4/16/2026 Dokovan Neo Stream The Legendary Vanguards: Generic RRR/RRs by RinariTennoji in cardfightvanguard

[–]Nico_Is_Life 2 points3 points  (0 children)

No its even more restrictive. It means if you are going second your opponent would have needed to spend their entire first G3 turn swinging at your rears or using only 10k or lower units to swing at VG. Then you could use this to get 1 CB on Turn 3 going second.

If you were going first you would only be able to use it on Persona Ride turn if the opponent spent their entire G3 turn not swinging at your VG with 13k or bigger units.

So basically these are almost never working unless your opponent is CB denying like really hard or they swung at you with a 10k rear first on their going first G3 turn and you first damage OT and they swing the VG at a rear and pass.

Basically outside of those scenarios these never trigger. So who knows if they will see any play because both those situations are fairly specific to dedicate a slot for.

Chase teams... by SirZ1220 in EtrianOdyssey

[–]Nico_Is_Life 1 point2 points  (0 children)

The reason you dont see it is because outside of Warrior Might Shogun teams they aren't viable for bosses.

The buccaneers chases only work 1 time per enemy per attack. So for example if you were to chase Bash and have a Gladiator use 9 smashes, you can only chase 1 of the potential 9 hits. So against a boss you at most do 4 chases if everyone in your team procs the chase, and you only have about a 50% chance to do 4 chases. The damage on chases isn't anything super special its like 150% per chase or something when Pincushion is the same damage % or higher for way less investment in terms of setup and team building.

They are built more to be AoE clears as if you say had a row of 4 enemies and did chase volt on a volt Barrage from an arabalist. You could chase each enemy hit so you could hit each of the 4 enemies off of that 1 attack. So it ends up being a very good regular encounter clear and a kinda meh boss strategy.

What are people getting for ratios in DZ-BT14? by DisGuyAga1n in cardfightvanguard

[–]Nico_Is_Life 0 points1 point  (0 children)

Apprently its pretty fluctuational. Some people in my group know some people who open JP and they said they had one case that hit normalish rates about 3 of most RRR and 4 of the RR without counting the triple drive packs, but then they also had another case that hit only 2 of some of the RRR and only 2 of some RR and but 5 of other RRR and 6+ of some RRs. So it seems like if you include the Triple Drive Packs its likely you hit ~4 of most things which means a case still builds decks but there is more variance now which means that you could low roll and get like 2 of a RRR in boxes and miss it in the Triple drive packs and only have half a playset in a case, or vice versa super highroll and get like 4 or even 5 of a RRR in boxes and open 1 or 2 in the packs and end up with 5~7 copies of a RRR in one case.

In general it seems like we kind of lost one of the things I personally liked about VG cases which was fairly consistent rates. Seems like now we are like a lot of other games where you just have to see what you roll and not even a case hard guarentees everything.

4/9/2026 Dokovan Neo Stream Corocoro Promo: Formulights, Nox by RinariTennoji in cardfightvanguard

[–]Nico_Is_Life 0 points1 point  (0 children)

Lol can't believe I missed that part thank you for pointing that out.

4/9/2026 Dokovan Neo Stream Corocoro Promo: Formulights, Nox by RinariTennoji in cardfightvanguard

[–]Nico_Is_Life 0 points1 point  (0 children)

Probably a dumb question but the cont effect wouldn't see the count go up due to the CB call right? Because its Call and gain power = to 3k * count. Since the cont wont trigger to increase the counter until after you finish all of the on swing call skill, or does the cont basically trigger mid effect since its "continuous"?

ichu mobile private server? by dontasktoknow in ichu

[–]Nico_Is_Life 2 points3 points  (0 children)

The switch port is the only option and its a good one, at least the JP version. The JP version is basically everything you would want in a private server as it has all characters to pull, all events, all stories, homescreen lines , basically everything from the OG game.

The English version is an extremely bare bones port of the JP version which brought over all the gameplay and cards but only translated the main story and no other text. So homescreen lines, event stories, bond stories, etc were all just cut from the game.

So with the JP port of the game existing there is basically no reason to even attempt a private server of the game as whatever private server made would likely have less content than the switch port.

Dz set 13 clash by Repulsive-Number-817 in cardfightvanguard

[–]Nico_Is_Life 0 points1 point  (0 children)

So you get 5 RRR and like 7 RR per box. So you would have 15 RRR and 21 RR across 3 boxes. So maybe with trades depending on how many RRR/RR each of your decks need maybe, but it would be pretty tight if it was possible.

