Friday, January 25, 2013

CFV Essay: Pacing

As more and more BT10 cards are being revealed, I feel I need to get this out of the way now so here it is; Lets do some reflection on the state of Cardfight! Vanguard. Keep in mind all this is my take on the game and I don't claim to know what Bushiroad is thinking and some of the decisions are definitely based on more of a business stand point, as in the end, they are still a company that needs to give players a reason to buy their new products. 
I am more interested in Game Design and thus will be looking at the Vanguard from that stand point.


It's going to be a long one like usual so if you can't stand reading walls of text, skip to the bottom for a TLDR.

At the beginning Cardfight! Vanguard was, at least to me, a more fast paced and simple card game. No need for keeping track of Life Points or other variations thereof, no need to build up resources turn after turn and the best thing; Most decks had a decent chance of winning, even though there were still decks that were clearly favored by the majority. Draw, Ride, Call, Attack, the game is simple to understand but had its intricacies in terms of both gameplay and deck building. To me this made the game interesting and I wasn't forced to upgrade my deck every single set with staple cards that every deck needed to play. Yeah sure I still got cards almost every set, but that's because I liked the card effects and the art; I thoroughly enjoyed playing the game. (but that's beside the point)


                


After the release of BT05 Twin Sword Awakening the state of the game took its first major turn. With the release of Majesty Lord Blaster, Phantom Blaster Overlord and the notorious Dragonic Overlord The End, their three respective clans were clearly a cut above the rest and only few other clans had a decent chance of competing with them. Sure, no matter what clan you played at that time, if you had luck you could still win, just like before, but the balance was upset and skewed heavily on the side of the "Big 3": Considering equal skill, one needed quite a bit of luck to balance it out. 

While disappointing, this is not an unfamiliar thing. Most card games have decks that are heavily favored over every other deck because they are simply the best. Something else changed too though: The pace of the game.

While it was always possible to build decks that slug it out for the ultra late game and indeed some clans were more specialized in that particular area than others, after BT05 it was almost guaranteed that the game would proceed into ultra late game if it involved 2 decks of the
"Big 3" and if you wanted to have a fighting chance, whatever deck you played need to have the ability to be able to switch into hardcore turtle mode. And most people were playing the three builds in question.
One of the reasons was cross rides' ability to sit on a static power above 11k, particularly 13k and in the case of Majesty Lord Blaster, 12k. And this was achieved relatively easily, the biggest culprit and the most consistent static 13k Vanguard being Phantom Blaster Overlord and his Shadow Paladins with their ability to combo pull necessary cards. Second place is taken by Majesty Lord Blaster, though he "only" sits at 12k at his best but he packs the devastating ability to gain a huge power and critical boost without the need of Counter Blast. Probably the most notorious of the three also happens to be the least consistent 13k Vanguard, probably an attempt by Bushiroad to balance his awesome ability. However Dragonic Overlord The End proved way stronger than Bushiroad expected and proceeded to become the most popular deck and swarmed the competitive scene, to compensate for the consistency issue players just played 4 copies of each Dragonic Overlord. 
Another reason was the rise of 11k base power Vanguards as the norm and it was quite difficult for Rear Guards to effectively and consistently hit 11k and above Vanguards for a decent number of shields. Even though Grade 2s started to become stronger being able to achieve 12k power by themselves, forming 21k/22k/23k lines with Rear Guards was just too difficult without triggers, especially for the latter. So with careful hand management and intelligent blocking, it's possible to tank through double triggers until ultra late game. 
Consequently, due to the 12k Grade 2s, 10k base power vanguards were bullied out and most people leaned towards clans that had solid 11k Vanguards.

So what did people do? If your opponent has a ton of cards in his hand and is only going to cost him 1 card at most and only if he cannot afford to take damage, you might as well attack his Rear Guards with your own Rear Guards. That way your opponent will be forced to either guard or play more cards from his hand next turn in order to attack you, this means you can puzzle out roughly what cards he has in his hand and he'll hopefully have less to guard with. You also guarantee your opponent loses at least 1 card even if he doesn't guard.
This was good because 99% of the players were using an 8 Critical 4 Draw 4 Heal trigger setup so you could always just rely on your Vanguard and Critical Triggers for damage while taking out your opponents Rear Guards to protect your self.
So as you could imagine, this resulted in the game shifting more towards slugfests and, borrowing MMO terms here, a competition of which was the tankiest deck. 

