Saturday 5 April 2014

Aggression: When to attack and when to defend

A key to most card games is knowing when to attack and when to be a little more defensive, and this is even more important in buddyfight. Allot of new players tend to just attack or destroy every monster they see, but the key to winning is knowing when to attack a player and when to attack all the opposing monsters. A good turn is when you do both, but I will get to that another time. This post will help you learn when to strike and when to lean back a little.

So before we go into exactly what to do and when to do so, we need to discuss nullify cards. Lets have a look at Green Dragon Shield, Aura Battle Circle and Solomon's Shield. These cards are staples in their relative worlds and all require you to have an open center to use except for the magic world card. If you have one or more of these cards near the beginning of the game, YOU DO NOT NEED TO PLAY DEFENSIVELY! When you have these card you don’t need to hold back and have monsters in the center if you have an item equipped. These cards will be your life line so make sure that when you use them its worth it.

So now that we got those out of the way, lets look at our two play styles. Attacking is when you want to deal as much damage to your opponent as possible. It involves having creatures with strong critical values attacking the player, and cards that can clear the center and maybe deal a bit more damage while doing so with the penetrate ability. This is when you need to deal allot of damage quickly but not necessarily clearing your opponents field. Defending is when you are getting rid of anything that could threaten your survival in the game and getting something in the middle to keep from your opponent finishing you off. Your goal when in defense is to not lose that turn.

So when do you switch from attacking to defending and back again? That’s when this comes in:
The 2 out of 3 theory!
So new games normally require testing to see what is the best way to win. One particular you-tuber, Kudou Kun, had came up with one almost instantly, and so far its hold true. It is the 2 out of 3 theory.

So what is this theory you ask? Well the 2 out of 3 theory revolves around the theory of doing two of three things during your turn. They are as follows:

1. Clearing the field.

2. Defending yourself with a monster.

3. Dealing damage.

That’s all it is, but lets go a bit deeper into how you do each. Clearing the field is getting rid of all opposing monsters on the field. You do this by using spells and monsters to destroy the monsters your opponent controls. This is effective by eliminating any threat to your survival and victory and embodies the defensive state and aggressive state of battle, so try to do this as often as possible. Defending yourself with a monster is placing a monster with a good amount of defense in the center. You do this if you need to defend against your opponents next attack and embodies the defensive state. Dealing damage is just that, dealing damage to your opponents life. This embodies the aggressive state and brings you closer to victory. As long as you can do 2 of these 3 a turn you are in good terms, but if you can do all three then you are in the green and ready to win. This is where move comes in. Now at first I didn't like move because the first I saw of it was a weakling size 1 monster that looked like it couldn't hurt a fly and could be taken down by a fly swatter. That’s when Thunder Knights, Halberd Dragon comes in and proves me wrong. With decent power, a nice 2 crit and only a cost of 1 gauge it is one of the most effective card I have seen so far at performing all 3 moves. You can do all 3 without it, but its the best card out there at doing so. That’s all there is to it! A like to Kudou Kuns channel is right here: https://www.youtube.com/channel/UCcoGbE4v0XCBhiGSrs49WaA . Say I sent you.


While the 2 out of 3 allows you to always go aggressive or defensive or both and is a very solid strategy, its not something you can always do, so try to do it as much as you can, but what if you can't? Well look at how your opponent is playing. If they are trying to stay as safe as possible, don't let them. If they are going out to win, don't let them. This game revolves around if you can counter your opponents moves and then pull your own off, a strategic tug of war as you might say. If you can only perform one out of three, make sure its the best one for the situation.

So I must say this, always make sure if you can win and if you can, go for it. Too many times I've lost because I wasn't paying attention if I could win or try to hard to win then get hammered by their big hand of nullify cards. Study your opponents moves, assume they always have a nullify card and only consider winning if you know they don’t or can get around it.


So take these notes and see how you go. Now I've most likely missed things or just couldn't work out how to put them into words so leave comments bellow if you find anything I've missed or got any questions you want answered. That's it for this post, thanks for reading. Giraton out!

All images used are from the Buddyfight Wiki, all copyrighted material is reserved by fair use.

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