Friday, June 19, 2015

Future Card Buddyfight: Red Warrior, Road Blader

As a Magic World player, I dread whenever I face a Hero World deck. I'm sure a lot of you guys are familiar with their Monsters becoming Items, and thus they gain defense power as well right?

Fair warning: this article will have bias...namely on how it influenced me into thinking how great the card is.
This guy needs a lot of salt to clear the road you know?
This card is simply amazing at what he does. For starters, those stats are actually good, in particular his Defense power.With a Justice Will Prevail, he can stop a lone attack from Thunder Knights Bastard Dragon, Dragowizard Tempest Dragon, and base form Seiger due to having a base defensive power of 5000. Good for a Hero World player, bad for us Wizard players. Unless we have a Size 2 AND a Size 1 OR 3 Size 1s then we ain't going to hit that (unless you're one of those crazy people that run Kenjy). To be out of the "danger zone" (which I like to call when facing an equipped Superhero and the threat of Justice WIll Prevail) you have to link for 8000.

I know there are a lot of decks that can hit this threshold no problem.  It still doesn't make it any less scary though.

...I did warned that this article will be biased right?
I think this is how every Hero World player feels when their opponent can't hit them.

His on-call (or on-Transform) ability is simple, but very good. Upon setting foot on the field, he can destroy ANY Monster. It's so simple, but it works so wonderfully. Not only will it clear a center Monster so you can lay major damage on your opponent's life, but it also helps knock out Movers, pressure Monsters (like Wil Glassart), and ones that have Soul Guard. The point is that the ability is simple, and as such, it's quite versatile.

Don't worry about his Call Cost and Transform cost of 2 Gauge.  Shout-outs to Austin for teaching me and an aspiring Hero World player that Hyper Energy also happens to have the "Brave Machine" attribute. That means you can use Call Super Machine spell to search it out and gain a total of 3 gauge. Assuming you Transformed into Road Blader the same turn, you still come out with one extra gauge, and that single Gauge may allow you cast draw2 spell or summon Emergency Launch Decker Drum.

Road Blader is a good control card. I wouldn't say it's the Demon Lord Asmodai of Superheroes, but I can see why some people in my locals (of 6) will make this comparison. And as salty as I am with this card, it is reasonably cost. According to Blaise, 2 gauge should be the equivalent of 1 card, and since this thing can destroy any Monster (on-call or on-transformation) it is very powerful.

Now if you excuse me...I have some salt I need to let lose.

Wednesday, June 10, 2015

Future Card Buddyfight: Battle Dragon Crushing

You know what is frustrating at times? The fact that you want to playtest a new card in a totally different deck than the one you're more accustomed to. This article was originally going to be about Armorknight Ogre A, but building Armorknights is..tougher than I thought,

However I will talk about a new Danger World card that, in my opinion, should be main at 2 or more depending on your build.

Ah dragons. The things that haunt my nightmares and happen to be my mortal enemies.
For those who are not aware, Battle Dragon Crushing allows you to destroy a card for 2 Life and 1 Gauge. This card is something that Danger World definitely needed. This card is very useful, but it does have some drawbacks.

1. This card HURTS you...and it's FANTASTIC.
Generally, it is considered a bad idea to hurt yourself, real life and in card games. In the case of Danger World, hurting yourself will actually help you.

A big reason why is because of this card:
It's really painful when you have a hand full of these
Along with putting the Armorknights from the field to the soul.

Danger World players want to have more cards in the hand, because as far as I am aware of, they do not have much of a advantage engine. You know it, I know it, and the opponent knows it. That is why they will stall a Danger World player at 6 Life, to stop Survival Chance and other abilities that triggered at low life from going live.

Battle Crushing basically solves the problem. No longer can your opponent can stall you out. They now have to be weary of you playing Battle Crush so you can activate the ability. This means that if the opponent does not want certain abilities (that are triggered

Great, let activate our Draw 2 cards! Well...maybe not due to...

2. The card has a slightly high Cast Cost.
Now don't get the wrong idea. The two life cost is in my opinion really good. As I said earlier, this hurts us so we can start putting Aces in the Item's soul and start using Survival Chance.

The main issue I have is that it costs a Gauge. Yes it is one gauge, and some Danger World builds aren't that Gauge intensive, but it does impact you in more ways than one.  For the most part, the main reason you want to use Battle Dragon Crushing is so you can make Survival Chance live. However, since Survival Chance also costs a gauge, that means you'll be spending two Gauge for this set-up, and that is assuming you already have an item ready to use.

The gauge cost does seem significant, but it can be the difference from summoning the Demon himself.
Wait, that's the wrong devil!
Of course, and do take this with a grain of salt, my playstyle tends to call for me to conserve gauge whenever I can.

