead giving it to Chaos Breaker.
The second type are cards like Vowing Saber “Я” and “Я” Daiyusha, which Breaker has an even better matchup against. This is because these units are reliant on Lock 2 skills to achieve overwhelming power. Normally, Vowing Saber uses his Lock 2 to retire 2 of the opponent's rearguards, which works out to a -2 to the opponent with only counterblast cost once the Locks open. “Я” Daiyusha doesn't directly take away the opponent's card advantage, but by decreasing the opposing vanguard's power he functionally forces the opponent to drop one more card per attack to defend successfully so that they incur a -3 each turn. Chaos Breaker breaks the formula because now Vowing Saber takes a -2 equal to the opponent's -2, and Chaos gets to draw 2 cards to replace the rearguards that Saber retired, while Daiyusha's impact on the game is similarly mitigated to a -2 for Daiyusha vs net -1 to Breaker. Using Reverse card skills no longer becomes sustainable because more resources are lost through using them than are gained. The use of those skills is likely to drive Chaos Breaker's cardfighter to limit break in the first place, enabling his counterplay. Furthermore, Vowing Saber and “Я” Daiyusha normally choose their vanguard booster as the primary sacrifice for their Lock 2 skills, because Saber gets +10000 power to go for 21-23000 unboosted and Daiyusha's Tyrannus Gravity has a functionally similar effect. Chaos Breaker's retire skill takes away those vanguard boosters, so that in either case Reverse cardfighters need to use their limit breaks just to attack at normal strength rather than to power up. This narrows down their resources even further when Breaker limit breaks again, perpetuating a vicious cycle that makes Chaos Breaker Dragon into a hard counter to Reverse cards.
Bushiroad has gone all out in making Reverse cards some of the best choices to build a deck around within their own clans, which suggests that Chaos Breaker will be a format-defining unit not just during the release of Catastrophic Outbreak, but also through future booster sets.
Star-vader, Chaos Breaker Dragon
Grade 3/11000 Power/No Shield/Link Joker - Cyber Dragon/
AUTO (V) [Limit Break 4]: [Soulblast 1 cards with "Star-vader" in their name] During the opponent's end phase, when an opponent's card Unlocks, retire that card and draw 1 card.
ACT (V): [Counterblast (1) "Star-vader" and discard 1 card with "Star-vader" in its name from your hand] Choose one of your opponent's rearguards and Lock it. This ability cannot be used for the rest of the turn.
Chaos Breaker is expected to carry a heavy impact on professional play, as prior to his debut Link Joker has been very reliant on the Infinite Zero Dragon break ride to achieve consistent field control, and his ability to retire Unlocked units is very destructive to the currently Reverse-centric Japanese competitive scene. At present there are two types of Reverse units that have shown themselves to be best all-around units in tournament play and preliminary testing. The first type are cards like Luquier “Я” and Cocytus “Я” that give +1 card advantage per counterblast spent, but are based on limiting that advantage to the manipulation of specific zones and rearguard skills. They get their mileage out of Lock by capitalizing on the fact that Locked cards open at the end of their owner's turn. Being able to retire the cards that the opponent's Reverse card Locked changes this, negating the +1 that Luquier and Cocytus “Я” achieve and instead giving it to Chaos Breaker.
The second type are cards like Vowing Saber “Я” and “Я” Daiyusha, which Breaker has an even better matchup against. This is because these units are reliant on Lock 2 skills to achieve overwhelming power. Normally, Vowing Saber uses his Lock 2 to retire 2 of the opponent's rearguards, which works out to a -2 to the opponent with only counterblast cost once the Locks open. “Я” Daiyusha doesn't directly take away the opponent's card advantage, but by decreasing the opposing vanguard's power he functionally forces the opponent to drop one more card per attack to defend successfully so that they incur a -3 each turn. Chaos Breaker breaks the formula because now Vowing Saber takes a -2 equal to the opponent's -2, and Chaos gets to draw 2 cards to replace the rearguards that Saber retired, while Daiyusha's impact on the game is similarly mitigated to a -2 for Daiyusha vs net -1 to Breaker. Using Reverse card skills no longer becomes sustainable because more resources are lost through using them than are gained. The use of those skills is likely to drive Chaos Breaker's cardfighter to limit break in the first place, enabling his counterplay. Furthermore, Vowing Saber and “Я” Daiyusha normally choose their vanguard booster as the primary sacrifice for their Lock 2 skills, because Saber gets +10000 power to go for 21-23000 unboosted and Daiyusha's Tyrannus Gravity has a functionally similar effect. Chaos Breaker's retire skill takes away those vanguard boosters, so that in either case Reverse cardfighters need to use their limit breaks just to attack at normal strength rather than to power up. This narrows down their resources even further when Breaker limit breaks again, perpetuating a vicious cycle that makes Chaos Breaker Dragon into a hard counter to Reverse cards.