So what's the solution? Enter BT06 and Limit Break. 
Now keep in mind a lot of this is my opinion. The impression I get from Limit Break is it's supposed to be a game ender. An ability to prevent your opponent from stalling during the late game. Instead what seemed to happen is a lot of the abilities weren't all THAT strong or are too costly to be sustainable for a long time so players could comfortably sit on 4 damage and use Limit Break like a normal skill, or just guard through the Limit Break until the opponent ran out of resources to even use it. Also a lot of the popular Limit Break units didn't have "normal" none Limit Break abilities, usually the trade off for being 11k or at least having an ability that puts them at 11k. This means that the only threat before Limit Break are triggers and their unpredictable nature. Thus if your opponent didn't get a lot of triggers early, chances are that you'll have enough cards to survive his Limit Break. 
There are some exceptions like Maelstrom and Spectral Duke, but generally the Limit Breaks tend to be a bit wonky. Ezel being a random call and not gaining critical coupled with the fact that Gold Paladins don't have a good way to get rid of bad calls when not playing Duke, Pellinore usually lost you more than your opponent if it didn't end the game and is usually played for the superior ride rather than his Limit Break, Cosmo Healer lost a card for 1 less damage which ended up usually being an even trade and didn't actually gain you any advantage, Dark Lord of the Abyss just got Amon's skill with restrictions, Dungaree had too many negatives to even use. 
You might think "Well, you only listed the bad Limit Break units!", but in actuality the "good" ones weren't all that much better than older units without Limit Breaks, especially when compared to Dragonic Overlord The End. Quite a few of the Limit Break units were the "Generic" Limit Breakers which all had the ability to gain +5k when attacking the Vanguard while at 4 damage, however that wasn't a game ending ability and what made them good was the fact that they had abilities other than Limit Break and pretty decent abilities at that, mostly calling units in some way. 
The other LB units that people actually use are the ones that, while they could somewhat compete with the "Big 3", couldn't change the pace of the game to what it was before Twin Sword Awakening. 

In my opinion, this is what led Bushiroad to make the rather extreme restrictions on Dragonic Overlord The End, Majesty Lord Blaster and Goddess of the Full Moon Tsukuyomi. Besides the fact that they were immensely popular builds for their respective clans, they were also arguably the most "tanky" decks at the time, quite easily able to drag a game out to ultra late game with their high defense Vanguards or easy access to abilities that let the player draw extra cards. 

This probably also led to the strength of the new Break Ride units introduced in TD08 and TD09 and featured in the latest booster set. 

 

The Break Rides revealed so far lean more towards the overpowered side: While the original Limit Break units had +5k, Break Rides give the Vanguards a whooping +10k AND additional effects, like retiring units or powering up your own, in terms of Vowing Sword Dragon and Liberator Gancelot respectively. While there are downsides to using these units such as their cost effectively being a card from your hand which also happens to need to be a Grade 3 and having to play multiple copies of the desired Break Ride units in order to consistently ride them before your main Vanguard and also even having to use almost vanilla units until Limit Break, these new abilities are clearly meant to end the game immediately or lose because you either didn't do enough or gave your opponent enough damage to use his own Break Ride. 
Some of the so called negatives I listed aren't even that bad, particularly having to play near max copies of these cards and having to wait out for Limit Break: All Break Rides so far have a solid 11k base power and gain +2k when attacking Vanguards. This makes them decent Vanguard units both in terms of offense and defense. 

Other than Break Rides, the new Limit Breaks are also shifting in a slightly new direction, although I don't want to speculate too much about it because not too many cards have been revealed, but quite a few of the new Limit Break abilities are passive in nature and only require 4 damage to activate or have other none "Blast" related or discard costs. Battle Deity of the Moonlit Night, Artemis has the highest cost that I have seen so far with a Soul Blast of 3 but the few cards that have been revealed for the clan so far lets players Soul Charge a lot, and I really mean A LOT. Dark Irregulars style, maybe more so than Dark Irregulars in fact. 

