main page of Trade Cards OnlineTrade Cards Online

The safest place to trade, buy, and sell cards

The Buzz...

Cardfight!! Vanguard
latest comments about Cardfight!! Vanguard
Showing comments on for
Page 5 of 552 Pages: Previous   1  2  3  4  [5]  6  7  8  9  10  ...>>   Next
World's End Cardfight!! Vanguard In the discussion on the Deck "World's End" by volteccer United States send message
yuri34 Argentina
Avatar for yuri34
hi. i think its focus in setting, zodiac and omega ride chain is useful. but still, i think there arfe some problems. first, this deck is too counterblast heavy, for you mantaining the 5 omega locked cards. second, you must not undrerstimate your opponent as he can put only 4 rgs instead of 5. this is why i recommend you to add cold breath dragon, to force your opponent have all his rgs locked and greedy deletor jewiru. also you could replace setting with infinite as it does not change how many locks you have because with zodiac and robin you have 4 locks assured.
Back to top
Report content icon
Posted: November 8, 2014 06:49 pm
 
Liberator, Monarch Sanctuary Alfred Cardfight!! Vanguard In the discussion on the Card "Liberator, Monarch Sanctuary Alfred"
toshiki_kai19 Philippines
Avatar for toshiki_kai19
it was the best card.the skill was incredible.
Back to top
Report content icon
Posted: November 8, 2014 05:07 pm
 
Dragonic Descendant, "The A" In the discussion on the Dream Card "Dragonic Descendant, "The A"" by kaichisendou Miembro Premium India send message
enzodino Philippines
Avatar for enzodino
I just think that a persona blast for a legion unit is too much of a cost why not just cb3 with eradicator in their cardname because you have unflipping skill or choose a unit from your hand that has the same name as a unit in your vc and discard it?
Back to top
Report content icon
Posted: November 8, 2014 02:59 pm
 
Revenger, Phantom Blaster "Abyss" Cardfight!! Vanguard In the discussion on the Card Review for "Revenger, Phantom Blaster "Abyss"" by kaichisendou Miembro Premium India send message
enzodino Philippines
Avatar for enzodino
did you use dark cloak revenger tartu in here? she would be very useful
and in my own opinion unflippers would be useful too since shadow paladins really use up cb
Back to top
Report content icon
Posted: November 8, 2014 02:53 pm
 
Demon Conquering Dragon, Dungaree "Unlimited" Cardfight!! Vanguard In the discussion on the Card Review for "Demon Conquering Dragon, Dungaree "Unlimited"" by leonsouryuu India
enzodino Philippines
Avatar for enzodino
Too bad dungaree didn't have much support but still he is an effective unit when certain conditions are met
Back to top
Report content icon
Posted: November 8, 2014 02:45 pm
 
I just "Cat" stand it Cardfight!! Vanguard In the discussion on the Deck "I just "Cat" stand it" by prince69 Canada send message
damionlai97 Malaysia
Avatar for damionlai97
This deck sure is one of a kind. Saw it when I finished my other deck. Having no G3, this deck uses Jack's 11k base power(or King of Sword's 10k base power) and Cat butler's restanding abilities to counter Legion, and maintain a base 11k power vg. This allows more support to be put in. However, if Jack is used as a VG, there is a need for a continuous supply of CB for it to use. The 16 crics could be changed to 12 crics and 4 heal, and some more support towards Jack can be added, such as CB unflippers etc. Of course, having no G3s can also give you a sight disadvantage against the new decks, but against decks season 4 or older, this deck should be able to put up a fair fight.
Back to top
Report content icon
Posted: November 8, 2014 09:46 am
Modified on November 8, 2014 09:48 am
 
dark begins here Cardfight!! Vanguard In the discussion on the Deck "dark begins here" by zwartkiller4 Miembro Premium United States send message
kirito5ao United States
Avatar for kirito5ao
This deck is illegal. You can not multi clan unless you are using a Link joker deck (Reverse units only) or a Majesty Lord Blaster build (4 Blaster Dark's only)
YOU NEED TO CHOOSE ONE CLAN FOR THIS DECK AND STICK WITH IT
Back to top
Report content icon
Posted: November 8, 2014 06:52 am
 
