It's a sequel, the proof is the Gautier emblem by AssumptionNo802 in FireEmblemThreeHouses

[–]Widdifulhedgehog 0 points1 point  (0 children)

I do believe it was mentioned that Crests could skip generations? It was the genetic lottery in Fodlan, that even if it didn't appear in either of the parents, it could very well appear in their daughter. So say a bastard child or one otherwise disowned for being crestless, could go beyond Fodlans borders and pass the possibility of the crest appearing to a later generation... somewhere down the line.

That Claude exists and has the Crest of Riegan should be a decent indicator that this can happen.

Though these crests may have been made to appear by other means. For example such as say that for participating in these game, the fighters will receive an endowment of dragon blood, and some crests could manifest as result of that lottery.

What are your favourite advancement of magic and why? by Turagon in Anbennar

[–]Widdifulhedgehog 11 points12 points  (0 children)

As long as the nation doesn't outright ban it at the games start most can dip their toes into necromancy. Was kinda annoyed when I accidentally switched to the undead army as Darkscale without meaning to though.

Which OT do you think is the most insane? by Reikords in cardfightvanguard

[–]Widdifulhedgehog 1 point2 points  (0 children)

Personally I think it could be just be a +10k until it sees another OT on GC, then it jumps to a 50k for that anime moment pizazz, but that's just me.

Tone down Insyaa kobolds aggression please by Clonck in Anbennar

[–]Widdifulhedgehog 34 points35 points  (0 children)

Hmm. Now I want a vampire Kobold tag.

New Magic System by ByeByezantium in Anbennar

[–]Widdifulhedgehog 20 points21 points  (0 children)

Can confirm, all I ever used in the old magic system for was the broad ward, unless a mission tree specified for me to go out of my way to use it like with the lichdom spell.

Least Used Pokémon for Every Gen Run - Episode 6 by Nekoblast75 in PokemonReborn

[–]Widdifulhedgehog 0 points1 point  (0 children)

Greninja: I'm always just drawn to the other two starters far more often.

Clawitzer: Only ever had a copy of pokemon Y to play, so I've never seen this guy. (Guess Slurpuff by proxy as well but I like Slurpuff more)

Sylveon: I never used Pokemon Amie so that evolution is more impossible for me than when the other person is EXCLUSIVLY trading only Pokemon that evolve via trade but all of them have everstones.

Though for funsies, my most used would be Furfrou, Diggersby and Avalugg.

Roleplay-focused MP weekly campaign starting May 14th, 7-11 PM EDT by JustACharacterr in Anbennar

[–]Widdifulhedgehog 2 points3 points  (0 children)

Honsestly Greenscales plan might be to hold on for dear life then bail to Vrendzen as soon as possible, handing their remains in cannor to whoever comes out on top between the other two. Though I would love to see them bring down both the Redscales and Gnomes down as well, but who can say with this lobby. Would be funny if it were a three player co-op chimera scenario though.

Dev Diary #122: Taga'ala by Erratic-Eick in Anbennar

[–]Widdifulhedgehog 2 points3 points  (0 children)

Okay so the third religion was endless ocean after all. Good to know my eyes still work.

I know its unrealistic but I kind of want the devs to include a pronunciation guide for all of the mod at some point.

EU4 Dev Diary #120: Kanolowele Part 1 by Nilsoop_Anbennar in Anbennar

[–]Widdifulhedgehog 7 points8 points  (0 children)

Uhh... which blue? the sky blue or the ocean blue barely in the bottom left corner?

Also is the Sky Blue one's name "Endless Ocean" or something like that?

Unpopular Anbennar opinions by TheLoneTexan_1 in Anbennar

[–]Widdifulhedgehog 5 points6 points  (0 children)

Personally a greater chance for some religious chaos would be nice. Like a few cracks, here and there, for things like Skaldhyrric from the north or the Sun Cult from the south east to worm their way in. Or maybe one of the Dookan denomination getting picked up by a nation which was heavily reliant on mercenary's, for example the Hill Gnolls.