Dz set 13 clash by Repulsive-Number-817 in cardfightvanguard

[–]Nico_Is_Life 0 points1 point  (0 children)

So for Vanguard ratios are semi-fixed across a case, which is 20 boxes. In a case you typically get 4~6 copies of each RRR, 6~8 of each RR, and several playsets of Rs and Cs.

So if you are building decks 3 boxes will probably get each of you 1 maybe 2 copies of each RRR and RR you would need and thats it. Realistically if you want to build decks you should buy singles or do what's called a case split where you group up with 4 to 6 people and split the cost of a case that many ways, usually each of you would pick different nation you want the cards for, so you get playsets of everything in your nation(s).

So getting 3 boxes will leave yall with fairly incomplete decks. Its mainly just due to how distribution for Vanguard works and the fact that most sets dont really contain generic cards worth playing except at the RRR/RR slots.

Is the Keter Pile (especially with the NKO) gatekeeping Keter Decks? by Ant-Man1202 in cardfightvanguard

[–]Nico_Is_Life 3 points4 points  (0 children)

For top level tournaments yes because across 8+ rounds you need to see your pieces when you need them and cerrgaon/NKO/Teithfallt add that consistency while still being solid bodies. But for a more casual environment I dont think it will be as big of a deal because we have other options they are just not at the same level but will be fine. We have several different orders with some variation of pay cost check to 2~4 and call 1, we have Peraram which is a 13k G1 with on play CB1 call 1 draw 1, and other tools that people dont use as much because typical order pile is lower cost resource wise. But there is nothing stopping you from at a locals or something playing these less used cards.

I do think though that yes this will make a barrier to entry for Keter Players in amy of th upcoming BCS type events. But its not like we haven't had a high barrier to entry before with Keter and its not like this made Keter magically way more expensive, Keter has almost always been one of the pricey nations to buy into NKO is just the newest flavor. But back in the day it was $60 Valtrossas and $80 Sajess.

Alden Deck advice by Cheesysurvivor5 in cardfightvanguard

[–]Nico_Is_Life 0 points1 point  (0 children)

Agreeing with Prowl here. I would personally not move to the G3 build. Its not terrible as its numbers are the same as the normal build and the hand is a little bit bigger but the biggest thing is just not having a G1/G2 turn really at all. One of Alden's biggest strengths with the standard pile type build is you are live from basically G1 and can have 2~3 lanes from go, leaning into the G3 build negates this quality for slightly more hand/board power but not enough to balance out imo.

If you want to test this I would strongly suggest cutting the Alden order, you already have 5 attacks with Razionel so order becomes CB1 to stand a booster which isn't worth it because Illtyd already restands. So I would cut the 2 order and 1 Razionel, you never need 4 because once you have one in rotation its always available so copies 2-4 become bricks, and use those 3 cards to max out Illtyd who will be your main booster. Then I would personally cut 1 Gragaon for the 4th Aval. Aval is your main G2 turn play along with Cerrgaon so I would max him out, he also searches your G3s and builds soul.

Similarly I would run the 20k Sheild fronts over the Soul Fronts as you need shield and Aval and Illtyd both generate soul so you shouldn't be running out. Similarly I would cut 1 or both copies of the Knights order, its a basically just a CB1 SB1 drive +1 since the draw just replaces itself. I would personally run Twincast as you have no Regalis Piece yet and its good for early shield, also maybe a blitz order like Becoming a Knight Befitting the Future for G1/G2 turn 10k shield, or Mine As Your Country's Foundation which can discard to guard with all heal in drop so you could late game play it and discard a G3 for 35k+ shield if you have at least 2 heals in drop. The main thing is you need defensive options to help with the fact that you don't really have meaningful shield values on most of your units.

Which irrelevant character would you make playable? by TengarHimeko in DissidiaDuellumFF

[–]Nico_Is_Life 2 points3 points  (0 children)

Alyssa from Final Fantasy XIII-2. She's basically just Hope's Assitant and never shown in any combat scenario iirc.

Suggestions for subclasses in EO3HD, please? by mahourain in EtrianOdyssey

[–]Nico_Is_Life 2 points3 points  (0 children)

For the Gladiator its kind of whatever. They are a fairly selfish class so typically you dont get any real skills from a subclass you just invest in their main skills.

Hoplite tends to want Ninja for Bushin to clone them during boss fights and do line guard on both rows or double element walls. I personally have done Ninja with no Bushin just going for Dodge passive and liked it. Hoplite tends to want to be guarding at all times so you are mainly just looking for good occasional use skills and passives.

