Resourcefull and Resourceless (Playing Around Followup)

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Kohdok

Kohdok

Жыл бұрын

So the recent video stirred up the pot more than I thought. This followup will instead focus more on cleaning some things up and going more into detail on some of the points. It's why these followups exist, after all.
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Пікірлер: 318
@borby4584
@borby4584 Жыл бұрын
9:30, Maxx is still banned in the TCG, yes… but in Master Duel, it’s perfectly legal, and thus there is a non OCG format where you can use it
@TheAlterEgo_Ark
@TheAlterEgo_Ark Жыл бұрын
Much to the ire of everyone with half a brain ("Hur dur, it keeps combo in check"). And on the point of Yata, the card is just bad. If you can get to the point where you yata lock the opponent you might aswell already have won, because you can do much better things with half the inverstment.
@borby4584
@borby4584 Жыл бұрын
@@TheAlterEgo_Ark yata being unlimited is fine because honestly, if your opponent fucked up enough to get Yata Locked in 2023, then they honestly deserve it. Plus, if they somehow find a way to make that a consistent strat again, Konami will absolutely start swinging the ban hammer again
@xolotltolox7626
@xolotltolox7626 Жыл бұрын
Yata was arguably not even that good when it was banned, sure it ended the game in the right position, but in that position you were already so ahead(requiring your opponent to have a clear board and no cards in hand that could deal with yata on following turns) it likely could've come off the list during TeleDad already, and noone would really bat an eye, and by Dragonrulers the card was already too bad, and by DUEA basically worthless
@Roboshi2007
@Roboshi2007 Жыл бұрын
@@xolotltolox7626 the tools to deal with a yata lock just weren't there back in the early yugioh days, now it's far easier to prevent it even getting started.
@DeitySkullKid
@DeitySkullKid Жыл бұрын
​@@Roboshi2007 I wouldn't say that, there's always been ways to yata lock, but it's usually not very easy to do, the reason it was such an issue in the first place was chaos emperor dragon and similar effects Though, it would probably if yata just read "if your opponent has no cards in hand and no cards on the field, when yata garasu deals direct battle damage you win the game" or something , because that's basically what it does sans the spell trap zone, just MANY turns later
@Zetact_
@Zetact_ Жыл бұрын
The major issue that prevents Yugioh from being tempered is less about cards with multiple effects as it is cards that refund their "cost" in card advantage immediately. Sky Striker was a top deck as recently as 2019 and even nowadays is still arguably rogue and the only card they have with effects both on-field and in GY is Raye, whose GY effect is a float that only is responsive in nature (Roze also has a GY effect but that is very rare to see). The central cards used to win games in Striker are Engage and Kagari, which are both quick and immediate +1s even though neither have any effect in the GY. But I digress. The main reason IMO for the ramp up with the game's sheer speed is how quickly every card pays for itself. Take for example a standard HERO Combo: begins with Faris which summons Enhance which summons Vyon which searches Poly and dumps Shadow Mist which searches Liquid Soldier which summons Shadow Mist which fuses to Sunriser which adds Miracle Fusion, etc. You went from 2 cards in hand to 2-3 boss monsters on field with zero need for extenders. And HERO isn't even a meta deck at the moment. The thing about "combo deck" is that it fundamentally means something different in Yugioh than it does in other games - in most card games when they talk about a "combo deck" they mean something that aims to use their game plan setting up a strong combo by creating a board state and then using the combo with multiple specific cards to push. In Yugioh, a "combo" actually only tends to require one starter card - maybe two or in rare instances three - because every other part of the combo automatically is brought to the board by the domino effect of the starter. Floating effects certainly do make playing a more grindy deck in Yugioh more difficult but really the main reason why the game became so turn 1 oriented is because of one card playmakers. Regardless of if you have a game with a resource system, or if each card only has a single effect, if there were a game where every single card you played let you immediately draw a card and it wasn't balanced around that then it would be a complete mess, and Yugioh not only has become such a game but it's actually not even "draw a card" but "search a card," maybe even "summon this card."
