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Team Fate/Eternal
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Topic: Team Fate/Eternal (Read 23904 times)
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Aeon Jellal
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Posts: 44
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So tell me, do you really wanna fight me?
Re: Team Fate/Eternal
«
Reply #15 on:
April 10, 2015, 04:00:16 PM »
Fate/Eternal vs Masked Knights
Yusei Fudou vs [MK] Blaster 0-1 Blaster's win
Hail vs [MK] MakuJD 0-2 Maku's win
Aeon Jellal vs Kaitou Kid 0-3 Kaitou Kid's win
(FE) Snosoul vs [MK] Atemus 0-4 Atemus's win
Its our loss again but we wont give up. Hope we can battle you guys again sometime.
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Snosoul
Newbie
Posts: 28
Karma: 2
Re: Team Fate/Eternal
«
Reply #16 on:
April 15, 2015, 09:58:26 PM »
Team Battle VS Radiant Tales Gunslinger, DMull Clan Diversity, JP Ban List
Gemini (Kagero) vs Weasel (Glendios Lock) Victory (1-0)
Gemini (Kagero) vs Noa (Great Nature) Victory (2-0)
Gemini (Kagero) vs Jai (Spike Brothers OTK) Loss (2-1)
Waiterfang (Great Nature) vs Jai (Spike Brothers OTK) Loss (2-2)
Snosoul (Nubatama) vs Jai (Spike Brothers OTK) Loss (2-3)
Hail (Royal Paladin) vs Jai (Spike Brothers OTK) Loss (2-4)
Yusei Fudo (Dimension Police) vs Jai (Spike Brothers OTK) Loss (2-5)
Jai for the 5 man sweep, Victory to Radiant Tales. Hope to fight you guys again!
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Snosoul
Newbie
Posts: 28
Karma: 2
Re: Team Fate/Eternal
«
Reply #17 on:
April 16, 2015, 08:33:07 PM »
Team Battle Fate/Eternal vs Ragnarok Storm Roundabout, Double Mull/Clan Diversity/JP Ban List
Hades (Genesis) vs Hope (Oracle Think Tank) Winner Hope (0-1)
Hail (Royal Paladin) vs Zane Sorciere (Aqua Force) Winner Zane (0-2) That triple crit though
Snosoul (Aqua Force) vs Touma Callum (Dimension Police) Winner Snosoul (1-2)
Gemini (Kagero) vs Fei Yen (Royal Paladin) That Triple Critical trigger again though
(1-3)
Snosoul (Aqua Force) vs Hope (Oracle Think Tank) Winner Hope (1-4)
Final victor is Ragnarok storm, hope to see you guys on the battlefield again though unfortunately this was a pretty sack heavy set of games, there is no denying it one bit. Either way, there were good fights had all around, and whether it was one critical or three, the deal was still sealed. Good Fighto to Ragnarok storm.
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Saber - Artoria Pendragon
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Posts: 16
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Do the right thing, because it is the right thing.
Re: Team Fate/Eternal
«
Reply #18 on:
April 25, 2015, 09:14:34 PM »
Ladies and gentlemen, I will be on record duty for now, and maybe forever! I find the way my teamates type atrocious, so without further ado, here are the details of the fight against Team Asteroid.
Team Fate/Eternal vs Team Asteroid
Format: 3 vs 3 best two out of three wins
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
Gear Chronicle
Hail vs [L.T.] Altares
Result: Hail's victory
Author's note: The game started with Hail going on the aggressive and pushing his opponent to 5 damage while he was sitting at one! Oh ho ho, the match didn't end there, for Altares turned it around by healing twice and matching the damage at three. Hail had victory in his sights when he was able to have a *2 Critical 29000 Jewel Knight, Swordmy! Just when Altares' fate looked grim and unable to guard at five damage, mind you, two miracle triggers had come to the rescue! Hail's loss looked clear, but he
endured.
The mighty Holy Dragon, Saint Blow Dragon had decided the game. Both fighters got our blood boiling through an intense fight with twists and turns.
Round 2
Great Nature
vs
Shadow Paladin
Waiterfang vs Ren [R]
Result: Ren's victory
Author's note: Waiterfang had a poor start by lacking a grade one to ride and having to G-Assist for one. Eventually, Waiterfang had lost his morale, and played with bare or little to no motivation/expectaions of winning. Unfortunately, he was ''rewarded'' with his loss. To add insult to injury, even his fellow team mates did not see a chance for victory here. Fear not, fellow team mate, you shall redeem yourself next time!
Round 3
Kagero
vs
Kagero
[FE] King Mugen vs [NTA] Mofo
Result: [FE] King Mugen's victory
Author's note: The game was back and forth with both giving their all. Gemini was at a disadvantage early on, for Mofo (giggling at the name) had the bigger hand and winded Gemini down. Gemini made the turn around by boosting Dragon Monk, Gyokuryu, and Dragon Knight, Danners 21000+ columns to dwindle Mofo's hand down to
zero!
