Area Forum

Cardfight!! Vanguard => CF!!V Discussion => Topic started by: Lucius on September 11, 2014, 07:13:03 AM

Title: Standard Fighting Rules and Card rulings
Post by: Lucius on September 11, 2014, 07:13:03 AM
i don't know if this is the right place to post this but i hope People are gonna read this.

Things People new to Vanguard might not know:
Spoiler
1.Only a 50 cards deck with 16 Trigger(and max. 4 Heals) and 34 Normal units are allowed
2.[ACT]Skills only may be activated in Main Phase.
3.When you Twin drive if you check a Trigger on the first check you have to resolve it first before moving on to the second check.
4.When you check Draw trigger you first draw then check again if necessary.
5.You may attack stronger Units with weaker Units too it is just since the power is smaller than the opponents it won't hit. but it still Counts as attack so it is pretty important for AqF user.
6.You may not guard with Grades over the Grade of your vg exceptions are Superior called G2s in the front row and G2s that were in the front-row when Stil Vampirs Megablast was activated, since those Units can intercept
7.Even if you get PG through QW you may discard a Card to use its skill.
8.You may not attack a Mate on VG Circle as Long as it is Legioned.
9.Players are allowed to call G3 and over to Guardian Circle.
10.Players cannot retire a Unit on the field unless through a Card's Effect or By Over Calling another Unit on top of it.
11.you are allowed to choose which [Auto] skill to start with if 2 of them activate at the same time.

Game Mechanics:
Spoiler
Break Ride: A Limit Break that only activates when a unit rides a unit with Breakride Skill. but don't Forget since Break Rides are all Auto skill they can be used after other Auto skills like Holy Shine Dragons Second skill(superior call) first and then Gancelots Breakride skill. Even if a Card is being ridden through Stil Vampirs Megablast you may still use Breakride as Long as all conditions are met(4 damage or Limit Break enabler and if there the BR activation cost of 1 CB)
(http://img2.wikia.nocookie.net/__cb20141030180342/cardfight/images/2/24/FC02-S05EN.png)

Lock:The locked RC and RG are considered as not existing and can't be used for any Kind of Action(unlocker are exceptions)othersays the unit loses all his info and text, can neither attack or be attack, intercept or be replaced. As if there is nothing but still something and thats the Void.
(http://img2.wikia.nocookie.net/__cb20140203125817/cardfight/images/8/8d/TD11-005EN.jpg)

Delete:VGs lose their power and text but don't lose infos like names or clans. If your VG is in Legion and get deleted they don't lose the status 'in Legion'(they still don't have any power though). If You ride over a deleted Breakride unit the Breakride is not activated since it also counts as text.
(http://img3.wikia.nocookie.net/__cb20141210163523/cardfight/images/0/0c/BT16-009EN-RRR.png)

Legion: The Condition:(If your opponent's vanguard is grade 3 or greater, this unit may return four cards from your drop zone into your deck once, search your deck for the specified card, and Legion). The Mate: is also considered as vg therefore any vg skills that the mate has can also be used when he is only a mate, you may still not attack the mate.
(http://s2.postimg.org/qnmw7u4l3/Unbenannt.png)

Resist: any opponent's effect with "choose" on the sentence cannot choose units with Resist skills, othersays it cannot be retired, locked, binded or lose power by most of the Cards. Note that Cards with mass-retire/lock/bind skills can still destroy them. And Kagero Units that have the abilty to retire a whole column also work if the Opponent chooses a unit that can be Chosen. Resist doesn't seem to include the Hand so Cards from the Hand can still be binded/discarded even with resist-skill. SP Witch skills also work against "Resist" Units because they don't choose the unit itself but the RC it is on. They can still be deleted.
(http://img2.wikia.nocookie.net/__cb20150422020209/cardfight/images/2/22/G-BT02-030EN-R_%28Sample%29.jpg)

♪♪(Harmony):
Spoiler
◾When a unit other than the unit with "Harmony" ability is placed on your VC or RC of the same column as that unit with Harmony ability, both units become Harmony state, and remain in Harmony state until end of that turn.
◾If one of the units in Harmony state leaves the field, the other unit is no longer in Harmony state. However, if you call another unit during the same turn, both units will become again Harmony state.
◾When a G unit Strides your vanguard with "Harmony" ability, its Harmony ability activates, but since it becomes a heart card, and heart cards are not considered as units, your G unit loses its Harmony state.

Special unit skills:
Spoiler
Current Limit Break 4 enabler: Liberator, Bright Bicorn(GP), Jewel Knight, Sabalmy(RP), Seal Dragon Spirit, Malkibel(KG), Eradicator, Egg helm Dracokid(N), Ancient Dragon, Tyrannoblaze(T), Eclipse Star-vader Charcoal(LJ), Shortfin Mako Soldier of Blue Storm Armada(AqF), Brutal Shade(GB), Dimensional Robo, Dailion(DP), Snowdrop Musketeer, Pirkko(NN), Stealth Fiend, Konayuki(M), Amon's Follower, Mad Eye(DI), Induction Revenger, Finnegas(SP), PRISM-Duo, Loretta(BT).

Non-Link Joker Unlockers: Goddess of Justice, Justitia(G), Salvation Lion, Grand Ezel Scissors(GP), Liberator, Monarch Sanctuary Alfred(GP), Sanctuary of Light, Brightness Dragon(RP), Seal Dragon, Georgette(KG), Stealth Beast, Metamorfox(M), Absolution Lion King, Mithril Ezel(GP),

G1 and over guard nullifiers (intercept still works): Cosmic Regalia, CEO Yggdrasil(G), Echo of Nemesis(DI), Metalborg, Sin Buster(DP), Blue Storm Supreme Dragon, Glory Maelstrom (AqF).

