Opinion: G Guardians and Expanded G Zone

MB-044

Light Element, Agleam

What?! Bushiroad has added something to the game and with it comes some big changes. First of all, Bushiroad has added in a new card type called a G guardian. A G guardian is a unit which resides in the G zone like your strides, however it is able to guard from the G zone at the cost of discarding a heal trigger. For a G guardian to be used, one must meet the following requirements:

  1. Both players must be at grade 3 or greater.
  2. Under the condition that you have 3 or less face-up G guardians, the defending player may discard a heal trigger from his or her hand to call a face down G guardian from your G zone to the guard circle at rest.
  3. Complete any abilities that the G guardian may have.
  4. Call anymore G guardians or any other shield that you wish (as many times as you want or can).
  5. When the G guardian is done being used, put it face up in your G zone.*

In addition to the creation of this new unit type, Bushiroad is also increasing the maximum amount of cards in the G zone from 8 cards to 16 cards. This expansion gives the player more room in G zone for the player to use the G Guardians, but opinions on both the new unit type and the expansion of the G zone are varied and non-conclusive at this point in time.

With this in mind, this article encloses the different opinions that the writers and players of this blog have about G-Guardians and the expanded G zone. Please note that these are our own personal opinions. These opinions could change once we test these mechanical changes to the game as of the release of Fighter’s Collection 2016. Here are some of our writers opinions on G-Guardians and the expansion G zone:

brgarnet17 : “I am still on the fence about the whole thing. The size of the G zone is more of a concern to me than what the G-Guardians do. I liked the fact that I had to work with the limited space that was available in 8 spaces in the G zone, leading to more strategic play. At least in the short term, I think the amount of spaces for the G zone should have been expanded to at most 12 spaces to still encourage strategic thinking in building the G units in the [G zone]. Also, I am not happy that they are essentially forcing the players who want to be relevant in the short term to buy g-guardians out of the fighter’s collection. Although it is a good call to have the clans gain the mechanic right away, it is detrimental in the short term in terms of prices. In short, I am for the G-Guardians, but not for the increase of the G zone to 16 units and the short term availability of G-Guardians only in the [new] Fighter’s Collection, although my opinion could change on that.”

standupthevanguard: “I love what G-Guardians are going to do to this game. I personally am hoping that it will stop the need for people to want to stride first all the time and not make it so punishing. G-Guardians are also incredibly useful in the case that you need to guard that little bit more than you may not be able to reach by normal means. But my opinion on the increase of [size of] the [G zone] is a good thing. I know a lot of people like the tighter fight of an 8 carded one and think that 16 cards is way to much, I really have to disagree with the entire thing on it. I believe that it adds so much more variety and flavor to the game. The way I saw it is now I don’t have to play just the one option to my [G zone]. I can play different versions of the deck within the [G zone] depending on the match-up, [and] I do think this was a change for the better.”

vesselofemolga: “I really like the G-Guardians, I believe that it brings a certain aspect to the game that was sorely missing before. As for the increase of the [G zone], it can make the game more unpredictable, with there being more ways to play the [G zone] than just the standard way that we are all used to.”

road2toptier: “I feel like G-Guardians are a good and positive thing for the game as a whole. Since it gives the player the ability to survive fatal attacks such as Chronodragon Nextage or Phantom Blaster ‘Diablo’. The G-Guardians will also speed up the game in that the player going first won’t be as punished for not getting access to striding first. The expansion of the [G zone] would have been fine if it was not doubled. I personally liked that I had to choose what to run and make room to fit the cards I wanted to play instead.”

vanguard393: “As far as the G guardian mechanic is concerned, I think it was a solid addition to the game. It makes guarding powerful units or combos easier, without completely diminishing their worth. The way I see it, the game will still usually end within 2-5 strides. With regards to the expanded 16 card [G zone], I also approve of the change. Now players will be able to include their ‘tech choices’ or units for G assist fodder without taking away from their main G units. I believe this will add a new level of versatility to decks.”

Thanks for hearing us out! If you have any questions or comments, please feel free to put them in the comments section.


*Face-up G guardians will count as a G unit when considering generation break skills.

