Monday 16 January 2017

CFV - Fighter's Rule 2017.01.30 changes


I made the post earlier as a response to the restrictions for the Japanese game but hey the English game was quickly updated~ so here are my thoughts on the recent restriction changes.

So for those unaware, these are the changes as of Jan 30, 2017 for the English game:


Banned as Starting Vanguard 
Seven Seas Apprentice, Nightrunner
Tick Tock Worker

Restricted to 1 copy per deck
Seven Seas Apprentice, Nightrunner 

Steam Battler, Ur-Watar

No Longer Restricted 

Lizard Soldier, Conroe



WHAT EFFECT DOES THIS HAVE ON THE GAME? 
  • Nightrunner to 1 and banned as starting vanguard was a pretty predictable move, the card is busted as an advantage generator and making Seven Seas extremely fast and consistent. 
    • While the deck isn't completely dead I imagine the G1 Rush will probably transform in to Seven Seas Rush something similar to the recent builds with 6~ G3s topping in Japan. A heavy rush deck into first stride for the win kinda like how SGD/Blaster plays.
    • With the Seas calming down a bit we'll likely see more GB decks topping again. Slower decks well now be viable but don't expect anything special for a while since Gears are still free as ever but expect things like Overlords, Fenrir/Wiseman, Luard, Thavas etc here and there.
  • While I think the restriction is fine, I understand why Nightrunner's been hit...I really dislike how stride reliant the game has become and I am one of those in favour of decks like these, if you've played the game since the beginning like I have it brings back the good old days where g-assist and strides didn't exist, people played on all grades 1-3 and there was a much more defined power spikes, styles and genuine strategy for different types of decks.
  • Tick Tock to 1 and banned as starting vanguard has already been on the Japanese restriction list for a while now so it was just a sooner or later thing for the English game. Tick Tock was the original trouble maker for abusing time leap combos long story short it needed to get hit as the amount of advantage it could generate particularly on first stride was simply unfair.
    • Rest assured Gears will still be just as strong since they have the ability to toolbox...1 Tick Tock just means they wont be able to easily repeat the Tick Tock time leap combo every turn...
    • Gears will have a slight nerf to their mid game since they now don't have a guaranteed Tick Tock play to recover/fall back on.
    • Expect to see more aggressive play styles to combat this hit versus trying to just get card advantage.
  • Not much to say about this change...we all saw it coming it was just a matter of time.
  • Ur-Watar to 1 was not something I saw coming since Gears have other tools to draw cards...I honestly thought the card would be outright restricted/banned since the early Gear builds ran 1/2 copies anyway...
    • Unless the card hits the damage zone early Ur-Watar can still be tutored, I guess Bushiroad wanted to stop the double/triple Ur-Watar thing but eh...this doesn't really stop the deck abusing him to draw cards.
    • I honestly think this isn't enough...I still expect Gears to be on the very top at-least until other clans start catching up with relevant amount of support.
    • Expect to see other methods of drawing cards back in the deck such as more draw triggers and the Gigi+Heart Work Thumper combo as a back up plan.
    • Again same deal with Tick Tock expect to see more plays revolved around making more attacks than drawing cards.
  • As I said Ur-Watar should just be banned that'll fix the issue of Gears generating too much advantage since other draw methods are overall less consistent, often not repeatable and harder to set up. 
  • People keep talking about Melem; I need to emphasise that Melem nor History Maker needed a hit, multi-attacks are fine, time-leaping is also fine but Ur-Watar allowed Gears to draw in between; you're netting advantage while your opponent is also losing cards, this is NOT fine, an abuseable play with no consequences/counter play is unhealthy for the game and is simply busted!
  • The original Conroe is no longer restricted! Kagero can now basically search half their deck turn 2:
    • You never have to g-assist for G1; ride a G0 and use Conroe to search if you want.
    • Grab whatever missing G1/0 piece:
      • Heal trigger to g-guard.
      • G1 Conroe to counter-charge or search for the Overlord you want to ride.
      • Sentinels.
      • Stride fodder.
      • Bellog.
      • Calamity Tower for a draw.
      • Expect to see all kinds of techs in Kagero now. 
    • Simply put its a huge consistency boost to the deck. Think about the amount of consistency this has with the "Legend" and the "X".
    • Without a doubt Kagero will see more play in Japan, its already played as checks to things like SGD, Fenrir/Wiseman and Ahsha.
  • I REALLY like this change, Kagero in specifically Overlords were always hanging around the meta but fell off simply because they were too slow. They already have all the tools (sure we can give them stronger cards) but they needed some way to get to the tools faster. Conroe will make Kagero great again =)



*images from cardfight.wikia*

No comments:

Post a Comment