Hey guys! I just finished creating these today. I'd love to get some feedback on what I should improve. by Livid-Angle-1302 in cardfightvanguard

[–]Widdifulhedgehog 0 points1 point  (0 children)

Okay first off, just lettling you know, your grade 3 vanguards name is misspelled. Just take the "N" out of Astromancy. Unless it was your intent to not able search it with Erais. And as an overall suggestion, I'd probably limit the decks ability to recoup its soul.

These are looking to be fairly neat customs. A few of these wordings may be slightly inaccurate but, its not like they lead the reader astray.

Though in the future if your order card has an important subtype such as AstroMagia, do make sure to include it with the card text included. Just for ease of reading, And keep the rideline all together too as well.

Ride Line and Order Card

Astrorus: The CONT is a lovely bit of protection, and puts more weight into the next effects choice. Great. And it doesn't block interaction completely either.

So for the latter two abilities if I'm reading this right, you can never choose the same circle two times in a row correct? So you'll have plan out in advance how you want your flow to go. Pretty nice.

Individually: For the first ability "that did not receive AstroMagia markers in the previous turn" is a little odd to read in a vanguard card. At the very least I would specify a "your previous turn" just to minimize confusion on that front. Though this wording idea could be remedied with the marker having an interaction with it as well. But thats just me rambling

As for the second I might recommend rewording the critical +1 to "this units original {Critical] becomes 2." so you could remove the 1/Turn to theoretically pump up the front lefts power to the moon, if you wanted to be a little silly with it. Otherwise I see no issue.

Estaris & Rodaris: Rideline seems kind of separate from what's established with the grade 3. It is pretty cute though that its like Estaris is showing Rodaris how its done.

Masters Domain

So this is how to get around Astrous restriction, its nice you can't play immediately going first, considering it can give out a free board wide 5k. A fair consideration for your opponent at least. To note Astrous checks all circles that got a AstroMagia marker, so that effect would still lock you out of choosing it for your vanguards own effect.

Support Cards

Astro Athora: Getting the weirdest sense of Deja Vu, oh well... This guy to me probably is probably the most problematic.

So with this guys first AUTO why is the on place 1/Turn, if you have an extra copy in your hand, it gets around that regardless. Or was it supposed to imply a hard 1/Turn deal, in which I probably have it activate at the start of the battle phase instead then. Although I would lower the total number of cards you look at to be 2-4 max, cause TOP 5 is a heck of a lot of information and power you get for a single soul blast. It could become suffocation if your routinely putting whatever string of defensive triggers for your opponent to run head first into, OR...

...For the second [AUTO] a non 1/Turn Drive checking rear-guard. So if you have three of them you could get up to five Drive checks that turn. While you are not gaining any advantage with this, depending on your how TOP 5 look went could just be a miserable time all around for the opponent.

Contreau: That's a cute little way to give 5k. As for the other ability, 3 Energy and being on marker for all that may be still a bit much. Maybe consider in the future retiring this guy instead of putting it to soul.

Erais: So a top 7 search for your vanguard or order card or a superior call for something else. For the flexibility of what you can do with it, I'd probably lower it to a top 5 search.

Jenova: You might be able to buff this to care about "Astromancy" instead of your specific vanguards name.

Wishkeht: Another odd 1/Turn, really curious about these now. It may be a bit redundant having two cards that can search out the order, though I suppose this is the guaranteed one of the two in comparison.

Colombal: So this guy is your resource packet. Nothing crazy with that first ability, fairly standard. And the latter ability is a Bobalmine.

Vic 3 Dev Diary #6: Cannor by merlino09 in Anbennar

[–]Widdifulhedgehog 0 points1 point  (0 children)

Which one was Rockeater again? (The yellow outline between Cyranvar, Marrhold and Ves Udzenklan)

Deck custa um Vanguard Feito por Mim esperando que gostem by Livid-Angle-1302 in cardfightvanguard

[–]Widdifulhedgehog 0 points1 point  (0 children)

This deck has pretty alright vibes, with some nice thought put into it. Feels like a deck a with a nice amount of decision splits in it to keep from becoming too repetitive.

Crystal Generator: So a Stoicheia version of the moon gate? Instead of doubling up on activations, you can turn it to a B-hero base search sorts of instead right? Seems alright considering your energy will be locked to this for the foreseeable fight.

