Category Archives: Future Card Buddyfight

Let’s Talk About Future Card Buddyfight’s Irregular List

This article is rated Experience Level 7.  This article is perfect for budding tournament players that wish to understand more about doing well in tournaments and increasing their win rate.

Yesterday, October 17, plenty of people woke up to the news that the Irregular List had been updated, and would be effective on November 1 for the English game and November 3 for the Japanese game.  As per usual with any banlists, there were going to be a lot of people supporting it and detracting from it, but because the idea of a banlist is new to Future Card Buddyfight, plus the fact that this was the first update, the voices were louder and quite a bit more persistent than it would be.  Many of these voices weren’t loud of the sake of being loud, but even had reasoned arguments as well, honestly a refreshing sight to see.  Both sides presented reasonable arguments and a day later the debate still continues.

I’m writing this article to talk about the Irregular List, and discuss what Bushiroad thinks and what I think regarding each card that was on it and the change that is occurring in two weeks.

Continue reading Let’s Talk About Future Card Buddyfight’s Irregular List

Advertisements

Tournament Report: BCS Richmond 2018 – Buddyfight (Part 3 – The Aftermath)

This article is rated Experience Level 7.  This article is perfect for budding tournament players that wish to understand more about doing well in tournaments and increasing their win rate.

I wanted to take this opportunity to go over the decklist and talk about each individual card, and why I used it in the numbers that I did.  I also want to cover any potential cards that I didn’t use, and talk about why I didn’t use them.  Finally, we’ll go over what I would change with the deck in retrospect.  Here’s the deck link to follow along.

Electrodeity

Continue reading Tournament Report: BCS Richmond 2018 – Buddyfight (Part 3 – The Aftermath)

Tournament Report: BCS Richmond 2018 – Buddyfight (Part 2 – The Playing)

This article is rated Experience Level 7.  This article is perfect for budding tournament players that wish to understand more about doing well in tournaments and increasing their win rate.

There were seven of us in the car as we drove towards Richmond, and we got there quite early.  Since the doors weren’t even open yet, we decided to take a bit of a walk and have a warm meal to start the day off.  The walk there and back helped, as did the food, as all I had in the morning was two rolls of Salmon Avocado sushi.

We got back in time to get our numbers.  Last year’s Champion was #30, Seedcode was #31, Nightspurge was #32, Shou was #33, Verniy was #34, I was #35, and Starkiller was #36.  (If you want to follow along with how we all did, this is the link to the tournament.)

Seedcode was playing Mobile Aerial Team (he picked the deck based on Eeny Meeny Miny Moe the day of), Nightspurge was playing Mobile Aerial Team with Dynamicyte splashed in, Shou was playing “Nina Tucker” SDW (almost all the main attributes in SDW combined together), Verniy was playing 1-of Chaos, I was playing Electrodeities, and Starkiller was playing Asterism Astrodragons.

After Shou made a show of his deck name “Daddy’s getting himself a new alchemy license”, we listened to the opening ceremony and had our decklists collected.  We were ready for Round 1.

Continue reading Tournament Report: BCS Richmond 2018 – Buddyfight (Part 2 – The Playing)

Tournament Report: BCS Richmond 2018 – Buddyfight (Part 1 – The Building)

This article is rated Experience Level 7.  This article is perfect for budding tournament players that wish to understand more about doing well in tournaments and increasing their win rate.

I couldn’t believe my eyes.  I rubbed them once more and stared at the screen, dumbfounded, hoping it was just due to lack of sleep.  However, the same result continued to shine on my phone.

It was August 1.  I was at camp when the information released, and as spotty as the reception was I moved around the campsites, trying to find the best area to download the necessary pieces of data.  What I didn’t expect, though, was that I would be devastated by the news.

Ever since April 22nd, our Spring Regionals, I had been determined to avenge my poor showing in Weiß that day and make it up to the podium in the fall, when it really mattered.  I practiced whenever I could, and used a lot of spare time to just build and test.  All of that preparation and planning went out the window August 1 when I found out that Weiss would be on a Saturday, and due to religious reasons I would not be able to attend.  I spent the rest of the camp in a generally negative mood and had a tough time composing myself even at work the following Sunday night.

Continue reading Tournament Report: BCS Richmond 2018 – Buddyfight (Part 1 – The Building)

Post X-BT04 Decklists – Shadow Dragon, Knights, Laevateinn, Athora, CHAOS, and Thunder Empire

Hey everyone, thenightsshadow here.  It’s been a while since I did a Buddyfight article, so I figure I might as well make up for lost time.  With some content providers stopping in the past year, I’m gonna try to step up when I can.  So, here are my current Post-X-BT04 decklists with the archetypes featured in the booster, and provide a general idea about where the deck is going and what it wants to accomplish.