Other than Artemis, Eradicator Dragonic Descendant has a cost of discarding 3 Eradicators but his ability is quite similar to Spectral Duke Dragon in the sense that you only need to activate it once if done right.
Also a lot of cards tend to gain Criticals along with their high power increases.

TLDR;

All this leads me to think that Bushiroad is trying to fix their game. They intended Vanguard to be a more fast paced game, but they made a mistake with the release of BT05 and it become more late game oriented. The first attempt to patch it up with Limit Breaks didn't quite work out although it did add a bit more variety in terms of competitive clans. Now with the restriction of the 3 more popular deck builds and arguably the 3 best at stalling, they also introduce the Break Ride concept and stronger Limit Breaks. 
How this affects the state of Vanguard I can't say for sure, but it is quite certain that the pace of the game will change again. Ultimately, like with every game, the players are usually more cunning than the developers and always find ways to make the best use of the things given to them whether it be making the best use of certain abilities or finding loopholes to exploit and whether the new abilities Bushiroad decided to introduce is good or bad, only time will tell.

And that's all I got for now. I'll probably look at Break Ride in more detail when BT10 releases and cover it's good and bad points then.

Another thing I might do in the future is take a look at different card games and their mechanics. As I mentioned at the start, I'm interested in Game Design and might eventually post my own concept for a card game, will have to see how it goes. 


Until next time. I'll probably take a closer look at the new Jewel Knights for Royal Paladins. Even though I really like some of the art for the new Gold Paladins, their effects don't really appeal to me.

*All images taken from CFV wikia.


Thursday, January 24, 2013

Artsy: The Journey


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When I'm not playing video games or theory crafting about vanguard =)
Quite satisfied with it, but not quite the look I was aiming for.
Larger size here

Edit: Just feel like I need to add this somewhere, I just beat Belfry Gargoyles in Dark Souls no shield, no npc summon, relatively low vit also haha Not that great an achievement in the grand scheme of things, crazier stuff have been done in Dark Souls, but still quite an achievement for me :3 love this game


Wednesday, January 9, 2013

CFV Essay: Eradicator, Gauntlet Buster Dragon

It is 090113 and it's time for another Vanguard Card Review of sorts. This one should be shorter than the previous one as there are some general things that can be carried over to this card, such as the specific Counter Blast and the Lord ability, so I won't really touch on those anymore.

As promised:



From Vanguard Wikia

Eradicator, Gauntlet Buster Dragon


G3 / Power: 11000 / Shield: 0


[AUTO](VC) Limit Break 4: (This ability is active if you have four or more damage):When you use a unit's effect to send an opponent's rear-guard to drop zone, during this turn, this unit gets [Power]+3000/[Critical]+1.

[ACT](VC):[Counter Blast (2) - Cards with "Eradicator" in their card name] Your opponent chooses one of his or her rear-guards, and retires it.


[CONT](VC/RC): Lord (If you have a unit that doesn't belong to the same clan as this unit, this unit cannot attack)


Once again starting from the least interesting skill.

Lord. I don't like it, but it serves its purpose. A skill to keep potentially game breaking cards in check. But lets hope Bushiroad comes up with something different again in the future, so we have some options in terms of mixing clans. 

