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Exploring PsyQualia (Cardfight!! Vanguard)

I mean... the chapter kinda showed why that doesn't really work; a 16k column, even in a case where it can't hit a Vanguard, it'll still at least be able to threaten a frontrow Rearguard, still eating up an opponent's resource.

Whereas Death Army Guy on his own is... well, a waste of a stand.
I got that...it was more like, this is how it was computed.

1- 14k
2 - 11k
3 - 9k

Or

1- 16k
2 - 23k

Im probably missing a few things, but the thought process behind seperating them was, even if the second one has stronger attacks, 1 critical is still 1 critical. 20k is the same as 10k.

As long as the power is enough to bypass, the thought behind the decision was that its better to keep the enemy either wasting resources guarding low level attacks, or they risk adding more to their damage zone.

Like i knew that army guy and lady together was stronger, thats not up for debate, i just thkught its better to add to the damage instead.

Keep in mind this is all theoretical though, i dont really know if this is an optimal decison or not
 
"Damage trigger check." Kamui flipped the card.
*Drive, btw.

I got that...it was more like, this is how it was computed.

1- 14k
2 - 11k
3 - 9k

Or

1- 16k
2 - 23k

Im probably missing a few things, but the thought process behind seperating them was, even if the second one has stronger attacks, 1 critical is still 1 critical. 20k is the same as 10k.

As long as the power is enough to bypass, the thought behind the decision was that its better to keep the enemy either wasting resources guarding low level attacks, or they risk adding more to their damage zone.
I mean, I see the potential logic... but a few things, for future fights:

1. It would've still been smarter to move DAG back, and using Clay-Doll to attack, as to save DAG for future turns as a booster, whereas Clay-Doll has served its purpose by CC1'ing already. You will not care if it gets ran over or retired.
2. The Death Army duo adds an element of uncertainty for the opponent, which could lead to them wasting guards, or taking a hit that sends an important card down into damage.

Ultimately, just some observations... though, a genuine recommendation; Include lil' updates that tell us how a match is going. Stuff like what's in each column, hand-size, what's in the damage and what CB is available.

Blue Hour on FFN did a version of that, which helps a lot in keeping track of the gamestate, even if I would've done them a smidge differently, having the turn player's board displayed at the start of their turn.
 

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