Continue reading Post X-BT04 Decklists – Shadow Dragon, Knights, Laevateinn, Athora, CHAOS, and Thunder Empire

Buddy Help – Storming into Dungeon World

Wow, it really has been two months since my last post. Hello everyone, it’s ReiZayaki and I’m back to writing on here. Honestly, I’ve been in a huge slump since Conts and haven’t been able to figure out what to write or do with Buddyfight lately. That was until I was out at dinner the other day with a friend who also plays Buddyfight. They also said something that motivated me: “It doesn’t matter what you play, it’s how you play it.” The reason why that sticks so hard right now is because I’ve been so caught up with preparing for Spring Regionals and just not knowing what to play to be the most competitive, but for this, I should really just enjoy it and play/build what I want. So, without further ado, welcome to a deck archetype that my friends know me for: Dungeon Storm (Alternatively known as “Hanako is a Trap”).

Dungeon Storm is a deck revolving around either of the 6th Omni Storm Lords in Dungeon World. It’s something that I’ve revisited after a few cards came out to help with some issues I had with previous iterations. The main monsters that are the build-around are the two Omni Lords: Catastrophe and Variable. These are the main three cards from Dungeon World:

Shining Up!! Hanako: This is the main reason I came up with Dungeon Storm way back when this wasn’t out in English yet. It’s the only Size 0 Adventurer and therefore the only way (outside of items) to give Storm Lord Double Attack. I’ll explain how next.

Dancing Magician, Tetsuya: Welcome to his “Yo Yo Yo” greatness. When Tetsuya links with another Adventurer, you give any card in the link attack Double Attack. So, link with Storm who is in the center, along with Tetsuya and Hanako, and voila, Double Attacking Cord.

Remote Trickster, Lone Remote: The main spell in this deck type is Dangerous Fuse. Since it’s a Trap, getting some extra value off Lone Remote is a very good way to get ahead in Life and hand size. Also, having a lot of good synergies with removal makes it that much sweeter. It’s easily the safest buddy in the deck if you don’t wanna give much away, that or you’re just not man enough to buddy Cord.

This is an example build that uses both Cords very effectively. Changing cards can make the deck more catered to one or the other Cord.

Size 2s:

Size 1s:

Size 0s:

So that totals out to 24 Monsters. You could cut back on Pitts or some other stuff, or even add more Adventurers that are very situational but this is essentialy the cut and paste version. The Hanakos are there to have an Adventurer to link attack with Tetsuya and Cord to gain Double Attack on the Cord. Iyan acts as copies 5-8 of Lone Remote and also keeps your hand size looking large for Variable Cord. Tetsuya is a combo piece, explained earlier with Hanako but can also just give Lone Remote, Iyan, or Pitt Double Attack when necessary. Dark Miserea is a very defensive unit that can save you with that life gain as well as move. You could also give it Double Attack with Tetsuya and Hanako’s combo. Lone Remote is there to keep hand size when you use traps as well as poke in for some damage that will add up quickly.

Now for the all stars, Variable and Catastrophe Cord. Depending on which one comes out, you need to play slightly differently. When Variable comes out, you’re expending a lot of hand size for a very strong wall that has a Critical of 3 as well as Penetrate. Most of the time, you want to throw extra Adventurers or extra copies of Spells in your hand. If you’re gutsy you could throw all but I highly recommend against it, cause’, you know, you’re not going to have a hand. Catastrophe, however, is a lot more of an offensive threat with Utility. In exchange for losing Penetrate and sapping cards from your hand to fuel its soul, Catastrophe gains its soul from the top of the deck and also has Move. In this situation, Hanako is less useful as you would like Catastrophe and Tetsuya together with an Item (of which there are 4 of). Catastrophe’s ability allows you to pay 2 gauge to fuel his Soul with any card from your deck. This allows you filter out any unnecessary Spells, situational Adventurers, or just non-Trap Attribute cards (which is relevant later in this article). Both Cords have Soulguard so their life expectancy is quite large even though you only have 2 Cords total. They can make a very large impact against most decks.

Spells:

Another set of 24 cards. This brings us to 48. Dangerous Fuse, Dragon Blessing, and Defeat Monsters are all cards meant to plus your hand. Defeat Monsters and Dangerous Fuse are both cards that will plus us in some way as the former works very well with Tetsuya, while the latter works with Catastrophe Cord when you send them to gauge. Shalsana and Crossbow are our shields, as Shalsana works even with a center and Crossbow is a Trap for Lone Remote. Emblem can search either of the Cords or even Miserea if need be. The rest ability is also very useful. Dangerous Bed is some nice removal that also triggers Lone Remote. And finally, the most important card, Buddy Help. Draw 2 for 3 Gauge. This and Dangerous Fuse are the reasons I first made Dungeon Storm, and it’s surprisingly effective. Simple, but effective.

Items:

This last card totals us up to 52. This can surprisingly work with both Cords., even if you hold center with Variable. When it eventually dies, Trap Maker can make the downside of failing to mill a Trap nonexistent if you have no hand. Though, you don’t really want that to happen, cause’, once again, you’d have no hand. However, this card immediately shines with Catastrophe. With Catastrophe, Trap Maker becomes more consistent as the INV Lord himself will take out any non-Trap cards from your deck over time. It’s also (technically) Hanakos number 5-8 when you need to keep your center open to link with Tetsuya, Trap Maker, and a non-Adventurer Size 2.