This guy's second skill is a Berserk Dragon on activate, with restrictions but some bonuses as well. The first restriction is that the two Counter Blast used must have Eradicator in their names. Not that huge a deal, as it is possible to create a deck containing only Eradicator units. Even if the deck contains none Eradicator units, careful management of Counter Blast (such as using none Eradicator units first whenever you can and healing none Eradicator units etc.) should mean that this skill will always available when you need it, assuming you have 2 Counter Blast.
The second restriction is that you can't actually choose the target, instead your opponent does that, just like Demon World Marquis, Amon.
This actually poses some problems. The cost of this card seems to be much higher than Amon at the cost of CB2, but Amon's skill has to add 1 card from the field to Soul, which is a -1 and makes his skill effectively a 1 for 1 and gives you no immediate advantage (although the power increase Dark Irregular units get from having more Soul can be converted into more Card Advantage later). Gauntlet Buster on the other hand pays 1 more Counter Blast but doesn't "sacrifice" any of your own cards. So the cost of the two skills can be considered equal when we consider the immediate effect they have on your Card Advantage (almost sounds scientific lol). Consider that both Clans don't really have ways to build up hand size other than draw triggers, this actually makes the Buster Dragon seem better. 
However the main problem both skills have is that you can't choose  your target. The only way you can "choose" what to retire is when your opponent only has 1 choice and you activate the skill then. But that single card might not always be all that important, so you will not always activate the skill when your opponent only has 1 card to retire since the cost of CB2 is quite high. Still the less cards your opponent has on the field, the better it is to use this skill in terms of retiring exactly what you want. Thinking like this, the best time to use this skill is in the early to mid game when both players will try to get a lead, your opponent will be likely to play some key cards, for example playing 8k G1s to attack to push for damage or card changers to cycle for G3s to avoid missing rides, it is also when the starting vanguards might still be around, which could be key to take out. This poses a problem in itself because you will only be able to ride Grade 3 on turn 3 earliest as Gauntlet Buster doesn't have Superior Ride available.

Another problem with that is the Limit Break that seemingly works well with his own retiring skill, in fact it works well with any retiring skill (if the translations are accurate). At the standard 4 damage mark, Gauntlet Buster Dragon's Limit Break activates and whenever you use any skill to retire an opponents Rear Guard, Gauntlet Buster's fist becomes more badass and he gets +3k and +1 Critical.

It's like stealing your opponents money and punching him harder than you usually would.

Like many Limit Break skills before it, this would be an exceedingly awesome skill if it weren't for the LB4 restriction. Being at 4 damage means either you ate one too many critical triggers or the game has dragged for quite a bit already. In the latter case, both fields are also likely to be full, so activating Buster Dragon's retire skill most likely means you won't retire exactly what you want, unless your opponents field is so awesome you want to just get rid of anything you possibly can (but in that case your chances of winning probably aren't looking all that great). Depending on the situation, the -1 of your opponents choice might mean all the difference or nothing at all and same goes for the plus to your Vanguard's power and critical. If your opponent was lucky with criticals and doesn't have many cards in hand the RG retired will mean a lot and if your opponent is at 3-4 damage you might force out a perfect guard, which means another guaranteed 2 cards your opponent will lose, or potentially lose the game. In a situation where both cases apply, you have a good chance of winning the game and this effect is awesome, but even when only one case applies this is still a good skill. However if none of the mentioned cases is in effect, this skill will do little for you. Keeping in mind their relative costs, Buster Dragon comes fairly close to game winning cards like a Soul Saviour Dragon, Platinum Ezels Ultimate Break or even Majestic Lord Blasters +10k with static 2 Criticals (all of which are good almost no matter when you use them) IF you can guarantee the minimum of 3 or more cards Buster Dragon can force your opponent to drop (or an equivalent advantage, although I can't give specific examples at the moment). This means your opponent is at 3, ideally 4 damage and has something you'd want to get rid of when you activate this Limit Break. Even better if your opponent doesn't have a perfect guard and you boost with Gauntlet Buster's custom booster, but don't count on it to always be like that. 
A cool thing about this Limit Break is that it doesn't actually have all that many restrictions: Other than the usual LB4 and having to activate a skill that retires an opponents Rear Guard, there are no restrictions, which is probably why this card has the Lord skill. There are no restrictions in terms of the phase of your turn so it can activate during the battle phase as well, and it doesn't state that the retiring skill must be a Narukami skill, so you could use cards like Vortex Dragon, although that isn't really practical (that is a possible fun deck haha). 

We can't really make use of the multi clan retire skills as most of the other practical retiring skills are on Vanguards or require Vanguards or a certain clan (Kagero mostly), but there is a Narukami card that can retire during the battle phase for a cost of CB2 when it hits a Vanguard. However it only has 8k power and can only retire the front row.

