How To Not Burnout During a Tournament

In any gaming environment, tournaments can last anywhere from a few hours to a series of days, which can be mentally straining on any participant competing in the game of choice. Although the player may be skilled enough to take any opponent, mental burnout can cause such a player to not perform optimally in the later rounds, potentially causing preventable losses. Although burnout is a danger to the player’s performance in the tournament setting, there are some ways to stay mentally focused during game tournaments:

  1. Have a simple plan for victory. In David Sirlin‘s book Playing to Winhe draws wisdom from his colleague Seth Killian and suggests that the player have a simple game plan for victory. The reason? Although it may not be impressive at times, a simple game plan that is executed thoughtlessly in the early rounds will save mental energy for the later stages of the tournament.
  2. Focus on one match at a time. Killian’s advice found in the book Playing to Win also suggests that one not worry about the future events in the tournament, hinting that the player should live moment by moment in the tournament setting.
  3. Take breaks between rounds if possible. Although this seems simple, taking a moment to collect oneself can allow the player to refocus and move ahead to the next match. This is especially true if one had a rough game in one of the previous rounds, since stepping away from a rough game may allow the player to refocus for the following matches.
  4. Take snacks for day-long tournaments. Some tournaments last for the entire day without lunch breaks, which can hurt the player’s focus due to hunger. The solution is simple: take some snacks with you to the tournament. If the player is unable to take snacks to the tournament, one can find places to buy food around the tournament venue.

Have any more tips for focusing more and burning out less during tournaments? Please leave your ideas, comments, or questions in the comments section.

Intimidating Mutant, Darkface Deck

Intimidating Mutant, Darkface

Intimidating Mutant, Darkface

Borrowing philosophy from the control decks of old, the Megacolony have found new tools in the G era for slowing down the opponent and playing daunting and powerful threats in the late game. Specifically, the main powerhouse of G Megacolony is Intimidating Mutant, Darkface, an on-stride unit that allows the player to reduce the threat of rearguards while allowing the player to set up for powerful strides that require time, patience, and resources to optimize and survive long enough to use.

Deck List

Grade 4 Units
2x Lawless Mutant Deity, Obtirandus
4x Merciless Mutant Deity, Darkface
1x Wild-fire Mutant Deity, Staggle Dipper
2x Mutant Deity Fortification, Grysfort
2x Seven Stars Mutant Deity, Relish Lady
1x Dream Mutant Deity, Scarabgas
1x Poison Spear Mutant Deity, Paraspear
2x Suppression Mutant Deity, Tyrantis
1x Air Element, Sebreeze

Grade 3 Units
4x Intimidating Mutant, Darkface
2x Unrivaled Blade Rogue, Cyclomatooth (Break Ride)
2x Despot Mutant, Arie Antoinette

Grade 2 Units
4x Buster Mantis
4x Cyclic Sickle Mutant, Aristscythe
3x Tail Joe

Grade 1 Units
4x New Face Mutant, Little Dorcas (Stride Helper)
4x Rebel Mutant, Starshield (Perfect Guard)
3x Vulcan Lafertei
3x Scissor Finger

Grade 0 Units
4x Makeup Widow (Stand)
4x Earth Dreamer (Stand)
4x Scissor-shot Mutant, Bombscissor (Critical)
4x Gourmet Battler, Relish Girl (Heal)
1x Young Executive, Crimebug (Starter)

 

Deck Highlights

 

Intimidating Mutant, Darkface

This on-stride unit is the main linchpin of the deck, resting and stunning two rearguard units when a unit strides on Darkface. The resting of the units is very useful in activating Dark Device skills found in the deck, varying from Merciless Mutant Deity, Darkface and Aristscythe. In addition to this, the stun skill of this card also allows the player of this deck to draw a card for the units stunned with the on-stride effect if they are rested on the field at the end of the opponent’s turn. If this all was not good enough, Darkface’s generation break 2 allows the player to soul blast 2 cards when an opponent’s unit is placed in order to rest it, potentially wasting the opponent’s replacements for stunned units.

Aristscythe + Tail Joe

Both of these units are able to hit 11k power on their own before generation break, which allows the player using this deck to use these cards in the early game to hit an opponent’s vanguard without a boost. These two cards are also good targets to either gain additional power from units like Tyrantis and Staggle Dipper or stand trigger effects.

