Battle area > Cardfight Vanguard Teams
Team Fate/Eternal
Saber - Artoria Pendragon:
A prelude for the oncoming full (ideally) team cardfight against Radiant Tales.
Fate/Eternal vs Radiant Tales.
Format: 3 vs 3 (Normal)
Rules in effect
Clan Diversity (No two members on the same team can use a deck of the same clan)
Double Mulligan (Option to return cards more than once)
Japanese Banlist in effect
Round 1
Royal Paladin vs Aqua Force
Hail vs Izayanagi Tobi
Result: Tobi's victory
Author's note: According to Hail, he was bombarded and rushed while he was at grade two, reducing his likelihood of defending to which his opponent brilliantly manipulated to win the game.
Round 2
Bermuda △ vs Nova Grappler
-Saber- (Myself) vs Kohaku Noah
Result: Kohaku Noah's victory
Author's note: Noah was gracious enough to allow a rematch despite my disconnecting. I was no match for his constant and adamant assault, even with my heal at the sixth damage. Ferocious like a true grappler.
Not so long to read, however: Team Fate/Eternal lost.
And, truthfully, for the lack of long explanations is due to both myself and Hail forgetting to save the replays. I suppose it turned out for the best.
Saber - Artoria Pendragon:
Fate/Eternal vs Ragnarok Storm.
Format: 3 vs 3 (Round Out)
Rules in effect
Clan Diversity (No two members on the same team can use a deck of the same clan)
Double Mulligan (Option to return cards more than once)
Japanese Banlist in effect
Round 1
Narukami vs Shadow Paladin
[FE] King Mugen vs Dhan
Result: Dhan's victory
Author's note: King Mugen had consistent control over his opponent's field using Big Bang Knuckle Buster's Legion skill as well as Turbo's skill. However, his opponent was able to return portions of his field with skills such as Mordred Phantom's Break Ride, Grim Recruiter, Shadow Breakers, and Judgebau. At four damage, King Mugen chose to declare no guard against his opponent's 36000 power Dragruler Revenant. His opponent drove check a critical trigger at this moment. The shocker: Mugen had a perfect guard at the time.
Round 2
Spike Brothers vs Gear Chronicle
Aeon Jellal vs Kaze Ryuenji
Result: Kaze's victory
Author's note: Aeon Jellal faced difficulties attempting to Break Ride without reaching five damage and low field power. He lacked ideal/proper units to attack with. Kaze was cleverly avoiding to give Jellal the four damage he needed to prepare his counterattack. Jellal was at three damage, and Kaze went for Ragnaclock Dragon at this point. The triple drive revealed a critical trigger necessary to defeat him. Jellal chose his deck on a caprice.
Round 3
Bermuda △ vs Narukami
-Saber- (Myself) vs NeoBuster
Result: NeoBuster's victory
Author's note: Unfortunately, I disconnected (no surprise) initially, and fortunately, NeoBuster was gracious enough to allow a rematch for a proper game. The second game was fairly even to my favor in the beginning, but the longer the fight went on, I lost control and momentum. My only regret/misplay may have been not going for Legion early enough to push guards when I could have, rather than stay conservative. For doing so caused my crucial rear guards to be retired through Dragonic Kaisers Vermilion and Crimson. At that point, I slowly lost advantage. I shouldn't have tried to keep/generating card advantage when NeoBuster easily decreased it. It was a poor matchup for me, and great playing on his part.
Too long to read?
Team Fate/Eternal Lost.
Kisaragi Zane:
-is jealous of these Team Battle Reports-
NeoBuster:
I know right! The detail of each post is so on point!
Saber - Artoria Pendragon:
Aw, thank you both. What I do is time consuming and arguably un-necessary, but I'm just one to think a little work can go a long way. I truly appreciate the feedback.
Fate/Eternal vs Radiant Tales.
Format: 3 vs 3 (Gunslinger)
Rules in effect
Clan Diversity (No two members on the same team can use a deck of the same clan)
Double Mulligan (Option to return cards more than once)
Japanese Banlist in effect
Round 1
Tachikaze vs Narukami
Waiterfang vs Hiei
Result: Hiei's victory
Author's note: Waiterfang had a great advantage by his second turn at grade two to deal 4 damage in one turn while he was at one. Hiei was focused on eliminating his rear guards when he was at grade two so much so that he used his Vanguard to attack a rear guard. It was not in poor taste, for Walter had nothing better to call and was put in a fairly tough spot. Hiei bound his triggers, forcing Walter to stride and hold off of going for the Legion. The damage was 3-5 in Walter's favor. Hiei's turn was a pivotal moment for Walter, for Hiei strode for Supreme Conquering Dragon, Conquest Dragon (over Dragonic Vanquisher) to bind and retire Walter's only existing rear guard Ancient Dragon, Tyranobite. Walter forgot to use the skill and call Tyranobite back to the rear guard circle, or even to the rear guard circle at all to prevent the boost in power. The turn ended with 5-5 and Hiei at 6 cards in his hand. After that turn, Walter's only option was to stride and gain resources even though Hiei had four rear guards out with two able to intercept, and a perfect guard. The best thing was to hope he drive checked a heal and then Legion on his turn to push for game. Unfortunately, he had a grade one and two perfect guards, and his total hand at five. Hiei strode for Conquest Dragon for the last time and ended it.
