Cardfight!! Vanguard Weekly Card Update #17 Guest Writer!

Hello! I’m Simon and I will be today’s guest writer! You will usually find me lurking around the store, prodding customers and shouting table numbers out. So while James is busy swashbuckling pirates on the English Channel or calculating the trajectory ready for his personal voyage to Mars (He’s a part time rocket scientist ya know), I’ll take you through this week’s latest Cardfight Vanguard spoilers and syphon off some of my incredible knowledge for you to gleam. And by incredible knowledge I mean my complete lack of understanding of any Clan other than Link Joker. So, onwards, to the cards!

I’ll start today by talkingHappiness Collector about Happiness Collector, the new Forerunner from Pale Moon’s first ever Trial Deck, G-TD07 Illusionist of the Crescent Moon (I started with a Forerunner, get it?). Her ability, with a GB1 condition, is to place her into the soul when another unit enters RG and in return you Soul Charge 1 and draw a card. Now that is good value from a Forerunner. Happiness Collector could potentially be a recurring source of draw by doing some Soul juggling (See what I did there?) and because there’s no CB/SB cost involved, it’s practically free! Hopefully the next Pale Moon card that pulls units out of the soul won’t be too Magia keyword specific but only time will tell there.

The Pale Moon TD also brings a beautiful delight in the form of a new Stride unit, Ardor Dragon Master, Amanda. Her sole ability (I’ll stop now) is an on-hit, Soul Charge 1, bounce any unit out of the Soul, give it +2k power and then return it whence it came at the end of Ardor Dragon Master, Amandaturn. Immediately I’m drawing a comparison to Miracle of Luna Square, Clifford which was the PM Stride from FC2015. Both units have a very similar ability but with enough differences to justify either inclusion in a deck. Amanda has the unique ‘Magia’ keyword which until we see more units utilising it will be difficult to judge so we’ll have to compare the rest of the ablity for now. She Soul Charges 1, Clifford doesn’t, and indiscriminate charging can be mixed in a PM deck. You can then call any unit, Clifford can only call G2 or lower, so she wins there. Then the unit has to be returned, whilst Clifford lets it stay out and play. Again this is a mixed point because some units want to stay on the field, others would benefit from being called out repeatedly. With all that in mind, I’m in favour of Amanda over Clifford but it really does depend on the deck’s construction and your preferences.

Let’s leave the Dark Zone to its tricks though and cast our eyes out over calm seas to Magallanica. Too calm. I sense a storm is approaching! Yes that was a torturous introduction to the new G-CB02 Commander of the Incessant Waves spoilers but we got there in the end.

Blue Wave Drago, Dagger Master DracokidFirst unit that comes in to view is Blue Wave Dragon, Dagger Master Dracokid, a new Forerunner for that makes anyone planning on playing Blue Waves go weak at the knees. Rather then reiterate, I’ll drop the rules text in and let you revel in the majesty. [ACT](RC) Generation Break 1:[Counter Blast (1) & Put this unit into your soul] Choose one of your vanguards with “Blue Wave” in its card name, until end of turn, it gets “[AUTO](VC)Wave-2nd time or more:When this unit attacks a vanguard, draw a card.” and “[AUTO](VC)Wave-5th time or more:When this unit attacks a vanguard, this unit gets [Critical]+1 until end of that battle.”.

“I heard you like restanding your Vanguard, oh, but you want to be rewarded for restanding them? Well sure, draw a card and then next time have an extra Crit, its on the house!” Ok so I may be bigging Mr Dagger Master up a little but he is a great supporter for a blowout turn, not only netting you cards but also forcing your opponent to seriously consider which attacks to guard or not. Some players will argue the +1 Crit at the end is redundant, but is it? This could cause your opponent to actually let early swings through, as Crit Triggers are not guaranteed, in order to keep PG’s lined up for that 5th swing. Either way I think this little Tear Dragon is something to watch out for and snipe away if you can.

 

Surfing up the Grades brings us to Battle Siren, Chloris, a G1 with an interesting pair of Battle Siren, Chlorisabilities. Her first one is on Wave-4th or more, Soul Blast 1 if she’s boosting to bind the top card of your deck face up. This is where it gets very interesting. At the beginning of a guard step where you’re attacked you can cast an inquisitive glance at the cards you’ve binded, maybe pensively touch a finger to your lips, venting over the tough predicament you’re in, then SNATCH THOSE BINDED CARDS UP AND SLAM THEM DOWN IN THE GC WITH +5K SHIELD! OH YES YOU CAN! Ahem. Sorry for that outburst. It’s just really awesome to see an alternative hand of sorts, something you can use to guard in a Clan known primarily for its aggression. Whilst your opponent will have total awareness of what’s happening and could potentially remove Chloris, causing you to lose those cards, the opportunity for that extra guarding is an intriguing one.

