Showing posts with label V Format. Show all posts
Showing posts with label V Format. Show all posts

Saturday, December 18, 2021

2021 - The End of an Era

As much as my silence has indicated, I have more or less effectively quit Cardfight!! Vanguard.

That doesn't mean that I won't come back at some point, but the reboot from V series ended my desire to play.  Yes, it is now twice that my decision to fully SP out Blaus was followed shortly with a reboot announcement.  Oof.  Coupling this with my decision to stop playing Vanguard Zero, and I'm effectively just not playing Vanguard and haven't in months.  I decided to take a look at the reboot, but it took all of two sets for genuine problems to be found showing that Bushiroad simply hasn't learned its lesson in printing creep to outdo the previous sets and they will probably never stop.

This isn't to say I'll never come back, though.  I do enjoy what Vanguard was.  It's not all that different now.  But, as things stand, the absolute worst thing I could do is invest myself into something I'm not currently enjoying.  All of my Vanguard friends and I still have regular board-game nights and want to start up our Dungeons and Dragons campaigns, and I find great enjoyment in those.  I'm not "out" of the community either.  I'll still shitpost on Vanguardians from time to time.

That being said, I'm currently just backlogged on games I do enjoy and I've recently been pushing out things I was playing out of obligation instead of fun, and I feel much better for it.  I haven't decided what the future of my YouTube channel will be, but time will tell.

Monday, September 21, 2020

Mill Colon - The "Hah! Tim was wrong!" RPS deck.

(I was going to make a video, but my saved games were against CFA randos playing bad decks like DRobos and Deletors, so I opted to not include them.  I was able to get a very solid feel for the deck and I can conclude, as many already have, how it will perform in the meta.  I was going to see if I could get better videos, but then someone guessed the deck based on vague clues, so since the cat's out of the bag, here we are.)

So, in my previous perceptions of milling viability, I never gave it particularly high ratings for two specific reasons:

1.  With two of the better mill cards being Killerleaf and Cyclomatooth, a zero damage strategy wasn't in my field of vision.

2.  The game has become disgustingly fast, with DOtX ending games on turn 3 with moderate consistency.

Those were my big reasons for believing that mill Colon was not viable.  I was wrong (although I made my judgment before the set was entirely revealed).  It turns out that one of the two cards (the other being Scatterhorn) that I originally said were the "Game changers" of the set in my Vanguard inner circle chats happened to be the card that made Mill Colon viable.

The card in question is Turbulent Signal.  Turbulent Signal is CB1, retire Turbulent Signal, your opponent mills 1, and you Cradle one RG for each grade of the milled unit.  A CB1 -1 Cradle is honestly pretty viable.  This averages out (assuming a 14/11/8 ratio, which is a conservative ratio) to 1.22 cradles per use of the skill, which is pretty awesome.

The low roll is very bad, at CB1 -1 to mill a trigger.  The high roll is amazingly good.  Each time they call over or retire a rear guard to get rid of the 0 power body, you get a free card.  They make excellent targets to swing into with Hercules to either force out two cards (which they should probably do) or you get to countercharge and pick the same grade unit from your deck.

 Before getting too crazy with specifics, let's post the list:

1x Starter - Young Mutant, Worectus

4x Critical 1 - Sharp Nail Scorpio
4x Critical 2 - Shelter Beetle
4x Sentinel Crit - Scissor-shot Mutant, Bombscissor
4x Heal - Large Snowflake Mutant, Snow Trick

4x Grade 3 Searcher - New Face Mutant Little Dorcas
4x Countercharger - Small Captain, Butterfly Officer
4x Mill 1 Cradler/MVP - Turbulent Signal
3x Mill 1 - Brawny Jerk

4x Grade 3 Searcher - Machining Mantis
4x Countercharger - Bloody Hercules
2x Tech Choice - Nasty Smog

4x Lead boss, mills 1-2 cards per turn, extra drive check - True Demonic Rifle Rogue, Gunningcoleo
4x Mill 2 - Destruction Spear Mutant, Dovaspeed


The list is pretty basic.  We're running all of the good mill cards that don't require attacking Vanguard.  The general strategy is to not attack turn 1 unless you ride Butterfly Officer and can guarantee you won't hit with a grade 1 booster in the back to pass triggers to.  Each turn, you swing into a RG, or if your VG has lower power than theirs, swing at VG and pass triggers to a back row unit.  Naturally, there is an advantage against force decks in never being unable to swing with your VG.

Typically, you just mill whenever you're able.  The only exception is waiting for the opponent to have a board to use Turbulent Signal.  Cradling anything spirals the game wildly into your favor as they have few outs to do anything with the unit without counterblasts that don't involve giving you a card back.  If you cradle a grade 1, you either nullify a back row slot the entire game or get another free Turbulent Signal, which is mega memes.  Cradling 3s is also a priority to fish out Dovaspeeds.

You'll find yourself opting not to use your non-mill cards' effects a large chunk of the time.  This is fine.  You don't want to be spamming counterblasts to get 3s once you've seen your first few, as your odds of hitting get progressively worse.  Butterfly should be played strictly as a countercharge 1 or to shove a RG Dovaspeed to soul for an additional mill.

