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 Cardfight Vanguard - The Clans

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Mau5
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PostSubject: Cardfight Vanguard - The Clans   Mon Oct 29, 2012 6:05 pm

If anyone is interested, Neku Sakuraba and I will be doing a Clan of the Week every week starting next Monday. But for starters, we're going to do a quick scan of all Clans.

United Sanctuary

Angel Feather: The clan's focus in on manipulating the damage zone. Unlike Nova Grappler who unflip cards in the damage zone, this clan can switch out cards in the damage zone. This way you can exchange cards you don't need in your hand for cards that are more useful to you (some of those exchanges also have the side effect of unflipping damage by allowing you to switch a flipped card for a face-up one). Some units' abilities activate when a card is placed in the damage zone like the Pegasus Series, while others allow you to switch cards from the damage zone like Battle Cupid, Nociel. Some unit even have abilities such as superior call units from the damage zone (Circular Saw, Kiriel) and healing some of your damage. (Cosmo Healer, Ergodiel and Mobile Hospital, Feather Palace). Overall the clan's strategy is to use the damage zone in more ways than Counterblasts and seem to focus on defense.

Gold Paladin: The focus of the Gold Paladin clan is calling your allies from the deck, and using them to power up each other, this is most noticeable with Incandescent Lion, Blonde Ezel, whose limit break calls a unit from the top of a deck, then gains power equal to the called unit. There are some variants, like Spectral Duke Dragon, whose skills resemble that of Shadow Paladins, where you sacrifice your allies to give your vanguard power.

Oracle Think Tank: The Oracle Think Tank is a corporation of individuals talented in magic that use their powers to predict the future. They focus less on power and more on intelligence, with cards mechanically themed around hand size, drawing, and looking at the top card(s) of your deck. Many of the cards in the Oracle Think Tank clan are designed to be female.

Royal Paladin: They have a variety of effects, including Soul Charging, boosting power, and Riding/Calling from the deck but have a main focus that is gaining strength in numbers.

Shadow Paladin: Unlike Royal Paladin's theme of powering up your allies, this clan focus on sacrificing its own allies for high power, as seen in Phantom Blaster Dragon's "Damned Charging Lance". In which it retires 3 of your rear guards to gain +10000 power and +1 Critical

Dragon Empire

Kagero: They focus on retiring your opponent's Rear Guards, and gaining benefits from doing so. For example, Demonic Dragon Berserker, Yaksha Superior Rides from your hand when one of your opponent's Rear Guards are retired, and Blazing Flare Dragon and Chain-attack Sutherland increase their own power when one of your opponent's Rear Guards are retired.

Murakumo: They are the Dragon Empire's black ops agency. They make use of hit-and-run tactics such as superior calling from the deck/hand and returning to the deck/hand at the end of the turn. Basically, it is actually very defense orientated in a sense that it is very conserving in terms of hand cards.

Narukami: They focus on high power during late game and stopping your opponent's front-row rearguards.

Nubatama: They are aesthetically designed around ninjas. From what little Nubatama cards have been revealed so far, they seem to focus on discard effects and increasing their power if their owner has more cards in hand than his opponent.

Tachikaze: They are made mostly up of mechanical dinosaurs called Dinodragons. They focus on overpowering the opponent with incredibly high attack scores, retiring Rear Guards as costs for effects and benefiting from doing so, and Units that search the deck for more Tachikaze Units when that Unit is put into the Drop Zone.

Dark Zone

Dark Irregulars: Their theme is increasing the size of the soul and gaining benefits based on the number of cards in the soul. The cards in this clan are largely based on horror movie imagery.

Pale Moon: are a clan from the Dark Zone nation which consists nearly entirely of circus-themed Units. Like the Dark Irregulars, many of its Units' skills involves Soulcharging, but for a different purpose; instead of Soulcharging to use Soul Blast abilities to power themselves up, they Soulcharge to later call Units from inside the player's Soul, allowing more than 3 attacks in one turn.

Spike Brothers: The Units in this clan are themed around American football teams. They focus on returning Units to the deck and Calling other units from the deck to replace them, especially during the Battle Phase. They swarm in 2 ways; Calling specific units from the deck like Dudley Dan or cards that call from the top of your deck like Devil Summoner. They also have cards that gain +5000 Power with a Soul Blast, and return to the deck after attacking like Juggernaut Maximum.

Magallanica

Aqua Force: The Aqua Force clan seems to have the ability to attack multiple times in a single turn, gaining boosts and unlocking skills from doing so.

Bermuda Triangle: are a clan from the nation of Magallanica that seems to consist of mermaid idols. Currently, 35 Bermuda Triangle cards have been released, and they center around returning their own rear-guard back to hand to only call them again to reuse their effects.

Granblue: These are a clan of pirates, most of them undead. They are focused on sending Units to the Drop Zone to call them from the drop zone. Their units typically have one of two types of effects; effects that send cards from the deck or hand to the drop zone like Zombie Guide, and effects that call units from the drop zone, like Monster Frank and Captain Nightmist.

Zoo

Great Nature: Great Nature units provide a power boost and sometimes criticals to other units in exchange for the unit being retired at the end phase. Some units activate their abilities when retired by searching for copies of itself in the deck, like the Hammsuke Series, while others allow you to draw when your rear guard is retired, like the Lox Series.

Megacolony: It is a crime syndicate made entirely of sentient insects. Their effects revolve around preventing your opponent's Resting units from Standing.

Neo Nectar: Their deck stategy seems to be around calling units from the deck to have a full field and out number the opponent's.

Star Gate

Dimensional Police: The Dimensional Police are a clan from the nation of Star Gate that revolve around powering up their Vanguards to unlock their skills and deal massive damage in the form of acquiring more criticals or standing Rear-Guards.

Nova Grappler: They focus on unflipping face-down cards in your damage zone and standing your Rear Guards, and also include a few draw effects.

More information on these clans can be found at the Cardfight Vanguard Wiki



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❑ Single
❑ Taken
✔ Mentally dating a character that doesn't actually exist.


Last edited by Ima RetardWa66it on Wed Oct 31, 2012 2:00 pm; edited 2 times in total
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rjuto
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PostSubject: Re: Cardfight Vanguard - The Clans   Mon Oct 29, 2012 6:10 pm

Eh. I wanted to start playing this but it's even more luck depending than Yu Gi Oh. Bleh, it's a card game after all.


Quote :
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Amethyst777 said:Things activate in reverse order. Thus, bottomless targets grannel before he hits the field, and thus before his effect activates (gaining attack). People told me DN was dumb. But jegus.

Quote :
Amethyst777 said: I just realized something. The problem with playing a children's card game: You're bound to encounter children, 90% of which are squalling moronic retards with arrogance issues.



^Words of a true close minded moronic ignorant.
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Mau5
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PostSubject: Re: Cardfight Vanguard - The Clans   Mon Oct 29, 2012 6:28 pm

Yeah it is pretty luck based with the triggers, but if you can play it right you can control every aspect of the fight, even what you're opponent does xD



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❑ Single
❑ Taken
✔ Mentally dating a character that doesn't actually exist.
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akaFila
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PostSubject: Re: Cardfight Vanguard - The Clans   Mon Oct 29, 2012 11:23 pm

Dat Tachikaze and Dem Spike Bros



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