And there you have it everyone. I’m finally back and will hopefully be doing this a lot more often. I have a bunch of ideas on the backburner and heck, maybe one of them will be an amazing idea that does better than just being a “theory that is fun”. But honestly, Hanako is a Trap Dungeon Storm has been something that my group of friends have joked about a lot but had very real applications. The deck opened up my mind to the ideas of more viable decks with similar strategies. If you really want to, give it a chance and tell me what you think. Until next time, thanks for reading.

-ReiZayaki

-Victory Force is Next-

Buddy Help – 52 Cards, Excluding Flag and Buddy… Why Do I Do It?

Welcome everyone to ‘Buddy Help’. A Buddyfight column written by me, ReiZayaki, since I have been given the honor of writing on ‘Climax Phase’. Short explanation of who I am: I’ve played Future Card Buddyfight since the Demo Release, so a long time. I’ve tried to be competitive through the entire time but have been busy every now and then. But now that I’m back from Continentals, I’ll be well-versed in all things Buddyfight even more so than I already am. Now, let’s get into today’s topic:

“How many cards should I play in my deck?” One question that most people very often gloss over while deck building. Very often, people just default to 50 and leave it there. “Now let’s build within these limits.” But what if you really REALLY want to fit a 2-of of that one card you really like. Maybe you want to play some Omni-Lords or other 1-ofs that help round out your deck. Well I’m here to say “Play however many you feel you need to, but only if it doesn’t throw your deck off balance.”.

Even since the beginning of this game, I’ve played 52 Cards in most of the decks I play. Why? Because, it’s comfortable for me. It’s what I’m used to and also how I can fit a few pet cards or keep my opponent guessing. This started when the first Buddyfight Regionals was announced. What did I want to play? Drum. What was the best deck? Jack. So what did I end up playing? A Drum/Jackknife Deck…. before Jackknife “Drum Bunker” was a card (Thank you Bushiroad for that card). Because the Jack Deck and a lot of utility destruction took up so much space, I was already at a high number. I ended up throwing in 4 Drums and a Victory Slash to reach 52 Cards and said “It should be fine, if it’s not that’s my fault.”. I ended up in the Top 8 so that was nice for my very first competitive Buddyfight Event.

That’s my personal reason for playing 52. I know a few others, including some who went to Continentals, playing more than 50. Some decks like Executioners, Hyakugan Yamigedo, or Guardians have valid reasons to play more than the number if they so choose, but I can still see them sticking to 50 for consistency. When you’re unsure of how many to play, try some test hands and get to a point where your deck doesn’t feel clunky or stuck with the number of cards you put in. Now this doesn’t mean that you should just play as many cards as you want just to play all your favourite cards. You still need to take into account the fact that the deck you’re building wants to do what it’s meant to do. Have the core, add to it, put some of your personal choices. That’s the easiest 3 step solution. What does that mean specifically?

Well the first thing is “Have the Core”. This means you find out what your deck is, and what it wants to do. Let’s take something like Cardburn as an example. The deck wants to play Ultimate Card Burn and D-Wing as its win conditions. So the core? All the “Card” Monsters. After having the core, you “Add to It”. This means putting in the cards that get you to your goal. This usually fits into 3 Categories: Advantage, Survivability, and Utility. Advantage means drawing or searching, “It’s about time I got serious” is a very simple example of this. Another, specifically for Cardburn would be “Lend me your Strength”. Survivability includes Shields or Heal to help you survive long enough to play your Deck. Finally, Utility includes anything else to get you to your goal or make your deck run easier. In some decks it’s to enable functionality of cards such as Milling in Executioners or Gaining Life in Tyrants. In Cardburn it would be Metamorph Effect to ease into becoming Ultimate Cardburn.

So we’ve gone through a simple description of figuring out what you need in your deck as well as a short way on how to make sure you have enough or too many. Now let me talk about why I wouldn’t play 52 in every deck. One simple word is the key reason most of the time, and that’s “Consistency”. One of my favourite decks ever is Battle Poets. and in Battle Poets, I would rarely play more than 50. This is mainly due to the archetype being so small so I need to rely on the ability to draw them from my deck. So keeping the card count as low as possible is the main reason. On the other side of the spectrum, in something like Executioners, I would personally play 60 Cards or so because I like to force myself to mill early. And due to that, if the game runs longer, it will be easier for me to deck out with a lower number. Other than those two examples, I almost always play 52 Cards.

So that was my long-winded explanation of why the number of cards in a deck doesn’t have to be universally concrete for everyone. In the end, it’s just a personal choice of what feels right to you. So, if you feel you can do your best with a larger number of cards, go for it. Just make sure you’re willing to take the chance to be more inconsistent if you do decide that. And always try to see if the number of cards will affect how you use a deck, maybe it’ll help you rather than hinder you.

Alright then, that was my first post. Hopefully I’ll write often enough on here. The next post I do will be about Continentals and my experience, so look forward to that within a couple weeks.

~ReiZayaki