The Beggining of the End Cardfight!! Vanguard In the discussion on the Deck "The Beggining of the End" by shinryu94 Philippines send message
enzodino Philippines
Avatar for enzodino
really good short novel
from your deck name i really thought it was a dragonic overlord the end deck
please visit me and vote on my decks too
Back to top
Report content icon
Posted: November 8, 2014 05:14 am
 
The Four Legends!!! Cardfight!! Vanguard In the discussion on the Deck "The Four Legends!!!" by youshallnotpass Philippines
enzodino Philippines
Avatar for enzodino
really love lightning man!
Back to top
Report content icon
Posted: November 8, 2014 05:04 am
 
Brothers Unite!! Cardfight!! Vanguard In the discussion on the Deck "Brothers Unite!!" by akiralee Malaysia send message
kirito5ao United States
Avatar for kirito5ao
This is NOT a T C G formatted deck. You are using cards that are only out in the OCG format.
YOU NEED TO SWITCH TO THE OCG FORMAT
Back to top
Report content icon
Posted: November 7, 2014 08:38 pm
 
Sanctified Ruler, Heavenly God, Magi In the discussion on the Dream Card "Sanctified Ruler, Heavenly God, Magi" by blastoise72 United States send message
ironhart United Kingdom
Avatar for ironhart
Then use a different form other than 'choose up to five of your rearguards, those units get power +10000' and formalise it as one of the three ability groups, CONT, ACT or AUTO. This one sounds like a CONT, so formalise it as 'CONT (VC) (Limit Break 4) (This ability is active as long as you have four or more damage.) All of your rear-guards get [POWER]+10000.'

The ability is also a little bit broken, even for a G4, adding four stages to each of your columns and two to your vanguard, which is still running at G4 level power. What you could have is a one-shot ACT that grants your front row +10k for a single counter-blast, which works as a nice quick burst on a strong column to sneak past guard. Compare the current G4s, like Miracle Element Atmos' CB1 for a +10k boost to itself when it attacks, for a similar power level.
Back to top
Report content icon
Posted: November 7, 2014 02:05 pm
 
Sanctified Ruler, Heavenly God, Magi In the discussion on the Dream Card "Sanctified Ruler, Heavenly God, Magi" by blastoise72 United States send message
blastoise72 United States
Avatar for blastoise72
NO COST at all, It works if you have 4 or more damage,
Back to top
Report content icon
Posted: November 7, 2014 01:50 pm
 
Iron Heart Equilibrium, Claire In the discussion on the Dream Card "Iron Heart Equilibrium, Claire" by rks_blitzer United States send message
rks_blitzer United States
Avatar for rks_blitzer

quote from ironhart:
Putting that into perspective, I feel I understand Iron Heart a bit more, and that helps me get why you made certain design decisions. With the idea of quick rush and limit break, especially with the likes of Shiraniel for "how does your damage zone have nine cards in it what" I am seeing just how crazy this clan could get, and thus why you made those design choices. Hitting before twin drive also ensures your opponent won't get so many of their sentinels before you cut them to pieces, though you are extremely vulnerable to crits. I like this a whole lot more with this hindsight.

One or two turns of viability before your opponent gets their three or four is especially nice. I suppose I was just distracted by Angel Feather's usual playstyle and the subclan name to really think of early hyper-aggressiveness at the expense of having a late game. I'd like to see more of your aces, actually, aside from Shiraniel. (I noticed you have a huge amount of custom cards attributed to your profile, do you have more fancy things in there?)

Defensive options in retrospect are probably a bit more limited than I first thought, but I imagine you might have some sort of increased guarding potential at high damage levels, like a Star-Vader, Turndown Dragon equivalent that activates at 5 or more damage, for example. Every turn you can be offensive and all-out self-damaging is a rarity but brings the enemy as close to death as you, so these options should be limited in scope as you say. Being able to heal yourself temporarily to 'endure' an opponent's attack works well. I imagine a practical Iron Heart deck is excessively prone to all-in death-or-glory assaults by Turn 4 or so, though, so you might never get to pull them off. (Acceptance guarding sounded a lot better in my head!)