Merciless Mutant Deity, Darkface

For the cost of one counterblast and unflipping a unit in the G zone, the player can use this unit to choose an opposing rearguard for each copy of Darkface in the G zone in order to prevent the chosen rearguard(s) from intercepting and being chosen for effects or costs until the end of the opponent’s next turn (which includes trigger effects). Beyond being able to shut down certain decks that favor choosing rearguards for skills, this stride can also enable generation break 2 on the first stride, which helps Intimidating Mutant, Darkface rest units with its skill.

Scissor Finger + Buster Mantis/Arie Antoinette

With the combination of Scissor Finger and either Buster or Antoinette, a column of 21k total power can be created when all of the opponent’s rearguards are at rest, providing more push power to this deck for forcing opposing guards from hand or finishing games.

Grysfort + Relish Lady

Both of these G guards allow the player to stall the game out for bigger threats in the late game by potentially granting more shield while resting opposing rearguards in the back row (Grysfort) or the forcing the opponent to let the player gather resources or rest two opposing units (Relish Lady).

Unrivaled Blade Rogue, Cyclomatooth

In the event one must stun the vanguard and the field, this is an option for the Megacolony player. Although the amount of copies of this card in the deck can be altered, it has proven useful enough to run at 2 or 3 copies, but 4 copies seems to be too much due to the fact that one wants to ride Darkface as the first grade 3 unit in most games.

Starshield + Vulcan Lafertei

These cards are mentioned together in this note due to the amount of counter charging mechanics they provide to the deck through their own respective skills. In addition to this, Vulcan can also provide soul for the Darkface player.

Lawless Mutant Deity, Obtirandus

Due to this unit’s ability to prevent any rearguard calls, this card is in the deck list against certain counters to this deck, which can include Granblue and Gold Paladin clans at times.

Suppression Mutant Deity, Tyrantis

At the time of the creation of this deck list, this is one of the best finishers for Megacolony to date. In short, this unit’s generation break 8 prevents opposing intercepts and auto abilities from activation, as well as granting all units on the player’s field 5k power for each rested unit until the end of turn. Most of this deck is designed to wait until this unit’s ability can be activated while filling the field with rested units that do not effectively push for the end game.

 

 

 


Images of cards came from http://cardfight.wikia.com/wiki/Cardfight!!_Vanguard_Wiki. These images may have been re-sized.

Places to Buy, Sell, and Trade Collectible Cards

As mentioned in a previous article, it is inefficient to try to build decks from packs that one may buy, since the cards in the pack may not be desirable for the person seeking to build a deck. With this knowledge in mind, it is important to know some places where one can find other people for the sake of buying, selling and trading cards. Some generally reliable places to trade cards include:

  • Tournaments. Whether a player is at a local tournament or at the continental championships for a particular game, players can buy and trade with other participants in a tournament. In fact, some players are incentivized at times to travel to non-local tournaments with the incentive of trading with people that they may not see on a weekly basis.
  • Gaming conventions. Like tournaments, conventions are a great place to meet new players and barter trading cards. Although this is the case, conventions seem to only be a reliable place to obtain certain cards on the condition that the convention is holding a tournament or general event related to the game that such cards come from.
  • Social media trade groups. Mainly found on Facebook, there are many trading groups available to communicate with in social media. With this avenue of communication and connection with traders, it is important to find and abide by the rules that such groups have in place, both for the protection and effectiveness of the player’s trading interactions.
  • Auction websites. When the player is only interested in buying or selling cards, a great thing to consider is the plethora of auction sites that are available (such as eBay). These sites give the player the ability to either auction cards or sell them at a certain price.

What are your thoughts on this? Any other locations that anyone finds useful for buying, trading, and selling cards? Please leave and questions you have in the comments section.

Ghosties Deck

Ghostie Great King, Obadiah

Ghostie Great King, Obadiah

Hello everyone! It’s been a little while since you have heard from me. Today, I wanted to bring attention to a newer deck made possible by the Rummy Labyrinth booster and consists of the Ghostie archetype.