Round 2
Aqua Force vs Narukami
[FE] Snosoul vs Hiei
Result: Hiei's victory
Author's note: Sno was having a rough time all game. He played aggressively to get in as much damage as he could while he got to grade two; the reason for this was that he lacked a grade three at the time. Sno called out Battle Siren, Orthia and Shortfin Mako Soldier of the Blue Storm Armada both to the front row circles. The damage was 1-1 at the end of the turn due to Hiei acquiring a Heal Trigger. Adding to this was that he didn't get a grade three in his drive check. Hiei searched out his Dragonic Vanquisher by playing Mighty Bolt Dragoon to the front row to discard a Dragonic Kaiser Vermillion and call Eradicator, Egg Helm Dragon to the other front row. Lizard Soldier, Saishin retired Blue Storm Cadet, Marios. The turn ended with 2-1 damge in Hiei's favor because he aimed for Sno's rear guards while he could. Sno guarded for Battle Siren, Orthia and refused to G-Assist at this point because it would set him back. He calls Tidal Assault behind Battle Siren, Orthia and another Limit Break enabler unit to the other column and proceeded to continue his rush down. The damage ended at 2-4. Shockingly, Hiei had hidden another Dragonic Kaiser Vermilion from us and rode that instead. Vermilion Thunderbolt devastated us. The damage at the end of that brilliant turn became 4-4 while Hiei had four rear guards and cards in his hand. Getting desperate, Sno decided to aim for Hiei's rear guards: even with the Vanguard. Fortunately/unfortunately, he got a Critical Trigger on the drive check. His remaining column (19000) forced the cards Hiei wouldn't have had to use up that turn and leaving him with the one Dragonic Vanquisher left in his hand. On his next turn, Hiei simply called out his Dragonic Vanquisher to a column, and proceeded to go for the win. Sno's 2 cards were perfect guards, and to make matters worse? Hiei got a Critical Trigger on his twin drive and brought Sno up to 6 damage.
Round 3
Nova Grappler vs Narukami
Rua-sama vs Hiei
Result: Hiei's victory
Author's note: This is Rua's (no not the one from Divine Souls) first competitive fight. He was not intended to participate, nor was he officially part of the team. He was used as a substitute because one member was preoccupied, and another had just disappeared on us, and there was no one else that would accept. As for the fight, Rua lacked a grade three in his opening hand, and assumed double mulligan was mandatory. Both players smoothly rode to grade one, and Rua was able to go to grade two, but Hiei had to G-Assist to ride to grade two (Voltage Horn Dragon). Hiei's hand at the time was a perfect guard, two Heal Triggers, the grade one stride fodder, and Dragonic Vanquisher. The turn ended with Rua damage checking two Super Extreme Leader, Reibad in Hiei's favor at 2-1. Rua called out White Hank behind his starter, Extreme Battler, Ranball. Rua drive checked a draw trigger and drew into Extreme Battler, Viktor. Damage concluded at 2-2 but that one turn without grade three helped Hiei gain advantage back from the G-Assist. Hiei simply rode Dragonic Vanquisher and attacked the Vanguard. Damage ended at 2-2. Now, oddly enough, Rua did not ride Viktor. This was probably to wait for another grade three or stride fodder. Rua attacked with the same units and damage concluded at 2-3. Hiei called out Dragonic Vanquisher to one column, and a Tonfa Brawler, Arc with a Spirit Brawler, Koukin behind it. Saishin retired Ranball. Rua now rides Viktor and strides for Meteorkaiser, Tribrute and calls Clay-doll Mechanic behind White Hank. Spirit Brawler, Koukin is retired, and Rua heals, as well as Hiei making the damage 2-4. This was the breaking point for Rua; Hiei retires Rua's field entirely, triple drives a perfect guard and two Critical Triggers, and leaves Rua at 5 damage while the hand size is 7 (Hiei) and 5 (Rua). This is the turn where several of our team mates tried to urge and lead Rua to go for the win. Rua discards two grade twos to stride for Meteorkaiser, Victplasma and calls out Extreme Battler, Ganzock with two Energy Girls behind both columns. Rua's hand is at zero at this point. Ganzok attacks Chatura (no boost) and it is retired. Hiei perfect guards Victplasma (no boost) and Rua stands Ganzock due to a Stand Trigger and gets a Draw Trigger as well. Ganzock is at 19000 at this point, yet Rua attacks the rear guard Dragonic Vanquisher!?!?! (This was not Rua's fault, but a suggestion by a team mate). Now, Victplasma attacks the Vanguard with a boost from Energy Girl. Hiei slaps down another perfect guard while Victplasma twin drives two grade threes. Ganzock is at 31000 (boosted) as Rua attacks the Vanguard and Hiei lets it pass with no trigger. An 11000 Vanguard. Hiei has three cards in hand. And the worst part is that Rua was so anxious with several people backseating, that he forgot to use the Energy Girl's skill that was behind Ganzock. The total power would have been 27000. Rua ended up with three grade threes in his hand and damage at 5-5 with Hiei at a three card hand. Hiei goes for the win by calling attacking with Voltage Horn. I find this the most disappointing game because it could have gone either way.