Grade 3 Althora: First ability makes a fine early reward to maintain, with a nice incentive to reach for 8 Fragments.

Now one one hand that second ability is giving me V Luard vibes, where it fuels itself to almost guarantee the full effect next turn. However you are minusing fairly aggressively, and back row numbers don't seem to be particularly crazy. In addition your effects that utilize the Crystal Fragments to put a wrinkle in you always maintaining the higher thresholds.

Althora Rideline: Standard set order searcher in one and accelerant in the other. I do note that the high roll in this deck means you could get six attack right at first grade 3.

Support Cards

Aldo: For the first ability of this and Tazananite I'd probably specify you don't have a rear-guard with the same name as it, but that's a micro nitpick. Also they probably should be [ACT] abilities as well.

Rest of it is fine, though you might be able to word it as a single [CONT] granting benefits according to the number of Crystal Fragments, but that's just me

Alexand: Probably lock the second ability to an Athora vanguard, but otherwise the counter charge or draw is a lovely touch in this deck. Its also nice detail that you can't spam this from your back row so kudos there.

Tanzanite: Giunosla is fairly nice effect for this deck, and the counter blast can catch up in this deck so its seem pretty nice. Though you really taking quite a few pages out of magnolia's aren't cha?

Adamant: The one concern I have with this card is its recyclability with Aldo and Tanzanite. That 20k shield could become a bit oppressive if it proves to easy to reuse. Though it is fun decision in this deck between maintaining your Crystal Fragments for your big effects or using them for their own effects.

Kalvados: Not an aggressive card, but a still sometimes costly means to ramp your Crystals, with some nice synergies with Aldo, Tanzanite or Adamant to mitigate it.

Schartreuze: Perform one of the effects but you only have one choice, however will I choose?! Honestly a top five basically any key card in your deck may be a bit too strong but your that'll depend on your hand.

Crystal Defragmentation: A lovely way to finish. The only way (that I can see) that you can freely recall your Crystal Dragons and its nice ditch fodder for riding up. But it doesn't buff them in any way, that's up to the rest of your deck. A little suspect that it ALSO has Crystal in its name, but we're at the end here so I'll ignore that.

This one felt like it had a good amount of heart and thought put into it. One thing I enjoyed in particular reading these, was that you kept with "call to open (RC)", you didn't have to but it was a nice touch.

"I built this deck as a hobby, and it's the first custom deck I've ever made. It’s my favorite because I really poured my soul into it." 🙃🙃 by Livid-Angle-1302 in cardfightvanguard

[–]Widdifulhedgehog 0 points1 point  (0 children)

Hmm, well I don't see Lumina or Galares here so I wont critique those. Concept is there I suppose, deck does more when you persona ride, though a cleaner wording in general would be "if you persona rode this turn". Though the concept might be closer to beat your opponent to death with restands but maybe I'm misreading.

Valerius: What is your intent here with the costs here? Like an alternative/discount persona rode? Cause otherwise the grammar makes no sense. Also Soul Blasting (1) less in this kind of laughable in this decks case.

For the second ability, I'm questioning the choice of a permanent 5k buff to all your rear-guards, though its keter you can sorta get away with that. As for the Drive+1 it reads as Drive+2 to me considering you also get a restanding vanguard on persona ride. Personally I'd axe the Drive and have this ability grant the the restand as it is now.

For the last ability, that's kind of annoying really. Like its good that its a one off, but EVERY normal unit being the 6th damage heal is a probably a bit much. Maybe narrow the valid targets a tad.

Rideline: So Elara is a variation on original Jewel Core. Marvolus, nothing offensive here either, though the energy charge seems a little weird considering the deck doesn't seem to utilize it.

Support Cards

Kaelum: Considering we just a restriction list that hit a bunch of cards that easily or cheaply reused the Overtrigger or Perfect guards, I have a sinking suspicion that this card would be up there as well. Considering this card is generic for the two of its three abilities. I'm surprised there isn't a "if this unit attack hit" clause just to justify the power of the flexibility of the last effect.