Following on from this, and its a tough few acts to follow, we have Blue Wave Soldier, Bright Shooter who is a simple supporter for Striding. His Wave-4th ability means after boosting, if you have a Blue Wave VG, choose a G3 from drop zone and slip it back in to hand. As I said, a simple supporter. This lets you get back anything you dropped for a Stride cost and at 7000 Power… Wait… He’s RR rarity? Oh. Ok. Let’s move on to the next card shall we?

Blue StorBattle Siren, Chlorism Battle Princess, Theta, who is also a RR, is a G1 that with the proper setup can swing in with a hefty punch. So long as you have a Maelstrom VG she gets +2k in battle and then if Wave-2nd she gains another +3k, making her in total a 12k G1 hitter if you have Mael. Which isn’t terrible and combined with switchers and other various AqF shenanigans she could prove herself useful.

 

 

Let’s be honest though, those cards were just warm-up acts, they’re the bread to your sandwich, necessary parts of the whole but they’re not the reason you’re making an Aqua Force sandwich. Oh no. You’re here for the spreads, the main meat, the delicious filling that overpowers everything else. And we have an classing filling revealed this week but with a twist. I present to you… Blue Storm Dragon, Maelstrom (Break Ride)! Yes, he’s back, and this time he’s ready to be ridden!Blue Storm Dragon, Maelstrom (Break Ride)

Drawn out analogies and terrible puns aside, the new Break Ride version of Maelstrom is making waves already (I couldn’t resist that one). My interpretation of his two abilities won’t do him just so I’ll copy them out below and you can devise delirious devastating turns in your own mind.

[AUTO] Limit Break 4:[Counter Blast (1)] When an <<Aqua Force>> rides this unit, you may pay the cost. If you do, choose one of your vanguards, until end of turn, that unit gets [Power]+10000, and “[AUTO](VC)Wave-4th time or more (This ability is active during the specified battles of each turn):When this unit attacks a vanguard, draw a card, choose one of your opponent’s rear-guards, retire it, and until end of that battle, your opponent cannot call grade 0 cards from hand to (GC).”

[AUTO](VC)Wave-3rd time or more (This ability is active during the specified battles of each turn):When this unit’s attack hits a vanguard, search your deck for up to one card with “Maelstrom” in its card name, reveal it to your opponent, put it into your hand, and shuffle your deck.

The end result of combining the new Break Ride with the Crossride is not only your opponent’s complete and utter inability to guard against your valorous attack, but they also lose a RG and you get to tutor out of your deck fodder ready for a Stride or to set up the same scenario again. That is just brutal. Do I need to say more?

Out there, on the horizon, that are other Grade 3’s then just the majBlue Wave Dragon, Anger-boil Dragonestic Maelstrom and GCB02 also brings AqF players Blue Wave Dragon, Anger-boil Dragon. Twin abilities show you his true aim, that of restanding your RG’s, primarily with the aid of striding a Tetra-boil Dragon (Yet to be revealed sadly, but he’ll be magnificent I’m sure). On GB2, Wave-2nd, if Anger-boil attacks a VG he gets a +5k boost then Stands a RG granting it a +10k power boost! That’s an amazing pump for no cost, although it will be a few turns in to the game at this point. Secondly if the afore mentioned Tetra-boil Strides, then a +3k boost is passed on and Wave-2nd allows two RG’s to Stand, albeit with just +3k boosts this time. A good ability but we really could do with seeing Tetra-boil before we pass too much judgement.

And with that my short time with you is at an end. This has been an enlightening experience for me, as my main protagonist is a lover of all things Aqua-ery and this I hope you’re enjoyed reading through my rant and you will be returned to your regular James-san broadcast next week!

Cardfight Vanguard singles are available to purchase at Big Orbit Cards: Cardfight Vanguard

Cardfight!! Vanguard Weekly Card Update #10

Welcome back to our weekly Vanguard update! We finally had the rest of G-BT04 Soul Strike Against the Supreme revealed in the last couple of days and they include some great cards for multiple clans.

http://img2.wikia.nocookie.net/__cb20150827082618/cardfight/images/6/60/G-BT04-069.png
God of Dreams, Oneiroi

Genesis get another grade 3 in this set, making it three grade 3s in total. God of Dreams, Oneiroi‘s first skill is similar to Battle Maiden, Mizuha in that he gets +5000 power and +1 critical, though instead of a soul blast of 3, Oneroi’s is a soul blast of 6. The benefit in using Oneiroi is that, unlike Mizuha, Oneiroi has an 11k base power making him both offensively and defensively better and his skill is a Generation Break 1 instead of a Limit break so you won’t have to worry about how much damage you have. His second skill is an ACT that lets you soul charge 3 for a counter blast of 1. You can use this skill to set the soul up for Fenrir. A lot of people may choose Goddess of Hearths, Hestia over Oneiroi, though both have pretty good on-hit pressure.

