Cardfight!! Vanguard > CF!!V Discussion

Tips and tricks, share yours!

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Metrona:
people have many tricks and builds for different cards.. here i want people to share these tricks, I'll begin

machining papillio and armor beetle can be used together well to get a free double stun with a good lane.. this allows great advantage for just a -1

immortal asura kaiser, with enough luck you can make 8 attacks with insane power, all you need are the samurais, the blau br and some g3 sacking powers and you can achieve a 82k rg at the end of the 8 attack streak, and the 7th one is also at that power, also take a small note of this, http://cardfight.wikia.com/wiki/Card_Rulings:Dancing_Wolf this also applies for beardown samurai, so immortal can reach heights of the extremes as well

now if you are looking for something to fight off kagero, narukami and mc's field sabotage, pale moon is the deck you're looking for.. the br can allow you to have 2 attacks more WITH boost if you can get purple Trappist or zelma into your soul, this also counters the stun since you gain them back as stand, but remember this card is not the only one who can do this, carole can get you a field from 0 to 5 if you combo it with a miss direction, purple trappist and blessie bunny, leaving MCs stun useless and narukami and kagero's retire as well, in fact you could use a tn of other pm cards to counter them, like venus liquier who can give you a full field, and you dont even have to put them on open rgs..

what happens when you make an aqf deck concentrated on rush? you can get your opponent to 5 damage while they are at g1 with enough luck, rushing is a good tactic which can kills a lot of decks, aqf and murakumo have the highest rush potential, being able to deal a ton of attacks with no problem, but triggers.. but it still can push people off

new DO br? not so new but ya, if you were to combine this with DOTE, you can force 2 cards out of the picture because DOTE can still activate his skill even if he hits a rg and you can still restand from a attack to the rg with the br skill even so, since unlike DDD you can still use the skill even after one restand,whats more is that DOTE will be able to get that extra 2k with no problem, this is a good combo which many people have ignored..

i have more but for now ill just say these, now tell us your tips and tricks!

ヤタ:

* Guard Early. It's going to save you a lot of bother against a majority of decks, and will almost always put you at an advantage later on.
* Don't no guard on 4 Damage, unless you have to. And I mean, really have to. It might seem like common sense, but apparently it isn't. If you can honestly guard, do it and avoid your opponent sacking a crit.
* With Sunlight Goddess, Yatagarasu, it is a good idea to run Oracle Queen, Himiko as your Break Ride to abuse the power that she gives to a column, which you can stand with Yatagarasu's skill. Also, I would personally advise running a couple of Omniscience Regalia, Minerva to help empty out any spare soul you may have left over after you push with Yatagarasu.
Just a few pages out of my "Great Vanguard Book of Common Sense" :p

Deiske:

--- Quote from: Yata on March 06, 2014, 02:41:44 PM ---
* Guard Early. It's going to save you a lot of bother against a majority of decks, and will almost always put you at an advantage later on.
* Don't no guard on 4 Damage, unless you have to. And I mean, really have to. It might seem like common sense, but apparently it isn't. If you can honestly guard, do it and avoid your opponent sacking a crit.
* With Sunlight Goddess, Yatagarasu, it is a good idea to run Oracle Queen, Himiko as your Break Ride to abuse the power that she gives to a column, which you can stand with Yatagarasu's skill. Also, I would personally advise running a couple of Omniscience Regalia, Minerva to help empty out any spare soul you may have left over after you push with Yatagarasu.
Just a few pages out of my "Great Vanguard Book of Common Sense" :p

--- End quote ---
Guarding Early? Ha. Why? So you have nothing to guard with late game? If you can guard your opponent early and win, it means your opponent was a lot weaker than you. you don't just "Guard". You use math and see if a unit is worth saving, a damage is worth taking, ect.

ヤタ:
Well, if you guard early, you can take high-power attacks later game. And yes, you use common sense, for example, you let a unit die if you have another copy. You simply guard attacks that you can, and don't take a ton of damage early unless you have to.

Deiske:

--- Quote from: Yata on March 09, 2014, 06:19:58 PM ---Well, if you guard early, you can take high-power attacks later game. And yes, you use common sense, for example, you let a unit die if you have another copy. You simply guard attacks that you can, and don't take a ton of damage early unless you have to.

--- End quote ---
Why would you opponent use the skills early on before 4 damage? That's just bad. I'm sorry, like I said, You have to be fighting someone of low skill level for this to work well in the end.

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