Sadly, Ghosties have been randomly included in Granblue until now, mainly staying as grade 0 units with a few exceptions.  Though Ghosties could not realize their full potential before, new support has gifted the archetype with an amazing mill engine and the ability to use the Ghostie name for consistency and pressure*. With this in mind, let’s look at the Ghostie deck and why it can be useful in the current meta.

Deck List

To start with, the Ghostie play style is all about getting 10+ Ghosties in drop zone, after that it is power 24/7. This deck can hit as hard as early-game Royals with a surprising amount of durability. Given the requirement to make the deck work, at least 80% of the deck needs to be Ghosties to be consistent. After testing various builds, this is the build that felt the smoothest to play:

Grade 4 Units
4x Witch Doctor of Corpse, Negrosonger
4x Eclipse Dragonhulk, Jumble Dragon
4x Ghostie Great King, Obadiah
2x Great Witch doctor of Banquets, Negrolily
2x Diabolist of Tombs, Nebromode

Grade 3 Units
4x Ghostie Leader Demetria
2x Fabian the Ghostie
2x Vampire Princess of Starlight, Nightrose

Grade 2 Units
4x Hesketh the Ghostie
4x Clemmie the Ghostie
3x Pirate Swordsman, Colombard

Grade 1 Units
4x Quincy the Ghostie
4x Freddy the Ghostie (Perfect Guard)
4x Tommy the Ghostie Brothers (Stride Helper)
1x Jackie the Ghostie
1x John the Ghostie

Grade 0 Units
1x Matt the Ghostie (Starter)
4x Mick the Ghostie and Family (Stand)
4x Howard the Ghostie (Draw)
4x Rick the Ghostie (Heal)
4x Cody the Ghostie (Critical)

Notes and Details**

 

Ghostie Leader Demetria

The most important card for the Ghostie archetype came in the form of this new boss unit, which provides the deck list consistency and durability. When Demetria rides, you can soul blast 2 Ghosties in order to reveal cards from the top of your deck until you reveal a grade 1 unit. If that unit has Ghostie in the name, you add it to your hand and discard the rest. If it doesn’t have Ghostie in the name, you discard all revealed cards. Now since most of the Ghosties work off of having 10 or more in the drop zone, this sets up the deck almost immediately allows the player to refund the card lost due to riding by gaining one to hand. The second skill allows the player to call a Ghostie normal unit of  a grade less than a retired unit when it is retired. This second skill of this card is very reminiscent of Nightrose’s generation break 2, but Demetria only can use the second skill once a turn due to its phrasing. This skill allows you to constantly revive key pieces and aren’t required to mill each time you do.

Fabian the Ghostie

Fabian is meant to be a rearguard support for Demetria and has a few skills to support her, though, being a 10k base is almost useless as a vanguard. One skill that was surprisingly absent from Granblue until the new support of Ghosties was the ability to be called to rearguard when sent from the deck to the drop zone. For one counterblast, when dropped from the deck, Fabian calls itself in hollow state. At generation break 1, Fabian gets +4k when it attacks a vanguard. While this may not be that impressive now, it combos perfectly with Demetria and quick aggression strategies, along with creating 21k columns with 7k boosters.

Vampire Princess of Starlight, Nightrose

Almost everything about this card synergizes with the core of the deck. Her stride skill allows you to mill between 0-3 cards and calls a unit, giving the unit +3 if it has hollow. Her generation break 2 skill to call a grade 1 to her column for Soul Blast 1 when another unit is called increases the advantage created by certain strides. If that wasn’t all, she also has hollow. Having hollow allows Demetria to call Clemmie or Hesketh when Nightrose retires, which makes her synergize to Demetria (similar to Fabian in this way).

Clemmie the Ghostie

I think most players would agree that Negrorook is one of the best grade 2 units in the clan, being a 16k attack while hollowed. Clemmie, with the support of other Ghosties, is actually an improvement on that card. If you have 3 cards in the drop, Clemmie gets +2k. While you have 10+ Ghosties in drop it gets another +5k power and +5k shield on guardian circle. This is an ideal target to bring back with Demetria when Fabian retires by hollow or with Negrolily’s G guardian skill, making Clemmie one of the core pieces to the deck.

