We started this blog into order to allow Cardfight! Vanguard enthusiasts in Singapore a convenient way to look for specific cards that they want without going through the trouble of hunting for them one by one. We hope that by doing so, more people are able to enjoy Cardfight! Vanguard in Singapore fully! We also provide a variety of other services such as preordering upcoming products and organising tournaments.
Do contact us if you have any queries. Do check back from time to time as we may have special events or promotions.
Come down and join us if you can!! Details at the tournament page.
If you wish to order anything from us, just send us an email at sgvanguardonline@gmail.com with your request! Friends from overseas! If you wish to buy from us, do contact us as well!
Monday, 4 November 2013
Is Vanguard All about Luck?!
Recently chanced upon an interesting article by Felix Suroso at alterrealitygames talking about Cardfight! Vanguard and how much of it is dependent on luck and how much of it on skill.
Have a read and enjoy!
Click here!
Tuesday, 29 January 2013
Trash Cards!?!
Wednesday, 22 August 2012
Deck Analytics Part 1
You should also mention that Wingal Brave can boost Palomides to hit the magic 18K when facing crossride units.
- ShiningPaladin
Tuesday, 14 August 2012
Deck Box Part 1
Granblue
Thursday, 9 August 2012
Attack!!
Wednesday, 1 August 2012
Basic Playing Tips...
Thursday, 26 July 2012
The Magic Numbers...
Tuesday, 17 July 2012
Imagine!!!
Now as you may have notice, a game of cardfight! vanguard is very fast paced, the early game and mid games is in the first few rounds of the game, and then you reach the endgame(sometimes you may not even reach it), where everyone have a number of rearguards with a grade 3 vanguard. The end game would proceed from there on. So now, about Imagine!, which was used by Kai in the anime, is to imagine how are you going to win the game. So how is this related to your deck? By knowing how you are going to win a game, you would know the cards that you would be using, and the cards that will help you create the possibility of that endgame scenario. Thus most of the cards that should be in your deck, the backbone of the deck, would be selected. The rest of your deck, you would use to support the endgame or try to bring about that specific scenario.
An example would be my granblue deck, which I may talk about in the future, has the imagine! Scenario that uses cocytus, necromancer of the icy prison boosted by dragon spirit to reach 26k after limit break as a vanguard and aiming to crit the opponent for victory. So cocytus and dragon spirit will most likely be placed in my deck, along with 12 critical triggers. The rest of the cards will either help me slow the opponent down, increasing my defense, so that cocytus will be able to attack more times, thus activating that critical triggers, or help me get cocytus out as vanguard.
So as you can see, through using Imagine! You would most likely construct your deck from the top down, selecting the particular grade 3s you wish to use in the endgame, then selecting the supporting grade 2s, followed by the grade 1s. The triggers that you select, although may be affected by the type of deck that you play, would also depend on your play style. Of course you may also have a backup plan, which is always a good idea in case you are unable to create the main winning field, to fall upon, thus deciding the selection of more cards into your deck.
So what do you do after selecting the cards for your deck? Play test them! Play test to see if your endgame is easily achievable and able to bring you victory, if not tweak your deck to make it more efficient in creating the endgame field that you want and to make a stronger endgame field.
So now that you had learned about Imagine!, your deck your be stronger and you would be less likely to lose, next up I will discuss about another thing to consider during deck construction, the magic numbers!
Thursday, 12 July 2012
All about Triggers...
Critical Triggers
Stand Triggers
Draw Triggers
Heal Triggers
Keep Cardfighting!!
Monday, 9 July 2012
Basic Deck Construction Tips...
Now, I am not a cardfight! expert, so I am just sharing with you what I know. If you disagree or think that you have better experiences or viewpoints, do share them in the comments section below!
