Alpine Guide’s Guide: Triggers

Wether you’re from the times of strides or the era of gift markers, they share one common element, triggers.


What are Triggers?

Triggers are usually cards that have no ability and are grade 0 and each deck must have exactly 16 of them. What makes them special is when they are revealed during damage or drive checks, they can and buffs, cards or even remove damage.There are many different types of triggers but here we will focus on the v series era of them so there are only 4, Critical, Draw, Heal, and Front.

Damage Check Rules

Critical Triggers

Critical Triggers, once revealed, can add power and critical to any of your units. This is most useful when you need that extra push to break through your opponent’s guard. This also encourages players to attack with the vanguard first since they can give the power to the rearguard and critical to the vanguard.


Draw Triggers

Unlike Critical Triggers, Draw Triggers, once revealed, can reward you with an extra draw and addition to power. This sacrifices aggression for card advantage which can help in the long run (i.e. guarding and rides).


Heal Triggers

To some a miracle and to others, the bane of all vanguard, Heal Triggers are one of the key factors in vanguard. They give power to any unit and heal the player of 1 damage. Since you can have only 4 in one deck, you can take up to 9 damage before dying (normally 5).


Front Triggers

These are the only triggers restricted to the clans who use access. Why, well its ability gives +10000 power to all front guards. Since access gives extra front guards, this works very well since if you were to use critical triggers, you’d only place it on one unit.


With such powerful abilities, triggers can swing the game to one player with a simple reveal of a card.

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