Hesketh the Ghostie

This card can be amazing in the early game, but gets replaced every time by Clemmie. When Hesketh is placed on RG, it gets +3k, but if you don’t have 3+ cards in the drop zone with “Ghostie” in their names, calls in rest. Hesketh does however have a counter to this, once per turn, you can Counter Blast 1 and drop the top card of your deck if it has Ghostie in the name, Hesketh gets +3k and stands. This skill makes it swing for 15k from turn 2 or 20-22k if boosted, becoming an almost unblockable  in the early game.

Pirate Swordsman, Colombard

As the Amber clone for Granblue, this unit allows the player to call a unit from the drop zone for one counterblast when boosted at generation break 1. Its ability to call a unit on swing allows you to recycle Clemmie and continues to put pressure on the opponent.

Quincy the Ghostie

Quincy has 2 skills that do nothing but improve the quality/ durability of the deck. The first skill is a generation break 1 drop zone skill to place a grade 0 rearguard on the bottom of the deck and call itself to rearguard. Not only does this give you a better boost, but it cycles triggers to the deck. The next skill is that Quincy can be retired when your Ghostie vanguard is attacked to give it +5k. This card works well with Clemmie, giving you a very strong defense in addition to a 23k attacking column.

Tommy the Ghostie Brothers

The stride helper for the Granblue clan can not only search for Nightrose and discard as a grade 3 when placed on rearguard, but it can also be added to hand by Demetria’s skill.

Freddy the Ghostie

A Ghostie perfect guard. End of speech.

Jackie the Ghostie

Another hollow unit that gets +2k at generation break 1 for attacking an opponent’s vanguard, allowing it to swing for 9k total. If the unit is hollowed, it gets another +2k and intercept, which has good synergy with Negrolily.

John the Ghostie

When the attack it boosts hits a vanguard, it can be added back to hand. This can be searched by Obadiah or just to boost Hesketh or Clemmie. This card allows you to keep the pressure on the early game and can return to hand, meaning you don’t have to worry about committing your entire hand to board.

Matt the Ghostie

Like Peter before him, Matt can also mill card from the deck, though generates resources in a different way. When Matt is put into the soul, you mill the top 2 cards from deck. If one of those milled cards have “Ghostie” in the name, you soul charge 1, if they both have “Ghostie” in the name, you counter charge 1. This allows the deck to recycle the cost of Demetria and allows you to use Gauche as first stride if needed.

Mick the Ghostie and Family

One of the best triggers in Granblue and currently the only hollow trigger. When called from the drop at Generation Break 1, it gives a unit +10k power if hollowed and can go back to the deck when retired.

Howard the Ghostie

A new addition to the clan. Finally, they get a draw trigger that goes into the soul to give a unit +3k.

Witch Doctor of Corpse, Negrosonger

The new RRR stride for the clan. After it attacks, pay counter blast 1, discard a card, and flip Negrosonger. if you pay this cost, you look at the top 4 cards of your deck, discard up to one, shuffle the remaining cards, and call a unit from drop that gets +5k for each face-up G unit. This card can consistently call a 21k+ Clemmie from first stride.

Eclipse Dragonhulk, Jumble Dragon

When placed on VG, you mill up to 4 from the top of the deck. For each normal unit dropped this way, Jumble gets +5k. If 2 or more triggers are dropped, you can call a unit from the drop. This unit can be a 46K first stride. If you have been keeping on the pressure from the start of the game, this can be a great finisher.

Ghostie Great King, Obadiah

Search your deck for any 3 cards and mill them, and if 2+ hollows were dropped, you call a Ghostie normal unit behind the vanguard. This can search cards varying from Fabian to John, which allows for great flexibility in offensive and defensive plays.

Great Witch Doctor of Banquets, Negrolily

When this unit is placed on guardian circle, you can pay counter blast 1, retire a unit and call a Ghostie normal unit. If you call a unit, Negrolily gets +10k shield. Combined with Demetria, this G Guardian calls an additional 20k shield or two 16k attackers.

Diabolist of Tombs, Negromode

This stride is a nice compliment to Negrolily. For soul blast 1 when placed on guardian circle, if you have 5+ cards in the drop, this unit gets +5 shield. Additionally, if you have 10+ cards in the drop, it gets another +5 shield, and again for 15 cards in the drop. In total this card turns a 10 heal into a 40k shield, easily helping against monstrous strides such as Gill de Rais.