Not a problem, and that introduction helped me a lot in understanding the Iron Heart design process. I'm looking forward to seeing more!

(Incidentally, it wasn't because of my username! That was sort of a 'wait, oh yeah, what a coincidence!' moment after I posted the comment. I just feel that if someone's going to the effort of making an entire subclan for an undersupported clan rather than a big silly Dragonic Overlord, Alfred Blaster Brawler of Liberating Perdition, it's worth the time to at least look at their work, damnit!)


You mean you reviewed a subclan without looking at all the cards first? :v There are a LOT more Iron Heart cards than the ones I updated recently. And yes, I have a bunch of dream cards, including several subclans. Admittedly there are a lot of clones (including a subclan whose entire schtick is ripping off stuff), but there are a lot of unique cards in there too.
Back to top
Report content icon
Posted: November 7, 2014 12:10 pm
 
Sanctified Ruler, Heavenly God, Magi In the discussion on the Dream Card "Sanctified Ruler, Heavenly God, Magi" by blastoise72 United States send message
ironhart United Kingdom
Avatar for ironhart
What's the cost on the LB4 ability?
Back to top
Report content icon
Posted: November 7, 2014 12:02 pm
 
Dark Irregulars Cardfight!! Vanguard In the discussion on the Deck "Dark Irregulars" by joker_bunny United States send message
kirito5ao United States
Avatar for kirito5ao
your deck is illegal you can only have 50 cards (16 have to be triggers) in your deck.
YOU NEED TO TAKE 6 OUT
Back to top
Report content icon
Posted: November 7, 2014 11:19 am
 
Midnight Vampire, Claudiuss In the discussion on the Dream Card "Midnight Vampire, Claudiuss" by spiderhunter Miembro Premium United Kingdom send message
ironhart United Kingdom
Avatar for ironhart
Personally, I find this thing to be extremely, extremely silly.

With a skill that is basically a game winner either way (making EVERYTHING Glory Maelstrom?) there's little reason for an opponent to even counterblast at all to avoid the 'Phantom Breaker' skill, because if they do they'll just be unable to guard your regular battery of attacks anyway and lose regardless. Heaven forbid that they don't, and are essentially gone this turn even if they have no damage in their damage zone due to the unguardable surge of extra critical attacks and the Vampire's own chance of pulling critical triggers.

With the first skill fueling the second, as well, you're going to get this off every time you ride it. Essentially, the only thing you need to do to win with Claudiuss is get to four unflipped damage: and that was never a problem for Limit Break to reach!

If you remove the second skill, rework the first and remove the keyword 'Phantom Breaker' and turn it into a normal skill, as well as make it work on a principle which doesn't forbid your opponent from counter-blasting at all in a game, it's approaching remotely balanceable levels. Other than that, there's not really all that much to say. Due to the second skill being unbelievably broken and fed directly off the first one whether or not your opponent counterblasts, this isn't 'requir[ing] the opponent to pay huge reparations or they will have too take the full force of this units power', it's an automatic win switch on legs.
Back to top
Report content icon
Posted: November 7, 2014 06:13 am
Modified on November 7, 2014 06:14 am
 
Iron Heart Equilibrium, Claire In the discussion on the Dream Card "Iron Heart Equilibrium, Claire" by rks_blitzer United States send message
ironhart United Kingdom
Avatar for ironhart

quote from rks_blitzer:

Now this is the kind of reply that I like.

The original intent of Iron Heart, as you can guess, is to rush your opponent by setting up much faster than they can. You can have early Limit Breaks, heavy counterblasts, cheap effects, and extra triggers (through damage checks), and all it costs is some damage... which, of course, is actually a risky proposition.

Every other clan, even the aggressive ones like Nova Grappler or Aqua Force, need arbitrary conditions like Limit Break or Legion to do their thing, and they have to wait until they can do so. While they wait, Iron Heart forces the set-up without waiting for the opponent to enable their counterblasts and Limit Breaks, and hit the ground running. Even if they only shine in one of two turns of the entire game, they're supposed to wipe the opponent out during those turns before the opponent can counterattack. (Of course, there's the possibility that if they're too consistent or powerful, it can make their self-damaging meaningless and without risk.)