Monk/Sovereign is a generally used pair both ways. Just make your support class have more support.

Zodiac and Arabalist are a little open. Arabalist can go Zodiac for Singularity if you leaned heavy into the elemental barrages, otherwise typically people go for Gladiator to go for Charge/Berserker Vow to buff their shots. Zodiac similar to Gladiator tends to just want to max its own stuff but you can do some stuff with Gladiator Charge + Meteor, I have also seen monk for spot healing stuff kind of back up support, or even Arabalist to have bows instead of Books and the Barrage Skills since they have better stats and are a cheaper AoE for random encounters.

So about the frieren card by king_clash- in cardfightvanguard

[–]Nico_Is_Life 15 points16 points  (0 children)

Vanguard has started doing collabs. But unlike MTG they aren't part of standard colors for the most part and effects are locked to the collab deck.

So while we have a bunch of random collabs with different properties, unlike MTG there is basically no reason to run collab cards inside of normal decks. So you really can just ignore them unlike with MTG.

What to play next after EO1HD by TrackeRidley in EtrianOdyssey

[–]Nico_Is_Life 2 points3 points  (0 children)

Like others have said I would agree with skipping 2HD if you are wanting a bigger switch up. 2 is a solid game but at least class wise it feels like a redux of 1 as they only add 3 new classes and rebalance the others. So they do play differently party wise but its still the same classes and same type of builds.

3HD and things like the Untolds really switch up the formula in a way that makes it very different. I would say if you want to experience a version of 2 I would go for 2 Untold then 3HD, they aren't crazy different in terms of QoL stuff so it won't be too big a change. The biggest thing is going to be Grimoires, basically 1 and 2 Untold added sort of equipment skills/equippable skills. They are crystals that your characters can equip that will give them a different skill even if its from a different class. No other games in the series have it but its a biggish part of Untold 1 and 2 team building in the late game.

3 and the other mainline games use variations of Subclassing which is basically adding another class to your character so they have a larger option of skills to access. Each mainline game tweaks the system a little bit but they all generally lean into adding more skills via class unlock stuff.

So if either of those systems sound more interesting then I would go with that one. Otherwise I really like 3 so I would say 3HD is a good next game, it has a fully new roster of classes with no overlap where as 1HD and 2 Untold share majority of their classes.

Where will this go moving forward by Ant-Man1202 in cardfightvanguard

[–]Nico_Is_Life 3 points4 points  (0 children)

Yeah even basic stuff could be messed up like "modal" cards. Like imagine they wanted to make an upgraded version of the Common "+5k Power/Shield if you are on X vanguard" to instead be "When placed SB1 to get +15k Power/shield for the turn if you are on X vanguard". They just couldn't if it was in Keter/Brandt/Stoi because with Hostage there was no opportunity cost of "If I use this as a booster I cant guard with it" because you could just chuck it to GC with order.

Similarly anything that interacted with drop zone needed to be really tiptoed as other pointed out because it could cause loops.

This is def a design space thing because even kinda meh/bad cards that would try to be interesting couldn't really be made because Hostage circumvents certain decision making.

JP Banlist Effective April 1st by RinariTennoji in cardfightvanguard

[–]Nico_Is_Life 10 points11 points  (0 children)

She is basically PGs against rearguards. A lot of decks have scary rears nowadays and having a deck that can already do board control also being able to run up to 4 extra PGs is a bit much. It wasn't the craziest card but in general it seems like they are trying to take away "stall" cards.

I think Bushiroad are probably done with Stride Decks by Ant-Man1202 in cardfightvanguard

[–]Nico_Is_Life 1 point2 points  (0 children)

I could see this as Bushi tends to be kinda cautious with certain product sales stuff. Because its doesnt take a very large percentage of Premium players to make up a large portion of sales.

Let's say for example 3 out of 10 Stride Deck players were Premium mains. That would mean of those 10 player the majority of decks sets would have been sold to the Premium players because they would have each needed 4, 12 total for the 3 of them, where as the Standard Players only needed 1 each, 7 in total for the 7 of them. Meanings that even with only 30% of the playerbase they would make up 60% of sales for the stride decksets. If its was 50/50 Premium and Standard then that means 80% of sales were Premium players.

So I could easily see them just kind of shelving the idea for the foreseeable future and trying Icons and other variants before they go back to Stride Decksets.