However, Mofo had a crucial openg for victory as well! Had he aquired two triggers to break Gemini's guard, that would've decided his victory. The fight was truly fitting to be the last.
Too long to read?
TEAM FATE/ETERNAL WON!
«
Last Edit: June 30, 2015, 03:15:20 AM by Saber - Artoria Pendragon
»
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Saber - Artoria Pendragon
Newbie
Posts: 16
Karma: 0
Do the right thing, because it is the right thing.
Re: Team Fate/Eternal
«
Reply #19 on:
May 01, 2015, 05:01:54 PM »
I'm probably the permanent recorder now! People from all teams, feel free to let me know if I captured the moments/fights as intensely or accurately as I did (preferably, those who actually fought or observed).
Team Fate/Eternal vs Team Ragnarok Storm.
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
Royal Paladin
vs
Narukami
-Saber- (Myself) vs NeoBuster
Result: NeoBuster's Victory
Author's note: The game started well for me and my hand, other than my lack of a second grade two that wasn't Swordmy. NeoBuster appeared to have a smooth run as well, with both of us successfully riding to grade one. I lead in the damage with 1-3. However, the moment he had to G-Assist to ride to grade two, his hand frightened my teamates and I. I proceeded to attempt to finish or at least aggressively end him quickly with four grade one rear guards adding my columns out to be 19000 (Shellie), 38000 (Regalia), and 27000 (Prizmy boosted by Heloise). The plan almost would have succeeded had I pulled a Critical Trigger. Unfortunately for me, on NeoBuster's following turn NeoBuster decided to pull a big play of his own. NeoBuster legioned his Dragonic Kaiser Vermillion and Dragonic Kaiser Crimson boosted by his starter Saishin to retire/eliminate three of my rear guards. At this point, my chances of winning decreased drastically, if not entirely. As predicted, my opponent used a G-Unit (presuminbly his avatar) Supreme Conquering Dragon, Conquest Dragon and sealed the deal!
And my rear guards.
Round 2
Genesis
vs
Narukami
Waiterfang vs NeoBuster
Result: NeoBuster's Victory
Author's note: Waiterfang accidentally exited the cardfight, and both players were late into the game, with NeoBuster having an immense hand of over eight cards in hand, with Waiterfang at 5 damage just barely making it by healing with trigger. On his turn, he went for the Genesis Legion of Cosmic Regalia, CEO Yggdrasil, with his opponent at 2 damage. That was as far as the fight got before the mistake.
Round 3
Kagero
vs
Narukami
[FE] King Mugen vs NeoBuster
Result: [FE] King Mugen's victory
Author's note: The most intense fight of the gunslinger, without a doubt. Both players rode smoothly to grade 2, and Gemini decided to hold off on riding to grade three before his opponent, most likely to take advantage of the first stride. NeoBuster however took to grade three proudly and willingly. He began to force pressure on Gemini at this point by calling out three rear guards. He reduced Gemini's number of rear guards to one. Damage was at 3-2, in NeoBuster's favor. Gemini strode and began his power assault by boosting his Gokuryu and Danners to total 24000 and turned it back into his favor, with 3-4. Now NeoBuster had his stride turn in effect, and ended up with three rear guards, reducing Gemini to one card in hand with Danners and Gokuryu. NeoBuster had a triple drive checked perfect guard from his turn. The perfect guard was used the following turn, only to make the damage 4-5. Gemini had two grade threes from his drive check, and one grade one, lacking the critical to end it. Gemini was saved by a draw trigger, able to keep his hand at 2 rather than one and the lack of a critical trigger from NeoBuster. It was then we thought the game was ours. Four cards in NeoBuster's hand, one being a perfect guard, a grade one, and grade three, with an unknown card. Gemini's triple drive revealed to us two grade threes and a grade one, however, Danners and Gokuryu totaled 45000 power alone! With two cards in his hand, NeoBuster
cleverly outplayed
Gemini by leaving the one mystery card in his hand to be a perfect guard! We had only expected one, but no! Zero cards hand, and the only unit left to attack with for NeoBuster is the Vanguard. Both players are at 5 damage and Gemini had but one hope: that was to guard for one to pass and hope Neo does not check a trigger. Gemini prevailed, but Neo got another perfect guard. This left our side with one Gokuryu, and Dragonic Blademaster. However, the goddess of victory smiled upon Gemini, as he got the trigger he needed for victory. Neo's deck persisted until the final card, by healing once! Had he healed again, we would have not been able to continue. Both fighters were truly equally adamant and determined to win.
