When Vanguard was first announced
to be coming to the states, I will admit, I was not too excited about it. My
friends were importing the two Trial decks and trying them, and I did play a
few games myself. It was fun, but didn’t suit my fancy, and the states were not
getting them for a long time so why should I have been interested? After all I
had my newly built Gladiator Beast deck in Yu-Gi-Oh, and my Blue Control deck
for Magic, I didn’t have money or time for such an overly luck based game with
so little strategy that was only an average game. My pessimism didn’t dissuade
my friend, and of course I really couldn’t resist a challenge or a new game, so
I looked at him, “What were they? Clans? Fine, what is the least manly, most
emasculating clan in the game?” I told him flat out, wanting to make this
something completely and hilariously casual, because I will admit I honestly
didn’t expect much from this game at all. My friend didn’t miss a beat, he told
me about Oracle Think Tank, showed me Goddess of Divination Sakuya (Ironically,
despite being one of the cards to entice me, it took over a year to be
released) which was downright girly, and then added in that the play-style of
the deck was very based on mind games and control, I will admit it, he sold me
then and there by calling me.
Sadly, Vanguard still wasn’t really
coming to the states for another two months at least, and it took even longer
for my local game stores to stock the cards. I had all but forgotten until I
went to an anime convention, and someone was holding a teaching session for the
game. With that session I had a chance to really play, and I caught on fast, I
enjoyed it well enough, but still was not that into it. It was not until two
weeks later when I won the first Vanguard Giveaway here on Alter Reality Games
to get a free Kagero Trial Deck that I started to get more interested. I split
it in half and played with my brother a lot, until we both were quite into the
game. My brother just played simply, and while I still saw it really simple of
a game I started to notice a lot of complexities in it, and started to get more
and more into the game. Yet sadly, my LGS still didn’t have any vanguard, and
either way I was pretty broke at the time.
I decided to get my fix with the
anime, I had finished the series I was currently watching, it was break time
from school, and I had nothing but free time. I admit, the anime was nothing
spectacular, especially at the beginning, but the simple beginning that was the
journey of a new player to become better was simply intriguing, especially
compared to other card game shows that jump straight to the magical aspects of
the show (Mind crush!) , and the characters were highly entertaining. Not only
was it genuinely fun, but it taught the game phenomenally well, and displayed
how the decks played very convincingly. As I got farther into the anime I got
two of my best friends, and my team mates, into the anime, which drew them into
the game too. Soon we had all been taken in by the strange allure of this game,
and we started buying cards and planning all these different decks.
We each planned many decks, and I
admit my team mates built multiple decks, but I could only find myself loving
Oracle Think Tank. I played it nonstop, and I personally thought I was really
good with it. It fit my very control oriented play-style perfectly, I loved the
mind games it played about, and all the different tricks the deck had. Unlike
most decks, Oracle Think Tank were incredibly detailed for how they played,
they required you to play much differently than most other decks, and with that deck you could not afford to
make mistakes. It was all about attrition and small rewards.
Soon came regional season, and I
honestly was not very confident. I thought I was good, but I saw how devastating
the Paladins had been during the English tournaments, and how little Oracles
had done (maybe 2 or 3 got top 8 in 4 or 5 tournaments), and I thought I was
good, but not that good. None of that got me down though, here I was in
Chicago, with my best friends and team mates, I was ecstatic. So I donned my
Straw Hat (that I will admit, is just for a Monkey D Luffy Cosplay) as my own
good luck charm, and it must have worked, because not only was I very popular
from it, but as the tournament went on I somehow made it into the top 8 of the
tournament. I then promptly was
destroyed by the one who won the tournament.
In the end I was totally satisfied,
and became completely and utterly confident in my deck and skills, not that it
stopped me from changing it up continuously to try and get better. Even more so
I became absolutely certain that Oracles were the clan for me, and I was trying
every kind I could, and even proxying up future cards to test with. I was
consistently cheering for Misaki in the anime, who was my favorite
character. I had even become pretty well
known and respected in the vanguard community, and did (and still do) deck
doctor a lot of different Oracle decks here and there.