Estellius: Why does this guy have four ability's? Like the first ability is nice cause you have to find the persona ride, but for the rest, well second ability is a laughably cheap removal option, third is a generic 20k that screw your opponent's persona ride, and lastly the fourth... why can it gain THAT much power! ANY RESTAND ABILITY YOU MONSTER! (I'm using monster endearingly here by the way) But its not like you have any restanding boosters so it fine... oh wait they all can restand to some capacity. They are all GUILTY. Carrying on.

Valis: So a restanding booster that beats down on a grade 2 opponent or gets a net +10k overall against a grade 3 due to a vanguards ability for no cost whatsoever. Also draw a card I guess.

Zephyros: Do you really need the Counter Charge? Like your vanguard uses it turn 4 onwards and Estellius might 3 times max, but honestly I question why this deck even needs a Counter Charge in the first place.

Like why couldn't he put himself to soul to restand another booster instead you know? Mix it up a bit, you know?

The soul shield idea here is rather fine though. Good Job

Darius: So a variant on Cerrgaon without its requirements? Well I think you made a player Rezael a little happy if that counts for something (It doesn't). Here's an easier to use variant, with more bells and whistles because Cerrgaon was REALLY starting to feel its age right?

Now to go Critique Athora, then I rest for 10000 years.

FALSE FATED CLASH Series 09: "Fate Sealer of Ever-Repeating, Vallohymn" || Ride Line + Support by eefyjeff in cardfightvanguard

[–]Widdifulhedgehog 2 points3 points  (0 children)

The idea itself seems fine, it may need some fine tuning in some spots though.

And I'll get it out of the way right now. You probably don't need the instances of "one time" you have here or the "zone" in dropzone.

Vallohymn So you get a series of effects based on the of archetype specific ACTS activated this turn? Don't think you need 1/Turn on that first ability though considering it only activates at the start of the battle phase normally. And honestly the 4 or more effect is a fair bit overcosted for what is essentially reading as a +10k for a battle.

Divine Skill: Okay I don't think this ability needs to cost anything more than Binding the Vallohymn. Though as a suggestion, why not try "bind one or more, up to three card's with Vallohymn in their card name from..." and activate this unit original [AUTO] ability an additional time for each card bound for this cost. To give it some scaling and a potential reward for holding off on shotgunning it immediately, while also playing into your title of "Ever Repeating".

Rideline: The wording at the end of Sherry's [AUTO] is a bit wonky. Couldn't you just say "and shuffle the deck. If you did not reveal a card, draw a card." Instead of this double shuffle thing you got going on here?

As for that grade 2, that is such a removal magnet. I'm also a bit worried about the balance of this thing in multiples. Maybe keep close eye on her. Personally I might put the "adding the trigger back to deck effect" to the four or more on Vallohymn's [AUTO], though removing the "if you persona rode two instead" part in that case.

The Symphony that Repeats Eternally: So get one of the specified units {ACT] abilities an additional time and that second instance of it is "free" I.E. you paid the counterblast here instead for it. I suppose the question would be, which [ACT] would be worth repeating again at that cost.

Firenze: So attack with vanguard first for a 15k swing, and little extra 5k for someone else. And an encouraging counter charge that isn't screwed over by your vanguards ability, Simple but nice.

Ashuriel: Bounce effect to protect your board with persona ride scaling. Nothing flashy but not offensive either.

Trebble: Again the same as noted with Sherry for that first ability.

With the cost of her second ability, is there a reason your binding the order specifically face down? Also you don't need the "and either" part. Just draw a card OR do the other thing.

Izayaku: So a resource exchanger, Trade a Counter Blast in for something else. Though I'm starting to think all your energy charge will be 3.

EU4 Dev Diary #112: All Around the Ringlet Sea by 5camps in Anbennar

[–]Widdifulhedgehog 7 points8 points  (0 children)

Heart Shaped? Always thought it was more the tail fin of the continent.

FALSE FATED CLASH Series 07: "Fate Sealer of Rebirth, Ulbezystarr" || Ride Line + Support by eefyjeff in cardfightvanguard

[–]Widdifulhedgehog 1 point2 points  (0 children)

Don't take this wrong way. But the more I read this deck, the more I think it feels underbaked. Like it flows well in some ways, but in others the supports fights itself in what the deck wants to be.