Non-sentinels that have sentinel similar skill which means they can still be used as 5k guard even if the conditions aren't met: Weather Forecaster, Miss Mist(a PG for all G2 and lower vg and since the mate is considered a vg too all Legions with a G2 mate will be PGed with this); Starry Sky Liberator, Guinevere(can hit up to 30k guard with her own original guard(5k) and every Liberator RG for 1CB)

Card Rulings:
Spoiler
Barrier Troop Revenger, Dorint:
-Blaster Dark Revenger & Barrier Troop Revenger, Dorint If you call a Blaster Dark Revenger On Top of a Barrier Troop Revenger, Dorint you are allowed to Unflip 1 Damage despite Dorint being Retired. As Dorint Skill will be placed on Stand By after which it is retired, the skill will Carry on and Unflip 1 Dmg.

Blue Storm Soldier, Tempest Boarder
-His Swap skill is Mandatory once your VG is in Legion as it Lacks the text You May.

Bluish Flame Liberator, Prominence Glare:
-if you Superior Liberator of Destiny, Aglovale, History Liberator Merron or units that allow you to get Cards from deck, when you get a Bluish Flame Card you may activate Glares skill because the 'skill chain is still active if you activate it right after.
-You can activate Glares Legion skill more than once per turn don't Forget.

Brawler, Bigbang Knuckle Dragon/Buster:
-every unit that is attacked by these units must be guarded seperatey
-Don't Forget even though it is only 1 attack since he attacks 4 Units every hit is counted seperately so if you have Big bang Slash buster or Dragon they get power for every attack that hits.
-You can't attack the mate with Busters skill

Compass Lion:
-Even if you retire him at the beginning of the End Phase because of a skill except his own you still have to retire another unit because his skill.
-You can use his skill with binoculus Tigers skill to retire the unit you gave the power so that you don't have to retire an extra Card.

Dragonic Burnout:
-You first put an "Overlord" Card back to deck and then soulblast

Emergency Celestial, Danielle:
-her skill can not be used if she is face-down in damage zone

Galaxy Blaukluger:
-The same Situation as DOTG and DOBR if a Situation that fits the conditions of the LB4 Comes if you won't/can't activate it you may not activate the skill for the rest of the turn. For Example:if you first attack with a RG the VG of the Opponent if the attack hits it means all conditions are fulfilled but since your vg is already stand it wouldn't make sense to pay the cost so you lose your Possibility to restand the VG this turn.

Interdimensional Dragon, Mystery Flare Dragon
-you only Need to pay 4CB when you get 4 different Grades.

Light Origin Seeker, Alfred XIV
-He can get +1 Critical not only from 5 seeker rearguards but any 5 rearguards.

Metalborg, Blackboy:
-You may not return 4 Cards with the Legioned card even if your Opponent has a G3 vg when you use this Units skill.

Metalborg, Magmafork
-Would gain 9k if you have strided over a Legion unit. as Magmafork counts the number of cards in the VC and hearts are considered in the VC therefore it would gain 9k.

Metalborg, Sin buster:
-even if you lower his Attack power from above 30k to below 30k with Mandala Lords or Shirayukis skill at the guard step you may still only use G0 Guards to protect against him.

Musketeer Saul, Martina, Cecilia:

You may only return normal Units to deck not Trigger Units.

Perdition Dragn, Breakdown Dragon:
-You can't first use his Legion Skill then Dragon Sadeghs skill to retire 3 Units so that your Opponent only only has 2 and then unflip a Card on damage Zone through his Legion skill. Since you can't Interrupt one skill to use another and then go back to the interrupted skill.

Perdition Imperial Dragon, Dragonic Overord The Great:
-If you Breakride it over Dragonic Overlord BR you may only activate one of their skills when you attack because they both have (Even if the cost i not paid this ability cannot be used for the rest of the turn)this means if you attack an rg you may activate only one of their skills.
-but if you Breakride it over dauntless you may restand twice again if you attack vg first and then rg.

Secret Smile, Pumo:
-If you call Units like Sweets Harmony, Mona or PRISM-Duo, Slaney if your Opponent attacks a Rearguard to put the rearguard back to Hand.  In that case the unit being attacked ceases to exist,but the battle still continues. The attack is just considered as "does not hit".
-Call a rear-guard behind Miracle Voice, Lauris to give yourself a 16k vanguard during your opponent's turn, even better than a Megablast-on Knight of Fury, Agravain.

Seeker, Sing Saver Dragon:
-If you use his Persona Superior Ride skill you may not return 4 cards in the next main phase(Bushitroll changed it).
-if a Soulmated SSSD loses his mate through Blaster Joker skill he can not use "Legion 20000" once again.

Star-Vader, Dark Zodiac:
-His Legion Skill refers not only to the locks that were activated that turn but to all locks until the end of turn othersays if you omega lock your opponent with Zodiacs legion skill and then ride another Zodiac next turn and legion him you can omega lock the locked units again.
-Even though it is written front and back row if one of them isn't there he can still lock the other.

Star-vader. Infinite Zero Dragon:
-Even though it is written front and back row if one of them isn't there he can still lock the other.

Star-Vader,Robin Knight:
-i am writing this because People tend to overlook this fact: Your VG Needs to be in Legion and your Opponent has to already have a locked Card for his skill to be activated.
-Even though it is written front and back row if one of them isn't there he can still lock the other.

Upheaval Pegasus:
- your opponent can look at the top card before calling the unit out onto a rear-guard circle, and he looks at them separately. However, the units entered this way are considered to have entered the field at the same time.
-Chronojet heart skill can be used after Pegasus
-on call abilities still activate, even if you send the unit back with Chronojet

Wily Revenger, Mana:
-Her skill is not mandatory

G-Zone Rules:
Spoiler
Stride:can only be performed when all players are at Grade 3 or higher. During the Ride Phase, the turn player may discard units from their hand whose Grades equal 3 and Stride. These units do not exist in the Main Deck. (dont ask me where they go) A Stridden Vanguard also gains power equal to the previous Vanguard's original power and name of the Vanguard it strides over. Stride is until end of turn. When a Stride is performed with a Breakride unit on vg the Breakride skill is not activated since stride isn't considered as Ride. if you stride over a Legion you may choose which Card you are going to take the Name and power from but not both. a Deleted Vanguard doesn't affect stride at all so even if you stride over a deleted vg you still gain power and Name (Source: Cherry)

G-assist:
1) Your Vanguard must be Grade 2 or lower.
2)There is no card with 1 grade higher than your Vanguard in your hand.
3) You must have at least 2 G-Units in your G-Zone.