@lounowell4171
@lounowell4171 Жыл бұрын
Well said, my take is... the beauty of yugioh, in theory, you have multiple card locations: -Field (public to both players) -Hand (private to opponent) -Deck (private to both players, shuffled for variety) -Discard (public to both players, but mechanically and thematically distinct from field) (there's banished and extra deck, but we'll keep it simple) Every effect either has a cost or limitation that involves moving a card from one of these positions to another. It's an elegant dance of cards, an interlocking clockwork system that requires no outside mana cost. The classic example of a 'balanced' yugioh draw spell would be something like "Discard 1 card, Draw 2 cards". This is a +0 in card advantage, but can easily see how you might be able to synergise with such a simple effect. The problem is when you have cards that easily go +1 with no cost or restriction. Pot of Greed could be fine, if there was appropriate risk to using it - let's say Spell Canceller/Imperial Order/Mystical Refpanel/Spell of Pain/Appropriate/Bubble Crash are all top cards in a format and Mill is a top deck... maybe Pot of Greed would be bad, but even the most basic +1 requires the entire format surrounding it to keep it in check.
@JaimeAGB-pt4xl
@JaimeAGB-pt4xl Жыл бұрын
All YGO players/decks have the same strategy and they don't even know it nor admit it... All decks are design to cheat out via special summons from deck or extra deck as to have destructions effects and set up negations... I encourage YGO players to think of that and play Other, Superior Games
@baileydombroskie3046
@baileydombroskie3046 11 ай бұрын
@@JaimeAGB-pt4xlmy main deck for the entire 13 years I’ve been playing (even tho said deck was shit for the 1st 6) has been destiny HERO OTK. I CAN go 1st and setup a few pops and floodgates but I purposefully don’t as I prefer OTKs over negate.deck. I enjoy watching my opp get all cocky with the big imposing board so that when I go I can smash it all down and make them beg for mercy as I crush them on my 1st turn. But don’t get me wrong, I love combo decks with a passion. My DH deck is quite solid at OTKs thru some amount of disruption. If I get the perfect hand and my opponent lets me go balls to the walls, I’ll land up making around 50k DMG. Oh so satisfying. There is a number (I have found 2 so far) of 1 card OTK lines in DH, all only possible thanx to Fusion destiny after denier was released. And almost all 1 and 2 card OTKs in DH end on dreadmaster to complete the board. Also that is quite wrong and insulting to say to ppl “go play a superior game”. My god, yugioh IS 1 of the best TCGs there is. The only TCGs I wud argue r as gud as yugioh r MTG and force of will. Pokémon is more of a CCG then a TCG as it’s more child’s fun then any1s fun, and the best feature of the cards is how fucking beautiful they look and not how they play. And let’s be honest, yugioh is 1 of those games that if a person genuinely enjoys and loves yugioh for it is, they most likely won’t enjoy any other TCG enuf to play anything other yugioh. I’ve tried MTG but I found it boring, slow, and not able to make my brain think hard enuf. I’m so used to yugioh aggro decks that when I played a red goblin aggro deck in MTG I was finding it so ez to make the best choices and such.
@39Lords
@39Lords Жыл бұрын
Digimon borrowed its system from Chrono Clash, not Fire Emblem Cipher. Cipher was more Duel Masters inspired. The now defunct Lord of the Rings TCG has a resource system where the good side cards add Tokens to the Twilight pool and the Evil cards subtract from the Twilight Pool. It's pretty neat.
@JakeTheJay
@JakeTheJay Жыл бұрын
I honestly love the resource system of Universus. The fact you make yourself more open the more your play cards really gives the game a massive risk vs reward scenario where you can go all in and if you don't kill your opponent, they can backswing and you would be defenseless. Or you can limit what you do on your turn, you can block your opponent's attacks. I love it and the fact the numbers actually matter on the cards
@Undrave
@Undrave Жыл бұрын
Oh? Do you sacrifice your defensive capability to play attacks?
@JakeTheJay
@JakeTheJay Жыл бұрын
@@Undrave To play cards in general. You can put more on board, but then you don't have cards in hand to block attacks. You even have to consider block zones when playing cards and putting them in your deck!
