One thing you may encounter in your journey to become a great Cardfighter and especially when figuring out how to construct a deck, is the idea of Draw triggers providing you the necessary card advantage to win. So let’s examine that idea, with the full understanding of the types of card advantage in Vanguard (the previous link) and how Draws fit into that ideal in your deck. There’s no question that decks do usually require some level of an advantage engine whether that be from gaining additional attacks (depriving the opponent of shield cards in hand) or adding more to your side of the board to provide both more shielding and more units on the field. How decks do this generally depends on the particular method of advantage they want to get, which is split into gaining their own cards or depriving the opponent of cards. Draw triggers do not fit into the second front, since they add no additional pressure or threat to your existing board state but can only add cards to your hand. Read more
(Hi Zac from Alien games!)
From the Video Description in case anyone from here misses it:
MINOR CORRECTION: Rule 220.127.116.11 – 18.104.22.168 where you actually do declare attack, then boost, however for some reason Bushiroad has “on-attack” and “on-boost” abilities activate after the boost only, not directly after the attack. Well, chalk that up to weirdness. So yes your Mond stands the VG booster and each samurai gets +15k.
Hey everybody! I finally found time for an off-the-cuff video after work. It actually ended up being pretty long since I decided to show the deck and explain a walkthrough for it. If you’re interested in seeing my personal tournament deck or want to run Bad End Dragger effectively, I highly suggest you take a look at this. If you’re curious as well! Read more
When a new card comes out, often the immediate knee-jerk reaction is to “ooh!” and “aah!” or call it shit. But often times, we all later collectively come to understand the card and its limitations which gives us a new perspective. Most of the time, the card text hasn’t changed between that time period, so what has changed? Clearly it’s our understanding of the cards themselves. And the fact that so many people change their reactions to cards once the novelty has worn off shows that there’s clearly something fishy going on there.
Knee-jerk reactions, as it seems, are poorly suited to understanding the card dynamics of Vanguard. Much like Yu-Gi-Oh or other TCGs, the new set often makes starry-eyed fans giggle in anticipation. But in games like YGO, there’s a clear difference between the people who stay star-struck for their first tournament and the people that have a clearer vision about the new release. Read more
Yeah, that’s not me. Way to go, fool.
So anyway, I really just wanted to make a post apologizing for not having an article out this month except the update. I haven’t been inactive in the community (even wrote two semi-articles for the Forum) but something about writing lately has been making me space out. Rest assured that I’m now working on another article and I have several planned for the future, as well as BT-11 testing. Work was pretty brutal and stopped me from doing any testing except on the weekends…which is when I would otherwise have to be updating posts. I have a small list of changes that need to be made to existing articles, but since people love to criticize me, I figured I could get all that hate to turn into help: if you see stuff in an article that seems inaccurate, out of date, or unnecessary, please let me know in a comment. I plan to take all of these down and address them soon.
Also two other things:
I plan to make another video soon and I wanted to get feedback from everyone on what they’d like to see in the videos and what, if any, changes would like to be made. For now I’m pretty limited since I do not have a video camera with any kind of presentable quality; I can’t just record myself with some cards like most people out there. I’m also limited to a netbook computer, so the video editing part of it can be quite intensive on this poor thing. For the next subject, my thoughts were hovering around discussing opportunity cost and what that means for deck building. If any of you have ideas, I’d love to hear it. The videos are basically for you guys, so it would be a shame for me to just do what I want to do.
The second thing I wanted to note is that I’ve been tossing around the idea of taking the crossride units, isolating out the part where they gain defense, and discussing them merely as normal 11000 Power units. This one was kind of tough because several of them were pretty lackluster when they didn’t have their defense and there’s always the chance that someone doesn’t read me carefully and assumes I’m now condoning free defense (oh who am I kidding, there’s not a chance, it will absolutely happen. People even misunderstood the same position in 10 Things I Got Wrong). But, against my better judgment, I’ve decided to do it anyway. In the coming weeks, expect some analyses of the units themselves and their effects. If those effects by themselves are good enough for a decklist, expect a decklist; but those lists will not include the base unit that gives them defense. Vanguard becomes the most boring game on the planet when you move everything to 13k.
So that’s all for now, I want to apologize again for even having to write a news post when my updates should’ve been speaking for themselves. Hopefully I won’t spend all my time from now on learning math and science. Ciao.