If you satisfy these 3 conditions, you may perform G-Assist:

1) Show all your hands to your opponent.
2) Look at the top 5 cards of your deck.
3) Search for up to 1 card with 1 grade higher than your Vanguard.
4) If you do add a card in step 3, Banish 2 cards in both your hand and G-Zone (so 4 cards in total), and you cannot use those cards for the rest of the cardfight.
5) Proceed to Ride Phase. (Source: Zeon)
6) You don't have to discard if you don't find the Grade you need

Generation Break: The Requirement to activate an ability like that is the number of face-up G Units in your G-Zone or Vanguard Circle. Face-up G Units in the banish Zone don't count


Stride rulings:
Spoiler
You can perform Stride in your stride step (which comes AFTER the ride step while STILL BEING in the ride phase) when both you and your opponent have a grade 3 or greater vanguard by discarding cards in your hand with the sum of their grades being 3 or more.
◾After paying the cost, choose the G unit you want Stride that is face down from your G zone.
◾The G unit Strides in the same state (Stand or Rest) as your vanguard was prior to Striding (Pay attention to this one Megacolony players).
◾At the end of your turn, return the G Unit you Strode to your G zone face-up, and all your heart cards are now treated as your vanguard, and your vanguard is in the same state (Stand or Rest) as your G unit was at the end of turn. If your heart cards were Legion prior to Striding, they return in Legion state.
◾Striding does not count as a ride, so effects involving ride are not activated.


Technicalities:
-Stride does not trigger "Break Ride".
-When performing Stride and your Vanguard is in Legion, both units become the "Heart" but only 1 is designated to lend its power and name to the G-Unit.
-Don't Forget the stride unit keeps the Name of the heart you choose but it still has its own Name too.(which can be important since there are strides like Dark Dragon, Phantom Blaster "Diablo" that can still use their skill even if they are not stridden over a blaster or an Unit that does not have the same Archetype, which also means you can use Units skill that require that specific Archetype  on the turn you stride it )
-When Stride is performed on a deleted Vanguard, the deleted unit becomes flipped and is now the Heart. Afterwards it remains un-deleted.
-It is possible to Stride and then Superior Ride through a Cards skill. In this case, return the G-Unit to the deck and the units in the Heart go to the Soul.
-As hinted at the top, Stride is after Ride Step but still in the Ride Phase, not it the Main Phase. So make sure you have everything set before performing dat fateful Stride. As it signals the end of your Ride Step.
- You can't use the Heart skills of Units that are stridden when they are deleted. (Heart skills are VG skills that have [AUTO](VC):[Cost(Not always required)] During your turn, when your G unit Stride. in their text)

90% of this is from Duives post: http://cardfight-wiki.ru/areafor/index.php/topic,2124.0.html the rest is from mine : P

Title: Re: Standard Fighting Rules and Card rulings
Post by: Ibuki Kouji on September 11, 2014, 09:00:11 AM
Quote
Light Origin Seeker, Alfred XIV
-He can get +1 Critical not only from 5 seeker rearguards but any 5 rearguards.
Does he get critical even if cards card locked?

Quote
Star-Vader, Dark Zodiac:
-His Legion Skill refers not only to the locks that were activated that turn but to all locks until the end of turn othersays if you omega lock your opponent with Zodiacs legion skill and then ride another Zodiac next turn and legion him you can omega lock the locked units again.
^^ i always use like that~~~

Quote
-If you Breakride it over Dragonic Overlord BR you may only activate one of their skills when you attack because they both have (Even if the cost i not paid this ability cannot be used for the rest of the turn)this means if you attack an rg you may activate only one of their skills.
Does that means if we break ride on overlord we can only use one of there skills to stand?
Title: Re: Standard Fighting Rules and Card rulings
Post by: Lucius on September 11, 2014, 10:35:26 AM
Quote
Light Origin Seeker, Alfred XIV
-He can get +1 Critical not only from 5 seeker rearguards but any 5 rearguards.
Does he get critical even if cards card locked?


Quote
-If you Breakride it over Dragonic Overlord BR you may only activate one of their skills when you attack because they both have (Even if the cost i not paid this ability cannot be used for the rest of the turn)this means if you attack an rg you may activate only one of their skills.
Does that means if we break ride on overlord we can only use one of there skills to stand?

First: no since lock means that the rc is occupied but nothing is there a true void you see.
second: ya since they require the same Situation but can only be actived at the first Situation that meets the requirements you can only activate one of those skills
Title: Re: Standard Fighting Rules and Card rulings
Post by: Cherry on September 11, 2014, 08:15:02 PM
I feel we could try to pin/sticky this if we get a collection of all the confusing cards people wouldn't understand, not just the recent ones. Also, Thing Saver can relegion after Blaster Joker nukes its mate.
Title: Re: Standard Fighting Rules and Card rulings
Post by: Lucius on September 12, 2014, 02:41:54 AM
I feel we could try to pin/sticky this if we get a collection of all the confusing cards people wouldn't understand, not just the recent ones. Also, Thing Saver can relegion after Blaster Joker nukes its mate.
Thx for the info. I will try to update this Page occasionally to add more Infos to cards
Title: Re: Standard Fighting Rules and Card rulings
Post by: Ren «Я» on September 12, 2014, 02:57:46 AM
I feel we could try to pin/sticky this if we get a collection of all the confusing cards people wouldn't understand, not just the recent ones. Also, Thing Saver can relegion after Blaster Joker nukes its mate.
Thx for the info. I will try to update this Page occasionally to add more Infos to cards

Interesting lol. Didn't know you can relegion after Blaster Joker nuke's its mate.
Title: Re: Standard Fighting Rules and Card rulings
Post by: Cherry on September 12, 2014, 03:17:11 AM
It's Bushi stupid wording and their blatant favoritism with Thing Saver. While the new errata requires the unit to not be in legion which stops the returning of 4 after Soulmate Legion... it becomes moot point since Blaster Joker will erase the Mate, opening the condition of not being in Legion. This allows them to pay the cost and relegion properly.