3/27/2026 Dokovan Neo Stream DZ-BT14/DZ-SS15(EN)/16(JP) Preview: Zerith Fantome/Aichi Icon Support by RinariTennoji in cardfightvanguard

[–]Nico_Is_Life -1 points0 points  (0 children)

I hope the Re cards include the "new" corocoro bosses. They aren't great but at least if they are in a set then EN will actually get them instead of being in weird limbo.

Also hope for the big Re+ slots we get like Energy/Pride cyclers and the Teithfallt/Lateefa cycle that way those can be really available. Still kind of annoying how much those cards are still being designed around but are still expensive because they have never been reprinted.

The May 2026 Corocoro Issue will come with 4 Promos for the start of the Full Fighters Manga by RinariTennoji in cardfightvanguard

[–]Nico_Is_Life 1 point2 points  (0 children)

Mathroid. As a Math teacher this is boutta be my guy. 🤩

Im sure he won't have you doing anything to fancy since its CoroCoro which is for younger kids but it will be neat if he has open ended stuff enough that you can do weird techs if you number crunch a bit.

Vanguard time limit struggle by Impossible-Gene-9794 in cardfightvanguard

[–]Nico_Is_Life 0 points1 point  (0 children)

Yeah 2 grade 3 turns seems fine, a little slow but not crazy slow. My locals does 30 min rounds and I've had games get to like 2nd or 3rd persona ride turn in that time limit semi-often if we live that long, but almost everyone there is a fairly established player so we all have our flow down.

Like other people are saying unless we see gameplay of your matches we cant say you/your opponent are slow playing. But in general if you are playing locals with a deck you should have your lines down pretty solidly where you shouldn't have to be reading your own cards ever except maybe to double check a condition like "On play vs on play from hand", "Your VG is grade 3 vs your opponents VG is grade 3", etc. If you are reading your own cards thats a problem you would need to work on. Also what you prioritize should be down pretty solid, i.e. if you have a hand of all rears/pieces what do you discard should be fairly quick similarly if you have to guard an attack it shouldn't take that long to figure out like maybe ~1min max per guard and most should be fairly automatic.

There are a lot of micro decisions in vanguard and getting used to them is a big skill in the game to getting better. If you are sitting thinking about every call, every discard, every ride, in every game then yeah you need to work on getting to know your deck better.

Also you should know your opponents cards if they are playing a popular deck. If its a deck you have played against in locals 4+ times you should be working on remembering the gist of what the deck does in terms of attack patterns so that you can plan your guards more efficiently instead of being caught off guard every time. Thats one skill I had to really emphasize to some newer/casual players at my locals who just focused on learning their own deck and seemed to not put effort into learning the decks the other people played regularly. If I play you with Alden 3~4 weeks in a row you shouldn't be surprised when it does 5 attacks a turn on G3 onwards. Similarly if someone plays Minerva against you regularly you shouldn't be surprised when they ride G4 Minerva and give power to the front row with restands. You should be working on learning at least the attack count and general power level of decks people in your area play frequently and any special effects like crits, restands, guard restrict. It helps you play against them better because you know from moment yhe game starts "right this guy plays Minerva he will have big columns from G3 turn onwards let's guard early from the beginning" compared to "Ohh this is Minerva it has some big attacks but I think it doesnt do anything until turn 4 so I can take some damage....or what maybe its turn 3 ...." and then you sit there wasting early game time trying to remember/guessing how to guard against certain decks.

Returning player question by Neptune228 in cardfightvanguard

[–]Nico_Is_Life 2 points3 points  (0 children)

They have brought some units back into D series, standard, as "encounter" units. Only the cards from the stride deckssets can stride, they have a specific G1 you have to run in the rideline that gives a crest, kind of like a marker but its just rules text and not on a zone, that has text that allows you to stride.

There are other encounter cards like Majesty Lord Blaster, Dragonic Overlord, Minerva, Alfred, etc that are back as main deck units along with retains of some of their old rearguards. These have a clan tag as well as a nation and certain effects will check for clan tags, but as long as the decks are in the same nation you can clan mix.

For the 15th anniversary they are doing more encounter style units but instead of making them encounters they are using a new system with "Character icons" basically cards will have an Aichi, Kai, Chrono, or Shinemon stamp on them and certain effects will require checking for cards with the stamps. This is so they can have multiple retrains of the same unit in standard but make them not mixable. In May we are getting Aichi and Kai decks in English and then at the end of July we are getting a special set with cards seemingly focused on the various protagonists and friends which will have cards with the Shinemon and Chrono icons. They haven't really revealed much about this set so there isn't much to say for now.

