Top 5 Yellow Cards in DB-BT01 and First-Run Trial Decks

Hello readers of Cardfight Lab Tech! This will be the first in a series of Dragoborne articles that are planned in the upcoming months. To start off, I will be briefly discussing what I think are the top 5 most impactful cards for each of the 5 color combinations! Our article will focus on yellow cards in the Rally to War, the first released set in the game. Listed below are my top five picks for the top 5 most impactful cards in yellow in Dragoborne in the set Rally to War:

5. Kaddar, Dragonmage Adept

DB-BT01-003

This guy is a pretty exciting card when we get right down to it. He’s a 4/4 body for 4 mana that allows you to draw cards equal to every set of 2 of your yellow creatures. At his best, he will allow you to draw 2 cards when dropped on the field. The fact his effect doesn’t say “other yellow creatures” is a big bonus, since this allows him count himself in his own effect! On average, at 6 resources, you can drop 1 other creature and this guy to draw one card, then patiently try to trade with your guys, putting you up a card.

4. Axion, Herald of Armies

DB-TD02-001

Axion is an odd card due to being overcosted for his stats (without being dragocrossed) but possessing a very strong effect to make up for it. Ideally, this card is dragocrossed most of the time, allowing this card to be a 5/5 creature for 5 mana once dragocrossed. In addition to this, Axion is able to stand when a dragoshield is destroyed and moved to another fort, forcing your opponent to think twice about attack patterns.

3. Sunscale Dragon

DB-BT01-001

Sunscale is the ultimate shield buster, making it a worthy candidate for the top 5 yellow cards. This is possible with its effect, which allows it to restand once a turn after destroying a dragoshield. It can even be used a pseudo defender if all you want it to do is break shields then stay standing to block. Some of Sunscale’s biggest strengths are that he prevents the opponent from trading well or being a threatening blocker since he can single handedly break a shield then force the opponents big guy to block him and due to its defensive stats. To top all off, he draws you a card when he smashes shields! He has a very minor downside though in that he cannot break 6-value dragoshields by himself without some form of additional power and dragocross (e.g. Althaine’s Blessing).

2. Replenish the Ranks

DB-BT01-021

I very well may regret not making this the number one yellow card as of right now. It’s that good. Playing it by paying its 3 mana cost will result in drawing two cards. In addition to this, it conditionally allows you to draw three cards instead if a yellow die that exactly equals 1 and/or allows the card to be played for free if there is a yellow die that exactly equals 6. I would like to emphasize that you need at least a 6-value yellow die roll to make this an optimal card to play. With this card’s reliance on yellow die value, this card excels in any deck that can modify dice values or exchange values. With the proper setup, it’s very common to see 2 of these played in one turn to draw 6 cards for free. This is a card which will only have its potential value rise as future sets release with increased support with dice manipulation and as a mainstay in yellow due to the draw support it provides.

1. Angelica, the Light of Logres

DB-BT01-002

It should be no surprise to see Angelica here. Reason: she lets you play a lot of creatures who like being dragocrossed, and her effect dragocrosses every other creature on the field with the same die that Angelica herself is dragocrossed with. This allows you to enable multiple creatures’ dragocross abilities with the use of one die (e.g. two Remus on the board). Just having multiple cards that want to be crossed is enough due to the 1/1 stat gain. It’s just a bonus if they’re all the same color needed (e.g. Azraeus, Blade of the Justicar). She is going to enable a lot of cool deck builds as the game goes on just due to her first effect alone so her potential moving forward is most certainly there. She’s a solid card on her own because she was given stats that assume she’s always dragocrossed, which her effects incentivizes.

Thanks for reading this article on Dragoborne! If you have any questions or comments about the article, please leave them in the comments section.


Images of cards came from http://dragoborne.wikia.com/wiki/Dragoborne_Wiki. These images may have been resized.