Other cards that will help trigger Gauntlet Buster Dragon's Limit Break are Vowing Sword Dragon (although I'm still unsure if sitting on an almost vanilla 11k Vanguard until 4 damage is viable), Narukami's own Berserk Dragon, Dragonic Deathscythe and Voltage Claw Dragon. Of the 3 of them only Dragonic Deathscythe can retire back row Rear Guards and only Vowing Sword is an Eradicator. So you'll be relying on Gauntlet Buster Dragon's own retiring skill more often then you'd like to.

Having said all that, this is the deck list I would use with Gauntlet Buster Dragon as the focus.

G0: 17
8 Critical
4 Draw
4 Heal
(Play max number of cards with Eradicator in their names where applicable)

1 Spark Kid Dragoon 

G1: 14
4 Red River Dragoon
3 Wyvern Guard Guld
3 Thunder Fist Eradicator Doui (custom booster) / Eradicator of True Flames Kougaiji (10k booster)
4 Eradicator Demolition Dragon

G2: 11
4 Eradicator Spark Rain Dragon
3 Conquering Eradicator, Zuitan

2 Assassinating Eradicator, Suusei
2 Dragonic Deathscythe

G3: 8
3 Eradicator, Gauntlet Buster Dragon
3 Eradicator, Vowing Sword Dragon
2 Chain Attack Eradicator Shion

As much as I like Saishin, at the moment I don't think it is very practical in this deck, although I still consider it due to the rise of more good starting vanguards (Vanguard Y U NO SIDEDECK?!). 8 Criticals because you'll want your opponent at 3 damage quite fast and continue to pressure with a combination of +Critical on Vanguard and giving Critical Triggers to Rear Guards. For Grade 1s I max out on Red River because I heard 8k booster is good and only 3 Wyvern Guard as I feel this is more of an aggressive deck. 3 copies of the custom/vanguard booster of your choice, but if you decide to go with Kougaiji then consider I'd play only 2 copies as it only works on the Vanguard, compared to Doui which can also power boost Rear Guard Buster Dragons, in that case play 4 Wyvern Guard, cause no other reason not to do so.
Demolition Dragons to round out the G1s as the card changers condition is rather unreliable and having back up 10k attackers is good in a pinch.
To compensate for the amount of 6k booster, max out on Spark Rain Dragons, the Eradicator 12k beater. 3 copies of Zuitan for unflipping goodness but I contemplate playing 3 Spark Rain and 4 Zuitan instead. Not playing 4 of each as I want to have 2 Suusei for pressure and potential retiring during battle phase and only 2 Deathscythe because he is not an Eradicator sadly (and ironically). An alternate lineup would be 4 of each Spark Rain and Zuitan, then 3 of either Deathscythe or Suusei, Deathscythe not being an Eradicator but his on demand retire and ability to burn back row is good to keep in mind when making a choice. 

And finally the Grade 3s; this is the one I'm most unsure about, I list my standard 3-3-2 lineup with 2 Shion BUT I feel maybe 4-4 Vowing and Buster Dragon is also viable and maybe better or even 4 Buster and 3 Vowing and playing an additional Grade 2, probably 1 more Dragonic Deathscythe. This would need testing before being able to make a definite conclusion. 

As mentioned before, I consider building a Narukami deck and currently I'm leaning towards Gauntlet Buster Dragon rather than Dragonic Descendant mainly due to art and Buster Dragon kinda reminds me of awesome stuff like Mega Man and Gunbuster/Diebuster haha. But I also like the retiring play style which was the reason I used to play Kagero (but gave up cause everyone played Kagero back then).


Seems like I lied and this ended up being quite long after all haha. I'll be sure to make edit this if I change my opinion on the deck build or this card, but that will be all for now. 

My next writeup will probably not be on a specific card but my opinion on the current state on the game itself, and following that I'll probably take a closer look at the new GodGancelot.

Thursday, January 3, 2013

CFV Essay: Eradicator, Dragonic Descendant!

Updated with Sample Decklist.

First proper post :O

Since the first few cards of Vanguard's 10th booster set and Trial decks 9 and 10 have been revealed a while back and I had some time to think about them, I'm going to dedicate some posts to them, most likely not all the cards though.