Round 4
Kagero
vs
Aqua Force
[FE] King Mugen vs Zane Sorciere
Result: Zane Sorciere's victory
Author's note: Zane began his assault by abusing Gemini's 6000 Vanguard by making three attacks in one turn and equaling the damage to 2. Gemini was at a high disadvantage by the time Zane got to grade two, for Gemini had three grade 3s in hand and one perfect guard. The damage was turned to 4-2 in his favor. Gemini had no choice but to ride to grade three without being able to stride. He managed to get the damage to 4-5, but Zane's hand hinted toward him having a plan. To our shock, he rode Blue Soaring Dragon, Transcore Dragon, and it was then we hoped Gemini could end the fight on his next turn. Gemini's hand was reduced to 2 by the end of Zane's turn, and his was at a hefty 7. 5-5 Gemini went for a safe bet, strode, and almost futile effort. Gemini's hand consisted of 4 cards, and two being grade 3s. Zane then went for the finish by Break Riding Blue Wave Dragon, Tetra-drive Dragon. The Blue Endbringer holds up to his reputation.
Too long to read?
Team Fate/Eternal Lost.
«
Last Edit: June 30, 2015, 03:16:01 AM by Saber - Artoria Pendragon
»
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Saber - Artoria Pendragon
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Posts: 16
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Do the right thing, because it is the right thing.
Re: Team Fate/Eternal
«
Reply #20 on:
May 05, 2015, 09:27:12 PM »
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.
«
Last Edit: June 30, 2015, 03:17:07 AM by Saber - Artoria Pendragon
»
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Saber - Artoria Pendragon
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Posts: 16
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Do the right thing, because it is the right thing.
Re: Team Fate/Eternal
«
Reply #21 on:
May 12, 2015, 10:58:44 PM »
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.
«
Last Edit: June 30, 2015, 03:17:44 AM by Saber - Artoria Pendragon
»
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Kisaragi Zane
The Post-Flooder
Posts: 867
Karma: 14
Gender:
【Remix Heart: Hero】
Re: Team Fate/Eternal
«
Reply #22 on:
May 12, 2015, 11:09:36 PM »
-is jealous of these Team Battle Reports-
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Legendary Cardfighter: The Ultimate Hero
"Free like the wind, cold as ice, majestic like snow, strong like the storm."
NeoBuster
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ボウルカット
Re: Team Fate/Eternal
«
Reply #23 on:
May 13, 2015, 02:06:26 AM »
I know right! The detail of each post is so on point!
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Saber - Artoria Pendragon
Newbie
Posts: 16
Karma: 0
Do the right thing, because it is the right thing.
Re: Team Fate/Eternal
«
Reply #24 on:
May 14, 2015, 09:27:28 PM »
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.
«
Last Edit: June 30, 2015, 03:19:06 AM by Saber - Artoria Pendragon
»
Logged
Saber - Artoria Pendragon
Newbie
Posts: 16
Karma: 0
Do the right thing, because it is the right thing.
Re: Team Fate/Eternal
«
Reply #25 on:
June 11, 2015, 05:20:09 PM »
All right, so, finally a team cardfight before a
month
of inactivity has passed. Hopefully, we're more active in the future. And of course, my posts are most likely to come after the team we face.
Walter, Naruhi, you know I'm disappointed in you both.
Fate/Eternal vs Radiant Tales.
Format: 5 vs 5 [Was initially 4 vs 4] (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
Gold Paladin
vs
Link Joker
Waiterfang vs T.RT Lunatic
Result: Waiterfang's victory
Author's note: Waiterfang disconnected at first. Thanks again to T.RT Lunatic and the team to allow a rematch. In the second fight, (according to Waiterfang) both Waiterfang and his opponent, Lunatic rode a perfect guard and lost/used a perfect guard in their respective opponent's first attacking turns. Waiterfang used the skill of Oath Liberator, Aglovale to maintain field advantage and rush his opponent. Choosing to not ride to grade 3 before his opponent, Waiterfang prevented his opponent from using stride nor legion to replenish his hand or offensive power. Immediately in the turn he rode his grade 3, Waiterfang strode to maintain hand and field advantage against his opponent. The next turn after losing his hand to surviving the attack, his opponent chose to Legion his Vanguard, Garnet Star Dragon, and utilize the skills of Photon and Dilaton to decrease Waiterfang's offensive power and add Blaster Joker to the hand. Waiterfang afterwards attempted to end the game using the skill of Prominence Glare, but failed. For the next four turns, T.RT Lunatic continuously used Blaster Joker to make a comeback and replenish his hand while Waiterfang would counter the Legion skill using strides. In the final turn, Waiterfang utilized the skills of a Bruno, Fast Chase Golden Knight, Cambell, Rising Lionet, and a Stand Trigger to create a series of attacks that his opponent could no longer defend against.