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Top 5 Green Cards in DB-BT01 and First-Run Trial Decks

Hello readers of Cardfight Lab Tech! This will be the first in a series of Dragoborne articles that are planned in the upcoming months. To start off, I will be briefly discussing what I think are the top 5 most impactful cards for each of the 5 color combinations! Our first article will focus on green cards in the Rally to War, the first released set in the game. Listed below are my top five picks for the top 5 most impactful cards in green in Dragoborne in the set Rally to War:

5. Fal’thalas, the Lost Wind

DB-BT01-031

This guy is quite interesting to say  due to his early game applications and his usability through the mid and late game. He’s a 1 mana drop that can essentially break any dragoshield barring a 6 roll while diced and on top of that he just eats through red forts early if they leave blockers. His upside most certainly outweighs his downside, which is his 1 health pool. Although this is the case, a 1 mana drop that can bust nearly any shield is too good to overlook, especially when it opens the way for one of the better blue cards mentioned in a later article.

4. Mischievous Sprite

DB-BT01-035

I love cards that directly impact the board when they are played, and Mischievous Sprite definitely fits this category. She pumps up your green creatures when dragocrossed with a green die, making pushing or defending with creatures easier. Despite this, the real application is that she destroys ambushes in a format where ambushes are very prominent in multiple ways.

3. Tanglewood Druid

DB-BT01-036

This is a card that might not be very strong now, but it most certainly has many future applications to the game. If not answered right away, she will let you play any color cards from your hand and pump its stats to 3/3, which is fantastic for a 1 mana creature drop. I placed her on this place in my list due to her large future potential card. Although she may not receive attention right away,  she most certainly will in time.

2. Eleanor, Queen of Storm

DB-BT01-026

She’s very straightforward in what she does: disrupt or prevent ambushes from the opponent. If she is dragocross green, she shuts down ambushes for the entire turn. If you choose not to dice her, she will destroy an ambush on any opposing fort on attack. With her abilities, she ensures that creatures attacking opposing forts are not stopped by powerful opposing ambushes, allowing such creatures to push for game-winning turns more securely.

1. Springleaf Angel

DB-BT01-032

This is what I would consider green’s bomb. While others consider Teraxx to be green’s best card, springleaf is a 5 drop 8/8 if played in a mono-green deck or potentially a 5 drop 6/6 before dragocrossed and the player has 3 green resources. She has limitless power scaling, specifically when you consider ramp and she will survive any red spell that tries to kill her with raw damage, requiring multiple cards to deal with her. If you do happen to have her dragocrossed green, you can stand a rested opposing unit and force it to block her, potentially killing opposing creature threats in combat. Although this is a powerful effect, she only can target rested units with this skill. Despite this one detail, the combination of this ability and her ability to gain potentially limitless power makes her an absurd card now and in future sets.

Thanks for reading this article on Dragoborne! If you have any questions or comments about the article, please leave them in the comments section.


Images of cards came from http://dragoborne.wikia.com/wiki/Dragoborne_Wiki. These images may have been resized.

Top 5 Red Cards in DB-BT01 and First-Run Trial Decks

Hello readers of Cardfight Lab Tech! This will be the first in a series of Dragoborne articles that are planned in the upcoming months. To start off, I will be briefly discussing what I think are the top 5 most impactful cards for each of the 5 color combinations! Our first article will focus on red cards in the Rally to War, the first released set in the game. Listed below are my top five picks for the top 5 most impactful cards in red in Dragoborne in the set Rally to War:

5. Carefree Orc.

DB-TD03-015

Carefree Orc is a solid card that can find its way into any red deck color combination regardless of what the decks game plan is. While dragocrossed, it can hit a 6 roll dragoshield for half of its value while either removing or assisting in the removal of early game creatures through direct damage. It’s a strong addition to nearly any red deck because of the sheer annoyance and power it can provide.

4. Pyroblast.

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This card just oozes with potential value. If you’re playing multiple red banners or if you’re playing with dice value modification abilities, it becomes very likely to threaten 5-6 direct burn damage on all creatures on one opponent’s fort. Anyone that triggers the activation of this card without paying attention to dice can put himself or herself in a game-losing situation.

3. Torch.

DB-TD03-020

Torch is the essential removal card of red and it has multiple pros and cons. Among these, one of the major pros is that this card has fort burst which allows you to shut down attacks or save a fort at random during your opponents turn without needing to spend anything including the 2 resources needed to set an ambush. Another major pro of this card is that you can hard cast it to take out important targets in nearly all stages of the game. The con of this card is that its damage is based on your dice value which allows opponents to have certain interactions with it, just like with Pyroblast.

