Vanguard Alfred: A Comprehensive Early Game Guide

by Jhon Lennon 50 views

Hey everyone, and welcome back to the channel! Today, we're diving deep into one of the most iconic characters in Cardfight!! Vanguard: Alfred. Specifically, we're going to focus on his early game, exploring how to build a solid foundation and set yourself up for victory right from the get-go. This guide is perfect for beginners looking to master the Royal Paladin clan or for veterans wanting to refine their Alfred strategies. So grab your deck, settle in, and let's get started on optimizing your early Vanguard Alfred plays!

Understanding Alfred's Early Game Power

When you're playing Vanguard with Alfred, especially in the early stages of the game, understanding his core strengths is paramount. Alfred, as a leader of the Royal Paladins, is designed to be a resilient and powerful vanguard that can consistently apply pressure. The early game is all about establishing board presence and building resources. For Alfred, this means utilizing his abilities to call units effectively and maintain a solid hand size. We want to be calling units that can either boost our attacks, provide defensive capabilities, or set up future plays. The key here is efficiency – every card played should ideally serve a purpose, either now or in the near future. Don't just throw cards onto the field haphazardly; think about synergies. For example, calling a unit with an on-call ability that nets you a card or increases the power of another unit can be incredibly beneficial in these initial turns. The goal isn't necessarily to win by turn 3, but to ensure that by the time you hit grade 3, you have a strong hand, a well-established field, and are ready to unleash the full potential of your Royal Paladin deck. Remember, the early game is a marathon, not a sprint, and setting a strong pace with Alfred will pay dividends later on. We're looking to control the flow of the game, deny our opponent opportunities, and build towards our ultimate win condition. This means being mindful of our deck-out condition, our hand size, and the potential plays our opponent might have. Alfred, in his early game iterations, often focuses on consistent power and the ability to call more units, which directly translates to board advantage. So, let's break down the essential units and strategies that make your early Alfred game shine. It’s about making smart, calculated moves that build momentum and leave your opponent scrambling to keep up. Don't underestimate the power of a well-timed call or a strategic boost; these small advantages accumulate and can become insurmountable obstacles for your opponent as the game progresses. The early turns are your foundation, and with Alfred, that foundation can be exceptionally strong if built correctly. We want to ensure that every card we play has maximum impact, contributing to our overall strategy and paving the way for a dominant mid and late game. This requires foresight and a deep understanding of not just Alfred's abilities, but also the general flow of a Vanguard match. Think about what your opponent might be doing, and how your early calls can counter or mitigate their strategies. It’s a delicate dance of offense and defense, resource management, and strategic unit placement. With Alfred at the helm, you have the potential to dictate the terms of the engagement from the very beginning, so make every early turn count.

Essential Grade 0s and 1s for Early Pressure

Alright guys, let's talk about the absolute backbone of any early game strategy: your Grade 0s and Grade 1 units. For an early Vanguard Alfred build, these low-cost units are your bread and butter. Your starter unit is absolutely crucial. Ideally, you want a starter that either nets you a card, provides a power boost to your vanguard, or has a beneficial on-call effect. Many Royal Paladin starters offer these advantages, allowing you to start building your hand or field from turn one. Beyond the starter, focus on Grade 1 units that offer consistent value. Critical Triggers are always a good shout, as early criticals can put significant pressure on your opponent's lower health pool. However, don't neglect Power Triggers or Heal Triggers. Power triggers can help you win early battles or push for that extra damage, while a well-timed heal can be a lifesaver. For Grade 1 units themselves, look for units with abilities that activate when called or when they attack. Units that allow you to draw cards, superior call other units, or gain power are fantastic. For example, a common strategy involves calling a Grade 1 unit that, when called, allows you to draw a card. This helps you maintain hand advantage, which is vital for consistent plays. Another excellent option is a Grade 1 that gives a power boost to another unit. Even a small boost can make a difference in early turns, potentially securing a critical hit or winning a damage race. The synergy between your Grade 0s and Grade 1s is where the magic happens. Think about how your units complement each other. A booster that gives a significant power increase to Alfred, combined with Alfred's own potential to hit higher numbers, can force your opponent to commit more resources to defense early on. Don't be afraid to use your early game units to their full potential. They might not have the flashy abilities of higher-grade units, but their consistent application of pressure and resource generation is what sets the stage for your late-game dominance. Remember, the early game is about building momentum and establishing a strong board. These Grade 0 and 1 units are your primary tools for doing just that. Prioritize units that give you card advantage, field presence, or early pressure. The more you can do with fewer resources in the early turns, the better your chances of winning. So, when deck building, pay close attention to these foundational units. They might seem insignificant, but they are the gears that turn the entire machine. A solid foundation with your Grade 0s and 1s will make your entire Vanguard Alfred strategy that much more potent and reliable, guys. It's all about making every single card count, especially when the stakes are low but the long-term impact is high. Consider the meta you're playing in and adjust your trigger lineup accordingly, but always keep your early game offense and defense in mind.