I have a new video released (finally) talking about optimal Grade Ratio for riding and deckbuilding, then how to framework a deck in such a way that you get a step-by-step logical skeleton for building typical decks. It should help people understand the exact process of deck building in a general way. The narration is a good predecessor to the Deck Construction article, so go read that afterward if you haven’t already.
I definitely tried to spice up the presentation from last time (I noticed comments on the quality and was aware of the problem) by improving audio and video quality, adding more visual aids, and improving the Vanguard field to be more realistic and animated. I even had the dang thing digitally animated and most of it recorded within 1 week of posting my previous video (Perfect Guards).
Unfortunately, there were problems. Most of it was recorded when I was sick, since I wanted to get it done. So I have to apologize because most of the video has me with this weird throaty flu-like voice that isn’t really me. In addition, I kept coughing and having asthma attacks, so I had to cut the audio into segments and couldn’t record in one take (you’ll notice the tone shifts as I just got done coughing). And that’s also why I get really quiet sometimes because I can feel the lung itch coming on. Because my house rarely ever has peace and quiet to record, I ended up going several weeks without being able to follow up until last night when I got just enough time to finish recording but not re-record the sick parts. Apologies again. Anyway, it’s up now and I hope you can enjoy it for what it is, at least. The not-sick part starts around the time I discuss 11000 Power defense.
In other news, it’s been confirmed now that Bushiroad will release BT-11 before BT-10, now in October and BT-10 in December, citing “production reasons”; which literally no one in the history of never actually believes. I’m pretty sure we all know it’s because Dragonic Descendant ruined the entire game for Japan and it had to be restricted within its first official tournament. Way to go. So now, we get to wait all damn year for Spike Brothers which makes me sad. However, this does mean all my tests thus far have been completely wasted! Hooray. I’m in the process of re-working some things for BT-11, notably the Genesis deck which will no longer be stuck with BT-10 only units by the time they’re legal. However, there’s still some ground to cover with Extra Boosters and Trial Decks before I jump on BT-11, so please be patient.
The store I started running with my recommended products has become a pretty good success with many dozens of people finding this a good service. I hope that continues.
Until next time.
Oh, and this is going to be embarrassing. But I think that we learn a lot more from failure than from success. This is generally because things are far easier to criticize—I can more readily tell you the likely reasons something failed than for its success. It’s a tool of humanity that makes evidence-based science work so well for us in producing medicine, technology, building bridges, learning about the universe, and exploring where we came from. Particularly when you’re new to a field, you tend to be more wrong. It’s not necessarily because your intuition leads you to worse hypotheses (it does), but because you’re more likely to actually tout things you think as correct when you don’t know all the nuances yet. Read more
Alright, we’ve settled in and it took longer than usual because my ISP was being terrible about looking for the new server. I’ve done an edit to my HOSTS file so I can at least interact with you guys while they sort this out. Cool new things:
You’ve probably noticed the new youtube link! This is because we’ve started up a channel. For now, the videos can’t be great quality for several reasons, but mainly that my video editing PC is dead and I’m waiting to get the money to replace it so the videos can be more professional. For now, members of VMundi will be working together to release videos, though not on any kind of strict or close schedule. All of the instructional videos will at least be available in HD 720p.
As for the first video—”Don’t run less than four perfect guards“, it makes the case for why perfect guards stop game-ending plays, and shows an argument from frequency of drawing them to motivate players to use 4 copies. Any less, and you’re likely not to be able to defend yourself.
You’ve also likely seen this guy in the sidebar. This will link you to the area for the V*Mundi Circuit tournament. That thread will explain what it’s all about, how to get certified as a vanguard judge, and includes a Tournament Organizer guide to help people who’ve never organized one, or veterans alike. This was by popular demand as several shops and individuals have contacted me (thank you!) showing their interest in this new feature.
Soon we should be entering the regular schedule of article releases!
Just barely made the end of May to give an update on V*Mundi articles.
Updated this time:
- Deep Clan Narukami has had English card images added.
- Deep Clan Tachikaze has had English card images added.
- Deep Clan Neo Nectar has had English card images added.
- Deep Clan Dimension Police has had English card images added and had its older builds updated for Set 8.
- Deep Clan Angel Feather has been changed to reflect Set 9.
- Deep Clan Pale Moon has been changed to reflect Set 9.
- Deep Clan Murakumo has been changed to reflect Set 9 and also has two new builds.
- Deep Clan Gold Paladin has been changed to reflect Set 9. It also has two new builds.
- Deep Clan Nova Grapplers has had English card images added and has been changed to reflect Set 9. It also has Raizer build updated for Set 9.