2. Fafneer, Volatile Fire.

DB-BT01-073

Cards that are impactful right away as soon as they are summoned are obviously going to provide huge tempo swings, and this guy has that in spades. Although he’s just an under-costed 5/5 costing 6 mana, he makes it up in his effect. When this guy gets dropped on the board, he’s going to destroy a shield on a fort and usually he will kill a defender through burn damage, allowing you to push a fort down pretty easily. He always takes at least 2 cards to deal with him provided he actually destroys a creature. The pushing power is just icing on the cake.

1. Izarco-Tvash, Born of Magma.

DB-TD03-013

If you thought Fafneer had a huge edge in the tempo swing, you might have missed this big boy. Not only does he instantly impact the board in multiple ways that are all beneficial to you by burning any number of opposing creatures for a total of 6 damage, but he can do it again with 7 total burn damage when he dies and is dragocross red. With this effect, Izarco goes well with cards like Death and Decay, which wipe a board of 3 drops and smaller while Izarco kills the bigger creatures. In addition to this, Izarco hits the board and changes any of one of your dice to a value of six. You can use the dice modification alone in a multitude of ways. You can use this with cards that rely on 6-value die for effects, like Replenish the Ranks for yellow, which allows one to draw 2 cards entirely for free with a 6-value yellow die. Overall, Izarco himself will usually take your opponents 5-6 drop from them be a huge body on board and while diced makes your opponent scared to kill him as he just kills more stuff. This guy is so strong that decks  are able to just be built around him and very easily steal games just off the value he can generate by himself and that’s why he’s my number one pick for current red cards.

Thanks for reading our first article on Dragoborne! If you have any questions or comments about the article, please leave them in the comments section.


Images of cards came from http://dragoborne.wikia.com/wiki/Dragoborne_Wiki. These images may have been resized.</sup>

Starting Cardfight Vanguard: Things I Learned

Ironcutter Beetle

Ironcutter Beetle

I haven’t played Vanguard for very long, but that’s fine. I have a long history with card games like Magic, Yu-Gi-Oh!, Hearthstone, and many others. But this game locked me in, I owe it to a couple of people! For one I owe it to my friend Lawrence who bought a trial deck with me and taught me how to play and helped to see what deck to build first. Secondly, I would like to thank brgarnet17, who helped me by showing me a budget deck that would teach most of the game’s mechanics and how building decks in this game was different than how I did in any other card game.

Without further delay, here are some things I learned about Cardfight!! Vanguard as a newcomer to the game:

  • Vanguard is enjoyable to me. For me, Vanguard is refreshing even after playing the same deck for a while. You could play 3 to 4 matches against the same clan, and it they could all be very different decks. The games are fun and well paced. One thing that really dragged me down in other card games were certain match-ups auto-killed you, they completely neutralize you, just because you played the wrong deck against them. Vanguard helps this with drive checks, it’s a way mid-battle to deal some damage, build hand advantage, or even heal at certain points in the game. The game mechanics feel natural to me, and the game allows for a good shift of advantage.
  • Veteran players helped me improve. For me, a big part of any game is getting better and improving your decks and play style. That is a big thing I am working on now with my Megacolony deck. One of the best things that you can do is ask someone who is more experienced in the game and take a look at your deck. I only recently took the advice of one of the other bloggers of this community, and that advice made a big change to my game that is already changing the win rate in my deck!
  • Buying cards from packs wastes money. Just like any other card game, a lot of good decks cost a lot of money, and if you’re like me you don’t have enough money for those decks. But there are some great budget builds, which have great consistency with their plays and allow for further building into greater decks. While on the subject of saving money, one of best ways is to buy the singles you need rather than the packs from the boxes that it comes in. Avoiding buying boxes early on can be really helpful. Instead of just wasting money on cards you don’t need in your deck, head down to a local card shop that sells singles or buying online from retailers such as Amazon or TCGplayer. This can be really helpful to building up a collection of cards that you need with less wasted effort.

These are my personal takeaways from Cardfight!! Vanguard as a new player to the game. If you have any questions or comments about my experiences, please leave them in the comment section.