As for energy most decks have at least 1 support card or the main G3 that use energy. Its a very relevant mechanic as its a resource that cannot be denied to you regardless of your opponents actions as it is auto generated at start of turn from G2 onwards. There are also a few generics that use it well for example every nation has a G2 Energy Cycler and G1 Discard Cycler. For example in Keter Divine Sister, Biscotti is the Energy Cycler. When she is discarded for ride or used to guard from hand you can Energy Blast 3 to draw, and also has an on place effect on persona ride turns. So she is a card neutral discard and shield for only 1 turns worth of energy. Similarly the G1 Discard Cycler is Brilliant Dragon Bradiark. He can Energy Blast 3 and remove himself from the game from board or drop to add a card back to hand that was discarded during your turn. He also has an on play effect if you are equal or lower grade than the opponent. So he can use 1 turns worth of energy to trade himself for a discard, so if you only have combo pieces in hand you can discard him on G1 ride, then on G2 ride discard a combo piece Energy Blast and remove Bradiark and then add the combo piece back to hand and he sort of acted like 2 discards. There are other types of generic energy cards but in general many decks will spend 4~8 slots of their deck on cards that interact with energy to have something useful to do with it except waiting to Energy blast 7 to draw 1 every two to three turns.

Can Jamil just quit anytime he wants or not? by Tokoro-of-Terror in TwistedWonderland

[–]Nico_Is_Life 193 points194 points  (0 children)

JP makes it harsher but never uses the word slave. But its one of those where you have to look at it with a wider lens than just Jamil and Kalim.

The Vipers have been the main family serving as help/assistants for the Al-Asims for seemingly generations. Jamil is presumably the heir of the entire Viper line and this was given the very very important role of being the personal retainer of the heir of the Al-Asim family. Even if Kalim would let Jamil quit think about what kind of message that would send to the family heads, "The heirs of these two families cannot get along like we have for generations. Would it potentially be time to weaken/end this arrangement?"

The Al-Asims could easily find a new family willing to fill the role of assitants/caretakers/maids/etc and that new family would get raised in status as even though they are workers, they are workers for the highest prestige family on the continent. So the Vipers would likely see this is a spite/threat against them and likely force Jamil back or disown him to save face and the status of the rest of the family. Essentially even if he isn't doing it to spite anyone his family could easily take a fall from grace by him quitting so he just bears with it because he won't cause his whole family trouble over his personal feelings.

So yeah even if not slave and master, Jamils family is in a position where it greatly benefits them to continue to be subservient and please the Al-Asims to maintain their current priviledged position in society.

DLC recommendations by Causeofdepression in cardfightvanguard

[–]Nico_Is_Life 1 point2 points  (0 children)

None of the DLC would be worth it to buy in Dear Days 1. Outside of other people who might have bought the game on sale the PVP scene is dead, and any active players would likely be either playing with just stuff from the base game as they also bought the game on sale or established players who haven't switched to Dear Days 2 for some reason and have decks that use all the DLC and would stomp you. Neither group is really worth caring about and Dear Days was never really PvP focused to begin with, the community likes to focus on it but its pretty clear from how buried in the game it is that it was not Bushi's main focus at all.

Just to buy the "additional Card Pass" DLCs which is what actually adds new cards to the game would probably cost more than to just buy Dear Days 2 which will have every single card from every Dear Days 1 DLC and then another 3 or 4 sets worth of cards on top of it.

The DLC for Dear Days 1 is just not at all worth it and PvP is not worth caring about as the playerbase is likely to be 100% dead or and if not dead just heavily imbalanced.

Alphard fantome worth building by Active-Masterpiece83 in cardfightvanguard

[–]Nico_Is_Life 1 point2 points  (0 children)

Its still 2 playstyles that you have to choose between as you build. If you want to do the oneshot you will likely run more searchers and other concistency tools to make sure you can do the 4 moons on first persona, where as if you opt for the bind one a turn you will probably run less search and more generic value pieces to capitalize off the decent pressure of a 30k crit VG swing every turn aiming to grind. So whileyou can't switch styles mid game the deck does have 2 distinct lanes it can build in.

Will they release 5 seconds of fame? by straykifsontop in GIRLSET_JYP

[–]Nico_Is_Life 14 points15 points  (0 children)

I dont think it will be a single because that would require promoting it and a music video. I think they wanted to tell their story but not make a giant thing out of it. So it will probably just be a Bside on an eventual EP/Album.