Okay, now you are all wondering
what my point is in this overly drawn out rambling, and it was a bit longer
than I meant, but I wanted to make It as evident as I could how much I love
Oracles, I have put more time into it than I probably do with school, it has my
personal Avatar (Silent Tom all the way), and fits me incredibly perfectly. So
when I found out that they are reskinning the clan, much like Gold Paladin for
Royals, in the guise of Genesis…well I actually couldn’t be more excited. The
art is fantastic and the effects are great. It is such an interesting clan, how
could I be mad?
The one thing I have been noticing
all over the internet though is that people are highly overestimating the clan,
and giving it far too much credit with what we have seen revealed. Now, don’t take this as I think they are weak,
because I think they have an incredible amount of potential, and they will be a
threat in the future. At the current time, with what we know of the clan,
Genesis is a rather divided and lackluster clan, with big effects that don’t combine
well, especially because it has no powerful plays early on, and very little
plays outside the vanguard.
Genesis decided to focus on the
soul charging aspect of Oracle Think Tank, and boy does it soul charge well.
Out of 3 starting options, one can soul charge 3 cards when an attack it boosts
hits. Out of 6 grade 1’s we have an on-hit Soul charge 3, and an on call soul charge
1. Out of 6 grade 2 units, we have 2 that have on-hit soul charges that are
between 2 to 4 cards. The other starters are a draw effect when an attack hits
that it boosted, and ride line thinning (when the grade 1 rides on it, search
the grade 2 out). To fill out the grade 1 and 2’s we have pretty uniform cards;
we have the 8k and 10k vanillas, the sentinel, grade 1 and 2 units that gain
power if the vanguard has Limit Break 4, we have a grade 2 Maiden of Libra
clone that draws one card on hit for counter blasting 2, and of course we have
grade 1 and 2 ride lines.
A very solid support, except that
is all it can do for its early grades, it sets up but cannot work off of it
very efficiently. Not until the grade 3 units come into play, in which we get
the star of the deck that everyone has been talking about, one of my personal
favorites, and one of the most contradictory cards for the entire deck: Battle
Deity of the Night, Artemis. This is the culmination of the ride chain, it has the
usual effects, if grade 2 Artemis is in the soul (and let’s face it, in this
clan it will be) you get +1000 making it an 11k base. Ride lines are nothing
special though, let’s look at that effect: [AUTO](VC) Limit Break 4 (This ability is
active if you have four or more damage):[Soul Blast (3)] When this unit attacks
a vanguard, you may pay the cost. If you do, draw two cards, choose a card from
your hand, put it into your soul, and this unit gets [Power]+5000 until end of
that battle.
Wow, that
effect is insane. Not only is it basically guaranteed to be available (you
should have 3 soul upon ride), in this clan fueling it is incredibly simple. It
also has a resemblance to Tsukuyomi, in that it fixes itself by replacing one
card into your soul (which can be the grade 2 if you are missing it). This
effect is an inherent +1 that gives you insane strength with a possible 16k
base unboosted (making magic 23k numbers against crossrides very easy), and
fixes 1/3 of the cards to do it again on its own. That sounds wonderful, it
allows you access to the offensive power that was sorely lacking in Think Tank,
all while giving you insane thinning and draw powers that the clan had.
Except
therein is the issue, Genesis is not built for a game around drawing cards as
its aid. When you have a deck like Oracles who gain those small plusses and
draw constantly, it is because you are playing a long haul, you are playing for
attrition, you make small tradeoffs that lead to you having more advantage and
your opponent losing their advantage, so that over time the gap becomes more
evident, and you are in a stronger position. With a deck like Genesis though,
you can’t play a long haul, on average you will have easily soul charged
anywhere from 6-12 cards by turn 3, you can have thinned down the deck a few
more via the ride line, and Artemis herself leads to 4 cards thinning (2 from
her effect, 2 from twin drive). Unlike Tsukuyomi who would typically get off
her effect only 2-3 times, and whose thinning led to the Stack which was
typically an end game, Artemis is built to add in a constant stream of drawing
advantage, but lacks the ability to work off of it. The drawing that usually
can help lead to a long standoff becomes a huge liability that can lead to an imminent
threat of decking out. Between the draw, the effect, and twin drive you are
using up 5 cards a turn, which is 10% of the deck, but given that you start out
with 6 cards and your Starting Vanguard your deck begins at 43, and you also
will have at least 2 more draws by the time of grade 3, usually 2 drive checks,
and a few damage checked, putting you at about 35 cards on average when you
ride to grade 3 making the number more accurately about 14%, not factoring in
soul charging/draw triggers/other thinning, which could make the numbers even
closer to 16-20% of your deck being thinned a turn.