Genesis also get three new trigger units: A critical trigger (Bumping Buffalo), a heal trigger (Goddess of Youth, Hebe), and a draw trigger (Witch of Cherries, Poppy). All these triggers have no additional effects though the draw is the first draw trigger for Genesis Witches, giving them a nice bit of defence to accompany their strong offensive capabilities.

Wisteria Knight is a new Neo Nectar grade 2. If you have another one of him on the field he gains +2000 power and the ability to counter blast 1 and draw a card if his attack hits a vanguard. This card works well with Dream-spinning Ranunculus, Ahsha who gives him +5000 power and Early Flowering Maiden, Pia who could easily add up to +9000 power. Your opponent will be losing a lot of cards trying to stop you from drawing the one or two extra cards.

http://img1.wikia.nocookie.net/__cb20150827081548/cardfight/images/2/21/G-BT04-055.png
Doctroid Primas

Angel Feather gain a couple of interesting cards. Doctroid Primas is a grade 1 who works from the damage zone. When another of your units is placed on a rear guard circle from the damage zone, you can counter blast 1 and put the top card of your deck into the damage zone to call Primas to a rear guard circle. Not only does this give Angel Feather a consistent field, it also allows power boosts to units like Nurse of Broken Heart; Black Shiver, Gabriel; Thousand Ray Pegasus; and Million Ray Pegasus.

Doctroid Lifros can also give power boosts to the above mentioned units as well as essentially counter charging 2. Lifros is a stand trigger that can counter blast 1 and is the put back into the deck, by doing so you can put up two cards (whether face up or down) from your damage zone into your deck, then after shuffling your deck take the top two cards from your deck and put them into the damage zone face up. This makes your damage zone more consistent by providing more chances of getting Cleanup Celestial, Ramiel “Яeverse”; Solidify Celestial, Zerachiel; or Spiral Celestial, Hellm into your damage zone. Angel Feather also get two new vanilla triggers, MRI Angel (draw trigger) and Nurse of Danger Heart (critical trigger) as well as an 8k vanilla grade 1, Black Pain, Marut.

http://img3.wikia.nocookie.net/__cb20150827082359/cardfight/images/5/50/G-BT04-066.png
Witch’s Familiar, Kuroma

As well as Genesis Witches, Shadow Paladin Witches also get more support. Witch’s Familiar, Kuroma is a grade 1 that has a Nemain-like skill. When this unit is placed on a rear guard circle, if your opponent has two or more grade 0 rear guards, you can drop a Witch from hand and draw two cards. While Nemain can still be faster, this unit, unlike Gyva, does have the potential to be just as fast, maybe even faster. With the help of units like Dana and Deirdre you can easily pull this off early game with no counter blasts, and even though Kuroma is only a grade 1 he’s still 2k more powerful than poor ol’ Nemain.

Long Horn Hunter is the common grade 3 for Megacolony. When he’s placed on a vanguard or rear guard circle you may counter blast 1 to rest and paralyse an opponent’s rear guard, as well as preventing them from intercepting. This may seem like a fairly big cost seeing as it’s not a giga-paralyse (Letting you draw if their unit is still at rest at the end of your opponent’s turn) but Long Horn Hunter can still be used well as a back up grade 3 for Intimidating Mutant, Darkface.

http://img1.wikia.nocookie.net/__cb20150827083836/cardfight/images/5/5c/G-BT04-092.png
Machining Yellow Jacket

A lot of people may want to choose Cyclomatooth instead of Long Horn Hunter as a back up grade 3, if you do then Machining Yellow Jacket will help, being the limit break enabler for Megacolony. Machining players will also be happy to use Yellow Jacket along with Machining Spark Hercules and Machining Warsickle. Spark Hercules requires a counter blast of 2 cards with “Machining” in their name, so having a good grade 1 Machining to fill up the deck build will help him in more than one way.