Also, for additional rules: It should be noted that cards like Robin Knight/Infinite Zero who state a number of things to do, you always fulfill their conditions as much as possible. Some people (including myself frankly) think/thought because it lists to do both, it can't be done if you can't fulfill both parts of it. You're allowed to stretch and do whatever you can.

And there's the bit on Galaxy Blau that's similar to Overlord break ride. Once the condition is met, you have to activate it at that time if it's possible, or you can no longer use it despite being able to pay the cost.

Finally, on what you listed for triggers... It's better to summarize it as "Triggers must be resolved one at a time".
Title: Re: Standard Fighting Rules and Card rulings
Post by: Lequier on September 12, 2014, 03:17:37 AM
I feel we could try to pin/sticky this if we get a collection of all the confusing cards people wouldn't understand, not just the recent ones. Also, Thing Saver can relegion after Blaster Joker nukes its mate.

No it cannot. No matter how you Legion, you cannot relegion. This includes through Thing Saver's ability.

https://scontent-a-lhr.xx.fbcdn.net/hphotos-xpa1/v/t1.0-9/10647118_10204591800896654_2168264760749818288_n.jpg?oh=8bd7964d97bfa9c127674ee23c3bed3c&oe=54888374
Title: Re: Standard Fighting Rules and Card rulings
Post by: Cherry on September 12, 2014, 03:19:31 AM
I feel we could try to pin/sticky this if we get a collection of all the confusing cards people wouldn't understand, not just the recent ones. Also, Thing Saver can relegion after Blaster Joker nukes its mate.

No it cannot. No matter how you Legion, you cannot relegion. This includes through Thing Saver's ability.

https://scontent-a-lhr.xx.fbcdn.net/hphotos-xpa1/v/t1.0-9/10647118_10204591800896654_2168264760749818288_n.jpg?oh=8bd7964d97bfa9c127674ee23c3bed3c&oe=54888374

... This whole thing about Thing Saver "properly" Legioning makes no sense to me. Well, I'm less mad at Bushi now anyway. Good to see it cleared up. Thanks for confirming.
Title: Re: Standard Fighting Rules and Card rulings
Post by: Ibuki Kouji on September 12, 2014, 03:27:33 AM
I have a doubt... Can Grand Ezel Scissors unlock the omega lock? or just oradinary lock? 
Title: Re: Standard Fighting Rules and Card rulings
Post by: Lequier on September 12, 2014, 03:28:55 AM
I have a doubt... Can Grand Ezel Scissors unlock the omega lock? or just oradinary lock?

It unlocks anything, regardless of whether it was Omega Locked or not.
Title: Re: Standard Fighting Rules and Card rulings
Post by: Cherry on September 12, 2014, 03:29:06 AM
Ezel Scissors and the other unlockers can unlock Omega Lock.
Title: Re: Standard Fighting Rules and Card rulings
Post by: Ren «Я» on September 12, 2014, 03:34:37 AM
Any unit that has an "unlocking" skill can unlock regardless of it's locked/omega locked.
Title: Re: Standard Fighting Rules and Card rulings
Post by: Ibuki Kouji on September 12, 2014, 04:02:48 AM
Any unit that has an "unlocking" skill can unlock regardless of it's locked/omega locked.
oh.. ok thanks for telling that.... i saw a cardfight in cfa and that match confused me.... thats why i asked.
Title: Re: Standard Fighting Rules and Card rulings
Post by: Ren «Я» on September 12, 2014, 03:01:52 PM
Any unit that has an "unlocking" skill can unlock regardless of it's locked/omega locked.
oh.. ok thanks for telling that.... i saw a cardfight in cfa and that match confused me.... thats why i asked.

Anytime and no problem.
Title: Re: Standard Fighting Rules and Card rulings
Post by: Mashiro on September 17, 2014, 04:52:19 AM
I have an interesting ruling question. In vanguard, you decide which order AUTO skills activate in if all costs of activation have been met. My question is, if I breakride Scarlet Witch, CoCo on top of Hexagonal Magus, can I use CoCo's skill first, then the skill of the breakride afterwards?
Title: Re: Standard Fighting Rules and Card rulings
Post by: Cherry on September 17, 2014, 07:23:52 AM
I have an interesting ruling question. In vanguard, you decide which order AUTO skills activate in if all costs of activation have been met. My question is, if I breakride Scarlet Witch, CoCo on top of Hexagonal Magus, can I use CoCo's skill first, then the skill of the breakride afterwards?

Yes you can use CoCo's skill first and then Hexagonal's Break Ride skill. A good example of a scenario like this is riding Silver Fang Wolf, Garmore over Solitary Liberator, Gancelot and using Garmore's skill to Superior Call first. Then you can distribute +5000 to units, and this includes the unit you just called.
Title: Re: Standard Fighting Rules and Card rulings
Post by: hakuginnozero on September 17, 2014, 11:08:03 AM
A small thing to add would be that a unit can attack something even if the attacking unit's Power is less than the unit being attacked.

I've had way too many problems with people saying I can't attack when my power is less.....

-Shirogane-kun
Title: Re: Standard Fighting Rules and Card rulings
Post by: Lucius on September 17, 2014, 11:25:59 AM
A small thing to add would be that a unit can attack something even if the attacking unit's Power is less than the unit being attacked.

I've had way too many problems with people saying I can't attack when my power is less.....