At the same time, I can see why the makers made the cost that way.

3. It destroys ANY card on the field.
Now it goes without saying, but having the ability to destroy any cards on the field is pretty handy. Fighting Dragon World with a Thunder Halberd Dragon or Crimson Battler with their Fist item? Dragon Crush it. 
Dungeon World giving you grief with Glory Seeker or a Dungeon Lord boss? Dragon Crush it.
Hero World ruining your fun with their defense? Dragon freaking Crush it.

I think you guys get the point. This can really help you out and tip the scales to your favor. It can help facing key cards on the field.

In that case, why not run more of these things?

4. Depending on your tech or build, casting it more than once can be suicidal.
Now considering the average critical of size 1 and 2 monsters is 2, then assuming no Buddy Call, you can only take a maximum of 5 hits from these guys. That's even assuming they don't have access to burn damage.
Better have Life Gain! Wait...that can't be right,..

Using Battle Dragon Crushing reduces the amount of attacks to 4. You can still fight like that though. We're called "Danger World" for a reason. There is, however, a difference between going dangerous to going suicidal. Casting it more than once means you won't be able to take many direct attacks at all unless you have Life gain cards like Armorknight Bahamut and .

Even though Danger World was given some nice defensive options like the movers Kibaltes and Jetfighter, spells like Strong Battle Wall, and Gargoyle A, you have to play your defense perfectly.

Then again it's Danger World...living life on the edge is basically our thing.

Friday, June 5, 2015

Future Card Buddyfight: New Era Great Spell, The Creation

Wow it has been over a year since I last updated this blog. At that time, I really got into a new card game Future Card Buddyfight. Good timing too, because I was getting sick of the constant power creep of Vanguard, buts that's a topic for another day.

My locals of maybe 6 sees the new cards from the set Miracle Impack. They know that I'm trying to build Wizards and suggested this one.
"Dude you'll get more gauge AND life!"

"Come on, Wizards draw like crazy, so why not use this?"

Well I did some testing on Buddyfight Area, and I...have a few problems with this card.

1. It isn't a Spell
That may seem such a minor thing, but it IS important. Due to the fact that it is not a Spell, you cannot search it with Mary Sue.

Goddamn it, why are you always creepy?

Which means you have to put 3 or 4 of The Creation in the deck to consistently see it. Well that shouldn't be a problem right?

2. What the hell is deck space?
Another issue is that the deck already has a ton of good cards to choose from. From the top of my head, the confirmed stables (in my eyes) include.

4x Magical Goodbye
4x Nice One!
4x Chillax/Solomon's Shield
4x Magic Artist Andy
3-4 x Dragowizard, Tempest Dragon

Okay that's only 19 or 20 cards out of a 50 card deck. Surely we can find room in the deck right?

Not really, because the deck tends to run about 11-13 Size 1s, 8-11 Size 2s, and the Tempests.  In short the average Wizards will run around 22-24 Monsters, but that is not taking account for this little guy.
It's cute AND a Size 0. What more could you ask?

Okay let's put this little guy into our current deck...I say 4 because a Size 0 monster is nice to have. Now at lowest, this will put the deck to 26 MONSTERS. This is before we add the 12 stable spells too. Once you add them together, we're already at 38 cards.

And there are a ton of good Spells and Items as well such as:
Kosher
Great Spell, My Grandfather Clock
Key of Solomon 1st and 2nd volume
Abra Cadabra
Gunrod Bechstein
Magic Arm, Burning Fist

and a whole ton of interesting tech choices like Power Ray Maximum or Begone or Oops!

"okay," you said "but I managed to find space for it."

If you did, then congratulations. No really, I tried to think of a way to put this card in the deck without upsetting the balance already. However you will run into a potential problem.

3. What the hell will I do with all this Gauge?!
This seems like such a minor complaint, but it is possible to run into the problem. You can actually find yourself having TOO much gauge.

Theoretically Wizards should NOT have to worry about using too much gauge. We have access to Kosher for starters, we got Andy and Genjuro Saki  to help preserve our Gauge. Most of our spells costs 1 gauge, 2 at most.

Now this card isn't bad per se. For starters, it's a "Wizard" card as well, so you can use it to fuel for Grandfather Clock. Plus being an Impact card means you won't have to worry about getting it nullified by spell nulls or something like Cecelia's Disarm Spell.

Then again it really is up to the player if they want to use that card. I simply want to put my 2 cents in. As Yusei Fudo from Yu-Gi-Oh! 5Ds once said:
"There is no such thing as a useless card."