Round 4
Oracle Think Tank vs Narukami
penguin90 vs Hiei
Result: Hiei's victory
Author's note: Firstly, I hate having to type Penguin's name with a lowercase ''p.'' Now then, onto the fight! All right, Penguin went with a Goddess of the Full Moon, Tsukiyomi deck, so there will be some stacking present. Penguin gets the first Tsukuyomi and the second turn. Penguin also gets the second Tsukuyomi, and calls another of it as a rear guard. He attacks Demonic Dragon Berserker, Chatura (the rear guard) with his Vanguard and he drive checks a critical, but the rear guard is retired. Hiei guards the attack from the rear guard. Hiei rides Dragonic Vanquisher, and calls another to the rear guard circle. Damage is at 2-0 by the end. Penguin gets the final Tsukuyomi and goes for the stride counterpart. The damage turned into Penguin's favor (2-3) and his hand is at 7. Hiei strides for Thunder Dragon Knight, Zoras, and retires Tsukyomi. Penguin is left with no rear guards, Hiei's hand is at 6, damage is 4-3, and Penguin is at a 5 card hand. Penguin strides for Sword Deity of the Thunder Break, Takemikazuchi to increase his hand, and he gets his Silent Tom. Damage is now 4-5 with Penguin at a 10 card hand. Hiei goes for Supreme Conquering Dragon, Conquest Dragon to abuse the lack of rear guards and fortunately for Hiei, he heals on top of that. Penguin blocks Hiei from getting him to 5 damage. The damage just got to 4-4, Hiei's at 9 cards in hand, and Penguin empties his hand to stride for Soaring Auspicious Beast, Qilin, call a Shrine Guard, Tsunagai behind the Silent Tom he checked last turn, and a (Grade 1) Tsukuyomi to the other front row column. Hiei guards with 3 to pass, and Penguin gets three Critical Triggers. Silent Tom gets two of the critical effects and power, while the Tsukuyomi (Grade 1) gets one. Whether Penguin miscounted his stack, or did not see this coming, it affected the game greatly. The Tsukuyomi gets guarded and like Hiei has been doing every game we've seen, (conserving/consealing) he had a perfect guard that went to Silent Tom. The turn ended with Hiei with 3 cards in hand, and Penguin with 4, and damage at 4-4. Hiei is guarding heavily, and Penguin is approaching his stack. Hiei goes for Conquest Dragon once more, and Hiei's hand is at 5. Damage is 5-4. The final turn for Penguin to make a turn around comes as he draws Tsukuyomi (Grade 3), and calls it behind the Shrine Guard, Tsunagai. Hiei plays so well that he blocks for no pass on the Vanguard. As Hiei expected, Penguin gets two heal triggers at 5 damage and brings himself at 3, and Hiei takes the hit to bring him to 5. Hiei has a four card hand on his turn and Penguin with two. Hiei strides for Zoras and brings Penguin to 5 damage, clears his field, and empties his hand. Penguin uses Tsukuyomi's skill to bring his hand to 4, and he has less than 10 cards in his deck. Regardless, he calls out two Silent Toms, and then Tsunagai behind one. Hiei lets the rear guard Silent Tom without a boost to hit his rear guard. The Vanguard gets blocked with no pass (Hiei's not taking chances). And as for the Silent Tom with 16000, Hiei has 3 cards in hand but it gets blocked with, you guessed it, another perfect guard! (Hiei, I think that's your avatar). The turn ends at 5-5. Hiei plays Dragonic Kaiser Crimson and Legions for the game. Ultimately, this fight was the one that counted for us, and it was also the most intense. Unfortunately, the deck Penguin picked was on a whim. However, I must say Hiei, you are one devilishly clever and devious opponent.
Too long to read?
Team Fate/Eternal lost.
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