@Undrave
@Undrave Жыл бұрын
@@JakeTheJay Oooh I see. I think I remember hearing about that system. It's a clever system.
@JakeTheJay
@JakeTheJay Жыл бұрын
@@Undrave it is super fun, highly recommend it!
@wyrdwarpcryptidmultiverse9240
@wyrdwarpcryptidmultiverse9240 Жыл бұрын
I loved seeing our box on display! The eyes look right at home. The Wyrdwarp core game doesn't really have a resource system. However, we do have some mechanics in our future expansions that act as a sort of "soft" resource system. Accumulating tokens or discarding extra cards to fuel more gamebreaking abilities or cast more powerful cards.
@soramaxpower
@soramaxpower Жыл бұрын
I believe one of the most unique aspects of yugioh that is somewhat overlooked is the extra deck. Having cards that you always access to is what I feel allows decks to always have gas and it makes variance feel a lot less impactful.
@simonteesdale9752
@simonteesdale9752 Жыл бұрын
On the flip side, the lack of variance the extra deck provides can lead to games feeling way too similar. (If not balanced correctly) Personally, I left YGO during the XYZ era due to the game being about making the same monster on T1/2 every game. Links being so generic makes this issue even worse.
@Zetact_
@Zetact_ Жыл бұрын
@@simonteesdale9752 It also makes DECKS feel way too similar. Look at basically every Synchro archetype for example and you'll find that more often than not it won't go into its own boss monsters because generic ones like Baronne and Crystal Wing are simply better than their actual in-theme monsters. Or how every Xyz deck plays Zeus. Or how every deck Link deck plays Accesscode. Or how back when Verte Anaconda was legal, every deck in the world was playing DPE.
@nathanl8622
@nathanl8622 Жыл бұрын
I still think it's funny that Magic introduced a similar mechanic with Companions and they immediately took over the metagame in every format they were legal in.
@simonteesdale9752
@simonteesdale9752 Жыл бұрын
@@nathanl8622 Even with Companions, you could tell it was a balance issue in an inherently dangerous design space. Lurrus broke everything, Keruga and Obosh were fine. (In fact, I'm still playing Obosh in Modern) In fact, you could argue that hearthstone faced a similar issue with Genn/Baku/Renathal & Patches. (Although in hearthstone's case the cards are still in your deck, you just don't have to draw them for them to do their thing)
@blackrosed8068
@blackrosed8068 Жыл бұрын
That was the huge appeal for me with FoW during their New Valhalla cluster with Runes. They also had a cool spin on the extra deck where it can include not just monsters but also Spells. Extra decks are so cool, i know Naruto has one too but I haven't played that. Plus, using Kohdok logic, it makes every monster a "resource".
@Slick_Tails
@Slick_Tails Жыл бұрын
I can definitely understand that resource cards are not an objectively bad thing, but from my own personal experience, for the longest time the only card game I'd ever played was Magic. Mana cards were just a thing I kind of assumed were a staple part of card games. How else could card games work? Many years later, when I first played games _without_ dedicated resource cards it was like having lived in an era of oil lamps and suddenly having lightbulbs and electricity installed. "Oh wow, I can just turn on the light like this? Without all of that annoying faffing around?" It was a revelation. On a personal level, yes, I do feel that dedicated resource cards are archaic. I think Magic gets by because it's always been the biggest, most popular game, and as such many of its players continue to stick with it. I think Pokémon gets by because card draw is so prevalent that running out of energy cards is hardly a worry.
@xolotltolox7626
@xolotltolox7626 Жыл бұрын
Tbh, I do somewhat like lands, because I find them to be much more interesting as a mechanic than Hearthstone's "gain 1 mana per turn" for example, but I will still always prefer yugioh, where I am not arbitrarily restricted from what I can play, and am not forced to go Neg1 or even Neg2 because I drew too many or too little of my mandatory 20+ garnets
@WishMakers
@WishMakers Жыл бұрын
I do very much like the idea of "every card as resource" and I don't think the downsides are as bad as stated. For example, look at Magic's pathways or even the sorcery + land backside cards. Other games that use "every card as resource" can still be "one mode or the other" and still have unique special resources
@Slick_Tails
@Slick_Tails Жыл бұрын
@@WishMakers Yeah, the previous video made a point about "if cards have multiple purposes you'll have to *gulp* THINK about how to use them." Just sounded like such a weird criticism. Flesh and Blood's system of most cards having 3 potential uses (attack/defence/resource) feels like such a great evolution of the mana system. Yes, it means making difficult choices, which can slow the game down, but it amplifies the skill factor and prevents turns where you don't have any viable options.