The biggest problem is that you can only use their self-damaging skills once or twice per game, as each one is really risky to use. The concept of self-damaging isn't a very linear mechanic, as you can't put too many of them into a deck without some of them becoming unusable. On the other hand, if you make self-damaging too easy to do, then there's no risk in what is intended to be a very risky move. The solution is to make only a few Iron Heart self-damagers, and make the rest of the cards have things self-damage enables (Limit Breaks and so on).

Some defensive options could be a good idea—less damage taken means more damage for your own effects after all—but, at its core, Iron Heart is super-aggressive. Any guarding or healing Iron Heart does should only work if it helps their offense, as the above Claire demonstrates, rather than as an end in themselves. An anti-critical guard would look pretty silly ("You're preventing damage... by taking damage? Eh?"). More cards with "prevent or heal damage, but you take damage if you didn't deal damage to yourself" would be an interesting idea.

This ended up being more of an introduction than a reply, but I'm sure seeing what I was thinking while making these would help regardless.

By the way, did you review this subclan because of your username? :v


Putting that into perspective, I feel I understand Iron Heart a bit more, and that helps me get why you made certain design decisions. With the idea of quick rush and limit break, especially with the likes of Shiraniel for "how does your damage zone have nine cards in it what" I am seeing just how crazy this clan could get, and thus why you made those design choices. Hitting before twin drive also ensures your opponent won't get so many of their sentinels before you cut them to pieces, though you are extremely vulnerable to crits. I like this a whole lot more with this hindsight.

One or two turns of viability before your opponent gets their three or four is especially nice. I suppose I was just distracted by Angel Feather's usual playstyle and the subclan name to really think of early hyper-aggressiveness at the expense of having a late game. I'd like to see more of your aces, actually, aside from Shiraniel. (I noticed you have a huge amount of custom cards attributed to your profile, do you have more fancy things in there?)

Defensive options in retrospect are probably a bit more limited than I first thought, but I imagine you might have some sort of increased guarding potential at high damage levels, like a Star-Vader, Turndown Dragon equivalent that activates at 5 or more damage, for example. Every turn you can be offensive and all-out self-damaging is a rarity but brings the enemy as close to death as you, so these options should be limited in scope as you say. Being able to heal yourself temporarily to 'endure' an opponent's attack works well. I imagine a practical Iron Heart deck is excessively prone to all-in death-or-glory assaults by Turn 4 or so, though, so you might never get to pull them off. (Acceptance guarding sounded a lot better in my head!)

Not a problem, and that introduction helped me a lot in understanding the Iron Heart design process. I'm looking forward to seeing more!

(Incidentally, it wasn't because of my username! That was sort of a 'wait, oh yeah, what a coincidence!' moment after I posted the comment. I just feel that if someone's going to the effort of making an entire subclan for an undersupported clan rather than a big silly Dragonic Overlord, Alfred Blaster Brawler of Liberating Perdition, it's worth the time to at least look at their work, damnit!)
Back to top
Report content icon
Posted: November 7, 2014 04:18 am
 
Iron Heart Equilibrium, Claire In the discussion on the Dream Card "Iron Heart Equilibrium, Claire" by rks_blitzer United States send message
rks_blitzer United States
Avatar for rks_blitzer

quote from ironhart:

So I've been looking up your entire 'Iron Heart' subclan for a bit, and decided that I would post a summative comment on what I've seen so far here, on the first card of the series I saw. All in all, kudos for sticking to your guns and progressing to make more of a subclan, though perhaps you could focus a bit less on the generic units like Shiera and a bit more on the more interesting ones like Shiraniel.

Overall, the stuff you've done so far is easily worth a 3.5/5. (Though the five-point voting system forces me to choose an integer, so I rounded up.) You've taken a very interesting concept here, taking the milquetoast self-damaging of Angel Feather and the inexplicable damage exploders that every clan seems to have nowadays to the balls-out 'deal your vanguard one damage' as a resource for skills like Tiria's retire. It's design space that hasn't really been explored before aside from Limit Break, and I imagine it's a subclan that works very well with counterblast-heavy units from generic Angel Feather or, if you're daring, other clans.

