Advanced Vanguard Discussion: Reverse "Я"
Photo owned by James Gabriel C. Garrido. Photo is not allowed to be used or be be posted elsewhere without the owner's permission. |
BT12 Binding Force of the Black Rings introduced the new Link Joker clan, a clan which represented as the "avatar of void". Along with it brought an infestation that infected so much of Cray, ultimately corrupting some of the most powerful units to exist in the planet. This corrupting process or phenomenon was called "Reverse" which is indicated a reversed "R" symbol (Я).
Reverse units are crossride units of some normal units which were created by Link Joker, or by void itself. They are all 11k units and all of them have the black ring symbol, signifying their affiliation to the Link Joker clan.They gain a continuous +2000 power when a specific unit is found in the soul and all of them have the cost of locking your own Rear guard unit/s in order for their skills to be technically activated.
Locking is a mechanic that was introduced by and is fully exercised by the Link Joker clan wherein a card is flipped face-down and is to remain in that position until that player's turn ends. Locked units cannot be retired by normal means and cannot change their battle position until it is unlocked. They are also technically not treated to exist (by quantity) in the field, hence they aren't counted as Rear guards. This is a very constricting mechanic that can really cripple the gameplay of many clans especially those that rely heavily on rear guards such as Gold Paladins or Royal Paladins' Alfred. Having been locked means that those units CANNOT attack, intercept/boost, and their skills become nullified.
Back to Reverse units, now at first one may think that locking your own units would only jeopardize your game and cause you to lose. But its not really like that. Its because the units you lock would only be lost during your current turn, for at the end phase they just unlock. The only minus that you're getting is that you lose a rear guard booster or a rear guard attacker/interceptor, but other than that, it isn't really that much of a problem to deal with for the skills of most Reverse units quite powerful and game-changing. Most of the time, the units that players would choose to lock are backrow rear guards units (or the boosters) particularly that of the main powerline or the Vanguard column. Such example is seen below:
But amidst this, Reverse units are very O.P. (Over-powered) in nature making their cost all the worthwhile. And with the meta slowly shifting to a crossride-breakride type of meta, losing a vanguard backrow booster is never a loss provided with the +10000 power bonus of the breakride, you'll most likely going to hit for 20k+ power on your main column. This huge number can enforce perfect guards from the opponent. If the opponent unfortunately doesn't have any,well it's more likely g.g. (good game;term used for ending games or winning games). Reverse units will most likely be seen in so many plays and tournaments. They will be the pinnacle of crossrides.
Locking is a mechanic that was introduced by and is fully exercised by the Link Joker clan wherein a card is flipped face-down and is to remain in that position until that player's turn ends. Locked units cannot be retired by normal means and cannot change their battle position until it is unlocked. They are also technically not treated to exist (by quantity) in the field, hence they aren't counted as Rear guards. This is a very constricting mechanic that can really cripple the gameplay of many clans especially those that rely heavily on rear guards such as Gold Paladins or Royal Paladins' Alfred. Having been locked means that those units CANNOT attack, intercept/boost, and their skills become nullified.
Back to Reverse units, now at first one may think that locking your own units would only jeopardize your game and cause you to lose. But its not really like that. Its because the units you lock would only be lost during your current turn, for at the end phase they just unlock. The only minus that you're getting is that you lose a rear guard booster or a rear guard attacker/interceptor, but other than that, it isn't really that much of a problem to deal with for the skills of most Reverse units quite powerful and game-changing. Most of the time, the units that players would choose to lock are backrow rear guards units (or the boosters) particularly that of the main powerline or the Vanguard column. Such example is seen below:
Photo owned by James Gabriel C. Garrido. Photo is not allowed to be used or be be posted elsewhere without the owner's permission. |
But amidst this, Reverse units are very O.P. (Over-powered) in nature making their cost all the worthwhile. And with the meta slowly shifting to a crossride-breakride type of meta, losing a vanguard backrow booster is never a loss provided with the +10000 power bonus of the breakride, you'll most likely going to hit for 20k+ power on your main column. This huge number can enforce perfect guards from the opponent. If the opponent unfortunately doesn't have any,well it's more likely g.g. (good game;term used for ending games or winning games). Reverse units will most likely be seen in so many plays and tournaments. They will be the pinnacle of crossrides.
-kamiPrince39-
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