Round 2
Oracle Think Tank
vs
Kagero
Aeon Jellial vs Izayanagi Tobi
Result: Izayanagi Tobi's victory
Author's note: I was too flabbergasted to go next due to Waiterfang's blunder, I allowed Aeon Jellial to take my place. According to Naruhi, in the second match, Aeon Jellal and Izayanagi Tobi went into the match fairly even. Tobi went after Jellal's field from the get go, taking shots at rearguards when it was worth it as well as building hand to defend later on. Jellal took a bit of time to get up to speed since he failed to get the second part of his Tsukuyomi ride chain but he was keeping up for a bit. At grade 3, Tobi rode Dragonic Overlord the X and performed legion. He added The End using the X's legion skill and went to attack. He gained a lot of advantage/hand thanks to draw triggers and The End's persona blast. Jellal was behind once again in a big way but he tried keeping up using Susanoo and strides to increase hand and keep pace. Unforunately, it was a temporary measure, in the end, even though he managed to cut down Tobi's hand, Jellial's lack of rear guards and guards were not enough to defend against Tobi's constant advantage.
Round 3
Bermuda △
vs
Narukami
-Saber- (Myself) vs Kiru
Result: Kiru's victory
Author's note: We both had smooth rides, Kiru ended up with a Dragonic Vanquisher, and I rode Duo True Sister, Meer. My difficulty started on my turn as I rode to grade 3. I lacked a grade 3 to Stride and so I was hesitant to Stride by using 2 cards (I should have, in hindsight). I called out a Limit Break Enabler and attacked with the Vanguard. My Critical Trigger and his Heal Trigger put the damage was (2-3). On his next turn, he Strode for Dragon Knight Zoras, and called out an Egg Helm Dracokid behind his Voltage Horn Dragon. I lost my one rear guard (Limit Break Enabler), and guarded Voltage (3-3 damage by that turn). I decided to just force the Stride for Nectaria by discarding a grade 1, and grade 2. Now... I made a mistake here, and it cost me. I attacked Voltage Horn Dragon with my Duo Fantasia, Ramli, and Kiru intercepted. Attacking with Nectaria only had my attack perfect guarded (with a wasted Critical Trigger). No damage was dealt that turn, but one could see my hand slowly catching up Kiru’s. On Kiru's turn, he decided to Stride for Conquest Dragon, and call out a column of Brawler, Ark, and Chatura. I had to block his 33000 power Chatura with a Critical, and put my hand down to three. 4-3 damage, and he was at a high 7 cards in hand with me at 3. I Strode for Atmos, seeing as Nectaria would do no good nor would the Reit I had could help despite my two copies fulfilled (and I had no grade 1 or 2s worth calling: none, actually). I healed twice and got a Reit. This was a blessing (2-3). His next turn, and he went for Zoras once more, but still, his two Critical Triggers brought me back to the danger zone of 5. I went for Blizza, my final option (20000 Power Gain, bringing it to 46000), and Kiru didn’t take any chances. He went for a no pass. It was a good move, considering he would still be ahead (despite him with 2 cards at the end). I healed again and brought myself down to four damage. Kiru went for his Conquest Dragon, attempting to end it here. This turn guarding was the most important. Kiru would have 5 cards and myself with 2. I had 2 Heal Triggers, a Critical Trigger, a Perfect Guard, and a Meer. I took the hit from Chatura and got a Critical Trigger (5-3), and obviously, perfect guarding the Vanguard was a must. Choosing what to discard however… was the most important (as it usually is when you’re using Reit). I played it safe by discarding the Grade 3, leaving myself with 3 grade 0s, one being the Critical Trigger (Chyulm). Kiru had only one Critical Trigger of it, and I was left with a Heal and a Critical. Had I discarded the Heal, kept Meer, on my next turn, I could have gone for Nectaria, played Peace and the Critical Trigger into a column, force a guard/pressure, and if it had hit, I would have been able to increase my advantage a little. I just played Peace, attacked with the Vanguard, (Kiru went for no pass seeing as I had 12 cards in my deck and 4 Critical Triggers left) I lost the next turn since my Twin Drive yielded a Reit, and Peace.