First up is going to be Eradicator, Dragonic Descendant. Because I feel like building a Narukami deck, so it's a good idea to review my options. 


Taken from blog.livedoor.jp/freedomduo

This guy seems to have managed to generate quite a bit of hype. His stats and ability:


Eradicator, Dragonic Descendant

G3 / Power: 11000 / Shield: 0

[AUTO](VC) Limit Break 4:[Counter Blast (1) & Choose three cards with "Eradicator" in their card name from your hand, and discard them] At the beginning of the close step of the battle that this unit's attack did not hit, you may pay the cost. If you do, [Stand] this unit, and gets [Critical]+1 until end of turn. This ability can only be used once per turn.

[ACT](VC):[Counter Blast (2) - Cards with "Eradicator" in their names] This unit gets [Power]+5000 until end of turn.

[CONT](VC/RC): Lord (If you have a unit that doesn't belong to the same clan as this unit, this unit cannot attack)

Lets go through those starting with the last, least interesting one.


The Lord ability is the new standard ability for 11k and above units. I don't particularly like this as it limits the player to only playing cards of a single clan in any given deck. Granted only very few players actually played multiple clans in one deck, there were some fun things that could be done, like playing Wingal Brave in a Shadow Paladin deck focus around Phantom Blaster Overlord. A lot of cards can be searched by Wingal Brave and a Vanguard PBO will still be 11k if you already ride Phantom Blaster Dragon, if you still have Wingal Brave around for whatever reason. There's also the option of just sticking with PBD if you have Blaster Dark in soul, since PBD will also be 11k. Other examples would be Dragonic Overlord or Stil Vampir in CEO Amaterasu decks.

Just a few example, but that aside, my main point is the Lord ability completely shuts down mixing clans, which is sad, but ultimately not all that big of a deal and may even be necessary to keep some of the cards balanced.

Dragonic Descendant's second ability is to give it self a power boost. Counter Blast 2 for +5k in power is quite a normal cost. Other cards with similar cost is Gancelot, who gets an additional +1 Critical but he is 9k base power and needs Blaster Blade in soul to activate his ability. The cards you flip over need to have Eradicator (or Eraser, whatever floats your boat) in their names, but that's not a huge deal as, if I remember correctly, most of the cards in the Narukami Trial deck have Eradicator in their names. There is the possibility that Bushiroad won't release additional triggers with an Eradicator name, but even then, playing none Eradicator triggers will only stop this ability from going off in the rarest of rare cases. It's very possible to build a deck with minimal cards without an Eradicator name, as Eradicators have their own versions of various essential cards, like unflipper, vanilla Grade 2, and 9k Grade 2 that gets +3k when attacking when your Vanguard is an Eradicator. So realistically, you should be able to activate this ability without thinking about the Counter Blast restriction 99.99% of the time. Also this is an activate ability, would be pretty terrible if it weren't (just so I covered every aspect of it).

The first ability printed on this card and the final ability we have to cover is Descendant's Limit Break. At 4 Damage and for a cost of Counter Blast 1 and discarding 3 cards with Eradicator in their names, this card can stand again if its first attack did not hit and it gets +1 Critical until the end of the turn. It doesn't lost twin drive. 
This ability is similar to other self re-standing vanguards like Dragonic Overlord The End, Spectral Duke Dragon and Stern Blaukruger. Dragonic Descendant has the  cheapest Counter Blast cost out of all of them, but has other restrictions in an attempt to balance it out (LB4 and specific discard cost).
Like The End and Blaukruger, the secondary cost is a Discard cost. This has ups and downs to it. Compared to the Duke, if you don't already have enough units on the field to attack with, you cannot activate this ability if you call everything in your hand to the field. This may sound like it'll only apply to last resort situations, but it's during those times that you'll really want to get an extra attack to attempt to finish the game. Spectral Duke doesn't have this problem unless you didn't have enough cards overall in the first place. Another requirement is to discard cards with Eradicator in their names. It's not really a problem if you decide to build a full Eradicator deck which is definitely possible. But as of the time I'm writing this, there are no additional Eradicator triggers and not many players like to play a rainbow trigger setup. Also Red River Dragoon, the Narukami vanilla Grade 1 is a none Eradicator and an 8k boost is always good to have and usually played in 4s. So unless there is going to be more Eradicator triggers if you want to play anything other then rainbow triggers and/or  have an 8k booster you'll have to take note of this restriction and expend your none Eradictor cards first. A good thing about the cost being discard is you are not forced to attack with Rear Guards first, which in my opinion is pretty big unless you intend to play stand triggers.