Artemis hits
hard, and hits strong, but she drains your deck, and her effect is an
incredible double edged sword, it puts you into one of the scariest and most
repeatable offensive powers, and it gives you a free plus constantly, however
its effect is built to support a long game, while also putting you into a race
against time by depleting your deck incredibly fast. Not only that, but it has
no way to deal with this risk, unlike Oracles which had heal triggers that
could recycle themselves into the deck, and a few units (such as Apollon, even
if he wasn’t used much) that could return a unit to the deck. Nor does it have
a way to add in a focus or power to what it is doing, unlike CEO Amaterasu,
Battle Sister Cocoa, or even Goddess of the Full Moon, Tsukuyomi, to prepare
for triggers and capitalize on the thinning. Artemis hits blindly and hard, but
can hurt you just as quickly.
We get a
change of pace and idea by getting a card that works for a much slower game, to
act as a destructive and deadly force that sets up one or two big plays in the
form of Eternal Goddess, Iwagahime. She comes in at a wonderful 11k, letting
genesis have the great defensive numbers that eluded Oracles, and packs a very
strong effect too “[ACT](VC) Limit Break 4 (This ability is active if you have
four or more damage):[Soul Blast (6)] Retire all rear-guards in your opponent's
front row.” That is insane; we now get to delve out from the territory of hand
advantage and sheer numbers into the field control that is typically reserved
for cards from the Dragon Empire. It is a scary effect, that can be bolstered
even further by her second effect that lets her soul blast 3 to gain +5000,
combining both of those you can have a powerful push that obliterates all
interceptors while letting your vanguard make a strong push forward with
boosted attack. This card honestly is
the one I wouldn’t be surprised if it became the main card for the clan,
however the downside is that it doesn’t work as well for consistent pressure as
Artemis. Almost every soul charge effect
in the clan can instantly set up another use of Artemis, to lead to that
constant offensive pressure, after one use of Iwagahime’s first effect you will
usually find yourself slowed down on being able to boost her with her second
effect, or attempt another use of her first effect, she requires more of a set
up and will more often be a vanilla 11k than anything else, which is not as
bad, since her effect will often need to only go off one time to completely
change the course of the game. Yet she could still use something to give her a
bit more help, work it all a bit better so that her push doesn’t require 9
cards to be soul blasted for peak efficiency, especially given that her and
Artemis are not made to work well together.
That is
where the genesis Ride Break comes into play, with one of the most beautiful
cards in the entire game (whoever created this cards art definitely deserves a
raise), Prophetic Queen Himiko. Like all ride breaks so far, she has the usual
ability to give the vanguard +10k and +5k to two rearguards, then she gives
your vanguard a nice secondary ability until the end of the turn, "[AUTO](VC):[Soul Blast (3)] When this
unit attacks a vanguard, you may pay the cost. If you do, draw a card.", this ability is insanely helpful, especially
for Iwagahime. With Artemis it is more of the same old same old, giving you
that one extra card to work even better, and more easily set up; however with
Iwagahime it gives her a lasting pressure. If you have the 9 soul to get off
both of her effects, you no longer have to worry about using her second effect
for +5000, you get a +10000 boost from the ride, going with that you can soul
blast 6 to rid your opponent of possibly (and very likely) 10,000 shield and
two attackers, putting the difference for this battle at 20,000 just for the
vanguard, and another 10,000 difference for your rearguards. Topping it all
off, if you have that last three counterblast, you have the ability to turn the
attack that might be shrugged off with the thought “I can take some more damage”
to one that the opponent feels a need to guard to prevent you from getting that
free draw, especially since Iwagahime is much less likely to deck you out, and
much more likely to play a game of attrition, and win if she can use her first
effect multiple times.
