Card Anatomy: Grade Essence
On our
last post, we discussed about the two types of cards that are used in the game as well as the fundamental components that make up a card. A component that we
(intentionally) skipped to discuss on our last post was about Grades. This was because we wanted to
put this in separate post where we can comprehensively discuss and explain it
in as much as in-depth as we can so that players may be able to fully grasp its
essence to the game.
What are Grades? Or What does the Grade of a card pertain
to?
Vortimer Ride Chain |
In
Cardfight!! Vanguard, units ‘evolve’ or become
stronger and bigger as the game progresses. The grade of a card (which is located on the top left portion of the card) determines the part in the
evolution process in which that unit is supposed to be placed to. A player starts the game by having a Grade 0
unit (called a FVG or starter vanguard) on his/her Vanguard circle and in each
turn, a player is able to ‘evolve’ or make
that unit grow. This process is called “Riding”
wherein a unit with an equal or higher grade rides on top of the Vanguard unit.
The
grade of a card also signifies the technical game “ability” (or mechanic) that each grade corresponds to. Every grade has a unique and distinct ability that makes the game more exciting and challenging. There are three (3) abilities that are presently being used in the game. These are the following:
Boost () is the
ability that both Grade 0 and Grade 1 units have in common, and is exclusive only to
the two. This ability enables them to give and/or add their Attack power to the
unit in the Rear Guard/Vanguard circle that is directly (or vertically) in
front of them. This is why most Grade 1 and Grade 0 units are put on the
backrow rear guard portion of the battlefield in order to boost the units that are in front of them, dishing out a massive attack power that would get
pass through the opponent’s shield defenses and ensure a hit on an opposing
unit .
Intercept () is
the ability that all (and only) Grade 2 units have. An ability that enables
them to move to the Guardian Circle (or be used as a unit to guard against an
attack) while currently being on a frontrow Rear Guard circle. Afterwards, just
like any other unit called to the Guardian Circle, it is sent to the drop zone
after that particular battle. Of course,
this ability is only allowed to Rear guard units in the front row as the unit
in the Vanguard (or the main) Circle cannot be removed from the battlefield.
Twin Drive () or the double drive check ability is an
ability that is exclusive only to Grade 3 units and is only active to a Grade 3
unit who is in the Vanguard circle. When the unit in the vanguard circle
attacks, a player has the opportunity to drive check or to look at the top card
of the deck and to see whether a trigger unit is drawn, wherein in both cases
the card checked is added to the hand of
the player – but this only occurs once in a turn. What this ability does, is
that it grants the player for an additional drive check that in so doing, there
is of higher chances of pulling a trigger unit.
Regardless of pulling one, an additional hand card is still very useful
(greater number of hand cards is never a bad situation in a cardgame).
That was last important mechanic that a player needs to know about the components of a card , but
not about the game (yet). On the next post, we will talk about some other
products that are quite useful in playing the game. Till then,ciao
-KamiPrince-
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