- Deep Clan Great Nature had English card images added and has been changed to reflect Set 9. It also has a new build, and had its older builds updated for Set 8.
- Deep Clan Oracle Think Tank has had English card images added and has been changed to reflect Set 9.
- Deep Clan Aqua Force has had English card images added and been changed to reflect Set 9. It also has two new builds.
Updated last time:
- Deep Clan Narukami has been changed to reflect Set 8 and promotional cards.
- Deep Clan Angel Feather has been changed to reflect new promotional cards.
- Deep Clan Tachikaze has been changed to reflect Set 8 and had a new build added.
- Deep Clan Great Nature has been changed to reflect Set 8.
- Deep Clan Neo Nectar has been changed to reflect Set 8 and had an outdated build converted into a new build.
- Deep Clan Dimension Police has been changed to reflect Set 8, and had two new builds added.
Vanguard often provokes discussion and use of random chance. It’s one of the great tools of mathematicians, meteorologists, astronomers, and especially quantum physicists. What what is randomness? What exactly is chance? How do they work and why is everyone so sure of them? In this article, I’d like to take a look at these questions and the nature of randomness, along with what randomness is, is not, and why it works. This is an important tool for Vanguard and understanding chance goes a long way toward bettering one’s self as a whole. It becomes a toolkit that can work not only in Vanguard and other TCGs, but also many other areas of your life. Read more
|Hopefully not surviving a fire at a tournament|
A lot of people think of a tournament as just a place where you show up and play card games, then get prizes if you win. If only it were that simple. The trick is actually being the person who wins and gets the prizes. To do that, you need to give yourself every advantage possible, and that comes with not only skill in playing but also having a plan of action for the tournament. Depending on the kind of tournament you’re attending (local, regional, national etc) then you should have slightly different plans of action, usually more complex and involved for anything above the local level. So let’s look at some of the factors that go into winning a tournament and the factors that go into having a good time. Read more
What is a game? We play games for various reasons. For the mental challenge, for mirth, for blind entertainment, whatever. But typically we just call anything that has rules and is fun a “game”. That’s not the only meaning of the word game. Game Theory doesn’t only describe the typical for-mirth kinds of games. It describes any rational decision making. Or more formally: “The interaction among rational, mutually aware players, where the decisions of some players impacts the payoffs of others”. This is important because Theories describe things. They explain why and how something works by using empirical evidence and reasoning. And Game Theory is important in Vanguard because it describes the rational decision making of two Vanguard fighters. It’s a method of prediction and optimality. So this is going to be part crash-course in Game Theory and part useful Vanguard application. This is going to very likely be an article you have to read multiple times and in chunks. This isn’t something you power through to get to the end. Unless you are already very familiar with Game Theory, you will likely need to take multiple breaks while reading this article. You need to prepare yourself for a base introduction to an entire subgenre of Mathematics. Read more
|Preferably one that glows with blue fire|
Deck building is a core essential part of any collectible or trading card game. The ability to customize and expand your experience is one of the basic fundamentals that draws people to card games. But building a deck on your own is rarely easy in any card game. It requires a certain skill set that is actually separate from the ability to play the game. In Vanguard, that skill set can be broken down into several different categories, and you’ll need all of them to build the best deck for you. In order to fully understand this article, you will also need other skills sets, so there will be some prerequisite reading. If you have not read my articles on subgames, resources, pressure, and card advantage, you will be completely lost as I will be using key terms from those articles. It also helps to read several Deep Clans to understand how the analysis works. So let’s jump in. Read more
|My dinosaurs are pressure, your argument is invalid|
In Vanguard, you’re faced with a huge problem. Anyone who’s read the articles on Card Advantage and Subgame Theory would know that once your opponent reaches Mid game, they get a free +3 every single turn. You both do, in fact. Well, this creates a problem because combining the Twin Drive and Draw Phase into +3 every turn means that your opponent can guard some and call some. If they get to call a ton of cards early because they didn’t have to guard, they can quickly fill up the field to screw over your +3.