@memnarch129
@memnarch129 Ай бұрын
@@Slick_Tails Its a stance taken by people who want their cards/items effects spelled out for them. They dont want depth of how to play somthing, they just want it to be obvious.
@camyron
@camyron Жыл бұрын
I don't know if there's enough in it for a whole Playing Around discussion because I only really follow mtg, but a comparison of card draw power, how card draw is balanced, and common game mechanics that have the feel of "draw-lite" (mill, exile-&-playable-this-turn) across different games could be interesting? maybe also talking about decking vs reshuffling, and discard to hand size vs discard all & draw to hand size?
@goncaloferreira6429
@goncaloferreira6429 Жыл бұрын
yes please.
@Stinkoman87
@Stinkoman87 Жыл бұрын
Add in Filtering, too, where you have the same number of cards but you gain influence over what those cards are.
@benwebb4424
@benwebb4424 Жыл бұрын
I actually think the WoW TCG (not Hearthstone, the paper one) had the perfect solution. It had dedicated, but not required resource cards. There were cards that did things from the resource row, but anything could be face down as a resource. It never felt bad to draw them because you still got an effect of some sort (usually card draw), but you weren't overly punished for not drawing them since you could still play your cards anyway. It had the benefit of having a curve but not the downside of being able to miss it entirely. You know, until Cryptozoic fucked the game up royally by having quests all be underpowered and making aggro the only viable archetype.
@NerdByAnyOtherName
@NerdByAnyOtherName Жыл бұрын
It isn't necessarily that _players_ don't like dexterity games, though I'm sure there are players who do dislike them, it is companies, makers, investors, and distributors, that don't like them, which is why they don't get used. Besides the fact that dexterity mechanics introduce a skill floor to be able to reasonably compete, whether in tournaments or against established players at your local cardshop, and thus an additional barrier to entry for new players, there is also the issue of accessibility/inclusivity, a potential player who experiences regular and uncontrollable tremors in their hands can't play Bakugan with any consistency, while a potential player with vision issues that limit their depth perception is going to struggle to play Battleclaw, for instance. The skill floor and increased potential for playstyles/strategies in games with dexterity elements are great for competitive games/scenes and to let entrenched players show off their prowess, but trying to get such a game off of the ground in fthe first place and to keep it profitable is, while not impossible, considerably more difficult than for games without those elements. Games are meant to be played, but in order for the owners and makers of that game to keep making and supporting that game they need to be able to make money off of it, and new players are the primary income source for tabletop games, so from the business perspective it makes no sense to take the unnecessary risk of including dexterity mechanics
@maxmercurythemm827
@maxmercurythemm827 2 ай бұрын
Players don't like them either; if anything goes, I dare say battleclaw goes straight into the "too much junk" sin. Also, I as a person tend to get uncontrollable shakes in stressful situations so a dexterity check to get resources just irks me to the core. And one last point to hopefully get the point across: MtG has "dexterity cards" that you had to throw into the air and see where it lands; and those cards are basically banned from everything, a treatment otherwise reserved for ante cards. (And the more recent "controversy cards", but I don't want to talk about that.)
@Dimitar_Tsanev
@Dimitar_Tsanev Жыл бұрын
I think Force of Will does a great job at solving the problems that Magic's lands present while still having all the benefits...
@17blaziken
@17blaziken Жыл бұрын
This
@featherlessbiped1204
@featherlessbiped1204 Жыл бұрын
Not all of them. He addressed in this video that having resources go in the main deck allows for a more organic flow, lessens the burden of draft and allows for more of a learning curve. Maybe if you bothered to hear the opinions of others before spewing your own, discussion could happen.
