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Blue Steel Liberator, Gunnis In the discussion on the Dream Card "Blue Steel Liberator, Gunnis" by rks_blitzer United States send message
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Pictures are overrated. A card should be judged primarily on what it does.
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Posted: December 15, 2014 06:15 pm
 
Abyssal Possessor, Azimus In the discussion on the Dream Card "Abyssal Possessor, Azimus" by rks_blitzer United States send message
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A few things about your propositions.

1. You can only use the ability if you have ten or more soul. If you've been gradestuck for a long enough time to hit ten soul, you probably deserve to hit grade 3. I could be underestimating how quickly Dark Irregulars can accumulate soul, but playing Genesis I've never hit ten soul before grade 3.

2. Limit Break is an incredibly arbitrary restriction that prevents vanguards from doing anything interesting before the Limit Break condition is fulfilled. It basically puts a boring, pointless delay between the early game and the interesting part of the game. Legion was much better in this regard. The vast majority of Limit Break cards do not need Limit Break. Limit Break works well on a few cards, like Glendios (since Glendios is not dead weight before 4 damage), so it can be used... but only sparingly.

3. The ten-soul requirement already puts a damper in using this in anything but a Dark Irregulars deck. Most clans cannot manage ten soul. Of the two that can, Genesis and maybe Pale Moon, Azimus conflicts with Genesis's soulblasting, and Pale Moon doesn't soul charge all that heavily. But if a non-Dark Irregulars deck can manage it, then I don't actually care if they can abuse Azimus. More power to them! In any case, Azimus does not need explicit clan restrictions, especially not Lord. My hatred for Lord knows no bounds. Lord is a terrible, worthless ability. I had a long rant about Lord here, but I'll save it for later.
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Posted: December 14, 2014 02:48 am
Modified on December 14, 2014 02:50 am
 
French Herorine, Joan of Arc In the discussion on the Dream Card "French Herorine, Joan of Arc" by deletedrevenger United States send message
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A real headscratcher. Why are you dropping European history into the Cardfight!! Vanguard dream cards section?
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Posted: December 11, 2014 02:47 pm
 
Disposable Catcher In the discussion on the Dream Card "Disposable Catcher" by rks_blitzer United States send message
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I checked all of the Spike Brothers grade 1s before publishing this card. There is no real card like this. The closest is UFO (Unlucky Flying Object), which is 7k and discards for its cost.
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Posted: December 10, 2014 11:26 am
 
tama's fire mk4 Selector infected WIXOSS In the discussion on the Deck "tama's fire mk4" by harute United States send message
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You have taken on the admirable pursuit of making an Arm/Weapon-based Dawn Miko deck. It's not quite as easy as it looks, though.

The main purpose of a Dawn Tama deck is to establish a row of SIGNI to wall your opponent. Dawn Tama provides a large boost to all of your SIGNI if you have a white SIGNI and a red SIGNI onto the field. Most SIGNI have 12000 power or less, so if you can get all of your SIGNI to 13000 power or more, you can consistently prevent your opponent from killing your SIGNI, rendering their SIGNI sitting ducks while you chip away at their Life Cloth. After that you could play a decisive game-ender like Arc Aura.

The cards in here you definitely don't need are:
Axe, Large Breaker / Claymore, Trap Gun: In general, the power-increasing level 3/7000 SIGNI aren't very good. Their power isn't very high, so they're easily killed, causing your other SIGNI to lose the power boost. They're even worse in a Dawn Tama deck, which has to focus on two SIGNI classes evenly. You can't count on having two SIGNI of the same class on the field at once.
Burning Stone Flame: In WIXOSS, SIGNI removal is only good if it can be used during the opponent's turn or if it's particularly powerful for the cost. Burning Stone Flame is neither.
Dragunov, Small Gun: It can barely kill any SIGNI, and it needs to down and discard to do it. Amethyst is used because she can attack on the same turn her effect is triggered.
Gun Smoke Flame Aura / Gun Snipe, Ballista / Ordnance, Roaring Gun: All of these cards are Hanayo-only—they can only be used if your LRIG is Hanayo. TradeCardsOnline doesn't show the LRIG restrictions of quite a few cards, so don't feel bad about accidentally putting cards you can't use into your deck, though. If you want to check if a card has a LRIG restriction, check the WIXOSS wiki.
Pencilrocket, Explosive Gun: Two red ener is too expensive for what she does.
Smith, Small Gun: Again, you can't count on having two SIGNI of the same class on the field with Dawn Tama.

