Current Card Game Update
10 years ago
General
It has been a while since I last talked about the card games that I am currently a part of and what has been going on with them. I wanted to say that despite the hype that it is getting, I do not want to take part in the Force of Will trend. FoW for me is just not really appealing to me. Even the rather nice looking werewolves that are in the game are not worth the merit of investing into the game. Alot of my friends play the game and from the look of it and the sound of it, it is just Magic with an anime outfit. I already play MTG, and even that is taking a back seat compared to the other games I play. Last time I played Magic was a week ago, and that was a Commander game.
Moving on to Vanguard. I recently completed 2 decks that I am particularly proud of: Brawlers and Raizers. Brawlers give such nice effects, power, and BEEFCAKE DRAGONS!! http://img2.wikia.nocookie.net/__cb.....-005EN-RRR.png
I have had the occasional frustrating game with it, but it more than makes up for with its sheer awesome plays that it can do. Retiring all of your opponents units brings on happy times. ^^
As for the Raizers, I'll say that it is literally the deck that I was waiting for for so long since the 1st Generation of Raizers was introduced. I REALLY wanted to make that deck... but it had NO support. Then the legion came out and I was all "cool, but how crappy are they?" It was not until Terry played them against me that I finally understood the extent of their power. They have been hauling in some really awesome games. They're not indestructible, but strong. Not to mention they're battlemechs, one of my favorite things. Seriously, what's not to like? ^^
As for Buddyfight, I currently have these worlds:
Dragon (Dragon Knights) Buddy: Dragon Knight, Dragon Knight, El Quixote
Dungeon (Dungeon Enemies) Buddy: Mameshiba, Cobalt
Danger (Armor Knights) Buddy: Armorknight Tiger
Katana (Ninjas) Buddy: Nanomachine Ninja, Tsukikage
Darkness Dragon (Shadow Divers) Buddy: Death Ruler, Gallows
Out of all of them, Danger World has yielded the most wins and it is the most consistent in achieving its win condition, I.E. Armorknight Demon. It does kind of feel like the deck cannot win without the Demon, but when it does get it onto the field and keeping it there long enough to deplete their life. Katana World is probably the hardest deck to play. There are many parts to the deck, the combos are heavy on the gauge, getting and keeping gauge in this deck difficult, and the creatures in the deck are pitiful in terms of defense and critical numbers are low. The thing about the Ninjas is that most of them are size 1, and even though I can get 3 of them onto the field easily, it also does not take much at all to get rid of them. Weather or not it is from an attack or spell. Killing them is easy attacks since their defense is pretty low typically. With spells it is also not that easy because of the secret sword techniques, but that also plays into the first weakness of the deck, lack of gauge. It tries to make up for that with the Clear Serenity card, but the 3 gauge that it provides is drained very quickly before the secret sword cards can even be used. And with the introduction of Super Lethal Formation, the gauge needed for the basic use and function of the deck increases even more. Those aside, when the deck actually flows with no gauge hiccups, it is a really fun deck to use. For my shadow divers in Darkness Dragon World, it performs well and it pulverizes Ancient World. That being said... Thank God no one here plays Jackknife Gold Ritter anymore. Dungeon World's thing has 2 playstyles integrated into it. The first is outnumbering them with teeny tiny monsters and keep bringing them back with my Demon Lord's Dungeon spell. The second method is playing either Demon Lord, Gagnar or Guardian Dragon of the Ruins, Meteor Rain and keeping them out there with defense spells.
Alright, that's what I have been up to in the card game world. Thanks for reading, if you did. And if you did not..... SHAME ON YOU!!
Moving on to Vanguard. I recently completed 2 decks that I am particularly proud of: Brawlers and Raizers. Brawlers give such nice effects, power, and BEEFCAKE DRAGONS!! http://img2.wikia.nocookie.net/__cb.....-005EN-RRR.png
I have had the occasional frustrating game with it, but it more than makes up for with its sheer awesome plays that it can do. Retiring all of your opponents units brings on happy times. ^^
As for the Raizers, I'll say that it is literally the deck that I was waiting for for so long since the 1st Generation of Raizers was introduced. I REALLY wanted to make that deck... but it had NO support. Then the legion came out and I was all "cool, but how crappy are they?" It was not until Terry played them against me that I finally understood the extent of their power. They have been hauling in some really awesome games. They're not indestructible, but strong. Not to mention they're battlemechs, one of my favorite things. Seriously, what's not to like? ^^
As for Buddyfight, I currently have these worlds:
Dragon (Dragon Knights) Buddy: Dragon Knight, Dragon Knight, El Quixote
Dungeon (Dungeon Enemies) Buddy: Mameshiba, Cobalt
Danger (Armor Knights) Buddy: Armorknight Tiger
Katana (Ninjas) Buddy: Nanomachine Ninja, Tsukikage
Darkness Dragon (Shadow Divers) Buddy: Death Ruler, Gallows
Out of all of them, Danger World has yielded the most wins and it is the most consistent in achieving its win condition, I.E. Armorknight Demon. It does kind of feel like the deck cannot win without the Demon, but when it does get it onto the field and keeping it there long enough to deplete their life. Katana World is probably the hardest deck to play. There are many parts to the deck, the combos are heavy on the gauge, getting and keeping gauge in this deck difficult, and the creatures in the deck are pitiful in terms of defense and critical numbers are low. The thing about the Ninjas is that most of them are size 1, and even though I can get 3 of them onto the field easily, it also does not take much at all to get rid of them. Weather or not it is from an attack or spell. Killing them is easy attacks since their defense is pretty low typically. With spells it is also not that easy because of the secret sword techniques, but that also plays into the first weakness of the deck, lack of gauge. It tries to make up for that with the Clear Serenity card, but the 3 gauge that it provides is drained very quickly before the secret sword cards can even be used. And with the introduction of Super Lethal Formation, the gauge needed for the basic use and function of the deck increases even more. Those aside, when the deck actually flows with no gauge hiccups, it is a really fun deck to use. For my shadow divers in Darkness Dragon World, it performs well and it pulverizes Ancient World. That being said... Thank God no one here plays Jackknife Gold Ritter anymore. Dungeon World's thing has 2 playstyles integrated into it. The first is outnumbering them with teeny tiny monsters and keep bringing them back with my Demon Lord's Dungeon spell. The second method is playing either Demon Lord, Gagnar or Guardian Dragon of the Ruins, Meteor Rain and keeping them out there with defense spells.
Alright, that's what I have been up to in the card game world. Thanks for reading, if you did. And if you did not..... SHAME ON YOU!!
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