Round 4
Murakumo
vs
Shadow Paladin
[FE] Snosoul vs Immortal Dark
Result: Snosoul’s victory
Author’s note: We were hoping for Sno to win to get us a draw. Sno had nothing to guard with as Dark rode to grade one. On grade 2, Sno called out Rune Star, and Blossom Hat, Fujino. Poking at his rear guard Masquerade told us Dark was lacking rear guards to call, so it was good pressure on his end. Dark called a Dorint behind the Masquerade. The damage was 3-1, so Sno skipped his grade three ride to avoid giving Dark the Legion/Stride to prevent further advantage. Drark rode to grade 3, however Dark checking a Critical Trigger while Sno was at three damage put him in a bad position now. 5-2 damage, Sno was forced to ride, and Stride into something. He went for Kagamijin and superior called a second Fujino (Yasui’s counterblast). With 2 cards in hand, he called out a Lake Diver behind his rear guard Rune Star. Sno was starting to get back into the lead or at least equal level with Dark. Sno made up to 5 attacks that turn, and no damage triggers from Dark. Dark ended up with two cards in hand, two rear guards (Judgebau and Dorint) while Sno had five cards in hand a column of Lake Diver and Rune Star, and Fujino. Damage was 4-4. Dark Legioned on his turn, called out a Blaster Dark Revenger and retired Rune Star. Dark attacked with Cormac without using the skill, to which Sno perfect guarded. No triggers from Dark (Grade 1 Stride Fodder), and (Phantom Blaster ‘’Abyss’’). Sno was left with 2 cards in hand (A Critical Trigger, and Rune Star from the previous turn). Sno drew into a grade 1, and decided to discard the two to Stride. We suspected Dark to have a perfect guard. Sno superior called Fujino once more. That made one column 18000, and the other Fujino 11000. Dark intercepted the first Fujino. The perfect guard went to the Vanguard… however, Sno triple drived two Critical Triggers and a Draw Trigger to make a 33000 column and win us the game (4-7).
Round 5
Royal Paladin
vs
Gold Paladin
penguin90 vs Smoke_Bomb
Result: penguin90’s victory
Author’s note: The game that was never intended to happen took a while to start up. We agreed to allow a fifth game to eliminate the draw. Jai decided to call in another member aside from himself to fight (THANK GOODNESS). So, Smoke_Bomb appeared. Penguin said he had to leave to make a deck real quick (He decided on making Jewel Knights Altmile/Yvain. He went with the declaration that he’d play for fun). Anyhow, both players rode to grade one well. Penguin just began his assault on grade two by riding knight of Twin Sword, calling out Swordmy to superior Call Cymbeline, and then call out Shellie. Smoke allowed Shellie to hit (no trigger), allowed the Vanguard, Penguin got a Critical Trigger, and had to allow Swordmy. Smoke ended up with 4 damage at the end of the turn. Smoke began to retaliate by calling out Lop Ear and Liberator, Beli. Penguin didn’t allow Beli to hit, nor the Vanguard. 2-4 damage at the end (Hand was 2-5). Penguin decided not to ride to grade 3, as he was doing fine. Penguin manages to deal one damage (4-4 hand 2-5 damage). Smoke rides Pellinore, calls out Beli, and Farngal. Penguin allows Pellinore to hit (Twin Drive was a Grade 3, and Farngal), AND SPRING BREEZE MESSENGER SUPERIOR CALLED PELLINORE! Smoke was gaining advantage again. The damage trigger was a Draw Trigger, unfortunately for Smoke. Penguin guarded the Vanguard with 10000 (24000 defense). Smoke’s second twin drive yielded a Heal Trigger, and a Stand Trigger. (The power of the Heal was given to Beli, and the effects of the Stand to Farngal) Farngal attacked Swordmy, and Penguin guarded the 14000 Beli. Damage was 3-4, and hands were 5-3. Penguin rides to grade 3 (Altmile) and Strides for Valblade. He calls out Yvain and moves Cymbeline up. Cymbeline attacks Beli, and gets guarded. Smoke perfect guards the Vanguard (as he should) and unfortunately, Penguin gets a Draw Trigger and Critical Trigger to make Yvain 26000. Smoke was left with Beli, and 2 cards in his hand at the end of that turn. Smoke Strides for Madu (discarding Gurguit), and calls out that Gurguit. Penguin no guards the Vanguard, and Smoke triple drives a Draw Trigger, and Gurguit and Pellinore. (Damage ended with 4-4) With the 2 grade 3s in hand, Penguin decided to go for the win. Penguin Strode for Saint Blow Dragon, and produces two separate columns with 21000 alone. Smoke has no choice but to no guard, and Penguin gets a Critical Trigger to secure it (4-7).
Too long to read?
TEAM FATE/ETERNAL WON!
«
Last Edit: June 30, 2015, 03:18:26 AM by Saber - Artoria Pendragon
»
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Saber - Artoria Pendragon
Newbie
Posts: 16
Karma: 0
Do the right thing, because it is the right thing.
Re: Team Fate/Eternal
«
Reply #26 on:
June 30, 2015, 03:12:32 AM »
This fight is pretty old as I post it: life kept me busy.
Everyone saved their replays (except for me on my first fight), and it’s the first team cardfight for Cheru (our team member that has been here from the start).