@Dimitar_Tsanev
@Dimitar_Tsanev Жыл бұрын
@FeatherlessBiped Yeah I heard that and I think it's simply a matter of preference... I don't think there's a 'right' way to make a game or a 'perfect' resource system because there will always be players preferring one or another to the rest which is great as it ensures that a variety of games will continue to exist... As a primarilly MtG player with some experience I appreciate what FoW is doing with its resource system because in my eyes it solves a problem that I've encountered way too many times and to me it IS as I've said... However, I also realise that it depends on the type of game you're playing... Both FoW an the WoW TCG are variations of Magic, yet both offer different solutions to its mana problems and I simply prefer FoW's while another player might prefer WoW's every card as a resource option... I can't for example predict whether pokemon's energy cards would work better in a separate deck or if every card could be used as energy... Yet again all of this might sound entirely counterintuitive if you're playing Digimon, Yu-Gi-Oh or a totally different type of card game...
@featherlessbiped1204
@featherlessbiped1204 Жыл бұрын
@@HennyVenny Yeah, my apologies. The "..." at the end of the comment made me think he was being smug and dismissive, but I now understand the situation.
@josephpurdy8390
@josephpurdy8390 Жыл бұрын
When that card originally released. You had enough counter spells to build an entire deck out of nothing, but control cards. It was legal and very cheesy. Mishra's Factory were also tournament legal at that time.
@esteban-iriarte-animation
@esteban-iriarte-animation Жыл бұрын
Great videos! Maybe another game mechanic to talk about would be how different games deal with "damage", destroying monsters, attacking the opponent, avoiding damage, winning the "victory points" and so on, because there seems to be quite a lot of variation on that concept. So... Combat system mechanics, maybe?
@pikapuffin368
@pikapuffin368 Жыл бұрын
Weiss/Schwarz is my new sweetness and the “any card as resource” there feels simple and sweet. I didn’t get into Duel Masters back in the day, but if I had, it’s something I would’ve like then, I think. Sucks that you drew hate for your analysis, I thought you summarized the pros and cons perfectly well. Important Note: Wind-Ups *were* super good. Nowadays they could unban the combos and it’d be a playable but still not super-meta strat.
@TheSliferSlacker
@TheSliferSlacker Жыл бұрын
With Yugioh I think it really depends on what level you wanna play it. Casual yugioh is pretty accessible, you'll see a lot of people are playing very basic decks like Dark Magician, Blue-Eyes, or a very casual variant of Destiny/Vision Heroes at any given lowkey type of locals. You won't really run into anything that insane at that level (aside from the odd hyper meta player here and there, but dif locals have dif ratios of that stuff) and even then, sometimes a deck looks flashy but doesn't actually... do... anything. It can give the illusion of impenetrability in that way also. Generally, it's not that hard to get into the game if you don't fixate on entering the higher level competitive formats. Thanks for addressing the Yugioh thing though, I noticed some of the other comments about it were pretty angry, so I was worried it gave the community a bad impression. I will say that in the future, perhaps it would be best to familiarize with modern yugioh a bit more, or have heavy discussion with people invested in it to get that perspective to avoid that kinda backlash. We're not THAT bad a group of folks usually, just a bit scrappy, lol. Good vid, Kohdok.
@Stinkoman87
@Stinkoman87 Жыл бұрын
Maybe he could reach out to Team APS. They seem pretty chill.
@marekjones9555
@marekjones9555 Жыл бұрын
Imo a big but subtle issue with dedicated resource cards is they increase barrier to entry. Not just with the learned skill of tuning the amount but with how competent your deckbuilding overall has to be to account for how much "junk" you're forced to put in, even before any meta consideration.
@AlteredNova04
@AlteredNova04 Жыл бұрын
There's also the fact that good resource cards are often among the most expensive cards in any game because a huge percentage of all competitive decks need to run them so the demand for them is massive. If you want to build a strong deck in most formats in Magic the Gathering, you'll often be spending like half the deck's budget (up to hundreds or even thousands of dollars) on just a few resource cards.
