Basically what I wanna say is come on guys what day and age is this alr. Still complain about LJ. why you guys no complain about the fact that the Main Character Clans are always getting major support and the other minor Clans dun get jack.(This btw has been happening since the start of VG geez isnt that more pro to rant about). Later GEAR Chronicles come out being able to control space and time. who knows later they can Control "Space" aka "Rear Guard Circles"&"Time" aka "Grade system[Superior Rides,Calling higher grade units/guarding with higher grade units/possibly sth to do with Stride as Stride cards are units that are summoned from the past or sth like that red it up on wiki]" like that later oso complain and say GC is nuts and more OP than LJ. Episode 194 come out alr LJ will be Accepted as Clan in Cray so we too should stop with all this and Accept LJ and their Locks just like a great warrior once said #Blaster Blade and yea they did accept Shadow Paladins so yea if they can do it so can we :).
I really dun see LJ as that nuts its really situational and depending on how the player uses it and how well the opp counters it.(U may say this applies to most clans but in my views LJ is one of the most affected by this. LJ players dun just anyhow all in Yolo and Lock they need added planning before doing things although practise makes perfect so player can do things faster when teh situation arises. Like Max said asides from Locks strength wise its really normal or even weaker for its low defensive nature. unless they get their Locks off.
People still complain about Link Joker because it's one of those main poster clans everyone's sick to death of. It and Kagero just happen to be the two most annoying. Gear Chronicle is a chance to clear up the air depending on how their skills are designed. The preview description does make them sound potentially ridiculous and it'll likely power creep its way up, but that isn't the topic at hand. Also I'd argue 194's acceptance of Link Joker was the stupidest choice ever. Link Joker came in and invaded their planet. A vast multitude of people died and Void tormented all life on there along with other planets for centuries. Just because Bushi can't BS a way to kill it off, people should naturally be accepting and welcoming of supergalactic terrorists? No, that's basically saying terrorists are right if they keep persisting and people just say "welp no point in keeping this up". Shadow Paladins were only accepted due to the rewritten plot of Phantom Blaster Dragon mind controlling and corrupting all of them instead of being legitimate self-controlled criminals. Otherwise, only Blaster Dark would've possibly gotten off the hook because he assisted in bringing down the dark dragon in the original timeline.
How is it situational when to start locking all they have to do is wait for their opponent to play the game normally? Yes it depends on the player, practice makes perfect, and all of that. But getting a harmful lock formation is child's play. Hell, Imaginary Plane just tells you to call a booster behind it and you're playing the game normally. If the opponent is seriously not calling any other units and just swinging with Vanguard all game, the Joker player has nothing to worry about. They can just stop holding back their Photons or Colony Makers and zerg the opponent. They widdle away at them with 3 attacks per turn while unless they're playing Overlord the Great, they only have one. If the player on the receiving end of Jokers decides to call, locks ahoy. Overlord the Great being one of the biggest arguments as a countermeasure is the dumbest part. The only way to really play against Jokers long term is to be smart with defenses (assuming you have enough to hold out) or play boss units that never cared about rearguards and generate advantage with things like restanding. Never should a game be "I have to play x so I won't get totally screwed by x". Nor should a game be "to counter x, we'll design it so it can completely ignore what x is targeting". The poster clan treatment is dumb but Jokers aren't helping at all.