Fate/Eternal vs Rising Eclipse
Format: 4 vs 4 (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
Royal Paladin
vs
Kagero
Hail vs PlayingHuman (Kai Stark)
Result: Hail's victory
Author's note: Hail started his assault on his grade 2 turn by riding Brede, calling Swordmy, and calling a Shellie to the other column. Hail had a total field of 16000/17000/10000. Kai ends up with two damage at the end of it (1-2). Kai's turn now as he rides The X. He rests Gojo to discard another X, and calls a Burnout to retire Swordmy. Hail blocks the Vanguard, and yet Kai gets two Draw Triggers, so Kai goes for the Shellie with Burnout (19000) (1-2). Hail rides Altmile and simply strides for Valblade, and is blocked. Kai goes for the Legion and searches out an Overlord, however even though his Vanguard hit, he only had one flipped damage, and Burnout was blocked (3-2). Valblade is strode for, and a Knight of Twin Sword is called behind Shellie. Valblade is blocked, along with Knight of Twin Sword. Swordmy is superior called along with Shellie, and Kai lets the hit go through. Kai decides to stride for Mustafa and retire Hail's front row by calling Burnout. Hail guards the Vanguard and Burnout with the Critical Trigger’s effects (4-3). Hail strides for Saint Blow and calls out a Knight of Twin Sword. Kai is unable to guard, and a Critical Trigger appears on the third check making the damage 3 to 6 in one attack.
Round 2
Gold Paladin
vs
Aqua Force
Waiterfang vs Zane Sorciere
Result: Zane Sorciere’s victory
Author’s note: Zane started to act first on his grade two turn by calling two Couple Dagger Sailors behind one another. The lack of a trigger hurt Walter badly and sent him to 3 damage at the end of the turn (3-1). Walter attacks with his grade 2 and brings Zane up to 2 damage. Zane rides Transcore Dragon and forces Walter to 3 damage at the end of the turn, thanks to a Heal Trigger. Walter rides Bluish Flame Liberator, Percival and strides for Campell. Zane allows the attack, and Yoseph is called behind Bruno to attack the vanguard, but Zane doesn’t let it hit (3-3). Even worse for Walter as Zane calls High Tide Sniper with a 7000 booster. Couple Dagger Sailor 1 hits, a trigger arises (16000) vanguard, but the second simply attacks the Yousef. Tidal Dragon is blocked and High Tide Sniper as well at a hefty 31000 (4-3). Hand advantage is low, and this is the turn to make a comeback. Brennius is called and then the Legion is complete and Aglovale of Destiny is called (Flare Dragon is added). Walter’s field consists of a field with a power of 23000/22000/21000. Zane lets himself get to five damage. Lambros is strode for, and Zane’s field was a Couple Dagger Sailor in front of a High Tide Sniper, and another High Tide Sniper behind a Battle Siren Orthia. With the Critical Trigger effect given to a re-standing High Tide Sniper, his victory was assured (6-5).
Round 3
Pale Moon
vs
Dimensional Police
Cheru vs Touma Callum
Result: Touma Callum's victory
Author's note: Cheru brought the pressure on his grade 2 turn (2-1) as he had a Nitro Juggler in one column and a Barking Sky Tiger with a Midnight Bunny behind it. Cheru made four attacks that turn (2-3). Touma called out Daitiger to the front row and Daijet to the other. A damage trigger thwarted further attacks (3-3). Cheru strides Clifford as Touma has 4 cards in hand and attacks. Cheru however gets two Critical Triggers and gives them to the Vanguard. Fortunately, Touma got a Heal Trigger on the fifth damage: avoiding a game like the first. Touma’s turn and he is without any rear guards aside from Daimagnum, so he strides for Daiearth to replenish his field (Daikaiser and Daijet). Cheru blocks Daiearth, but Touma gets a Critical Trigger and perfect guard. Touma rightfully attacks a Barking Sky Tiger, and the Midnight Bunny in the front row (3-5). Cheru simply attacks with the Vanguard and end his turn. Touma rides Daiyusha Reverse on Daikaiser. Touma calls out a Daidragon and brings Daijet back to use its skill and lock the boosters. Cheru’s in trouble as he doesn’t get a damage trigger on the fourth damage from Daikaiser and is forced to block a 25000 Vanguard at 1000 power (41000 shield). Fortunately, Cheru survies but with one card in hand, and Touma at six (5-5). Legion time as Cheru returns two Heal Triggers and 2 Barking Sky Tigers. Cheru manages to soul charge a Sky Tiger, and the total power of his field becomes (22000/31000/16000). The vanguard attacks first, and Touma perfect guards it, but Cheru manages to get a Heal Trigger to bring the 16000 column to 21000. Amazingly, Touma survived the attacks, including with an extra perfect guard (4-5). Touma has two cards in hand, Cheru with four, and Touma rides Daikaiser and Legions to return two Critical Triggers and two perfect guards. Touma attacks Lion with Daijet, and attacks the vanguard. Cheru blocks with one to pass, and it breaks with Touma getting two Heal Triggers (6-3).