Other questionable card choices include Ayabon, Kakumaru, Zantetsu, Get Bible, and Price of Scorched Earth, but since those can be potentially useful, they can stay for now.

The cards you should use are:
Arc Aura: Classic finisher card, and the only reason to run Fafnir. Run two.
Derrin, Small Gun / Nineteen, Explosive Gun / Drasto, Roaring Gun / Stinger, Ballista: There's nothing flashy you can do with Weapons without restrictions, so they best you can do is to run the vanilla Weapons. Vanilla SIGNI are fine and solid cards, but don't run too many of them, as you need the rest of the space for SIGNI with effects.
Get Index: Solid search card, and a way to get rid of downed/weak SIGNI for Ener.
Hastall, Medium Spear: One of Dawn Miko's problems is her limit of 10, which makes it difficult to field a row of 13k+ SIGNI. Hastall lets you have two level 4 SIGNI out, and since Hastall is 10k due to her effect, she is boosted to 13k by Dawn Tama.
Servants: Where are the Servants? You need Servants in every deck, and it is a severe mistake to not run any. The typical number is 10 Servants (not eight).
Valkyrie, Unforgettable Fantasy: There are some cards that you must run in every deck that can run them. Valkyrie is one of them. You must run 3 or 4 of her in every Tama deck, because her effect is insanely good. It doesn't matter if she's an Angel, you need to run four of her.
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Posted: December 9, 2014 08:59 pm
 
Ultra Battleraizer In the discussion on the Dream Card "Ultra Battleraizer" by rks_blitzer United States send message
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quote from ironhart:

So looking at this thing, it seems a leetle crazy. 21k first attack, 26k+ second, 46k+ third... it just gets crazier from there. If we're running a 12-stand build, assuming that you get this thing out turn 3, you haven't drawn any Stands, you went first, your starter was Battleraizer and it's still there and you've taken one damage so far...

Slightly screwy maths ahead


quote:
First attack - 21000+, 100% of the time. Plus a twin drive, in which you have a 50.5% chance of getting at least one Stand which guarantees you a third attack. (Calculation based on finding the probability of missing twice in a row and deducting it from 1.)
Second attack - 26000+, 100% of the time. Plus a twin drive, which if you didn't get a stand in your first twin drive is going to be at a 55% chance of clocking a stand. Let's average the two possibilities out at 53%.
Third attack - 46000+, 53% of the time (As you have to have pulled a Stand to get this, you will have likely pumped it on the trigger.) We have a twin drive, which if you have pulled 1 stand is going to be 49% chance to hit a stand and if you've drive checked four 33%, which is going to be 41% chance of a stand on average.
Fourth attack - 61000+, 41% of the time. We have a twin drive, which if you have pulled two stands so far is going to be around 50% and if you have pulled six is going to be around 32%, which averages out at 41% again...
Fifth attack - 76000+, ~41% of the time.


So all in all that's a little obscene in my extremely wooly sleep-deprived maths! It maybe needs to be knocked down a peg.

Personally, I would add an additional cost of maybe a counterblast or two to the skill. It's basically a spiral of massively increased firepower as long as you drive check Stands, after all, so some limit to how much the skill can be used in a turn (especially with the +10k each time) would be nice. You could even keep it as it is, but make it lose Twin Drive, for potential shenanigans that require you to keep diminishing your hand to do so.


Unintended functionality. I misremembered and thought Battleraizer returned itself to the deck at the end of the battle in which it boosted, not at the end of the turn. In any case, Ultra Battleraizer should NOT be able to attack multiple times per turn by standing the Battleraizer with stand triggers. I'm going to throw in "This ability cannot be used for the rest of the turn." However... a restander based on stand triggers is something I might do later.

(Also, on further inspection, I'm going to knock down the restand's power boost from 10000 to 5000.)
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Posted: November 9, 2014 08:44 pm
Modified on November 9, 2014 08:51 pm
 
Reaper of Time, Kronos"THE Titan" In the discussion on the Dream Card "Reaper of Time, Kronos"THE Titan"" by drakehunter Miembro Premium India send message
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quote from battleblaze50:

You really name this after a Greek Titan? Kronos, the lord of the Titans, was cruel enough to eat his own kids.


I don't see how Kronos being a jerk in mythology has any relevance here.
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Posted: November 9, 2014 11:17 am
 
Bandwagonist, Annoying Fish In the discussion on the Dream Card "Bandwagonist, Annoying Fish" by dragonic43 Miembro Premium United States send message
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The joke is everyone believes that are not the bandwagoner, when in truth, they might be and they don't know it.