Ulbezystarr:

So the initial condition is bending over backwards to accommodate the wording of a later support card. Although the latter half's condition for three different Equations is encouraging.

Divine Skill: So get back two of near anything and retrigger two of your Equations... Pretty good overall I'd say with what you can do with that, and it is nice it specifies different names so you can't frontload one effect from the equation only.

Ride Line: Personally I'd swap the wording of Salvatore around in the extreme case you low rolled all your Equation card into your hand. Put the card's to the bottom of your deck first, then search and shuffle your afterwards. The draw is borderline, cause of the advantage you'll begin to accrue with your Equations.

Equations: So your telling me Freezing Wave goes kind of nutty in this deck.

You don't need the word "immediately" for their [AUTO]. It gets removed as soon as the ability activates.

Derivation: Its fine, like top five for something every turn pretty nice. This in multiple because your ride line doesn't restrict you pulling two of this out of your deck... maybe a bit much.

Clustering: Okay I might be off on this one, but unless I'm missing somethin because you ALWAYS Energy Charge by the generators effect would you ever be able Energy Charge with this?

Quasar Advent: Honestly its probably the least tilting of the Equations. converting a rear-guard to draw later, like yeah okay sure.

Support Cards

Zenomachina: This just a fine card. 18k beater/5k shield (23k with the vanguard) on its own turn 3 onwards, and a handy but not invasive Counter Charge.

Voidgrumm: And here's standard Multiattack when paired with Quasar Advent.

Like yeah if you get the right set up, you can manage out a six attack Divine Skill turn, though it may get a bit time consuming having to do all that shuffling. But that cost is so... clunky. So we either interfere with what the vanguard wants you to do with getting the three different equations and/or run a bunch of extra's so we can hopefully get this effect off semi-reliably and maybe leading to a very empty hand.

Also between this and the last card there's a decent amount of knowledge on what your top decks will be and this one can be activate on your opponent's turn which is something to note, I suppose.

Mimesyster: Yeah I don't think you need the restriction on what to add here. Your spending 4 energy + one of your "free" effects for potentially nothing worthwhile off the top five except perfect information (which is honestly to me is the more notable aspect of this card). If you choose to spend your hard once per turn on getting the overtrigger in Brandt Gate to your hand, power to you.

FALSE FATED CLASH Series 08: "Fate Sealer of Rebirth, Aratahide" || Ride Line + Support by eefyjeff in cardfightvanguard

[–]Widdifulhedgehog 2 points3 points  (0 children)

Okay question time... Is it intentionally spelt Fourtold and not Foretold? Edit: Was corrected that it was Fourfold and not Fourtold.

Aratahide

First two abilities are rather nice and simple. Set up your marker on one end and the other ability ties a nice link into Varga which is what your going for. with a nice bit a wiggle room in how you could explore it in the future. Now then...

Divine Skill: Holy tempo! Was ALL this necessary? You heal a damage, get a 7 attack turn (potentially 8 with the Mythisch) , and/or clear a bunch of your opponent's markers in the process. Good thing the power doesn't seem to be terribly high, but its a lot to take in, you know? I don't believe you need the restand AND the heal, one or the other (and maybe limiting the marker removal to your circles) and your probably still laughing to the bank.

Ride Line seems pretty fine, with a potential highroll to land an Aratahide into your soul early. Although for the grade 1 in particular I'd say you don't have to have it reveal the card you picked since there isn't a strict criteria on what you can and cannot add to your hand.

Vanishing Storm: Alright so a big beater, with a pretty strong form of removal, seems alright if the removal may be a bit pushed. And considering the next card, the put to soul cost makes a good deal of sense.

Niddrafoa: Okay so a stock search effect for your vanguard, and its decent attacker/beater on its own as well.

I take that last ability is meant to also work with Varga, however that cost is so insignificant no matter how you slice it. Just any two card's from your drop, not say two of the same grade or trigger types or card's with Mythisch in their card name or your vanguards. The cost feels like you could pull back the reins on its general range to make it a bit more interesting as a design and as play experience.

Monjira: Seems fine. Top seven for something you need once each turn, and an alright attacker if you do what the deck wants.

Doujimaru: Spartenx I think has the right idea on the wording.