Round 4
Bermuda △
vs
Dark Irregulars
-Saber- (Myself) vs [God] Soul
Result: Saber's victory
(Not used to seeing that)
Author's note: Me and Soul had a great fight. Soul had a smooth ride while I lacked a grade 3. My grade 2 Vanguard was Princess Celtic. I kept at Grade 2 for one turn to see if I could hit and draw into my Grade 3, but to no avail. However, I was in the lead with damage and pressure. I was able to G-Assist into my Grade 3, and decided to push for game by using Princess Labrador. Now, my mistake was miscalculating power, making my supposed 21000 Celtic column a mere 20000. However, it still applied the necessary pressure. Now, I was able to survive the next turn, as Soul only went through the first G-Unit Kisskill Lila, and I was forced to use my perfect guard to stay at 4 damage. On my next turn, I was determined to end it. However, my opponent was able to guard, but fortunately, I was able to hit with the right numbered column and apply pressure. Soul decided to go all in for the win and fulfilled the requirements for Gilles de Rais (Soul has 4 cards in the deck). I deliberated on guarding, as I was unsure if I could heal if there was no Critical Triggers left in the deck. I no guarded the Vanguard, but a Critical Trigger was still left in the deck. As I took my defeat with pride, a ridiculously placed trigger was a DRAW! The audacity ''earned'' me my first Team Cardfight win.
So, half time!
Round 4
Royal Paladin
vs
Aqua Force
Hail vs Zane Sorciere
Result: Zane Sorciere's victory
Author's note: Both Hail and Zane were off to a good start. Damage was 1-2 on Zane’s turn as he rode to grade two, called out Tidal Assault and Brave Shooter to separate circles. He managed to apply pressure and bring damage to 3-2. Hail rides and calls out an Altmile to compensate for that last turn and manages to give Zane 4 damage (3-4). Zane rides Savas, and discards Transcore to stride Tidal Bore Dragon. Tidal Assault makes two attacks, and attacks with the Vanguard. Hail blocks with (41000) to his 36000 Vanguard, and fortunately, it pays off (3-4). Hail strides Valblade and his columns are 21000/31000/16000. Hail makes four attacks that turn and pushes Zane to five damage and 3 cards in hand (3-5). Zane empties his hand as he strides for Lambros, calls High Tide Sniper behind Brave Shooter, and Orthia behind Tidal Assault. Zane gets a Heal Trigger and a Critical Trigger from Lambros’ triple drive. Hail manages to guard the attacks with two perfect guards (4-4). Hail lost control as he’s left with one card in hand, and one card on the field. He calls out the trigger behind the vanguard, and moves Prizmy up. Zane blocks both attacks. Zane strides for Lambros once more, and gets the win, as Hail only got a Critical Trigger and Knight of Twin Sword off the twin drive. Hail had early and mid-game control, but Zane managed to gain control near the end.
Round 6
Bermuda △
vs
Dimensional Police
-Saber- vs Touma Callum
Result: Touma Callum's victory
Author's note: I started off great as I rode Princess Celtic as my grade two and called out Lumiere. I managed to gain advantage and keep up my defense on turn two. Touma responsed with Two Daidragons and one boosted by Daitiger (3-1). I stay at grade two hoping to push Touma more with Celtic, and it manages to work, as I had 10 cards in hand, and damage was even (3-3). Unfortunately for me, Touma rides Daikaiser and calls out Laurel behind the other Daidragon. I used up most of my hand (as I had no perfect guard) and damage was (4-3). I give in and ride Labrador, and stride for Nectaria. I call out Lumiere and Celtic to the front row, and Coro behind Lumiere. Touma perfect guards Nectaria, but I heal and get a Perfect Guard. Touma Strides for Daiearth and calls out a Daikaiser in front of Daitiger and a new Daidragon. I perfect guard Daiearth (that Laurel sure is annoying) and his other columns go for my rear guards (3-3). I’m left with 3 cards in my hand unable to Stride. I decide to make do with what I have and manage to make a column of 27000 and attack with my Vanguard unboosted; Touma lets both hit to bring him to five (3-5). Once he rides Reverse Daiyusha, I find out why. He locks his boosters aside from Laurel, and I block Daikaiser. I then am forced to no guard the Vanguard. Touma gets the Critical needed to finish me. It was an intense moment for me. I couldn’t have blocked it even if I tried, not to mention I would have been hard pressed to make a comeback had I survived. Would’ve been nice to fight Zane in the last match, but perhaps next time.
Too long to read?
Team Fate/Eternal lost.
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Saber - Artoria Pendragon
Newbie
Posts: 16
Karma: 0
Do the right thing, because it is the right thing.