 


Images of cards came from http://cardfight.wikia.com/wiki/Cardfight!!_Vanguard_Wiki. These images may have been re-sized.

*I want to mention that the Ghostie engine can be molded to function in almost every previous Granblue deck.

**Each card name in this section can be clicked and expanded for more details.

Editor’s Note: A Second Introduction

Ibuki Facing Chrono

In the heat of battle a player’s true character is revealed…

Kouji Ibuki

(Cardfight!! Vanguard G Episode 3)

Over the course of reviewing such elements in general elements in games, I found out more about the concept of the human element of play, which is the general idea that each person will approach a game in a different way than that of the last person. This element is hard to anticipate, since every individual is different from one another, allowing for differences in game play each time. I would like to take a moment to tackle this subject from another angle.

The human element of play, I theorize, is a way to connect to our fellow human beings.

In a game, each person can react to certain things that occur as a result of the game state, each of these reactions being a little varied from the last. When the opponent reacts to certain phenomena in this way, each player finds out about a little bit more about the opponent that he or she is facing. In a way, games can provide the a valuable way in which one can learn about the preferences, strengths, fears, and personalities of a person that is facing you in the middle of a multiplayer game.

I am not saying that meeting people is the only purpose of games that we all know and love, and I am not saying that games are the only way in which we should get to know people. Although this is the case, I do believe that playing games together is a wonderful way to get to know each other better. To me, playing games together with people is another way of introducing me to them again, a window into how the person behaves and reacts with the game world around them and, at times, with the real world that we share together.

In the future, I hope to play with many more of you, so that I can have the pleasure of meeting you again for the first time.

Jonathan Smith
Cardfight Lab Tech
Editor in Chief


Images of cards came from http://cardfight.wikia.com/wiki/Cardfight!!_Vanguard_Wiki. These images may have been re-sized.

Announcement: Changes Happening on Cardfight Lab Tech

As recently shared on Facebook and Twitter, there are some big things happening at Cardfight Lab Tech. As a short overview, here are some changes that are happening very soon:

  • Due to the large amount of demand, Cardfight Lab Tech will be expanding its focus to include more expensive deck builds along with our budget deck lists for Cardfight!! Vanguard. We hope that this decision will help the blog diversify this content while still helping players to play smarter and better than before, no matter how small or large our readers budgets may be.
  • As of 29 April 2017, the blog will be using its newly created Twitch channel to stream local Columbus, Ohio players as they play Cardfight!! Vanguard and Future Card Buddyfight. This content will be carried over to our YouTube Channel in the future after such live streams have taken place.
  • Our first official live stream will be taking place during Card Academy’s First Annual Sakura Fest event, which will include Buddyfight (starting around 12 PM EST on 29 April 2017) and Cardfight!! Vanguard (starting around 12 PM EST on 30 April 2017). This live stream will be hosted on Twitch, which can be found at the address below.
  • Cardfight Lab Tech is currently working on expanding blog content to include information about Future Card Buddyfight. This will include rearranging content and menus to accommodate future content. Although this is the case, Cardfight!! Vanguard is the main focus of this blog until further notice.
  • Due to the increase in content, our weekly posting schedule will be changing if all goes according to plan. The announcement of the new posting schedule will be posted on our Facebook Page as of 1 May 2017. The link to our Facebook Page can be found below.

That is today’s big news for the blog! If you have any questions or concerns, please post in the comments section of this post. Thanks for the continued support!


Important Links:

Guest Post: Perspectives

9th cx logo

Hello Cardfighters,

I was recently asked to share some perspectives on Cardfight!! Vanguard and Bushiroad games in response to an older blog article that cropped up in a discussion at our locals. For those of you who don’t know me, I’m mainly a Weiss Schwarz player who also plays Vanguard and Luck and Logic casually. I started my TCG career playing Magic: The Gathering and switched to Weiss Schwarz in 2014. Since then, I have been playing Weiss competitively and casually in both English and Japanese.

I will preface this article and information with a few disclaimers. I am not Japanese, nor do I pretend to be. With a base Western education, I recognize a few of the cultural differences that exist between Japanese and Western culture. Of course, I may still be wrong in my viewpoint of such differences. Also, I am not an employee for Bushiroad, nor have ever worked for the company. My perspective comes from being a player who has gathered bits and pieces of information that I simply wish to share with others. Again, I may be in error in my observations or come across as providing false information. Though this is the case, this article is simply meant to open a different perspective on some of the things that I hear grumbles about from players in passing.