If your opponent attempts to damage deny you, you can't mill as effectively, but if they don't deal any damage, you will win by decking them out.  If they don't call front row RGs, you can easily get away with not attacking with your VG, especially with getting Protect 1s each turn.  If they're Force, then you can attack with VG and still damage deny them.  If they attempt to bash your face in, other than your first damage check, ALL of your heals are ALWAYS live.  Finally, if they're low on cards in deck, keep in mind that each damage you deal is also a card from deck (two if they hit a draw).  It may be worth going in later in the game to ping them for one or two damage as they reach single digits.  Other than this, there aren't many strategies, it's just rock, paper, scissors. 

This deck beats any deck that relies heavily on counterblasts to do anything.  This includes DOtX, Sharhrot, Nightrose, and many other such decks.  This deck loses severely to no counterblast aggro decks such as Blaus or Thavas.  The big question (which I haven't done enough testing on) is "does it beat Luard?"  I'm not 100% sure.  Luard can still superior ride and get Force 1 spam and grade 1s with bonus crit super easily, especially with you shoving the 1s into their drop.  However, Luard cannot superior call 1s with Nemain gone and his calling being CB locked.  I think it's a coinflip on whether or not Turbelent Signal hits.  Which is a coinflip that the Megacolony player should win more often than not in theory.

Since most of the decks that would cause potential issues for the deck are either non-meta or not out yet, I think there's a LOT of potential for this deck to see real play.  Potentially tier 1.5.  Maybe even tier 1 with such a dominantly favorable matchup to Scharhrot.  I will leave it for the community to decide before this deck gets bonked by robits and saylers.


Tuesday, July 2, 2019

Platina Ezel - New Trigger Calculations

Since I've been waiting for 3 hours to get into MTG Arena and it's still down, I decided to burn some time by writing this article.  Yes, I do math when I'm bored.

For those unaware, Platina Ezel's new effect is:

Blazing Lion, Platina Ezel 
[ACT](VC):[COST][Counter-Blast 1], and change this turn's first drive check to "look at two cards from the top of your deck, reveal one card from among them in your trigger zone, and call one card from among them to (RC)." If your soul has two or more grade 3 cards, change the second drive check of the turn and more as well.

Let's start with the basic odds.

Odds of hitting at least one trigger off of a normal Twin-Drive!!: 55.1%
Odds of hitting at least one trigger with no grade 3's in soul: 70.39%.
Odds of hitting at least one trigger with a grade 3 in soul: 80.88%

Odds of hitting two triggers off of a normal Twin-Drive!!: 10.2%
Odds of hitting two triggers with no grade 3's in soul: 17.22%
Odds of hitting two triggers with a grade 3 in soul: 30.36%

The big thing to notice here is that your odds of hitting two triggers is the biggest boon this card's selective trigger checking grants to you.  The odds are the same as hitting a single trigger or more on two independent Twin-Drives!!, which is why the number is so comically large.  If you are just aiming to hit a singular trigger, you should recall that the number for no grade 3's in soul is identical to the odds of hitting a trigger with OG CEO Amaterasu.  Obviously, one-to-passing Ezel is going to be a non-option.  Two-to-passing also isn't particularly safe (especially if fronts are involved), as the odds of the Platina player hitting two triggers are about the same as the odds of a normal Twin-Drive!! getting a single trigger.  Hopefully, being armed with this information will help to keep you aware of what the general risk level is with each decision.

Monday, July 23, 2018

V Era Trigger Tier List (Standard)

After three sets of game play, we've gotten to see how the new values for triggers, including their shield values, weighs in on their overall usefulness.

Let's go ahead and list them:

SS Tier

Front Triggers

S Tier

Critical Triggers, Heal Triggers, Null Guard Draws

C Tier

Non-null Draws

As it turns out, the added shield value for Crits and heals has made them even better than before, albeit less impactful with 10k triggers and a ton of bonus power in the new format.  That being said, I'd argue that Crits, Heals, and Draw-Nulls are about even in strength.

With non-Sentinel Draw Triggers being a pathetic 5k shield, they simply should never be run.  The shield value is negligible in this format, the extra draws you get are marginal over many play tests, and in a format of sentinel negation, you really need shield value.  As with my previous tier list, drawing into a draw trigger instead of checking into it now reduces your shield by a full 10k, and there's more variance making the Draw Trigger actually net you less average shield than if you had checked a front or a critical.  I didn't think this would need to be said, but I'm seeing a lot of 6/6/4 lists floating around.

If it were in my power to not play Draw Nulls in non-Accel clans, I would.  Sadly, the option to adjust your trigger line-up in Force and Protect decks just isn't there.  They force you to run 4 or more draws, and I'm looking forward to this changing.  I would gladly play grade 1 nulls for a 12 Crit lineup if it's beneficial for the deck in question.  This is actually a philosophy I've applied in Nova Grapplers, where I play 7 front/5 crit/4 heal and play the grade 1 null, as grade 1 Novas are extremely lackluster at the moment and high-rolling is super important since it's the deck's win condition.

Finally, we have the newest trigger, the Accel Trigger.  Wew lad is it ever amazing.  Accel clans get bonus front row slots and this bad boy can net you 40k power with only one extra slot.  It's simply a fantastic trigger, offensively and defensively, as it can make your entire board unable to be hit mid-game.  It puts in so much work that it's actually crazy, which is why I've bumped it up to SS tier.  It's currently the strongest offensive *and* defensive trigger, and if you get 2-to-passed and check this first, you don't have to worry about making the gamble to break through.  It has so many facets that make it function quite nicely.  Definitely run no less than 6 in any accel deck in my opinion.

That's it for this article.  Have a good one!