Turn 1 to Turn 3: Strategic Plays with Alfred

Let's break down those crucial early turns, specifically turns 1 through 3, when you're typically riding a Grade 0 or Grade 1. The goal here is simple: establish a presence and build resources. On Turn 1, if you're riding a Grade 0, your primary objective is usually to call units from your hand to the field. You want to get attackers and boosters out there to start applying pressure and to thin your hand slightly, potentially drawing into better cards. If your starter has an on-call ability, now's the time to use it. On Turn 2, you'll likely be riding your Grade 1. Again, the focus remains on board development. Call more units, set up your boosters, and try to make attacks if you can. If you have a Grade 1 that allows you to draw a card on call, this is a prime opportunity to use it to maintain your hand size. The idea is to keep the pressure on without over-extending yourself. You don't want to be left with an empty hand if your opponent decides to call multiple units and force you into defensive plays. Turn 3 is where things start to get a bit more interesting, as you'll be riding your Grade 2. By this point, you should have a decent field established and a reasonable hand size. Your Grade 2 units often have more impactful abilities. This is a great turn to start utilizing those abilities. For example, if you have a Grade 2 that gains power when attacking a specific unit type, or one that allows you to superior call another unit, now is the time to leverage that. You want to be making attacks that your opponent might struggle to defend, forcing them to use their resources. Crucially, pay attention to your opponent's field and hand. Are they playing aggressively? Are they building a defensive wall? Your early plays should ideally counter their strategy. If they're playing conservatively, you can afford to be a bit more offensive. If they're aggressive, you might need to focus more on building your defense and hand size. The transition from Turn 1 to Turn 3 is about scaling up your presence. You start small, but each turn should add more power and more options to your field. Don't be afraid to sacrifice a less important unit if it means securing a critical hit or drawing a card. Resource management is key, and these early turns are where you learn to balance offense, defense, and card advantage. The goal isn't to win immediately, but to build a strong, multi-attack capable field and a healthy hand that sets you up for your Grade 3 turns. Think of it as laying the groundwork for a magnificent structure. The stronger the foundation, the taller and more impressive the structure can be. With Alfred, you want that structure to be a relentless assault that your opponent can't withstand. So, focus on consistent calls, smart attacks, and always, always keep an eye on your hand and your opponent's resources. Make sure you're not just playing cards, but playing smart cards that contribute to your overall victory condition. This careful progression through the early turns will make your mid-game and late-game strategies with Alfred significantly more potent.

Maximizing Early Grade 3 and Beyond

As you transition into your Grade 3 turns, the game opens up considerably, and this is where your early game setup truly shines. Riding your first Grade 3, especially if it's a form of Alfred, is a significant power spike. Your early game focus on board presence and hand advantage directly fuels these powerful Grade 3 plays. You'll likely have multiple units on the field from your earlier turns, ready to act as boosters or attackers. Your hand should be robust enough to call additional units or activate powerful skills. The key now is to maximize the impact of your Grade 3 vanguard's abilities. Many Alfred variants have skills that activate when they attack or when other Royal Paladin units attack. This is your cue to start applying relentless pressure. Look for opportunities to make multiple attacks, either through superior calling or by using units with innate multi-attack abilities. Your Grade 1 and 2 units that you called early might not seem like much on their own, but when boosted by your Grade 3 vanguard or other units, they can become significant threats. Don't forget about your triggers! A well-timed critical trigger on a boosted attack can be devastating, especially if you've managed to set up multiple attacks. Even a power trigger can push an attack over a defense threshold, securing that much-needed damage. The synergy between your early game calls and your Grade 3 vanguard is paramount. If you played conservatively early on, focusing on card advantage, you'll have the resources to call powerful Grade 2s or 3s from your hand to support your vanguard. If you played aggressively, you might have a strong field that can already take advantage of your vanguard's abilities. It’s about choosing the right Grade 3 Alfred for your playstyle and the current meta. Some Alfreds excel at raw power, others at superior calling, and some focus on drawing cards or retiring enemy units. Understanding which one you're using is critical. Your early game planning should have set you up to support whichever Grade 3 you end up riding. For instance, if your Grade 3 has a skill that requires you to have a certain number of Royal Paladins on the field, your early calls become even more important. If your Grade 3 has a powerful on-attack skill that requires a specific power threshold, your early boosters and power triggers become essential. The game doesn't end at Grade 3; it escalates. Your early game strategy is the fuel that ignites this escalation. It's about building a foundation that allows your Grade 3 Alfred to perform at its peak. You want to reach this stage with a full hand, a developed field, and the ability to make multiple high-impact attacks. This makes your opponent constantly on the back foot, struggling to keep up with your offensive output. So, as you move past the early turns, keep thinking about how your initial plays directly contribute to your Grade 3 game plan. It’s a continuous loop of strategy and execution, and with Alfred, that loop can be incredibly rewarding. The goal is to make your Grade 3 vanguard feel like an unstoppable force, built from the ground up by your smart early game decisions. Don't just ride your Grade 3 and hope for the best; ride it with the confidence that your early game has prepared you for victory.

Conclusion: Building a Victorious Foundation

So there you have it, guys! We've walked through the essential strategies for mastering the early game of Vanguard with Alfred. From understanding his core strengths to optimizing your Grade 0s and 1s, and strategizing your crucial early turns, the goal is always the same: build a strong, resilient foundation. This foundation will empower your mid-game and late-game plays, turning Alfred into a truly formidable force on the battlefield. Remember, the early game isn't just about surviving; it's about proactively setting yourself up for victory. Every card called, every attack made, and every resource managed in those initial turns contributes to your ultimate win condition. By focusing on board presence, hand advantage, and synergistic unit calls, you can ensure that when you hit your Grade 3 turns, you're not just playing the game, you're dominating it. Keep practicing, experiment with different unit combinations, and most importantly, have fun! Mastering the early game with Alfred is a rewarding journey, and with these tips, you're well on your way to becoming a top-tier Royal Paladin player. Until next time, keep those decks sharp and those criticals high!