In October 2015, a very active Vanguard blogger in the community for Cardfight Pro (Vanguardians), Alexander “Touya” Fisher, wrote an open apology letter to players and readers of his blog as he backed out of the community.  Among the many things, he cited some reasons why he felt he could no longer support the game as he wanted to (his original article can be found here). Some of his concerns as a competitive Vanguard player are more than understandable, and this article does not aim to say he was wrong in his observations and frustrations. Some of the things that upset him, though, are things that through another viewpoint may provide consideration in understanding how and why Bushiroad makes some of the decisions that they do.

Differing Perspectives on Bushiroad Tournaments

Despite an overwhelming amount of data, Fisher cited first in his grievances the lack of the support of the Best of 3 format at tournaments. He was tired of fighting an uphill battle against Bushiroad who, from his viewpoint, seemed to want to kill the further development of the “professionalization” of Vanguard. To players who see card game players in games like Magic who make a living off simply playing the game, it is hard not to see why they might get frustrated by this, especially when competitive Vanguard cards sometimes do hit the prices that Magic competitive cards do.

The conflict from this arises is the fact that Bushiroad’s company philosophy is rooted in everyone playing together and having fun. In this light, the company is more oriented around family and community involvement in the game rather than worrying about recognizing the best pro player at all times. While Bushiroad certainly takes the time to recognize and reward those who top in their games, it also doesn’t want this to be the only reason why people play. Anyone with some business sense and strategy can see this is a stronger policy than just catering to a smaller, extremely competitive player base. The more people you expand to, the more people buy your product, the more the game grows, and the more people play. Give away small free participation gifts at events and don’t charge entry? What a great way to get people to just pick up a trial deck and play for the day.

Consider the recent G Vanguard Anime series as another example of this. They showcase festival days with everyone playing Vanguard games in their communities from young to old. The show the protagonist and his friends playing games with elderly man to earn points to qualify for a regional tournament. Again, community is the focus rather than professional play. Everyone playing together and having fun. Another friend through Weiss shared with me a memory from one his trips to Japan about the coolest Vanguard tournament he had ever seen. Families came to the event with one deck, and the youngest member in the family piloted the deck with all the other members standing behind to help him/her out in play.

Best of 3 format is a great thing for dedicated professional players who understand that sometimes in a Best of 1 format doesn’t allow for the mathematical issues when your deck just says “No” due to a bad shuffle. Trust me, I’ve had those games on both sides of the table. Best of 3 format is terrible in a tournament format with families and younger children who only have a limited time to be there, participate for the day, and realistically can’t come back to participate in a Day 2. In North America, our demographic audience is drastically different. Tournaments are usually attended less by families and more by single adult individuals or couples have devoted the weekend to play.

On another note, paid entry or included tournament pay outs to top players is a very hard thing to handle, especially for a foreign company. Winnings must be reported on both ends for tax purposes, and some areas view playing card games for an entry fee as a form of gambling which isn’t allowed sometimes. From Bushiroad’s cultural viewpoint, these people would argue your entry fee is a ‘wager’ at a chance to earn more money back than you paid into the event. Bushiroad, like many companies, don’t have the resources to devote to this kind of a format as of yet, nor do they want to. I feel that this kind of competitive format will have to continue to be supported by local stores for the player communities here in North America that desire that.

In regards to the handling of a reported cheating incident that Fisher, realize that it is difficult for any TCG company to pick up the pieces of hard evidence after a cheating event has occurred. Similar to viewers at home viewing a sporting event on TV seeing things the referees didn’t, this type of event is a problem in any competitive format play. In addition to this, Bushiroad also practices passive judging for larger events, which means that players are responsible for their own fair play and for calling a judge if they need a ruling. It isn’t that their judges won’t stop to correct a misplay if they see it, rather that it is the player’s responsibility to know their cards and play properly. Though hard to understand, the culture of Japan has a negative stigma for cheating or dishonest play and/or work is so high that this stigma is a form of community censorship. People just don’t do it with the frequency that it crops over here in competitive formats, where I would hazard a radical opinion that while cheating is also negatively looked upon that it also carries with it an unwritten “Let’s see if I can get away with this without getting caught” clause. It is understandable for people to be frustrated with these things, but understand the company’s difficulty with pulling up evidence during tournaments and the implications of the company’s policy of passive judging.