As for Deleter Haiz really disappointed in this Archetype. 1 word Fragile. Deleter are the most fragile deck I have every seen. Unlike Locks, Delete reduces your opponents power to 0 and loses all its skills and for a really good reason too it doesn have anything else to gain from doing so yes locking is their sort of 'added Bonus' but who cant live with a turn of Locks. Yes the 1 turn of being waked by 15k guard attacks are not fun but from my experiences ppl live through at least through 1 Turn of Delete attacking wise. Then again when vsing Deleters be prepared and have a G3 in hand. Breaking the Delete is one of the most problematic things for Deleter to face as they dun have huge handsize to guard with. This is also a problem as they require CB to Delete which Igor is a huge help but can be disrupted by kageros and Narukami or even LJ. making Woksis kinda a 1 thing thing which can be like totally shutting down the deck once it cant Delete. Zwill is a better alternative but doesn have any negative effects when re-riding which makes the opp have no minus but the power drop. Woksis on the other hand does provide that drop 1 which is good as if he can delete the next turn might kill the guy off. as I see deleter decks as a time clock which ticks down as many cards my opponent has as 1 attack is probably either a 2 cards drop or 3 cards drop which if you count the basic handsize of a player can be greatly reduced in a matter of Deletes. The only way deleter can be a little less fragile would to for them to get a Lemonade clone only for Deleter like can only use if VG name has Deleter. I mention this is to not get LJ star-vadar to get too OP as they then can spam their Lock skill. Rulwerul is kinda an odd ball for me as i nvr used him before and is kinda an inconsistent delete and well u need to like have alot of Luck to 1 have a g3 LJ and check a G3 LJ so not the best IMO. Plus Stride OMG how is delete even gonna stay decently good not considered a ride so no woksis discard 1. somemore its free dun have to ride a unit from hand although u do have to drop total grade of 3
And this is getting on my nerves with Deletors.
Everyone is disappointed or insults Deletors because they aren't as powerful as the Star-vaders. Have you guys noticed that Deletors have one trial deck and have been in one booster compared to how Star-vaders have two Trial Decks and have been in boosters since BT12?! Or how about the fact that they were designed to actually be played against? Deletors are only fragile in the hands of those who try to standardize them. They're more powerful when they play beyond the norm. They're bizarre aliens that go beyond even a Link Joker's type of crazy. The deck works best with 3-4 Igors and it can resort to using the 8000 Vanilla Grade boosting the +3000 Grade 2 attacker for 20 in a format of 11ks. Deletors have amazing draw generation as they can safely play 4 Igor and 4 of Ganowek because their numbers going to match 11 or 13 no longer matter. Wokshis should be going off at least 3 times per game. Zwill has no 1-drop because it's a cheap cost for a 22 swing against 0. They do need a Lemonade clone, I agree.
Stride does not entirely make Delete irrelevant or terrible. The whole point was the fact that the Vanguard is at 0 power. They play as stronger Darkyusha variants. Stride lowers the defensive effectiveness, but like in the case of Nebula Lord in the face of the unlockers, they necessarily don't have to care. They still tear apart defenses and lock for free since you're on zero and good chance you're teetering on the edge since Deletors can push without a single care in the world.
Spoiler
Ibuki is also confirmed for Vanguard G, so I still have my theory of Deletors getting a Stride that can only be stridden on the opponent's turn when they Stride. The Deletor Stride can immediately delete theirs and it can have a 13/16 body for the turn as a defensive countermeasure to the game's answer to the annihilation of the vanguard.
Guys, Deletors are balanced. Delete has a number of gaping weaknesses compared to Lock. In addition to that, Star-vaders were allowed to gradually become more destructive over a year's time. They're incredibly good, just not nuts. Shouldn't people be happy about that?
Uh people still use Nebula Lord?
Nah, 'course not. But it's still potentially hilarious and didn't deserve such an expensive lock on its own. Nebula Lord brought a great example of the concept of "offense" to Star-vaders. Nebula Lord truly terrorizes with enormous power gains and the off chances of more locks and omega locks. It's one of the few Jokers that genuinely revel in an entire field lock. +15000 to frontrow and my opponent is stunned if they somehow live? That's incredible. I honestly wish Nebula Lord got a sort of Legion Revival (not the revival of grade 3 campaign), because it's really good and fun. It encourages Stands, Criticals, more Draws for setups, everything. Its Grade 2 lineup is incredibly versatile with Photons helping locks, Sword Viper adding increased pressure, nutty Niobu numbers, Colony Maker lining up backrow, and so on. The Grade 1 lineup too. It's sad how his way of doing things got so shafted and eventually never even considered. Blaster Joker brought back some real offensive pushing with its Critical gain, but it's just not the same until you line up 4 Mayaroon and the opponent has no Perfect Guard.