Abyss Diver is an 8k grade 2 who, when placed on a rear-guard circle, allows you to counter blast 1 and soul blast 1 to paralyse an opponent’s unit and prevent them from intercepting. This is similar to Machining Papilio though with a bigger cost, the pay off being that your opponent is stopped from intercepting. Papilio may still be used more due to the fact that she doesn’t drain the soul and Darkface needs a soul blast of 2 to rest called units. Abyss Diver can still be used for other Megacolony decks like Avectro Zeus, or maybe even if they finally decide to give Giraffa the revival Legion that some people desire. We also get a vanilla critical trigger (Bad Trip), a vanilla heal trigger (Cocoon Healer), as well as a grade 1 vanilla (Megacolony Battler D).

http://img3.wikia.nocookie.net/__cb20150827072849/cardfight/images/e/ee/G-BT04-003.png
Soaring Divine Knight, Altmile

Lastly we have the new Royal Paladins that many people have been waiting for. Soaring Divine Knight, Altmile is the new stride version of Altmile and the good news is that he is flexible in not needing a specific heart unlike Chronodragon Nextage. By G persona blasting the front row gains +3000 power and if the number of face up cards in your G zone is two or more, you can also superior call one grade 2 from your deck, and that unit gains +5000 power. With this and Blue Sky Knight, Altmile you can give the front row +8000 for a G persona blast and a counter blast of 1, or you could mix it up a little and give one column +10k due to Altmile’s flexible effects. This will also allow you to easily call Swordmy to help Sanctuary Guard Dragon and general grade 1 consistency. The last card revealed this week was Knight of Dexterity, Jed. With the help of the new Altmile this card can apply some good pressure on your opponent. When his attack hits you can give another rear guard +5000 power so using this unit for the first or second battle will force your opponent to guard or face an even stronger attack.

Now that all the G-BT04 card have been revealed the next set for Japanese release will be the G Comic Booster 01: Vanguard & Deletor, providing support for Royal Paladin and Link Joker. Next week we will be expecting some spoilers for the Comic Booster so check back next week for more updates!

Cardfight Vanguard singles are available to purchase at Big orbit Cards: Cardfight Vanguard

 

 

News: Android Netrunner Data and Destiny Deluxe Expansion!

android-netrunner-logo

Breaking news: Big Orbit Games learnt today at the UK Game Expo that Fantasy Flight Games’ next, and last, deluxe expansion for Android: Netrunner will be called Data and Destiny and that it comes with a nice surprise!

The set will feature the NBN corporation doing what they do, controlling the media and news in their usual style. But as anyone who plays Netrunner knows, there are four Corporation factions but only three Runners. So, who would herald the fourth deluxe expansion? The answer is none of them! Read on…

Data and Destiny will feature 3 Runner identities and each of them will be their own mini-faction! Not much was revealed about how they will work or what their abilities are, unfortunately, but we do know that one of the identities is not a person but rather a sentient virus program. This is a wonderful twist for the game’s last deluxe expansion and hopefully it will bring a whole new aspect to the game.

Sadly we were unable to get any photographs from the presentation, but look out for more information in the following weeks from FFG themselves.

Warlord Games and Osprey Publishing announce partnership

Bolt ActionHere’s a press release we’ve had from Warlord Games:

Warlord Games and Osprey Publishing are teaming up to create Bolt Action: World War II Wargames Rules. Written by veteran game designers Alessio Cavatore and Rick Priestley, Bolt Action is a fast, fun 28mm wargame that rewards tactical play, but doesn’t get bogged down with excessive tables and charts. The main rulebook is scheduled for a July 2012 release, followed by a series of books covering the armies of the major and minor powers of World War II.

John Stallard, Managing Director of Warlord Games, had this to say: “Osprey has been putting out fantastic books for wargamers for as long as I can remember, and having a chance to work with them on Bolt Action was too good an opportunity to miss. With their commitment to high production values, I know the book is going to be something special.

Richard Sullivan, from Osprey Publishing, added: ‘You would be hard pressed to find a wargaming company with more combined industry experience than Warlord Games. We are excited to work with these guys on a game that is supported by such a high quality, extensive, and continuously expanding miniatures line.

Warlord Games have previously published the popular Black Powder and Hail Caesar rules, and Osprey has released hundreds of World War II titles over the years, making Bolt Action a dream collaboration between the two companies.

Bolt Action: World War II Wargames Rules will be released in a full-colour hardback edition in July 2012.

Looking to get started with WWII wargaming, or wanting to add some Bolt Action to an exisiting collection, you can pick up a wide range on our online store: Bolt Action

Mantic Games Announces Sci-fi Range – Warpath

Mantic has announced that they are launching their first sci-fi miniatures range and game later this year, this new range is released under the name of Warpath.

A range of plastic kits will be available as well as a brand new ruleset written by Warhammer 40,000 author Alessio Cavatore.

More details on Warpath and the new Mantic Miniatures will be made available later on in the year.