-Shirogane-kun
kk i will add it poor you all AqF user who had to go through it
Title: Re: Standard Fighting Rules and Card rulings
Post by: [ER] Patrickzzz on September 17, 2014, 09:58:32 PM
Things that might be useful to add:
- You can discard 1 card and do a Perfect Guard when it comes on a quintet wall.
- Despite what many people say Mana skill is not mandatory.
- The mate doesn't count as a 1 unit attacked on knuckle buster skill, since you don't attack mates.
Title: Re: Standard Fighting Rules and Card rulings
Post by: Lucius on September 18, 2014, 01:40:07 AM
Things that might be useful to add:
- You can discard 1 card and do a Perfect Guard when it comes on a quintet wall.
- Despite what many people say Mana skill is not mandatory.
- The mate doesn't count as a 1 unit attacked on knuckle buster skill, since you don't attack mates.

there are People who think you can attack the mate?
Title: Re: Standard Fighting Rules and Card rulings
Post by: Cherry on September 18, 2014, 01:53:56 AM
It's a sort of confusing situation where the text says attack 4 "units". The mate does technically count as an additional unit, but not in every case. The mate theoretically doesn't exist on the opponent's turn except for Blaster Joker's skill (I think?).
Title: Re: Standard Fighting Rules and Card rulings
Post by: [ER] Patrickzzz on September 18, 2014, 02:21:37 AM
It's a sort of confusing situation where the text says attack 4 "units". The mate does technically count as an additional unit, but not in every case. The mate theoretically doesn't exist on the opponent's turn except for Blaster Joker's skill (I think?).

The mate exists but it cannot be attacked. He only attacks together with the vanguard, but defensively he is never attacked.
Title: Re: Standard Fighting Rules and Card rulings
Post by: Cherry on September 18, 2014, 02:50:43 AM
Well I was close enough.

It's just odd and poor wording choice on skill text, don't blame the people who try to do it by accident too much when pointing it out. Y'know, unless they're not going to be civil about it.
Title: Re: Standard Fighting Rules and Card rulings
Post by: [ER] Patrickzzz on September 18, 2014, 02:59:50 AM
Well I was close enough.

It's just odd and poor wording choice on skill text, don't blame the people who try to do it by accident too much when pointing it out. Y'know, unless they're not going to be civil about it.

Ik lol
thats why i pointed it out to add on the list is a pretty commom mistake.
Title: Re: Standard Fighting Rules and Card rulings
Post by: [T-SP] Access on October 09, 2014, 06:01:11 AM
Nice this should actually be like a Pinned Post or sth to like get all the special kinds of ruling in one place.
Can also add the
1) Players are allowed to call G3 to Guardian Circle despite them not having any Shield Points.
2) Players cannot retire a Unit on the field unless through a Card's Effect or By Over Calling another Unit on top of it.
3) Blaster Dark Revenger & Barrier Troop Revenger, Dorint If you call a Blaster Dark Revenger On Top of a Barrier Troop Revenger, Dorint you are allowed to Unflip 1 Damage despite Dorint being Retired. As Dorint Skill will be placed on Stand By after which it is retired, the skill will Carry on and Unflip 1 Dmg.(This one is well just to point out if anyone doesn know about it yet)
Title: Re: Standard Fighting Rules and Card rulings
Post by: Ren «Я» on October 09, 2014, 10:39:09 AM
Nice this should actually be like a Pinned Post or sth to like get all the special kinds of ruling in one place.
Can also add the
1) Players are allowed to call G3 to Guardian Circle despite them not having any Shield Points.
2) Players cannot retire a Unit on the field unless through a Card's Effect or By Over Calling another Unit on top of it.
3) Blaster Dark Revenger & Barrier Troop Revenger, Dorint If you call a Blaster Dark Revenger On Top of a Barrier Troop Revenger, Dorint you are allowed to Unflip 1 Damage despite Dorint being Retired. As Dorint Skill will be placed on Stand By after which it is retired, the skill will Carry on and Unflip 1 Dmg.(This one is well just to point out if anyone doesn know about it yet)

Totally agree , especially with the 1st thing you said most people don't know you can do lol. Helps get 4 in drop zone faster guarding with grade 3's ( Regardless of if it doesn't have a shield or not, there's no rule that prevents you from guarding anyway with it )
Title: Re: Standard Fighting Rules and Card rulings
Post by: Lucius on October 10, 2014, 03:00:32 AM
added some G-Zone Rules too now, and do you really want to put a G3 on guard even tho stride is being introduced?
Title: Re: Standard Fighting Rules and Card rulings
Post by: Doctor Who on October 10, 2014, 03:48:36 AM
1. The power of the Legion and Mate are combined. Therefore, any kind of skills that will activate on VC, will be active during your turn. For instance, if Amaterasu is in Legion with Oohirume, than all Amaterasu skills will activate during your turn. (checking the top card, +4k power, and of course the megablast.)
2. Miss Mist has a shield value of 5000.
3. The case of Hexagonal Coco can be extended further more to battle phase. The boost and the attack occur at the same time so therefore if both booster and the attacking have a skill, than you may choose the order of activation. The precedent in this case is Crescent Magus + Stellar Magus combo.
4. Miss Mist has an a shield value of 5000.

 
Title: Re: Standard Fighting Rules and Card rulings
Post by: Lucius on October 10, 2014, 07:43:17 AM
1. The power of the Legion and Mate are combined. Therefore, any kind of skills that will activate on VC, will be active during your turn. For instance, if Amaterasu is in Legion with Oohirume, than all Amaterasu skills will activate during your turn. (checking the top card, +4k power, and of course the megablast.)
2. Miss Mist has a shield value of 5000.
3. The case of Hexagonal Coco can be extended further more to battle phase. The boost and the attack occur at the same time so therefore if both booster and the attacking have a skill, than you may choose the order of activation. The precedent in this case is Crescent Magus + Stellar Magus combo.
4. Miss Mist has an a shield value of 5000.

 
do i really have to write what shield value miss mist has? do People not even look at the shield value nowadays?
Title: Re: Standard Fighting Rules and Card rulings
Post by: Magus TSS on October 10, 2014, 01:04:09 PM
1. The power of the Legion and Mate are combined. Therefore, any kind of skills that will activate on VC, will be active during your turn. For instance, if Amaterasu is in Legion with Oohirume, than all Amaterasu skills will activate during your turn. (checking the top card, +4k power, and of course the megablast.)
2. Miss Mist has a shield value of 5000.
3. The case of Hexagonal Coco can be extended further more to battle phase. The boost and the attack occur at the same time so therefore if both booster and the attacking have a skill, than you may choose the order of activation. The precedent in this case is Crescent Magus + Stellar Magus combo.
4. Miss Mist has an a shield value of 5000.