@Kohdok
@Kohdok Жыл бұрын
It depends on the game. Pokemon doesn't really lock their Special Energy the same way, and they're pretty much all Uncommons now. The Gold Rare versions are usually Special Printings or exist to bring the older printings back into Standard.
@xolotltolox7626
@xolotltolox7626 Жыл бұрын
@@Kohdok Magic on the other hand is hideous about this, with the originaly Duals on the reserved list, and the shock and fetch lands deliberately underprinted, which severely cripples the manabases of newer players. For some reason they also refuse to put the Bondlands into commander precons, further making the manabases of new players, that don't want to build mono-color suffer, unless they are willing to fork over huge sums of money
@Ninguin
@Ninguin Жыл бұрын
@@xolotltolox7626 to be fair on this front, it depends on the format you are playing, fetch and dual land reserve prices have very little impact on standard and only affect commander if you insist on having the absolute best cards, most decent dual lands hover around 5 - 20 dollars while staples in yugioh tend to run upwards of 100, which is a hard barrier of entry that affects all players since they don’t have multiple formats. Modern in mtg is a notoriously expensive format but it’s also the format that is most related to yugioh’s speed.
@marvelsandals4228
@marvelsandals4228 Жыл бұрын
As he said, it's not inherently bad, it just depends what you do with it. At their worst, you have 20 copies of a card that says "Energy" in your main deck that you draw turn after turn. It reminds me of the sin of lifedecking: you want to use your cards. In this case, resource cards can occasionally act like a random event that skips your draw phase, putting a barrier between the player and drawing one of their many cards with cool abilities they want to use and thus generates a similar frustration. I personally love the Digimon solution, but the "any card as resource" is a easy fix for an up and coming card game. Limit the player to setting 1 card from their hand into their resource row per turn, and just like that you can have your cake and eat it too. In fact, you can STILL have true resource cards that only work in the resource row, but they are superior to playing a generic card there, like maybe they grant passive buffs or something.
@summermermaidstar756
@summermermaidstar756 Жыл бұрын
vanguard has the ride deck btw, so grade stuck isnt as bad of a thing anymore due to the ride deck
@EleggGaming
@EleggGaming Жыл бұрын
Only for the standard format and you can tell the cards from overdresss was built around that mechanic.
@U1TR4F0RCE
@U1TR4F0RCE Жыл бұрын
I think it's worth noting that Yata Garasu when it was banned wasn't a good card itself in a vacuum it was only because of the combination of Chaos Emperor Dragon who has gotten a pretty bad errata as well as Sangan/Witch of the Black Forest who also got erratas(the latter two only that you cannot activate the effects of the card searched on the turn the card was searched). The infamous Yatalock being that you had a sangan or witch already on board from a previous turn, summon chaos emperor dragon through special summon pay 1000 life points to send all cards in the hand and field to the graveyard and then normal summon Yata Garasu and attack, Yata Garasu skips the draw phase of the player who was dealt damage by Yata, but Yata has very low attack.
@genericname3516
@genericname3516 Жыл бұрын
It is also worth considering that, unlike when Yata was originally banned, there's a lot more cards in the game that can be activated whilst in the graveyard. Even if you get Yatalocked, it's possible for you to still have some sort of play to make.
@gabrielt.harris8885
@gabrielt.harris8885 Жыл бұрын
I feel that something commonly overlooked with Yu-Gi-Oh! is the amount of both interactions and moves, that players make despite how relatively short some of the cards are. Though games with say control decks tend to last longer.
@pikapuff123
@pikapuff123 Жыл бұрын
I'd be curious to hear about drawing mechanics. Pot of greed is forever banned in Yu-Gi-Oh, but Bill is relatively underpowered in Pokemon. The new Digimon turned every digivolution into an upstart goblin. Drawing is always good, but why in some games is it extra good while in some it's just okay?
