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Keeping Track of Your Opponent

Having knowledge of what resources your opponent has available to them is extremely important in order to progress through the game. Vanguard actually provides you with amazing amounts of information both on what is in your opponents hand as well as what they have available in their deck. What we’ll be going over here are the various modes of information you should make sure to exploit, as well as ways to know what your opponent has left in deck.

Firstly, every turn you are provided with free knowledge of what is in your opponents hand, in the form of their drive check. Keeping mental tabs on everything your opponent drive checks, as well as keeping track on which of those cards they have used from their hand is incredibly useful in the long run of a game. If your opponent hasn’t used that perfect guard he drove last turn, and just drove checked a grade 3 unit as well as a 10k shield, your attack more than likely isn’t going through this turn, which is really important information to know. It allows you to exploit weaknesses in your opponents line-up due to the knowledge you have of his hand. Always make sure you remember what your opponent drive checked, as he has no obligation to tell you what they were once they are in his hand (provided he gave you sufficient time to see them).

While drive checks are all well and good, they don’t provide you with all the information on what an opponent has available to them. This is when you can start relying on several other factors that can be extremely important. For example, if your opponent hasn’t filled the holes on his field, it is most likely due to the fact that he actually can’t fill them. This means that the rest of the cards in his hand are more than likely either grade 3 units that he doesn’t wish to use yet, or triggers. This gives you an idea of how much shield he has in his hand, while also providing you with knowledge that if you get ride of his other rearguards, he probably won’t be able to fill those holes.

Another thing that is provided by game mechanics is the amount of triggers an opponent has in their deck. Since the damage zone, soul and drop zone are all public knowledge, you can get a pretty solid idea of how many triggers your opponent has left in their deck. Also, since most decks have what are considered standard trigger line-ups, you can get a rough idea of what you need to expect for them to drive check, giving you a heads up on the different things you will need to guard.

Now, another tactic that you can put into place is when you are worried about different cards they may have in hand. To give an example, you want to know whether they will be able to perfect guard your next attack. This actually comes down to basic statistics and probabilities. Since you know exactly how many cards they have in their deck, and since it’s always best to assume they are running the maximum amount allowed, there is some basic math that will allow you to figure out the chances they will perfect guard you. Since they are running 50 cards in a deck, let’s assume they are also running 4 perfect guards. If that’s the case, every 12-13 cards, they will likely have a perfect guard in hand. This changes based on where the perfect guards are in the public knowledge areas. If the player rode one, the chances are down to every 16-17 cards. Damage checked one as well? Every 25 cards. This gives you a basic idea of when you can start to expect to see a perfect guard from your opponent, allowing you to play around it. This also works for problem cards, such as Dragonic Overlord the End, Silent Tom and the like. By having the knowledge that your opponent has a 50 card deck, you can figure out the different probabilities that they may have the card in hand.

Due to vanguard having so many public knowledge areas, as well as providing you with free knowledge of 2 cards in your opponents hand every turn, you are able to structure different strategies and tactics around the cards that they have in hand. This allows for a more well structured defence and offence, putting you a step ahead of your opponent. If you are able to keep this type of information advantage, you will more than likely win the game just due to the foresight that this knowledge provided.

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