So here are some basic deck construction rules that you need to know before making your own deck. These are all found in the rule book that comes along with the trial decks. A deck needs to have exactly 50 cards. No more, no less. It must contain exactly 16 triggers with a maximum of 4 of them being heal triggers. That's it. That's the basic requirement of a deck. The rest of the cards can be anything provided that they are not triggers. However, you can't really do anything with a mish-mash of cards with 16 triggers right?
A typical deck will consist of about 17 grade 0s, 14 grade 1s, 11 grade 2s and 8 grade 3s. The actual numbers will vary according to the type of deck that you are making. A spike brothers deck may contain up to 11 grade 3s and a granblue deck may contain up to 19 grade 0s. So how do you know how much of each grades do you need? By play testing your decks! If you find that you are not able to ride to a specific grade consistently, you might try adding in more of that grade. Having too many grade 3s and you may play like Morikawa!(If you had watched the anime....)
Another thing about deck building is try to have cards from the same clans in your deck. Do note that you can only resolve a trigger if the trigger card is of the same clans as one of your vanguard or rearguard, thus having too many cards from different clans may not be optimal. Most of the cards in cardfight! vanguard act synergistically with other cards of the same clan as well. So it would be a good idea to not mix clans too much. Of course this is not a hard and fast rule, about 1 or 2 playsets of different clan cards may be the maximum.
So start making your deck with these very basic deck construction tips and then try play testing them. I'll talk about other deck construction techniques, like imagine!, magic numbers, triggers and others soon!
Tuesday, 3 July 2012
The Next Step... Protection!
Of course I'm not saying that you should sleeve each and every card that you have. Just sleeve those rr/rrr! Those have real value and you can trade them for other cards. If and when you do quit this game, which I do not know why, at least you can sell them away to get back some of your money that you invested in this game. The more expensive the card, the more you should take care of them, but do not be a slave to this. You can still use them in your deck to play with them, which would be why you get the cards in the first place, but try to take care of them and don't be anal about it or else it would suck the fun out of it.
So protection... What kind of protection for the cards? For us, we sleeve all our cards from r to rrr. There are various kind of card sleeves for all your protection needs. For the rares, we use the soft sleeves, these are tight fit and soft. If you are on a budget, use them as they are not too expensive and would provide at least some protection to your cards. For our rr/rrr we do double sleeving. Double sleeving? Well, in addition to the soft sleeves that provide the first layer of protection, we put the soft sleeved card into another larger(standard size) sleeve. The larger sleeve that we use is what we term hard sleeves, as these are thicker. There are many standard size sleeves out in the market so look around!
For playing, you can do double sleeving as well since you'll be shuffling a lot and exposing them to outside elements. Since the cards in your deck will be under heavy duty usage, it needs a higher protection. So here comes the hard( or thicker) inner sleeves to the rescue! Which is why bushiroad have their official cardfight vanguard sleeves. Now these sleeves are expensive, at 9 bucks a pop for only about 50 sleeves, the best thing you can do to save money is to protect them! Now, it may seem weird that a sleeve that protects cards require protection as well, but the sad truth is they are expensive. Although the quality of the sleeves are good and should be able to endure wear and tear, it will still be damaged sooner or later. So put another large sleeve over the official sleeve, since it's required anyway, you will find that you do not have to keep shelling out money to buy new sleeves. We do offer cheaper hard sleeves, as hard sleeves sold outside is actually quite expensive, for this particular usage. (at 6.00 for 100 pcs, it's actually extreme cheap since you can use through 150 sleeves to reach the cost of one bushiroad official vanguard sleeve.
Very soon, you'll find that sleeving cards is quite addictive and become a compulsive sleever, but try not to go overboard and start quadsleeving and pentasleeve... Double sleeving is enough... The deck is actually quite thick at 2 hard sleeves.
After finally protecting your cards that you used your hard earn money to buy, it's time for the next step...
Ps. Do check out our game accessories section as we do provide a good price for all your daily protection needs and you would actually be grateful that you heed my advice when you sell your cards away. :)




