Card anatomy: Know thy card
Photo owned Cardfight!! Vanguard USA (Bushiroad). No copyright infringement intended. |
Now that you've gotten
the cards, it’s time to learn what are the parts that make up the card, and to know
how each part works in the game. This is very crucial in the same way as you
need to know how oxygen and two hydrogen
atoms come together to form water.
Blaster Dark (left) and Fortune Bell (right) |
Here, we have Blaster Dark.
Blaster Dark is a Grade 2 Normal Unit which has a power of 9000. Basically, a
card’s Power indicates how much attack value it can deal to an opposing unit. Below
the Power, you will see the Set Number of a card (which signifies the
information of what or which set and volume that card is available from) and the
Rarity of the card.
Right to the power is the
critical value (amount). Critical values indicate the damage value taken by a
player when the Vanguard unit is hit by an opposing unit. To its right is the
clan affiliation of that card and that card’s race. The clan and the race of a card
shows as to what tribe or archetype that card is associated to. There are 23
different clans in total which will later be discussed further in the future
posts to come.
Above the card name, a card’s
skill can be found. The skill indicates the ability and/or capacity that a card
is able to do. There are three types of skills: 1.) Continuous Skills [CONT] which are active skills of a unit
and remain as ‘active’ over a period of time depending on the card text and the
met conditions, 2.) Automatic Abilities [AUTO]
are skills that activate during a specific or a particular part of time or phase (there is a timing required), 3.) Activate Skills [ACT] or skills that are ‘manually’ activated during the main phase
of the turn (unless stated otherwise). Most skills have a required cost to pay or condition to fulfill in order for that ability to be
activated. Albeit some units lack skills, in return, they are compensated by their higher Power value to those who have (these units are unofficially called "vanillas").
On the middle left side of the
card is the Shield power of a card (or
the power value added to the power value of an attacked unit) when used to guard against an attack of an opposing
unit. Grade 0 units except draw triggers have 10k shield power (draw triggers
only have 5k shield), while Grade 1 and Grade 2 units have 5k shield value.
Grade3 units however do not have shield values. Only Grades 0-2 have shield power.
The Four types of Triggers |
On to trigger units (or simply put,
“triggers”) are cards that add a 5k power boost to any unit on the battlefield until the end of the turn .There are
four types of triggers available in the game. Namely, a.) Critical Triggers, b.)
Heal Triggers, c.) Stand Triggers, d.) Draw triggers, with each trigger having
a corresponding effect on the game. A deck
must contain exactly sixteen (16) triggers in total. These units ONLY activate
during a drive trigger check.
Critical triggers (infor.,
“crit/s”) are triggers that have one function in mind: to beat down an opponent
so bad and in as much as possible, end a game quickly. What a critical trigger
does is that it adds an extra (+1) critical value to any unit on the field in addition
to the 5k power boost that a trigger provides. This gives easier access to
easily reach the 6-point damage victory condition of the game.
Stand triggers on the other hand are triggers that provide extra
attack opportunity in a single turn. After a unit attacks, that unit is put to
rest (or is faced sideways) and is allowed only to attack once again during the next turn of the player
(who attacked). However, with stand triggers, in a single turn, a player can
reach up to more than the regular number of attacks - which is up to three only
– and cause more damage to the opponent.
Draw Triggers – in comparison to the aforementioned triggers – are triggers
that are of most versatility among all the four types of triggers. Simply
because it gives an extra card to the hand whenever it is drive or trigger checked.
That extra card can either be used as an extra unit of defense for guarding
against an attack or as an offensive unit that could help in bringing an end over
the game.
Of all the trigger types, Heal triggers are the only type of
triggers that are limited to up to four (4) per deck. That is, a deck can only
have no more than four heal triggers. What heal triggers do is that whenever it
is drive/trigger checked and the player has more or equal number of damage as
to the opponent, then that player who
checked the heal trigger may heal one point of damage in his/her damage zone – giving the player more chances of winning the
game by surviving an extra turn or so.
Most triggers though have no skill whatsoever, albeit a few
have. Such an example is seen above where Flame of Victory,a critical trigger, has an [ACT] skill while Darkside Trumpeteer doesn’t. Trigger units like these often are lower in power compared to those who don't have any.
And those are the types of cards
that are played in the game (as well as what a card is composed of or its parts
and components). On the next post, we’ll discuss about Grades and the types of
grades that are played in the game and what is the significance of grades. Till
then, ciao.
-KamiPrince-
No comments:
Post a Comment
Note: Only a member of this blog may post a comment.