Game Breakdown

An in Depth Review of Triggers Part 2

So when we left off last time I had just finished talking about 3 rules on trigger construction to help mould your trigger line-ups to a more balanced variant.  Now we are going to talk to about triggers classes, when to do an “all in” play, and how to place them.  Luckily, this should be a much shorter topic, but lets dive right in.

Firstly, triggers are separated into two different classes.  The defensive trigger and the offensive trigger.  The defensive trigger is a trigger that uses its full effect, whether triggered when being attacked, or triggered when you’re the one doing the attacking.  An offensive trigger is one that only “gets” its full effect when triggered while attacking.  A critical trigger may give your monster that extra critical during your opponents turn, but that won’t come into play for that turn.  The triggers are split this way for the different classes.  Heals and Draws = Defensive while Stand and Criticals = Offensive.  For this reason, a lot of people try to balance their triggers into an even split of offence and defence.  Sometimes people skew more to the side of having more defensive triggers in their deck, as it allows them to trigger them more often during that 5 damage that you’re going to take.  As discussed in part 1, this isn’t always necessary as having more offence can help turn a game in your favour.

For placing triggers, a lot of people just think that making the big monster bigger is the best way to go.  More chance to get that damage through right?  Wrong.  If you just make your biggest row bigger, yes it has a higher chance to get through, but you also make the decision making process easy on your opponent.  If they are at 4 damage and you’re swinging with two rearguard rows, they are probably only going to want to block one of them.  Lets say those rows are 17k and 21k.  You triggered a draw trigger and gave all effects to your 21k row.  Now the rows are 17k and 26k.  Why would they bother to block to guard that 26k one? They will just drop 10k shield for the 17k attack and allow that one damage through.  By doing this, you have just allowed your opponent basically a free card with 0 decision making needed on his part.  If you had put that trigger onto your 17k your rows would’ve looked like this – 22k and 21k.  You would make it very likely that your opponent would need to drop 15k shield from his hand, costing him at least 2 cards.  Placing triggers properly can be a major game changer, as whittling your opponents defences down is the key element to Vanguard.

So, we’ve talked about the different trigger classes and how to place triggers to make them more effective.  Last thing to talk about is the all in strategy.  There will come a time in your Vanguard fights that you will come across this moment.  You have little to no cards in hand.  You’ve been forced to play your last cards as rearguards, you need to end this game this turn or else you will lose.  You attack with your Vanguard and your opponent places his shield.  You require 2 triggers to pass.  You flip your first card, it’s a trigger.  The easy thing to do here would be to place it on a rearguard and hit for bigger numbers to try to push it through.  But take a step back for one moment and look at your opponent.  Try to remember what his last couple of triggers were.  How many grade 3’s did he flip?  How much shield was there?  How many cards does he have left in his hand?  Do I have more triggers left in deck?  Once you know around how much defence he has left you are ready to make this decision.  All effects of the trigger to the Vanguard.  You flip your next card, it’s another triggers and you just won the game.  This is a very critical moment in many games and I guarantee you you will come across this moment at least once during your Fights.  You need to make sure you know all the info before you make this decision however.  It is a major risk and very rarely pays off.  If you believe you can break through his defences with your rearguards, that may very well be the decision that wins you the game.

That’s really all there is to talk about triggers.  I hope that some of these gameplay tips and different build strategies help you in your fights. Till next time.

Advertisements

2 thoughts on “An in Depth Review of Triggers Part 2

  1. Pingback: Garmore Gold Paladin | EpicHippo's Cardfight Vanguard

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out / Change )

Twitter picture

You are commenting using your Twitter account. Log Out / Change )

Facebook photo

You are commenting using your Facebook account. Log Out / Change )

Google+ photo

You are commenting using your Google+ account. Log Out / Change )

Connecting to %s