 
do i really have to write what shield value miss mist has? do People not even look at the shield value nowadays?
Sometimes they don't.... Apparently.... Miss Mist is perfect guarding legions or grade 2 anyway to be fair.
Title: Re: Standard Fighting Rules and Card rulings
Post by: [T-SP] Access on October 16, 2014, 01:05:33 AM
Blue Storm Soldier, Tempest Boarder
His Swap skill is Mandatory once your VG is in Legion as it Lacks the text "You May". This is Important as it might screw up formations and at the same time help for 4th Attack but point is there skill is Mandatory so it has to be done and players gotta know how to work around it.
Title: Re: Standard Fighting Rules and Card rulings
Post by: Jai Hearts on October 20, 2014, 08:36:02 PM
wow this is a really amazing guide.
Title: Re: Standard Fighting Rules and Card rulings
Post by: Cherry on October 20, 2014, 09:27:35 PM
Christ, I forgot to sticky this. And I was just talking about it.
Title: Re: Standard Fighting Rules and Card rulings
Post by: Doctor Who on October 22, 2014, 11:34:54 AM
Well, I was guarding a with 15k shield (a 10k+Miss Mist) a rearguard attack and my opp says that I can't gurd with Miss Mist and he quits. Later, I tried to explain that miss mist has a 5k shield. Apparently, this isn't widly known.
Title: Re: Standard Fighting Rules and Card rulings
Post by: Lucius on October 22, 2014, 01:11:32 PM
Well, I was guarding a with 15k shield (a 10k+Miss Mist) a rearguard attack and my opp says that I can't gurd with Miss Mist and he quits. Later, I tried to explain that miss mist has a 5k shield. Apparently, this isn't widly known.
lol People should really look at miss mists Card clearly, or at least read the miss mist is no sentinel after all she came out way after Bushi added the sentinel rule to all sentinel cards. oh well just put miss mist and other similar Cards into the Special skill folder
Title: Re: Standard Fighting Rules and Card rulings
Post by: Cherry on October 22, 2014, 01:40:40 PM
Did people think Oracles got a pass to play 7 Sentinels or something?
Title: Re: Standard Fighting Rules and Card rulings
Post by: Doctor Who on October 24, 2014, 09:56:35 AM
Did people think Oracles got a pass to play 7 Sentinels or something?
It's not like that. Most of the times, the front row is composed by grade 2. Some people, assuming that I try to negate the attack using Miss Mist, they say that I cheat.
Title: Re: Standard Fighting Rules and Card rulings
Post by: Magus TSS on October 24, 2014, 02:07:58 PM
It's not like that. Most of the times, the front row is composed by grade 2. Some people, assuming that I try to negate the attack using Miss Mist, they say that I cheat.
Wow this surprises me.

Did people think Oracles got a pass to play 7 Sentinels or something?

Well Miss Mist is kinda is a semi nerfed Sentinel without the Sentinel text Confusion can easily start from that.
Title: Re: Standard Fighting Rules and Card rulings
Post by: Jai Hearts on October 24, 2014, 05:28:43 PM
bottom line its not a sentinal, sentinals have 0 defence.
Title: Re: Standard Fighting Rules and Card rulings
Post by: Doctor Who on October 27, 2014, 06:42:39 AM
http://cf-vanguard.com/wp/wp-content/uploads/vgd_rule.pdf
New rulebook update.
2.17.2 mentions that effects and abilities may refer to the nation of the card
Title: Re: Standard Fighting Rules and Card rulings
Post by: Lucius on October 27, 2014, 07:55:43 AM
http://cf-vanguard.com/wp/wp-content/uploads/vgd_rule.pdf
New rulebook update.
2.17.2 mentions that effects and abilities may refer to the nation of the card
thank you, so does that mean new abilities that refer to the Nation are coming or that old Cards skill can now only be used within the Nation?
Title: Re: Standard Fighting Rules and Card rulings
Post by: Bloodedge on October 27, 2014, 12:59:24 PM
Just too add...u forgot an unlocker unit

Goddess of Justice, Justita (Genesis)
Title: Re: Standard Fighting Rules and Card rulings
Post by: Lucius on October 27, 2014, 01:29:27 PM
Just too add...u forgot an unlocker unit

Goddess of Justice, Justita (Genesis)
kk thx
Title: Re: Standard Fighting Rules and Card rulings
Post by: Bloodedge on October 27, 2014, 08:02:53 PM
Just too add...u forgot an unlocker unit

Goddess of Justice, Justita (Genesis)
kk thx

no prob
Title: Re: Standard Fighting Rules and Card rulings
Post by: Doctor Who on October 28, 2014, 10:00:27 AM
http://cf-vanguard.com/wp/wp-content/uploads/vgd_rule.pdf
New rulebook update.
2.17.2 mentions that effects and abilities may refer to the nation of the card
thank you, so does that mean new abilities that refer to the Nation are coming or that old Cards skill can now only be used within the Nation?
I really want to be the first but the logic decision is to go with the second. I guess it means the new cards that will be released and probably clans that do not specify a clan name in their skill description (e.g: Universal Sentinels.)
 However I think this new rulling has something to do with the G-Units.
Title: Re: Standard Fighting Rules and Card rulings
Post by: Lucius on October 30, 2014, 10:31:30 AM
update: you cannot guard with a unit without a shield aka G3s may not be placed on guard circle unless thro QW
Title: Re: Standard Fighting Rules and Card rulings
Post by: link200456 on November 23, 2014, 03:23:03 AM
update: you cannot guard with a unit without a shield aka G3s may not be placed on guard circle unless thro QW

actually you can, its been FAQed on the official cardfight Q&A in http://cf-vanguard.com/en/howto/question/

Here's the question asked as well for convinience:

Q661 (27-06-2014)
Q. Can I call a grade 3 or grade 4 card without a shield to my guardian circle?
A. Yes, you can. As there is no shield, no power will be added to the attacked card. They are put to the drop zone at the same timing as cards with shield.
Title: Re: Standard Fighting Rules and Card rulings
Post by: Doctor Who on November 24, 2014, 08:43:08 AM
update: you cannot guard with a unit without a shield aka G3s may not be placed on guard circle unless thro QW
Can you say from where you took this?.
Title: Re: Standard Fighting Rules and Card rulings
Post by: Lucius on November 24, 2014, 09:21:22 AM
on the screenshot i took, Q19 it is from a vanguard rulebook
Title: Re: Standard Fighting Rules and Card rulings
Post by: Doctor Who on November 24, 2014, 03:02:36 PM
That rulebook is old. The new rule says you can.
Before QW appeared, you couldn't call them to the GC. After the QW appeared, there was no point in keeping that rulling since they can be called with QW so they decided to give them 0 shield instead and they will be retired from GC just like all the rest.
Title: Re: Standard Fighting Rules and Card rulings
Post by: Magus TSS on November 24, 2014, 04:08:14 PM
Did anyone even bother to look at Link's post? -.-
Title: Re: Standard Fighting Rules and Card rulings
Post by: Lucius on November 25, 2014, 02:11:04 AM
Did anyone even bother to look at Link's post? -.-

yeah i did look at it and i already changed what iwrote about G3s on guard zone
Title: Re: Standard Fighting Rules and Card rulings
Post by: omegatap on December 12, 2014, 05:07:44 AM
Regarding Psychicer of Dust, Izaya's effect, even if the skill conditions are met can u spam the effect as many times as you like when you soul charge? Its a little confusing.
Title: Re: Standard Fighting Rules and Card rulings
Post by: Cherry on December 12, 2014, 05:29:05 AM
Regarding Psychicer of Dust, Izaya's effect, even if the skill conditions are met can u spam the effect as many times as you like when you soul charge? Its a little confusing.

Could you be a little more specific?

If you're asking about him getting +3000 for every single card moved in soul, then yeah.
Title: Re: Standard Fighting Rules and Card rulings
Post by: Lucius on December 13, 2014, 11:16:39 AM
yeah as Long as the conditions are met he gets +3k per moved card
Title: Re: Standard Fighting Rules and Card rulings
Post by: Lucius on December 13, 2014, 11:29:40 AM
added Resist to the Game mechanics hope the Explanation is ok.

Resist: any opponent's effect with "choose" on the sentence cannot choose units with Resist skills, othersays it cannot be retired, locked, binded or lose power by most of the Cards. Note that Cards with mass-retire/lock/bind skills can still destroy them. And Kagero Units that have the abilty to retire a whole column also work if the Opponent chooses a unit that can be Chosen. Resist doesn't seem to include the Hand so Cards from the Hand can still be binded/discarded even with resist-skill. SP Witch skills also work against "Resist" Units because they don't choose the unit itself but the RC it is on. They can still be deleted.
Title: Re: Standard Fighting Rules and Card rulings
Post by: Doctor Who on December 16, 2014, 02:49:12 PM
added Resist to the Game mechanics hope the Explanation is ok.

Resist: any opponent's effect with "choose" on the sentence cannot choose units with Resist skills, othersays it cannot be retired, locked, binded or lose power by most of the Cards. Note that Cards with mass-retire/lock/bind skills can still destroy them. And Kagero Units that have the abilty to retire a whole column also work if the Opponent chooses a unit that can be Chosen. Resist doesn't seem to include the Hand so Cards from the Hand can still be binded/discarded even with resist-skill. SP Witch skills also work against "Resist" Units because they don't choose the unit itself but the RC it is on. They can still be deleted.
So, in other words, the Resist skill is just a smoke screen of invincibility... typical TCG.
Title: Re: Standard Fighting Rules and Card rulings
Post by: Cherry on December 16, 2014, 05:22:59 PM
I mean, it's not like it's a bait and switch.

Resist actually does work.
Title: Re: Standard Fighting Rules and Card rulings
Post by: ein87 on February 11, 2015, 10:04:08 AM
I have a couple of questions abaout the timing of "When this unit attack":

Question 1:
1- I attack with "Ambitious Spirit Revenger, Cormac" in Legion.
2-I activate the AUTO effects, I read that you can activate in any order if they activate at the same time, so I choose to activate first the second AUTO, giving her 3k of power, then I activate the 1st AUTO, retire the boost unit behind her.
My doubt is that if the boost unit is retired, then Cormac do not get the boost, right??

Question 2:
1-I attack with "Metalborg Sin Buster" in Legion, and rest it.
2-I choose boost with "MEtalborg Black doctor", and rest it.
3-I choose apply the AUTO effect of Sin Buster.
My doubt: accord to the rulings, first is resolved the "When this unit attack", before the add of power of the boosting unit behind, so in this case, the effect AUTO of Sin Buster do not apply??

Thanks in advance and sorry for my english, is not my native language.
Title: Re: Standard Fighting Rules and Card rulings
Post by: [ER] Patrickzzz on February 11, 2015, 12:08:44 PM
I have a couple of questions abaout the timing of "When this unit attack":

Question 1:
1- I attack with "Ambitious Spirit Revenger, Cormac" in Legion.
2-I activate the AUTO effects, I read that you can activate in any order if they activate at the same time, so I choose to activate first the second AUTO, giving her 3k of power, then I activate the 1st AUTO, retire the boost unit behind her.
My doubt is that if the boost unit is retired, then Cormac do not get the boost, right??

Question 2:
1-I attack with "Metalborg Sin Buster" in Legion, and rest it.
2-I choose boost with "MEtalborg Black doctor", and rest it.
3-I choose apply the AUTO effect of Sin Buster.
My doubt: accord to the rulings, first is resolved the "When this unit attack", before the add of power of the boosting unit behind, so in this case, the effect AUTO of Sin Buster do not apply??