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

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3 thoughts on “Opinion: G Guardians and Expanded G Zone

  1. Like most things G Guardians have good and bad aspects to them.
    Let’s start with the good.
    A good aspect to them is that they help nerf guard restrictions. Examples being Heavyduke or even L’express which comes out soon in the upcoming Legend deck. Guard restriction was not something the player could always help having in hand. A player can not choose, for the most part, what they draw into or check. This was a needed nerf and makes the game more manageable.
    I’m going to take Bushiroad’s side on the increase of the G-Zone. I suspect that it was increased to 16 slots rather than 12 because Bushiroad has yet another mechanic to throw into the G-Zone. Or perhaps once G Guardians get more complex they will start flipping other G units to activate costs. This would obviously rake up more room in the G=Zone. I do not think that throwing in all these tech choices truly matter that much. If the card was that good or important you would have found room in the original 8 slots. You will still most likely stride the same cards you usually do. Now you have some more options for that small chance situation you run across.
    Now for the bad.
    Straight up G Guardians enable generation break. This means whoever goes first can have access to their GB2 stride a turn early. Certain strides become a lot more deadly now that they can be stridden first at full power. A great example of this is Lambros. He works as a first stride, but you do not gain the 10k boost to two units. Now because of G Guardians you do. Many people state that this balances out the second player striding first while the first player does not get to. I do not agree with this. Many higher tiered clans such as Aqua Force or Royal Paladin already like to go first. This is so they can rush the opponent while the opponent is stuck at a smaller base power them themselves. Let’s say you are playing against Aqua Force with whatever clan. Aqua Force goes first and on turn 2 they rush you with Tidal Assault or what have you. The next turn you are only riding to grade 2 so they can still hit you with their rear guards as commonly you are only at a 9k base. After all that rushing and you get your one stride in the opponent decides to use one of their G Guardians. Now they get to use Lambros at full power on their first stride after they have been rushing you down for two whole turns. To me this isn’t fair. What the problem is is that some strides are not meant to be used when your opponent is at low damage while others such as Lambros don’t care because it is a rear guard based stride that has multiple attacks and can push multiple damage. Another card similar to this is Conquest from Narukami. Not as deadly but has the same concept of giving 10k to the front row and pushing multiple damage. Other stride such as The Ace from Kagero, without hitting critical triggers, will only dish out two damage. This is where the imbalance of strides are with the new G Guardians. Further more some clans. like Dark Irregular, has strides where it requires set-up throughout the game. Dark’s main stride is Gilles de Rais. This card requires 15 cards in the soul for the full effect. There is no logical way the dark player is getting 15 cards in the soul by first stride. This is another example of the imbalance of how strides were made before G Guardians.
    There is one more huge thing the increase of the G-Zone does for the game. This increase is going to destroy the secondary market. ,All of those strides you put into your 8 card G-Zone that were two ofs will no be 4 ofs. There is no reason to not run 4 copies instead of 2. All those Royal Paladin players that ran 2 Divine Altmile at 2 copies now may as well run 4 because they have the room, This card already spiked to 30$ a piece and now with G-Guardians it will reach even higher prices.

    Of course I will continue to play the game despite the seemingly negative aspects over the positive ones. I really don’t know the scope of how the game will change when G-Guardians come out. I only hope that the change is a good one. Time will tell.

    Like

  2. Like most things G Guardians have good and bad aspects to them.
    Let’s start with the good.
    A good aspect to them is that they help nerf guard restrictions. Examples being Heavyduke or even L’express which comes out soon in the upcoming Legend deck. Guard restriction was not something the player could always help having in hand. A player can not choose, for the most part, what they draw into or check. This was a needed nerf and makes the game more manageable.
    I’m going to take Bushiroad’s side on the increase of the G-Zone. I suspect that it was increased to 16 slots rather than 12 because Bushiroad has yet another mechanic to throw into the G-Zone. Or perhaps once G Guardians get more complex they will start flipping other G units to activate costs. This would obviously rake up more room in the G=Zone. I do not think that throwing in all these tech choices truly matter that much. If the card was that good or important you would have found room in the original 8 slots. You will still most likely stride the same cards you usually do. Now you have some more options for that small chance situation you run across.
    Now for the bad.
    Straight up G Guardians enable generation break. This means whoever goes first can have access to their GB2 stride a turn early. Certain strides become a lot more deadly now that they can be stridden first at full power. A great example of this is Lambros. He works as a first stride, but you do not gain the 10k boost to two units. Now because of G Guardians you do. Many people state that this balances out the second player striding first while the first player does not get to. I do not agree with this. Many higher tiered clans such as Aqua Force or Royal Paladin already like to go first. This is so they can rush the opponent while the opponent is stuck at a smaller base power them themselves. Let’s say you are playing against Aqua Force with whatever clan. Aqua Force goes first and on turn 2 they rush you with Tidal Assault or what have you. The next turn you are only riding to grade 2 so they can still hit you with their rear guards as commonly you are only at a 9k base. After all that rushing and you get your one stride in the opponent decides to use one of their G Guardians. Now they get to use Lambros at full power on their frist stride after they have been rushing you down for two whole turns. To me this isn’t fair. What the problem is is that some strides are not meant to be used when your opponent is at low damage while others such as Lambros don’t care because it is a rear guard based stride that has multiple attacks and can push multiple damage. Another card similar ot this is Conquest from Narukami. Not as deadly but has the same concept of giving 10k to the front row and pushing multiple damage. Other stride such as The Ace from Kagero, without hitting critical triggers, will only dish out two damage. This is where the imbalance of strides are with the new G Guardians. Further more some clans. like Dark Irregular, has strides where it requires set-up throughout the game. Dark’s main stride is Gilles de Rais. This card requires 15 cards in the soul for the full effect. There is no logical way the dark player is getting 15 cards in the soul by first stride. This is another example of the imbalance of how strides were made before G Guardians.
    There is one more huge thing the increase of the G-Zone does for the game. This increase is going to destroy the secondary market. ,All of those strides you put into your 8 card G-Zone that were two ofs will no be 4 ofs. There is no reason to not run 4 copies instead of 2. All those Royal Paladin players that ran 2 Divine Altmile at 2 copies now may as well run 4 because they have the room, This card already spiked to 30$ a piece and now with G-Guardians it will reach even higher prices.