Re: Team Fate/Eternal
«
Reply #27 on:
July 01, 2015, 03:37:11 AM »
Fate/Eternal vs Falsebound Kingdom
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
Narukami
vs
Granblue
[FE] KIng Mugen s Mattata Yuragi
Result: King Mugen's victory
Author's note: The fight progressed slowly as they rode from grade 1 to 2. Both had a tendency to guard a lot as throughout the match. On grade three Gemini continuously attacked Matt with Brawler Knuckle Buster for three turns before Legioning and using its skill. On turn 7 Gemini strode to Knuckle Turbo and emptied his opponent's field while maintaining his hand and field for later attacked. Matt repeatedly used Madu (all four were used) to bide time to setup, but never went for the Legion. Eventually, Matt lost advantage, and Gemini took advantage of that, and finished the game with the Legion.
Round 2
Link Joker
vs
Aqua Force
Waiterfang vs [Fbk] Kaiser
Result: Kaiser's victory
Author's note: The game did not go well for Walter: on his opponent’s grade two turn, the damage was 2-1. Coming Kaiser’s following turn, he calls out Tidal Assault behind Andrey, and if that wasn’t enough, the vanguard got a Critical Trigger, bringing Walter to 5 damage just on the third turn (5-1). Walter was able to ride to grade three smoothly, and he only had two rear guards (a booster behind the Vanguard, and Star-vader, Astro Reaper) (5-2). Things got dangerous as Kaiser was able to Stride for Tidal Bore Dragon, and fortunately, Walter did have a perfect guard, but his hand drained to two (5-2). On his turn, he decided to Stride for Judgement Messiah, and lock Andrey as well as get a Critical and Draw Trigger from the triple drive. The Vanguard was attacked rather than Tidal Assault (5-4). And, final turn as Lambros is set, and Kaiser calls out Marine General Max, and behind it, High Tide Sniper. Tidal Assault makes its two ‘’hits’’ followed by Max, and High Tide swaps with Max. Fourth battle making him 21000 (+2000 from Max) along with Savas’ skill retiring the booster. Lambros has just begun, and stood Tidal Assault with 14000 and High Tide with 19000, and unfortunately, the triple drive revealed a Draw Trigger, and TWO Critical Triggers (8-4).
*Extra Note: Walter has bad luck against Aqua Force.
Round 3
Kagero
vs
Narukami
penguin90 vs [FbK] Geomexis
Result: Penguin's victory
Author's note: Penguin starts turn one with a rush by moving the starter to the front row column boosted by Gokuryu (0-1). Geomexis responds with calling out a Tonfa Brawler, Arc to the front row and get rid of the starter (Wyvernkid Ragra) (1-0). Penguin rides and just calls out Twilight Arrow and attacks Arc with that column (1-0). Geomexis rides to grade three and attacks (2-0). Penguin starts his assault by Striding over Blademaster to retire the booster, and stride Mustafa. Danners is called before Arc is retired. Penguin’s field is (25000/26000/13000). Geomexis perfect Guards the Vanguard, however and takes Twilight Arrow’s attack (2-2). Gemoexis can only Stride for Zoras, and has an empty field. Penguin doesn’t trust the attack, as he guards the Vanguard! The triple drive revealed two Critical Triggers! (2-2). Next turn, there is no Stride, and Gokuryu and Lava Flow Dragon are called out (Gokuryu behind the Vanguard, Lava Flow behind Danners). Blademaster’s attack goes first, and the extra Critical frightens Geomexis, but is only able to block for one to pass, and Penguin gets it, a Draw Trigger, as well as a Critical Trigger (fortunately, there was a heal) (5-3). After that point, Geomexis lost control of the game: unable to Stride, Rising Phoenix gets called behind the Vanguard and gives Geomexis some advantage. Dragonic Kaiser Crimson Legions and returns three Heal Triggers and a Critical Trigger. Afterwards, a Critical Trigger and Egg Helm Dracokid are called to a column. Penguin allows the Vanguard, and loses his Danners and Twilight Arrow. Penguin blocked off the remaining attack (3-5 Penguin has 1 un-flipped damage). Penguin Strides for Route Flare, and retires the Vanguard’s booster (bear in mind he has two Gokuryu as he does this, one in its own column and one behind the Vanguard. Penguin calls out a Heroic Saga Dragon behind Lava Flow Dragon, and moves Gokuryu up. He retires the only remaining column and makes his field a total of 21000/47000/17000 without triggers. The Vanguard attacks, and unable to block, Geomexis lets it though, and unfortunately, no Heal Triggers come up (3-6).
Too long to read?
TEAM FATE/ETERNAL WON!
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Zandy
Newbie
Posts: 49
Karma: -2
The Passionate Admiral~
Re: Team Fate/Eternal
«
Reply #28 on:
July 02, 2015, 07:21:49 AM »
Good Luck with your Team
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WaiterFang
Already Interested User
Posts: 195
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ウエタファング。
Re: Team Fate/Eternal
«
Reply #29 on:
July 17, 2015, 06:23:32 PM »
~(Q-Q)~
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Song I really like:
https://www.youtube.com/watch?v=NiEZ0iin8ko
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