Lets compare this card to Spectral Duke even more, since Duke has become one of the most popular decks before set 10. We've already covered a bit of the Retire vs. Discard so next is the ability itself. 
Condition wise, both abilities are LB4, Dragonic Descendant can only activate if its attack is blocked but can attack anything while Spectral Duke has to attack the Vanguard but can activate no matter what your opponent does, but Duke also has the higher Counter Blast cost. Since Descendant can stand again and even keeps twin drive, you may think you can attack an important Rear Guard first without boosting then stand and attack the opposing Vanguard, but it's actually not that great since your opponent can just let his Rear Guard die and you can't stand again. On the other hand if you attack the Vanguard without boosting it may be easy to guard, but then your opponent loses 1 extra card and you can stand and attack again. If your opponent doesn't guard you may be able to deal extra damage with Critical Triggers (and maybe win with double Critical when your opponent is at 3 damage huehuehue) and it's like you attack with full force and your opponent chooses to no guard anyway. 

Duke loses twin drive and Descendant not only gets to keep twin drive but also gets an additional Critical. This may seem absurd at first, and it is if we compare only the two cards themselves. Spectral Duke has a ride chain that helps swarm the field and later on that will pay for the cost of retiring 3 without directly diminishing the player's ability to guard. However that also means Duke is very reliant on its ride chain going off smoothly. Luckily Gold Paladins still have other means to call cards from the top of the deck, so it's not all that bad. 

Narukami on the other hand have nothing to help them add cards to the hand besides draw triggers but it's OK cause Dragonic Descendant gets +Critical anyway (hint hint), this means that instead of relying on a ride chain Descendant relies on getting some early draw triggers to off set his LB cost.

In terms of direct support there are a ton of Eradicator cards to fulfill the specific discard cost and Descendant has an Ezel style Superior Ride. Besides the Grade 0, the Grade 2 required is the Eradicator unflipper which also Soul Charges 1 card when it unflips and the Grade 1 is Descendants custom booster, a 6k Grade 1 that can Soul Blast 1 to give Descendant +5k power. To make the Superior Ride as consistent as possible it is necessary to play both at 4 copies each. While it doesn't seem like a bad idea to play 4 copies of the Grade 1 (since its effect works on Rear Guard Descendants as well), you may run into a few issues. First, it is unlikely you will ever have that much soul to boost multiple Dragonic Descendants for multiple turns. Sure the unflipper lets you soul charge, but realistically, how often do people let you soul charge? Not that often. Also the threat of having the Vanguard boosted by an extra 5k is enough to make the other player keep blocking your unflipper if he can afford it, so it is unnecessary to have Rear Guard Descendants and custom boosters to pressure your opponent. The Superior Ride gives you extra Soul but that means 1 custom booster less and you have to draw into more. If you already had them, do you have Descendants to play as RG, if you have, you probably dealt minimum damage and may have received more than you like.  This is an issue since the pace of the game will change but I'll cover that another time.
Another thing to consider is how often you will actually draw into both, before your Rear Guard slots are filled. Dragonic Descendant has no effect as a Rear Guard. Of course vanillla 11k is always better than vanilla 10k, but the fact is you could have played another card that actually has an effect as a Rear Guard. There's also the fact that very few people actually play more than 2 copies of any 11k booster, though Narukami could be an exception cause they have more and better high powered attackers so more weaker booster may be ok.
That said, one cannot argue against having multiple custom boosters for a Final Turn, however situational that might be.