Differing Perspectives on Secondary Markets

In addition to the point above, Fisher also cites high card prices and increased rarities as a contributing negatively to Bushiroad not continuing to push for professionalization of the game. The reality is that the singles market for the game, also known as the secondary market, is driven by business minded individuals who realize that in a collectible game that the cards pulled from packs are sometimes a better sale deal to competitive players than opening sealed card packs. Bushiroad does attempt to combat this if they can, even if it takes time to do so. The most recent Revival Collection was printed in English to help bring down the cost of some older staple cards and reprints of expensive generation rares at a lower rarity but a few examples. Interestingly, more from my experiences in Weiss and less in Vanguard, the company’s reprint formulas are much sounder than some other TCG companies. It is very rare that cards do anything but a dip in price briefly, and then rise back up in value. They keep their collectibility as much as they can in a very fast paced and ever changing competitive scene. While I will not deny how quickly the meta has been evolving in the game to any degree, realize that players contribute to determining these outcomes. True, Bushiroad could do away with the higher GR rarity, but this tactic is no different than trance rares in Luck and Logic or mythics in Magic.

Differing Perspectives on Bushiroad’s Game Design Decisions

Fisher cites his frustrations with Bushiroad’s Research and Development team for contributing to a stale game state ridden with power creep. If you look across all Bushiroad games, you will find players in their perspective communities with a similar frustration. Even I have read spoilers for a newly up and coming Weiss set or Vanguard Generation Rare, get heated, and grumble “Did they play test this?!?”. The reality is that they did, and they are attempting in their own way to push the game forward. Vanguard has grown to the card pool point to begin competing with Pokemon, Magic, and Yu-Gi-Oh. Similar to Magic, there is no way for a team to play test every card combination that players might find, and Bushiroad’s R&D is on a much smaller scale than Magic.

With the intent to advance the game design mind, Bushiroad also likes tournaments and events to move along at a decent pace and not stall. In Weiss Schwarz, cards like anti-heal and anti-salvage were actually printed in response for games taking forever to finish due to stalling the game out with overuse of these abilities. Power creep in the game actually contributes to making events and games move faster. My recent experiences in playing my Genesis and Oracle Think Tank decks at locals have found that the game is moving so fast it feels like you don’t have enough turns to do everything you might want to actually do. While this can be a frustration for more casual players, it helps Bushiroad keep tournaments on the shorter side and move new product. Honestly, this is all par for the course in TCGs as a whole, proving to be a strong business move.

Sympathizing with Touya and Concluding Thoughts

Fisher brings up valid reasons in his post for players to be upset with the game and Bushiroad as a company. It isn’t wrong to be frustrated by these things. I’d be lying as a player if I said otherwise. But I will point out that Bushiroad’s perspective on their card games is a bit alien to our perspective. They want everyone to come, to play, and to have an enjoyable experience. They want to encourage a variety of level of players to play their game, not just the competitive ones. They want to give away free items and not hinder participation with an entry fee on top of travel fees to play at a location. The things we grumble about from time to time as players sometimes stem from perspective differences in location and philosophy.

I realize this article is highly unlikely to change anyone’s opinion, nor do I disagree completely with the points Fisher brings up. Rather, all I hope to do, is lend a different perspective to the discussion to hopefully help others see things a bit more differently. At one point in time, a variety of other skilled players shared these perspectives and more to help give me a better view of things. Similar to Fisher’s statement in his post, I have no intentions of leaving Weiss, Vanguard, or Luck and Logic even though I may become frustrated with changes and decisions that happen. I feel it is better rather to move forward and improve my playing to help support the games I love.

Thanks again,

Writer from 9th CX

P.S. – Fisher’s original article is online if interested if you are interested in his perspective. Please read here the original post that was the inspiration to this response:

http://vanguardus.blogspot.com/2015/10/announcement-disbandment-of-cardfight.html


Thanks to 9th CX for the perspective on Bushiroad as a company! If you want to find out more about them and their adventures in the game of Weiß Schwarz, you can visit there official website here.