Thanks in advance and sorry for my english, is not my native language.

With Sin buster the boost works for his skill. For Cormac if you use it you don't get the boost, i'm not sure how to explain it why rule-wise but i think it is because Cormac's retire is a cost.
Title: Re: Standard Fighting Rules and Card rulings
Post by: ein87 on February 11, 2015, 12:52:36 PM
Thank you for the answer, I`d think that those effects works as you say, but I was no sure.
Title: Re: Standard Fighting Rules and Card rulings
Post by: Towan on February 24, 2015, 09:25:46 AM
I have a couple of questions abaout the timing of "When this unit attack":

Question 1:
1- I attack with "Ambitious Spirit Revenger, Cormac" in Legion.
2-I activate the AUTO effects, I read that you can activate in any order if they activate at the same time, so I choose to activate first the second AUTO, giving her 3k of power, then I activate the 1st AUTO, retire the boost unit behind her.
My doubt is that if the boost unit is retired, then Cormac do not get the boost, right??

Question 2:
1-I attack with "Metalborg Sin Buster" in Legion, and rest it.
2-I choose boost with "MEtalborg Black doctor", and rest it.
3-I choose apply the AUTO effect of Sin Buster.
My doubt: accord to the rulings, first is resolved the "When this unit attack", before the add of power of the boosting unit behind, so in this case, the effect AUTO of Sin Buster do not apply??

Thanks in advance and sorry for my english, is not my native language.

With Sin buster the boost works for his skill. For Cormac if you use it you don't get the boost, i'm not sure how to explain it why rule-wise but i think it is because Cormac's retire is a cost.

With cormac, if he is boosted by a unit with a skill like the legion boosters, he would still get the +4k from the legion booster skill, but the power of the unit is removed if it was retired during the attack. so you wouldnt get the other 6k
Title: Re: Standard Fighting Rules and Card rulings
Post by: [T-SP] Access on April 07, 2015, 04:22:21 AM
Metalborg, Magmafork
[AUTO](RC):[Counter Blast (1) - card with "Metalborg" in its card name] When this unit attacks a vanguard, you may pay the cost. If you do, this card gets [Power]+3000 for each card on your (VC) until the end of that battle.

Would gain 9k if you have strided over a Legion unit. as Magmafork counts the number of cards in the VC and hearts are considered in the VC therefore it would gain 9k.

Source
http://cf-vanguard.net/%E9%8B%BC%E9%97%98%E6%A9%9F_%E3%83%9E%E3%82%B0%E3%83%9E%E3%83%95%E3%82%A9%E3%83%BC%E3%82%AF
Or you can find it in the comments of wiki under the card itself.
Title: Re: Standard Fighting Rules and Card rulings
Post by: Lucius on June 17, 2015, 01:11:19 PM
added this thanks to Duive here:
Stride rulings:
Spoiler
You can perform Stride in your stride step (which comes AFTER the ride step while STILL BEING in the ride phase) when both you and your opponent have a grade 3 or greater vanguard by discarding cards in your hand with the sum of their grades being 3 or more.
◾After paying the cost, choose the G unit you want Stride that is face down from your G zone.
◾The G unit Strides in the same state (Stand or Rest) as your vanguard was prior to Striding (Pay attention to this one Megacolony players).
◾At the end of your turn, return the G Unit you Strode to your G zone face-up, and all your heart cards are now treated as your vanguard, and your vanguard is in the same state (Stand or Rest) as your G unit was at the end of turn. If your heart cards were Legion prior to Striding, they return in Legion state.
◾Striding does not count as a ride, so effects involving ride are not activated.


Technicalities:
-Stride does not trigger "Break Ride".
-When performing Stride and your Vanguard is in Legion, both units become the "Heart" but only 1 is designated to lend its power and name to the G-Unit.
-Don't Forget the stride unit keeps the Name of the heart you choose but it still has its own Name too.(which can be important since there are strides like Dark Dragon, Phantom Blaster "Diablo" that can still use their skill even if they are not stridden over a blaster or an Unit that does not have the same Archetype, which also means you can use Units skill that require that specific Archetype  on the turn you stride it )
-When Stride is performed on a deleted Vanguard, the deleted unit becomes flipped and is now the Heart. Afterwards it remains un-deleted.
-It is possible to Stride and then Superior Ride through a Cards skill. In this case, return the G-Unit to the deck and the units in the Heart go to the Soul.
-As hinted at the top, Stride is after Ride Step but still in the Ride Phase, not it the Main Phase. So make sure you have everything set before performing dat fateful Stride. As it signals the end of your Ride Step.
- You can't use the Heart skills of Units that are stridden when they are deleted. (Heart skills are VG skills that have [AUTO](VC):[Cost(Not always required)] During your turn, when your G unit Stride. in their text)

90% of this is from Duives post: http://cardfight-wiki.ru/areafor/index.php/topic,2124.0.html the rest is from mine : P

Title: Re: Standard Fighting Rules and Card rulings
Post by: Moe Shinkō on June 18, 2015, 11:06:29 AM
Don't spam, Aster.
Title: Re: Standard Fighting Rules and Card rulings
Post by: Lucius on June 18, 2015, 01:19:48 PM
added:
Secret Smile, Pumo:
-If you call Units like Sweets Harmony, Mona or PRISM-Duo, Slaney if your Opponent attacks a Rearguard to put the rearguard back to Hand.  In that case the unit being attacked ceases to exist,but the battle still continues. The attack is just considered as "does not hit".
-Call a rear-guard behind Miracle Voice, Lauris to give yourself a 16k vanguard during your opponent's turn, even better than a Megablast-on Knight of Fury, Agravain.

and updated the LB4 enabler list
Title: Re: Standard Fighting Rules and Card rulings
Post by: Lucius on July 23, 2015, 09:54:41 AM
I am sorry for the confusion that i caused this is the right way to use Upheaval:
- your opponent can look at the top card before calling the unit out onto a rear-guard circle, and he looks at them separately. However, the units entered this way are considered to have entered the field at the same time.

I have asked bushi directly for this again i am very sorry