@EleggGaming
@EleggGaming Жыл бұрын
Some games since the resource are limited or isnt available for you, you have to make a choice to draw or do something else (put a body on the board for example) Pokemon cant attack unless they're in the battle zone and have the sufficient amount of enerygies so they can get away with having a card that draws them 7 cards. Digimon have summoning sickness and you cant evolve your digimon forvever without passing to your opponent and they lack real search cards so drawing is ok at that front. Yugioh is a no no because any cards in your hand is playable as soon you draw (or met the conditions) and the ease accessibility of the extra deck will snowball the simple field into an huge avalanche.
@genericname3516
@genericname3516 Жыл бұрын
It depends on what you're giving up for that draw power. Pot of Greed is literally a completely free card, trading effectively nothing to get those 2 cards (hence most retrains of the card have gigantic costs to them, like banishing 1/4 of your deck), whilst in (modern) Pokémon, cards like Bill are your one Supporter for the turn, preventing you from using any of the other extremely powerful effects they offer.
@VestedUTuber
@VestedUTuber 3 ай бұрын
"but Bill is relatively underpowered in Pokemon." Base Set Bill or post-trainer split Bill? Because Base Set Bill was pretty strong solely because the "supporter" rule wasn't implemented yet. Every deck from the gen 1 days ran 3-4 Bill. But post-split versions of Bill are below-curve simply because cards like Barry and Friends in Hisui were printed.
@battleforjustice
@battleforjustice Жыл бұрын
I really enjoy the follow ups since you provide feedback in the comment section. I am glad the Expandable Card Game I designed will not utilize resource cards as like others have posted takes away from the match's experience and deck building process. I also feel if we can eliminate resource cards we can totally focus on how you play cards rather than did I draw a land when I needed to or did I draw something playable as opposed to a resource. I think another point to add about resources is that resource cards create balance issues in the long run as cards with great effects typically require a decent amount of resources. But as you mentioned in the top levels, decks run minimal resources because cards tend to be great when they do not require many resources cards to be active. This also allows you to play more threats or answers in spots where resources would be used in other decks. It takes away from the deck building experience because players are trying to craft decks in a way that runs just enough resources. Games that do not have resource cards can focus purely on the deck construction and unique card interactions. Games also become whoever can draw more action than resources. This is often seen in the older formats in MTG for example where even mana intensive decks run 19 lands.
@owendarragh1396
@owendarragh1396 Жыл бұрын
I would love to see one of these on life point systems and alternate rules for winning and losing. Just an idea for another mechanic to possibly do a video on
@melismati
@melismati 6 ай бұрын
I don't think resource cards are necessarily bad, but the fact that MTG and Pokemon are the top games I think just comes from the fact that MTG was the first, and Pokemon was early and is attached to a really successful franchise.
@waltercardcollector
@waltercardcollector Жыл бұрын
I just want to note that "Vampire: The Eternal Struggle" and "Vampire: Rivals" are two different card games. Other than that, you made good points.
@MagitekElite
@MagitekElite Жыл бұрын
you can't actually get gradestuck in game younolike anymore because there's a separate deck for your ride chain in the most-played format, but the game has gained other problems since then
@Stinkoman87
@Stinkoman87 Жыл бұрын
Problems, plural? I know powercreep is still an issue, and there's one new issue in the 'I win card' Overtriggers, but what else? I lost interest several months ago.
@lsaberCP
@lsaberCP Жыл бұрын
@@Stinkoman87 core cards of some meta decks only being distributed as promos, combined with not-so-great distribution for said promos (at least for the western side)
@chrisklein2924
@chrisklein2924 Жыл бұрын
I'd say the windup format was a pretty bad one overall for Ygo''s history. The game you don't like might never have taken off in the US if ygo wasn't bleeding off huge swaths of its player base when it came out. I won't say wind up was a bad as MTG' s combo winter but it is the dynamic that was going on around then. Ygo does show a good overall resilience and the little side format oasises around now do give players a place to park during bad formats. Edit Since YGO is a member of the big three and has major differences from the other 2 members it would be good to bone up on modern YGO. A colab or extended call with MBT Yu-Gi-Oh might be good for both of you. MBT given a little heads up on your wheelhouse would be an excellent guide. I know from 7 sins that you are more than capable of fantastic work and we can't know everything ourselves.