If they have to guard a lot of attacks, they can’t fill up the field early, but don’t take damage. The opponent can simply choose to guard a few attacks (the weakest ones), and take the big ones. After all, you don’t gain extra critical just for gaining more power stages. So what we have here is a problem of pressure. That is, a problem of creating a pressuring situation on the opponent to force them to expend more cards than they get each turn. Read more
Many card games share similar concepts such as Card Advantage, Tempo, Subgames, Perfect Information, and Pressure. One that not all card games share is Deck Thinning. This is the act of removing cards that would be considered unneeded from the deck in order to increase the chances of drawing into cards one should need. Inversely, it is the act of increasing the probability of drawing cards you need. From what we know about probability, one also knows that having a lower pool of cards directly increases the “chunking” size of probability to draw unaffected copies. In card games like Yu-Gi-Oh, you start with a very small pool of 40 cards, draw on opening turn 6 cards, and leave a remainder of 34 for you to thin. In deckbuilding, you can place cards inside that directly search copies of themselves or other cards and that is their only purpose. These are pure deck thin cards that serve to virtually make your total deck size smaller while still remaining legal.
If you’re not at all familiar with Yu-Gi-Oh, you can skip this paragraph. Using things like “Gather Your Mind” can decrease the total deck size by 3 cards. Using “Toon Table of Contents” and a random “Toon” monster can decrease it by 4 cards. It’s virtual because this can fail once or twice as you could draw more than one copy of these self-searchers and be unable to get the rest, therefore not thinning as much. But assuming ideal conditions, you could stack these cards in your deck building choice to further some overall goal. A Forbidden One win condition would serve the best use as it directly benefits from stacking multiple effects. Other decks often take the advantage where they can get it such as Agents using Venus to weed out Shine Balls (and usually get more utility from them after that).
However, Yu-Gi-Oh and other similar games are not Cardfight Vanguard. These games are wildly different and we cannot assume that the concepts for one wholly or partially transfer to another. Instead, we must re-evaluate each concept for each game we attempt to apply it to. Vanguard’s deck pool is initially 50 for construction purposes, but automatically “thins” by 1 by removing the Starting Vanguard—making it 49 cards for calculation purposes. Then you draw an opening of 6, and your deck size is 43. A whole 9 cards higher initially than Yugioh.
From there, you proceed to draw up to 2 cards per turn, and probably damage 1 per intermittent turn as well. That’s -3 from the deck each turn for two turns and sometimes an extra one due to Draw trigger or soul charging. The average deck would be at about 38 just before the start of Turn 3 depending on if you go first or second. At that point, an additional card is now removed each turn due to Twin Drive. So -4 each turn at the start of Mid Game, and that means you have 24 cards left in the deck by Turn 6, which is usually the maximum number of turns before both players get at least 4 damage and enter Late Game. You can’t assume to take 1 damage every single turn from the start of the game since that would be impossible. Events like Draw Triggers, Heal Triggers, drawing skills, and soulcharging skills almost even out the number of average cards per turn to -4 but not quite. So the number by Late Game can vary slightly between ±3 cards.
I say all of this to get you familiar with the number of cards expected to be in the deck at the start of each Subgame. Start of Early is 43 cards. Start of Mid is 38 cards. Start of Late is 24 cards. This is going to be considerably more cards at the start of Late if you run no Draws, no soulcharging, and no ways to remove extra cards from the deck. Especially if you run ways to put cards into the deck like Tsukuyomi and Galahad. Those decks are helped considerably less by Deck Thinning, so take all of the following calculations as less reliable for their Thinning purposes. What we want to do now is take this skeleton template of deck size per subgame and determine how much thinning has to occur during a given subgame to make a difference.
|Willing your triggers to you? Real life does not work that way|
What do I mean by “make a difference”? Well, first we need a clear goal. In games like Yu-Gi-Oh, deck thinning just occurs to get to your limited powerful cards and key cards. Vanguard isn’t like that at all. Many cards in Vanguard are almost just as key as another card. As long as you get the proper rides (which all happens in Early game), then you probably won’t care too much about what specific cards you draw, and will more care that you draw cards that fit a certain template (like making a proper column, getting shield, getting a Perfect Guard, etc). The only things we really want to make sure we get are trigger effects. You want that Power +5000, those criticals, those draws, those heals, and those stands. The abusing chance article already goes over the standard approximate trigger checking probabilities. We’re going to start from Mid game and determine the number of cards you have to thin during a turn to make a significant difference. This will be defined as a difference that can be matched by having an extra Drive Check. Anything less is not going to be felt over 1 time during a given game, and any cards you would purposefully add to the deck to that end would be wasted.
At least 1 trigger check in twin drive with 13 triggers in a 37 card deck: ~58.6%
Exactly 2 triggers check in twin drive with 13 triggers in a 37 card deck: ~11.7%
This is the standard so far. Using 38 or 37 cards makes not much of a difference. At 38, it’s ~57.3%. A 1/100 difference isn’t anything. We have to make an estimate of how much thinning should occur (deck size down, trigger size remaining constant) in order to get something significant. At Mid game, a significant increase is yet another drive check chance.