Bushiroad has gone all out in making Reverse cards some of the best choices to build a deck around within their own clans, which suggests that Chaos Breaker will be a format-defining unit not just during the release of Catastrophic Outbreak, but also through future booster sets.
Friday, June 14, 2013
News: Nubatama to be Completed in BT13: Catastrophic Outbreak, New Rarity Introduced
The impossible has been made possible this morning as Bushiroad Inc. has revealed which clans will be receiving support in the upcoming booster set, VG-BT13: Catastrophic Outbreak. Two years, three months and two days to the date, the Nubatama ninja clan will be receiving its first new support cards since VG-BT01: Descent of the King of Knights. Bushiroad of Japan stated through their official Twitter channels in 2011 that they had dropped Nubatama entirely, due to balance issues. The clan's theme of forcing the opponent to discard cards was seen as potentially destabilizing in a game where the ability to defend from the hand is the most important point in countering the opponent's turn, and to avoid that destabilization Bushiroad chose to reinvision the clan as Murakumo in EB01: Comic Style Vol. 1, converting the at-the-time new Nubatama cards Left Arrestor, Right Arrestor, Archer FUSHIMI, Twin Swordsman MUSASHI and Dueling Dragon ZANBAKU that Itou Akira had created for the clan into Murakumo units. After BT05: Awakening of Twin Blades had completed the process by branching Murakumo out into a fully playable deck of its own where Nubatama remained unsupported, all hope seemed lost for the fan-favorite clan and its signature cardfighter Ninja Master M. Earlier this year however, CEO Kidani Takaaki mentioned in a Q&A session that Nubatama would be completed within 2013, and BT13 appears to be making good on that promise.BT13 will be providing support for the Link Joker, Dimension Police, Nova Grappler, Nubatama, Aqua Force, Angel Feather, Great Nature and Granblue clans. As a climax set, BT13 represents a dramatic high point in the storyline, and prominently features Kai Toshiki with a new Link Joker cover card. The set will also have one Oracle Think Tank card, a print of CEO Amaterasu as drawn by the artist behind the Mini-Van manga and Flash anime, Quily. This Amaterasu will introduce a new rarity, Secret Rare, and is being issued to celebrate the release of the Mini-Van DVDs. Quily has previously done renditions of Midnight Bunny and Alluring Succubus as promo cards.
Catastrophic Outbreak will also bring new Reverse units to the clans it's supporting, distributing the powerful Lock mechanic both as a way to pay costs for game-ending skills, and as an offensive tool to be used against the opponent. The set will contain 102 cards, 8 RRR/12 RR/22 R/60 C with 12 Special Parallel prints of those. Each box will come with 1 of 6 Link Joker promo cards.
其れは尽きる事の無い禍い―
"It's a catastrophe with no end in sight..."
Thursday, June 13, 2013
News: Thirteenth Booster Set "Catastrophic Outbreak" Announced
Doctor O has released photos of Bushiroad's Japanese release schedule leading through September 2013, and with it unveiled VG-BT13: Catastrophic Outbreak (絶禍繚乱 "Profusion of Absolute Evil," "Profusion of Absolute Misfortune" et al.) a booster set currently known to reinforce the Dimension Police, introducing new Dimensional Robo units while also bringing the new "Lock" mechanic from TD11 and BT12 to clans that have yet to receive it. BT13 is being touted as a "climax set," inviting comparison to BT05 and BT09 from previous seasons; however, it is currently believed based on previous panel comments from Bushiroad CEO Kidani Takaaki that the third season of Cardfight!! Vanguard, Link Joker, will be airing for over a year, so the use of the term "climax" for BT13 may be looser here.
While the specific remaining clans of the set are not yet revealed, Link Joker has already been implied by the expansion of the Lock mechanic and set colors, and it is known that BT13 will be released on September 9th, 2013.
While the specific remaining clans of the set are not yet revealed, Link Joker has already been implied by the expansion of the Lock mechanic and set colors, and it is known that BT13 will be released on September 9th, 2013.
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