Monday, August 12, 2013

Cardfight!! Vanguard Introduction: Part 3-A

Photo owned by Cardfight!! Vanguard USA (Bushiroad).  No copyright infringement is intended.

We’ve reached this part of the Introduction posts where in this post, we will be discussing about all the game mechanics that are needed in playing the game. This will be the last part of the tutorial posts which will be divided into two (2) parts, respectively: 1.) What is (and how to build) a deck, 2.) Playing the game itself.

So to begin with this, “what is a deck?”



A brief definition of this is that a deck is any number of cards − depending on that particular game − that are joined together to form or create one cohesive group. In Cardfight!! Vanguard, a player is ONLY allowed to have EXACTLY  FIFTY (50) cards in a deck.  There can only be a maximum of four (4) copies per card in that deck (unless stated otherwise in the Official Restriction List of Cards decreed by Bushiroad) and every deck should have exactly sixteen (16) trigger units (in any combination of the trigger types) and no more than four (4) of that can be heal triggers.

In building a deck (in Cardfight!! Vanguard), one must have to choose one (1) clan among the numerous playable ones that are available in the game. So why only one?  Albeit it’s allowed to play multiple clans in a deck, it’s because of the rule that trigger effects produced by the trigger units themselves can and will ONLY activate if and if only that player who drive trigger checked has a unit (that is of the same clan as the trigger that is being checked) that is currently on the battlefield . So if a player is playing multiple clans in the deck, then there will be lesser chances of successfully activating a trigger, resulting to the futility of the checked trigger card.

Some of the clans that are available in the game. All rights to this photo belong to their respective owners. No copyright infringement is intended.


Also, in a deck higher grade units are brought in lesser number compared to lower grade units. This is done to prevent being grade-screwed (or grade-locked ) by having clogged Grade 2 or 3 units in the hand thus being unable to ride to the supposed-to-be grade unit of your current vanguard on the field. It is often advised to copy or imitate the grade lineups that are listed on (and formulated by) the trial decks (it has been found and have been proven to be very effective), that is: 7 Grade 3’s, 12 Grade 2’s, 14 Grade 1’s, and 17 Grade 0’s (including of which is the FVG or the starting vanguard and the 16 others, the trigger units).

Photo owned by Cardfight!! Vanguard USA (Bushiroad).  No copyright infringement is intended.


So now that we know how to build a deck, it’s finally time for us to play that deck and have some fun competition with other players. But hold your horses, we’re still not finished. On the next post, we will discuss about playing the game and the mechanics that are ruled to the game. ‘Til next time, ciao.



-KamiPrince-

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