The upside is that this allows Iron Heart to get access to all the fun effects cheap via trepanning themselves. Retiring is a little out of Angel Feather's milieu, but the odd digression is okay, and I imagine something that superior calls from the damage zone would lead to a lot of hijinks when you're pumping so many units into it. You could push the design envelope even further, with things like "acceptance guards" against high Critical units that aren't Sentinels but prevent a unit being hit at the cost of dealing you one damage, so none of that double critting an attack you thought you could take ruining you.

On the downside, simply put Iron Heart don't have enough bang for their buck at the moment. Damage is rarely in short supply in a game like Vanguard, and if you're constantly hurting yourself to get effects you'll soon be stretched to the absolute limit on guarding. Shiraniel seems like a step towards this (41000 unboosted for maximum safe damage is nasty!) but with Legion toddling around Iron Heart are incredibly susceptible to pressure and will likely only have at most two turns while they're at a strong power level. Something to bear in mind when you make future aces.

All in all, that's what I have to say about these things. Yay you and making more Angel Feather units (oh, we need them!) especially with a unique damage zone requirement, but there is still a fair deal of work to do. Good luck with the rest of this subclan!


Now this is the kind of reply that I like.

The original intent of Iron Heart, as you can guess, is to rush your opponent by setting up much faster than they can. You can have early Limit Breaks, heavy counterblasts, cheap effects, and extra triggers (through damage checks), and all it costs is some damage... which, of course, is actually a risky proposition.

Every other clan, even the aggressive ones like Nova Grappler or Aqua Force, need arbitrary conditions like Limit Break or Legion to do their thing, and they have to wait until they can do so. While they wait, Iron Heart forces the set-up without waiting for the opponent to enable their counterblasts and Limit Breaks, and hit the ground running. Even if they only shine in one of two turns of the entire game, they're supposed to wipe the opponent out during those turns before the opponent can counterattack. (Of course, there's the possibility that if they're too consistent or powerful, it can make their self-damaging meaningless and without risk.)

The biggest problem is that you can only use their self-damaging skills once or twice per game, as each one is really risky to use. The concept of self-damaging isn't a very linear mechanic, as you can't put too many of them into a deck without some of them becoming unusable. On the other hand, if you make self-damaging too easy to do, then there's no risk in what is intended to be a very risky move. The solution is to make only a few Iron Heart self-damagers, and make the rest of the cards have things self-damage enables (Limit Breaks and so on).

Some defensive options could be a good idea—less damage taken means more damage for your own effects after all—but, at its core, Iron Heart is super-aggressive. Any guarding or healing Iron Heart does should only work if it helps their offense, as the above Claire demonstrates, rather than as an end in themselves. An anti-critical guard would look pretty silly ("You're preventing damage... by taking damage? Eh?"). More cards with "prevent or heal damage, but you take damage if you didn't deal damage to yourself" would be an interesting idea.

This ended up being more of an introduction than a reply, but I'm sure seeing what I was thinking while making these would help regardless.

By the way, did you review this subclan because of your username? :v
Back to top
Report content icon
Posted: November 6, 2014 10:42 pm
Modified on November 6, 2014 10:46 pm
 
Gwanbrue! Cardfight!! Vanguard In the discussion on the Deck "Gwanbrue!" by crimson Philippines send message
crimson Philippines
Avatar for crimson
Your part of a tournament after 10 games? Thats useful information. But does 10 games have to be with the same deck or not? Cuz like I said, i have another (official) deck
Back to top
Report content icon
Posted: November 6, 2014 10:29 pm
 
Gwanbrue! Cardfight!! Vanguard In the discussion on the Deck "Gwanbrue!" by crimson Philippines send message
kirito5ao United States
Avatar for kirito5ao
regardless you still have to follow all of the rules set by the company
and once you play 10 games your automaticlly put into a monthly tournament for the site
so you have to follow all deck building rules
Back to top
Report content icon
Posted: November 6, 2014 10:05 pm
 
Page 5 of 552 Pages: Previous   1  2  3  4  [5]  6  7  8  9  10  ...>>   Next


search for a card | cards you have | cards you want | look for trades
your messages | references | card reviews | dream cards | forums
affiliates | links | advertise with us | help