Tuesday 4 March 2014

Choosing your buddy

Hi there, this is your good guy admin here. I have come to a session on choosing your buddy, sorry due to various situation, the blog is kind of screwed in consistent updating. I try to get an update

Here is the post of the day, how do we choose our buddy?

Here are a few don'ts as they are inadvisable unless you yourself think that you don't need to rely on buddy-call.

1) Don't put "3" s
2) Don't choose a buddy that you run less than 2 copies of it in the deck
3) Don't put high call-cost unit as your buddy

Honestly, the purpose of this buddy call is simple, is to gain one life, something so simple can really saved your match isn't it so why make life difficult for yourself?

There are a few situations based on the don'ts that i placed above and yet i see some people proceed to commit this mistake. Come on just because GAO place Drum as a buddy, you guys must follow just to be a "GAO"

Don't Number 1 - Having a 3 as a Buddy
- Your field have "1" and "2", unless you tell me that your buddy is Armorknight Demon, but then again will you play 4 of him? which moves us to Don't Number 2

Don't Number 2 - Choosing a buddy that you run less than 2 copies of it in the deck
- Unless you are the type that likes to YOLO, it best to run at least 3 to 4 of your buddy so that you can buddy-call easily. Speaking of easy this moves us to Don't number 3

Don't number 3 -  Having a high call-cost unit as a buddy
- Yes I know, charging gauge but what if there is a time you cannot charge enough, your buddy will be stuck.

Recommended cards to be buddies

Grade 1\2 vanillas with decent critical of 2\3.
Yes, it can be so simple, it is so simple to buddy call, you bound to run 4 of this buddy in your deck as they are your "foot soldiers" of your deck. Simple to buddy call, means less restriction equals to you not needing to consider when you should buddy-call or whether it will affect your game play\field size.

Based on experience it is best to buddy call earlier as having extra life to tank is good and to prevent an earlier "PUNISHER!!" (Yes i am serious, as a punisher user i often find it frustrating with an early buddy call that makes my opponent have 5 life left at the end of the assault, its so annoying).


Cheers
Your Good Guy admin of Le-Buddyfight

Wednesday 5 February 2014

Card Of the Week

The first post of the day

Hello everyone this is your fellow admin here. Jay Wong. I am here to give you some rulings and shit in case you are unsure about ceratin cards here and there. Feel free to comment below question that you are unsure about. Here is the first card on my list

http://buddyfight.wikia.com/wiki/The_Skies_in_your_Hand


BT01-0050


[Cast Cost] Pay 1 gauge.
[Counter] Return all monsters on your field to your hand.


This card is a decent defence card allow me to elaborate with these 2 cards as shown.

TD01-0003EN-RR
TD01-0012EN

Imagine you have a "Rising flare dragon" in the center with "The skies in your hand" and "green dragon shield" in your hand. Your oppenent have 2 creatures. (Monster A and Monster B)
Both of their individual attack pts are higher than rising flare's defense pts.

Opponent's monster A attacks your "Rising flare dragon", you counter with "The skies in your hand". "Rising Flare dragon" goes back to your hand. Monster A missed its target.

This is way i have to waste lots of saliva!!! This is not Yu-Gi-Oh. There is no such thing as REPLAY!!!!!! Monster A cannot change its target and attack the player!!!!..... it is already rested sideways and it cannot stand unless it have the skill of "double attack"

It means Monster A's attack is "nullified" as it has missed the target.

Then when monster B attacks and green dragon shield nullifies the attack of Monster B.



Hope i had cleared your doubts.

Cheers
your good guy admin