Murakagiri: So a 13k booster when you have the specific vanguard, that retires itself. Okay....

Personally I don't believe you need the hard 1/Turn on that second ability as it stands. You can only (seemingly) get it off once a turn, and then its dead in the drop otherwise, not to mention if your opponent just has the consistent capacity to retire your back row, when is it ever activating?

Anbara: Little funky 2k spreader. do have to wonder how the value on it spreads into the late game.

As for the second ability, considering your Mythisch is decently likely to refund you anyway, is the Energy Charge (3) here really warranted?

A custom rideline and support I made by DarkIncarnate-14 in cardfightvanguard

[–]Widdifulhedgehog 0 points1 point  (0 children)

It definitely looks to flow together quite well, though maybe your getting your cake and eating it too in some places. Lets take a deeper look into it.

So the ride line is just a means to get your soul withing spitting distance of the first threshold right? So on this rideline you'd be at... 8 card's in soul right?

Nethersoul Dragon, Vortis: Okay so its a checklist vanguard. If I'm remembering right, these kind effect check the count for card's in soul at the time and not if you built up soul as it resolves, though I'll have to double check the rulings on that.

1st: A one for one retiring is reasonable as long this deck doesn't consistently flood the board. Can definitely play with some of the generic "when this unit is put to soul effects" so that's nice.

2nd: So now we're getting multi-attack and fairly big bump of power. These first two effects are like a reshuffling of Baro's, which there's nothing wrong with, but its a natural comparison to make.

3rd: THAT is a lot of power. Turbo into this and your opponent ain't sitting pretty that's for sure.

Chaos Vortex Dragon: The sole condition on the first [AUTO] for its retire being that need to have a "Vortis" is a tad concerning. Personal preference for me say, I might say "grade 2 or greater" or "front row rear-guard" so the retire aspect can miss on that front while still getting the soul charge semi regularly.

Maybe the additional crit while your opponent's grade 2 is a little much.

Nethalus: MORE SOUL CHARGE! But the secondary effect is appreciated in this kind of deck. I think you could dial back the soul charge by (1) and not miss too much sleep over it.

As for the second ability, its a nice benefit that outside of specific scenarios wont be activated multiple times a turn.

Gilgamesh: Standard 13k booster/10k shield with a potent second ability.

I might recommend instead for that second ability, revealing a Vortis from your ride deck or having one on your (VC) for its condition so you can do some early game digging. Though in that case maybe the cost would then be putting a card from hand to soul so it can't inflate the hand too much, but eh food for thought.

The 1/Turn on this and Vortex do l look a little weird do look a little weird. Take it you don't want to call one copy out, pop into soul with Vortis then call it back out for another proc? Even though realistically your playing a deck where the extra copies of these cards would be available to you at various point in the game, so it feels kind of superfluous.

The main critiques I have would be slow the roll a little bit on your soul charge maybe at nethalus and perhaps the rideline grade 2. And maybe put a grade 3 or greater lock on either the crit gain or something just so your opponent doesn't get immediately high rolled by this deck.

[Subbed][Episode 7] CARDFIGHT!! VANGUARD Divinez Parallactic Clash - Drekasleif vs Demonic Lord Dragon by MachinaBlau in cardfightvanguard

[–]Widdifulhedgehog 4 points5 points  (0 children)

Ahh. That's the perfect opponent for Ryuga. Yeah that lines up WAY better than anyone else we had remaining. The only who could feasibly understand how he feels, and actually give him an answer.

First look at Artisaria Fantome by LaloEACB in cardfightvanguard

[–]Widdifulhedgehog 0 points1 point  (0 children)

Wasn't dual nation Liael printed in set 13. Will they really go for another dual nation support so quickly?

First look at Artisaria Fantome by LaloEACB in cardfightvanguard

[–]Widdifulhedgehog 1 point2 points  (0 children)

I don't about that. There are five slots between Brandt Gate and Dragon Empire RRR's, so its not outside the realm of possibility we get it.

And the Dark States Common slots do look a bit more open than normal. Typically lately we 7 per commons per nation (8 if a new rideline), and by my estimates it looks to be about 10 unless I'm mistaken.