Finally the last thing to compare is how much the ability costs actually impact your overall card advantage. Not accounting for draw triggers a normal turn will give you +3 from draw and twin drive. Spectral duke costs 3 cards and only drive checks once on stand ending up with a total of +1 for that turn (-2 compared to normal turn).
Dragonic Descendant's ability also results in -3 cards but keeps twin drive so gets you a +2 overall that turn (-1 compared to normal turn).
If you ask me, 1 card is a huge deal in Vanguard. 

In my opinion, they are both about equal due to Spectral Duke arguably having the better pre set 10 support, Descendant can give itself power so it doesn't look as stupid if you didn't get any triggers at all. I say pre set 10 because obviously nothing can be compared to Liberator Gancelot, but that's for another time haha
I definitely think Dragonic Descendant is not as broken as some people may make you think it is. A good way to deal with it is to guard earlier, specifically, after Grade 3, guard more Rear Guard attacks so you can just take the Vanguard attacks and don't have to worry so much  about having to guard extra attacks from the Vanguard and hopefully won't die to surprise Criticals. It would probably also be a good idea, to attack the Descendant players Rear Guards as he needs to keep at least 1 card in hand to be able to use Dragonic Descendants ability without having to rely on a draw triggers. It'll also give you an idea of what's in your opponents hand, depending on if he calls units or not. 

Nevertheless Eradicator, Dragonic Descendant is still a great card and I feel it will be the card most people will favor for a Eradicator based deck (I may be wrong though). The threat of being able to check up to 4 triggers a turn if you are really lucky is huge. And not having to attack with Rear Guards first also gives you additional options in terms of attack patterns and trigger distribution. Another big thing, as already mentioned, is Dragonic Descendants ability to give itself +5k, this means that even if you boost and attack first, Descendant still has a respectable 16k power without triggers. Right now I feel the ideal, IDEAL Descendant attack would be attacking with the vanguard and boosting, playing critical triggers so you force your opponent to guard even before 5 damage, but also having stand triggers so you can re-stand your boosting unit as well. This actually works with my idea of a "strongest possible deck" but YET AGAIN that's for another time :P

Until Narukami gets something that lets them not play draw triggers you'll have to choose either critical or stand triggers and supplement them with draws. Either can work well; Criticals are always good and you may not have to play as many as other decks since Descendant gets an extra Critical on stand, and stand triggers are good because Narukami already have many units that either have 11k base power or can attack for 11k or higher even without boost.

Quick Sample Decklist:

G0:
6 Draw
6 Critical
4 Heal
(Play max number of cards with Eradicator in their names where applicable)
1 Eradicator Strike Dagger Dragon

G1:
3 Eradicator of Sword Dance Hisen
4 Red River Dragoon
4 Wyvern Guard Guld
4 Eradicator Demolition Dragon

G2:
4 Conquering Eradicator Zuidan
4 Eradicator Spark Rain Dragon
3 Eradicator Thunderboom Dragon

G3:
3 Eradicator Dragonic Descendant
3 Eradicator Vowing Sword Dragon
2 Chain Attack Eradicator Shion

Instead of playing it like Ezel and only play 2 copies, I decided to play 3 copies of Descendant simply because of its 11k base power. Could max out on Descendants and play 1 less Vowing Sword Dragon, but I'm more comfortable with a 3-3-2 setup for Grade 3s. Shion is in there cause he looks awesome and I like the CB1 +3k G3s. Could run Gauntlet Buster Dragon instead of Shion but I don't feel that would be as effective. With Strike Dagger Dragon and 3 Copies of Descendant you should be riding Descendant most of the time, even though Hisen is only at 3 (Maxing out on Hisen is also an option). Ride Vowing Sword Dragon first when you can as it is still a solid 11k VG unit and Descendant isn't really that threatening before 4 Damage. Rest should be quite straightforward. 

Next card is most likely going to be Dragonic Descendants bro, Eradicator Gauntlet Buster Dragon.

Congratulations if you made it through that wall of text. Achievement unlocked I guess. I will consider adding more pictures next time. Also I did not proof read this and you probably know why D:


First! and testing

Just a place for my thoughts I feel I need to put down some where :O

Gonna be mostly about card games (mostly Cardfight Vanguard for the moment), video games and maybe art-y stuffs.