At least 1 trigger check in triple drive with 13 triggers in a 37 card deck: ~72.7%
Now that is what I call significant. We have to determine Mid game’s thinning amount to reach that number, 72.7%, which is ~14% increase. Late game sees an approximate difference of 15% (accumulated decimal amounts), so that will be our standard for it. Starting at the next turn of Mid game, let’s assume we had thinned some.
At least 1 trigger check in twin drive with 12 triggers in a 33 card deck: ~60.2%
So that is the standard. Now let’s assume a thin of 5.
At least 1 trigger check in twin drive with 12 triggers in a 28 card deck: ~68.3%
Nope, 8% is not of sigificant value yet. Let’s assume a total thin of 8.
At least 1 trigger check in twin drive with 12 triggers in a 25 card deck: 74%
So at the earliest time most decks can thin, you need to thin 8 cards for the approximate probabilistic increase of 3 checks that turn. This seems to hold true for a given turn. So it should be sufficient to split the 8 thins up over any number of Mid-game turns to increase the total number of drive checks during that subgame by a virtual 1 check. Mid Game can last 1-5 turns, but usually only 3-4. We’ll be assuming 4, to give the deck thinning as much chance at success as possible. This would mean you need to thin 2 cards per turn as early as you possibly can. Things like actually drawing do not count as thinning since drawing a card can hit a trigger. Thinning only counts if you don’t hit a trigger with it. Out of a total of 8 natural drive checks, thinning 2 cards per turn increases you to 9 virtual drive checks. I would not say that this is very significant. We can’t really press our luck either since so few decks are equipped to thin better than 2 per turn on average. Starting from this point, let’s go to Late Game where the significance is +15%. We’re going to assume we pulled off the 8-thin and the number of cards left is reflected.
At least 1 trigger check in twin drive with 7 triggers in a 16 card deck: 70%
Very good, and almost +15% over 58.6%. We need another 4% increase which can be gotten from about 2 more thins over Late game. We can assume that we’ll get these in the following turn, so that by the End of the game, we’ve checked roughly an extra three times, virtually. This adds up to being 2 more triggers per game on average.
|Tetsu does not approve|
I’m not seeing the advantage here.
No, really. Two more triggers in an entire game is not worth an unusual deck list that otherwise sacrifices consistent plays for Deck Thinning. This is the sum of your efforts when you play a deck that specifically aims to thin. Purposefully counting anything below 10 total card thins in one game as an advantage is simply not reflected as advantageous in the numbers. If you put a card in that isn’t as “advantageous as other cards in more consistent ways”; but has the “advantage” of deck thinning, then you’re making a choice that makes your deck worse off on the whole. Until Vanguard gets a deck that deliberately works to thin by more than 10 cards per given game, this is simply not a concept worth bothering to include as part of a Winning Image or strategy.
What? Yeah. You need to thin 13 or greater cards by the start of Late game in order to make a deck devoted to thinning that has any mathematically significant chance of increasing drive checks of triggers. That’s an absolutely monumental task given the cards that currently exist in Vanguard. And it still relies entirely on chance instead of consistency. Your deck would be a slave to the whims of a poorly-organized Tournament Structure. If you really hate the chance of triggers so much, then I would advise you to play Oracle Think Tank Tsukuyomi build. You’ll need a fairly higher amount of cash for that deck, a much greater understanding of the game and also a well-trained memory.
That having been said, if your deck can naturally thin without sacrificing even a single card choice to that end, then do it. A little bit that’s free should be considered a slight help. Dark Irregulars have Greedy Hand as their starting Vanguard, which can allow you to take excess Grade 1-2s and get them in the soul—which is a skill you’d use naturally. There are other less-potent uses for deck thinning such as getting more shield on average. To be significant, you would need to also thin a decently high amount while running extra 10,000 shields in the deck (which can screw up the Grade Ratio). Decks already naturally do this. Tachikaze uses Blightops to directly search for Shieldon which means not even having to thin for that purpose. Granblue uses Chappie the Ghost in nearly every build to get extra shielding, fill up the Drop Zone toolbox, and thin by 1. With so many natural choices to get around having to manually use brute force thinning to achieve some impotent goal, there yet stands no rational deck strategy for thinning. Keep this in mind any time you next go to appraise a card and count “deck thinning” among the positive aspects. Deck thinning is not “deck winning”.