That sounds
wonderful right? There can’t be much more to her, besides that effect that all
other ride breaks have where they get +2000 when they attack, right? Well, not
exactly. If you kept up with Oracles, you would know they loved to give their
clones slight changes and be a bit special, well Genesis is no exception with
its ride break. When Himiko attacks it gets +1000, and it soul charges one
card, which may not sound too special, but can change a lot, and makes her even
more valuable. Normally when you would ride your grade 3 you have 3 soul, 0-2,
however the ride break adds a 4th, and her effect adds a fifth. For
Artemis that means that you can soul blast 3 for her effect, not have to get
rid of the Grade 2 Artemis at all, and the card you put in soul will conveniently
put you right back to 3 soul without any other effects having to be used. Then
for Iwagahime, that sets you up to only be 1 soul away from being able to use
her first effect, and only 4 away from being able to use her first effect and
then soul blast 3 to draw a card, which is as easy as one on-hit soul charge 3
effect and one on-call soul charge 1 effect. This small change makes the card
absolutely cohesive for the clan, and adds some needed consistency to both of
the main vanguards, while being a great addition in general.
Now while
the two main Vanguards are incredibly powerful, and the ride break works to fix
their weaknesses very efficiently, the deck still suffers from an incredible
lack of pressuring support in the rearguards. With Oracles we had multiple
cards that would set you up to draw a card if they could hit (apollon, Blue
Scale Deer, and Libra to name a few), we had many cards that were particularly
strong when they were called to manipulate the soul and give some pressure
(such as Cocoa, Dark Cat, Little Witch Lulu, Luck Bird) , and we had the
ultimate pressure in the form of Silent Tom. Genesis however have little to
work with outside their vanguard to apply much pressure or worry, there is a
single on-hit draw, which is the only immediate threat to the opponent, and
on-hit counterblasts to soul charge, which are great set ups, but late game are
underwhelming. Not only that, but because of the lack of recycling heal
trigger, and the lack of damage unflipper currently genesis can and will burn
through their counterblasts fast, and when that is done they will be left
slowed down, and most with vanilla units, only two or three of which make good
offensive rearguards, and in general pale to many other clans.
The deck
will be able to set up explosive plays between the ability for Artemis to
constantly hit high and feed the hand and Iwagahime’s constant advantage
creation, Genesis is very frightening already, and many of the units are
jaw-dropping powerhouses, all while taking some of the best clones from
multiple clans, yet even with all that Genesis are very strict in linear with
their possibilities currently, more so than Oracles ever where, and they are
giving up the incredible variety of options that Oracles had from the get go.
This is not to say they are not a great clan, I personally think given time
they will rise to become much more powerful, but currently the praise singing
Genesis to high heaven based on how overwhelming the three boss cards are is
ignoring the negative aspects of the clan, and how it still has not found a
footing.
In the end
though, Genesis will prove itself to be just as interesting as Oracles to
watch, it is obvious that Bushiroad is
dipping its feet in the water first, after consistently having trouble to
balance Oracles (as shown by the fact that each new deck type was nearly
incompatible with the last) it is obvious that Bushiroad does not want to make
the same mistakes as it did with Oracle Think Tank, and it does want to give a
more cemented idea for how Genesis works, instead of jumping around with
different ideas then ditching them soon after like its predecessors did.
They are
obviously not going to repeat the same mistake they made with Silent Tom, and
obviously want to phase that effect out of existence, and I believe they have
the same with for all effects that look at the top card and put it to the top
or bottom, but many other aspects of Oracles will work perfectly well for
Genesis. I personally believe we will see a recycling heal trigger soon, to
attempt to alleviate some of the trigger loss, and clones of Blue Scale Deer
and Luck Bird to let rearguards use the soul more would not surprise me in the
least. I can only hope we get some more grade 3’s that make good rearguards,
such as apollon, to act in a good compliment to the powerful vanguards. A way
to unflip damage would not be unsurprising either, or a more consistent way to
do small soul charges, such as a Red Eye clone would also be great and likely
additions to the clan. I also could see them adding in some way to add some
cards back to the deck, especially if the deck thinning is too prevalent and
destructive to the player with more than just Artemis builds.
No matter
what though, Genesis is a clan that should definitely be watched out for, it is
taking over for one of the most devastating clans to have been made, and we
know that it will get consistent support since Misaki is a main character. It
remains to be seen if as many risks will be taken for this clan as were taken
for Oracle Think Tank, or if Bushiroad will attempt to be as safe as possible
following how many times Oracles got near a deadly line for power creeping, and
how many ideas from Oracles had to be abandoned after one set. Only time will
tell, but one thing is for certain, watch out for Genesis, because you can be
sure you will see a lot of it.