    Like

  3. Like most things G Guardians have good and bad aspects to them.
    Let’s start with the good.
    A good aspect to them is that they help nerf guard restrictions. Examples being Heavyduke or even L’express which comes out soon in the upcoming Legend deck. Guard restriction was not something the player could always help having in hand. A player can not choose, for the most part, what they draw into or check. This was a needed nerf and makes the game more manageable.
    I’m going to take Bushiroad’s side on the increase of the G-Zone. I suspect that it was increased to 16 slots rather than 12 because Bushiroad has yet another mechanic to throw into the G-Zone. Or perhaps once G Guardians get more complex they will start flipping other G units to activate costs. This would obviously rake up more room in the G=Zone. I do not think that throwing in all these tech choices truly matter that much. If the card was that good or important you would have found room in the original 8 slots. You will still most likely stride the same cards you usually do. Now you have some more options for that small chance situation you run across.
    Now for the bad.
    Straight up G Guardians enable generation break. This means whoever goes first can have access to their GB2 stride a turn early. Certain strides become a lot more deadly now that they can be stridden first at full power. A great example of this is Lambros. He works as a first stride, but you do not gain the 10k boost to two units. Now because of G Guardians you do. Many people state that this balances out the second player striding first while the first player does not get to. I do not agree with this. Many higher tiered clans such as Aqua Force or Royal Paladin already like to go first. This is so they can rush the opponent while the opponent is stuck at a smaller base power them themselves. Let’s say you are playing against Aqua Force with whatever clan. Aqua Force goes first and on turn 2 they rush you with Tidal Assault or what have you. The next turn you are only riding to grade 2 so they can still hit you with their rear guards as commonly you are only at a 9k base. After all that rushing and you get your one stride in the opponent decides to use one of their G Guardians. Now they get to use Lambros at full power on their first stride after they have been rushing you down for two whole turns. To me this isn’t fair. What the problem is is that some strides are not meant to be used when your opponent is at low damage while others such as Lambros don’t care because it is a rear guard based stride that has multiple attacks and can push multiple damage. Another card similar ot this is Conquest from Narukami. Not as deadly but has the same concept of giving 10k to the front row and pushing multiple damage. Other stride such as The Ace from Kagero, without hitting critical triggers, will only dish out two damage. This is where the imbalance of strides are with the new G Guardians. Further more some clans. like Dark Irregular, has strides where it requires set-up throughout the game. Dark’s main stride is Gilles de Rais. This card requires 15 cards in the soul for the full effect. There is no logical way the dark player is getting 15 cards in the soul by first stride. This is another example of the imbalance of how strides were made before G Guardians.
    There is one more huge thing the increase of the G-Zone does for the game. This increase is going to destroy the secondary market. ,All of those strides you put into your 8 card G-Zone that were two ofs will no be 4 ofs. There is no reason to not run 4 copies instead of 2. All those Royal Paladin players that ran 2 Divine Altmile at 2 copies now may as well run 4 because they have the room, This card already spiked to 30$ a piece and now with G-Guardians it will reach even higher prices.

    Like

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