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

In Defense of Netdecking

In the Vanguard community, there are many things to consider in terms of deck creation and strategy. One such thing is the concept of netdecking. To define the term, netdecking is the practice of building a deck that is card from card from a tournament-winning deck list from the Internet*. Many people had problems with this due to the lack of originality. Although this is the case, there is a purpose of net decking that I would like to defend.

In relation to the new players, netdecking is very positive. Reasons for this are threefold.

  • Netdecking can be used as a way to save money. People in the vanguard community people can use deck lists in order to find ways to build decks without having to spend money on a single card. This saves the general cardfighter money that could be wasted in spending money on extra cards that may not be used in the build he or she wishes to try.
  • Netdecking can be used to learn the strategic methodologies of different players and different builds. For new players, it is vitally important to learn how different people approach and play the game on a strategic level. This is provided through deck lists online, showing the player what it takes to outwit your opponents or build a playable deck.
  • Netdecking can be used by new players in order to get into the game quickly. Typically, it takes time to learn how to properly build a deck before one can take it to tournaments. With netdecking, people can build and try decks while still not knowing the process of deck building in the highest detail. This helps players get introduced to the game in small increments, making the game more approachable.

What is your opinion on netdecking? Is there a time and place for such practices? Please put your opinions in the comments.


*The term originated in Yu-Gi-Oh! but is seen in other card games as well, including Cardfight!! Vanguard. More is explained at this link: http://yugioh.wikia.com/wiki/Netdecking

Thoughts on Improving Springfest

Another Bushiroad Spring Fest has come and gone. With this past Spring Fest came new opportunities to meet people, compete with opponents, and enjoy the game of Cardfight!! Vanguard with players from around the region. Although this is an enjoyable experience for a lot of players, I would like to provide some ideas to the Vanguard community and, with much respect, to the Bushiroad company to consider when trying to improve the Cardfight!! Vanguard regional tournaments at Bushiroad Spring Fest events.

  • Increase amount of teams invited for Continental Championships. In order to incentivize players to take part in the regional tournaments, the company may need to increase the size and scale of the national and world tournaments in terms of players. One way of doing such is to increase the amount of invites that are given during the regional tournaments. One such way is to give out tournament invites to the top eight teams/players instead of the top three. This should increase the amount of people that would be able to go to the national invitational tournament. This method is used for regional tournaments for Magic: The Gathering*. Although some will argue for this, I would actually prefer the method that Yu-Gi-Oh! takes on this, which is determine invites based on amount of participants**. If done is this way, the amount of invites given out would be fair to the amount of players partaking in tournaments and not give away too many or too few invites (which is the risk one runs when setting a certain amount of invites).
  • Provide more regional locations. Although this suggestion can be applied to any region, this is specifically for the United States region. With the amount of potential players in areas of the world and the lack of locations that they can feasibly travel to, too few locations will needlessly limit the amount of players that can take part in the large tournaments. The reason this applies to the United States and some parts of Europe specifically is due to large geographic area that many players have to travel in order to attend tournaments, adding to the cost of participating in large events for the game they love to play. Long travel distances costs certain players too much money, eliminating their chances from participating in regional tournaments.
  • Use tie breaker games or matches to determine ties, not rock-paper-scissors. During Spring Fest events, players have noticed that breaking ties that determine what teams/players move on in the bracket have been determined by rock-paper-scissors in certain instances. This policy seems to be too random for the players, even for players who enjoy card games. Even if one was to argue that rock-paper-scissors is a game of skill, players should not have to prepare to be Vanguard champions and rock-paper-scissors champions for a Cardfight!! Vanguard tournament. Instead of doing this, there should be a playoff between the teams/players in such a state with a Vanguard match in order to determine how to break the tie. This ensures that the game can be more determined by actual skill in Cardfight!! Vanguard in the highest tournament levels.

Once again, these are just ideas about how Spring Fest could be improved. This article is meant to start a conversation between players, the Bushiroad company, and the Cardfight!! Vanguard community at large in order to keep improving the game that we all love and enjoy. Hope these ideas help us move forward to such improvement.

If anyone would like to discuss their thoughts or questions around these ideas, please leave them in the comments section.



*http://magic.wizards.com/en/protour/regionalqualifiers

**http://www.yugioh-card.com/en/events/regionals/regionalsfaq.html

 

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.