Unless, of course, you're mocking one specific person.
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Posted: November 8, 2014 07:24 pm
Modified on November 8, 2014 07:25 pm
 
Iron Heart Equilibrium, Claire In the discussion on the Dream Card "Iron Heart Equilibrium, Claire" by rks_blitzer United States send message
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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.
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Posted: November 7, 2014 12:10 pm
 
Iron Heart Equilibrium, Claire In the discussion on the Dream Card "Iron Heart Equilibrium, Claire" by rks_blitzer United States send message
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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
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Posted: November 6, 2014 10:42 pm
Modified on November 6, 2014 10:46 pm
 
Transcendence Stride Dragon, Incarnate Nouvelle Vague In the discussion on the Dream Card "Transcendence Stride Dragon, Incarnate Nouvelle Vague" by rks_blitzer United States send message
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@tester: You DO know Stride units take on the name of the unit it strode on, right? If you stride this on Dragonic Overlord, for example, then this card's name also becomes Dragonic Overlord, and you can discard a Dragonic Overlord for its effect.
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Posted: November 5, 2014 06:03 pm
 
Blades which combine light and dark the BLASTER CROSS RIDE In the discussion on the Dream Card "Blades which combine light and dark the BLASTER CROSS RIDE" by tultul India
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quote from tultul:

guys I will be happy if you don't rate it because when I was new I made this dream card


The best solution is to update it so that it becomes good.
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Posted: July 25, 2014 02:18 pm
 
An Eternal Man has been born! Selector infected WIXOSS In the discussion on the Deck "An Eternal Man has been born!" by lequan_sama United States send message
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quote from lequan_sama:


quote from ronelm:

BTW, Adamasphere (and many other Red cards with Life Bursts) is Hanayo only.


Really? Even though LVL4 Tama suggests a mixed deck?


Mixed colors still doesn't mean you can play cards with restrictions.
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Posted: June 27, 2014 07:39 pm
 
Zero's Beast City Selector infected WIXOSS In the discussion on the Deck "Zero's Beast City" by zerohiruka Canada send message
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Another thing: Sephiram can only be played if your LRIG is Tama.
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Posted: June 27, 2014 10:29 am
 
Blue Storm Dragon, Bi-Cannon Dragon In the discussion on the Dream Card "Blue Storm Dragon, Bi-Cannon Dragon" by rks_blitzer United States send message
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Have you seen the legion mate?
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Posted: June 11, 2014 02:41 pm
Modified on June 11, 2014 02:41 pm
 
Code Art ARM In the discussion on the Dream Card "Code Art ARM" by rks_blitzer United States send message
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quote from hobbes:

Thanks for making a dream card. But if you could upload a pretty picture/art for the card that would be really nice!


Art is overrated. I believe a card should be judged on what it does.
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Posted: June 10, 2014 09:41 am
 
Metalborg, Dex Breaker In the discussion on the Dream Card "Metalborg, Dex Breaker" by rks_blitzer United States send message
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Elidurus's skill:

[AUTO]: When this unit is placed on (RC) from your deck, if your vanguard is in Legion, this unit gets [Power]+5000 until end of turn.

Dex Breaker's skill:

[AUTO](RC): When your vanguard performs Legion, this unit gets [Power]+5000 until end of turn.
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Posted: June 10, 2014 09:16 am
 
Metalborg, Lord Breaker In the discussion on the Dream Card "Metalborg, Lord Breaker" by rks_blitzer United States send message
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Of course it has a weak ability. It's swinging for 29k every turn.
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Posted: June 10, 2014 09:07 am
 
A Frigid Hope Selector infected WIXOSS In the discussion on the Deck "A Frigid Hope" by scruffypillows Miembro Premium United States send message
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quote from fenrigus:

Valkyrie and Arc Aura are Tama only can't use them in Piri decks.

There are a lot of cards limited to specific LRIGs, pretty much all colored Life Bursts are.


Technically, you can use them in Piruruku decks. You just can't play them. You can still Life Burst them, though.

Also, Bonya is also Tama only.
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Posted: June 8, 2014 10:51 pm
Modified on June 8, 2014 10:52 pm
 
Burning Cold Selector infected WIXOSS In the discussion on the Deck "Burning Cold" by rks_blitzer United States send message
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quote from esros:

too many cards with life burst.


I count 20.

4x Adamasphere
2x Servant D
4x Servant O
2x Servant T
1x Encompassing Knowledge
3x Fire of Atonement
4x Flame Ball, Falling Star

20 is the correct number of Life Burst cards, is it not?
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Posted: June 8, 2014 10:50 pm
 
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