@eavyeavy2864
@eavyeavy2864 Жыл бұрын
Heads up h8 that guy -misnomer for clout -communist conservatives. How do you even do that
@mooxmilli9131
@mooxmilli9131 Жыл бұрын
I'd really like to see a video discussing search mechanics in games, their pros and cons, as well as their becoming necessity in games like yugioh, or like just how playable demonic tutor is in mtg.
@UnderTheSkin13
@UnderTheSkin13 Жыл бұрын
Let's see the Pokémon TCG Classic decks come in with 21 energies now.
@Zanji1234
@Zanji1234 Жыл бұрын
are the lists already out? also: Back then playing over 20 energy was almost neccessary since -> Energy removal and Super Energy Removal
@Ashamedofmypast
@Ashamedofmypast Жыл бұрын
I love these videos they are very informative
@Berzerkarin
@Berzerkarin Жыл бұрын
Ive come from yugioh to magic and love resource cards! especially getting the specific art i like or want to fit a decks theme. The slower more methodical gameplay and multiple formats keep it fresh if I dont like standered or modern I can go to commander. Instead of having archetypes based solely around preventing your opponents from playing the game I get to actually play my cards.
@mastermike890
@mastermike890 Жыл бұрын
Not sure if it’s enough for a whole episode but I’d love for you to discuss alternate win conditions: Magic has things like coalition victory, Yu-Gi-Oh has things like exodia, etc.
@teifan6674
@teifan6674 Жыл бұрын
What do you think of games that use a stockpiling resource like in Arkham horror or star wars destiny (or even Faeria, a criminally underrated online game)? It seems like a cool way to do resources and it does not really add much token wise but for some reason I don't see it used very often
@saitougin7210
@saitougin7210 11 ай бұрын
I kinda liked the ressource system in that one TCG, you get another card for free, each time the opponent reduces your life points enough. (I don't remember if it was Digimon or something else.) It's just this wouldn't work in Yu-Gi-Oh, since if it was a crucial combo piece, then you couldn't search it out of the deck, since it is already face down on the table.
@Spudmay
@Spudmay Жыл бұрын
Another aspect to discuss might be something like summoning Sickness, and other aspects other than resources that pace a game.
@AlphaSquadZero
@AlphaSquadZero Жыл бұрын
Yata-garasu could have been unlimited during wind-up format and still do nothing.
@xolotltolox7626
@xolotltolox7626 Жыл бұрын
it could've been unlimited during TeleDad
@GeneralNickles
@GeneralNickles Жыл бұрын
That's not true. Wind up was the same time as dino rabbit, and that deck would've LOVED yata. Stopping your opponent from drawing for turn when you already have a dolkka and laggia set up would be an absolute game ender. Not super useful on your first turn, but it'd be great when you already have a board established. It wouldn't have done anything against wind-up, but honestly, very few things could at the time.
@AlphaSquadZero
@AlphaSquadZero Жыл бұрын
@@GeneralNickles But that is just win more.
@GeneralNickles
@GeneralNickles Жыл бұрын
@@AlphaSquadZero no, "win more" is when you use cards you don't have to just win an unlosable game even harder. Using yata in dino rabbit when you have a board established simply stops your opponent from potentially drawing the out to your board. You're not already winning purely because you have monsters. They can still out those monsters.
@AlphaSquadZero
@AlphaSquadZero Жыл бұрын
@@GeneralNickles If the opponent could out the board they would have done so before you got both on the board without expending their material.
@VieneLea
@VieneLea Жыл бұрын
Both types of mana screw was the worst feeling I had when playing Magic: the Gathering. Sure, it may have been a skill issue, but it still felt worse than anything that happened when I played, say, Hearthstone. I know, it may have been a skill issue, but there's a reason we don't play games on planks that hangs over a pile of dung, where the loser falls - sure, getting there might be a "skill issue", but it doesn't change the fact that it really stinks and we'd rather just play games that don't involve this sort of an experience. I get that some people don't mind that much, and that's fine. I also get that it brings some gameplay benefits that non-resource-card games don't have (which I kinda missed in Hearthstone). But saying people view mana screw as a flaw just don't understand something is simply wrong. Getting flooded with lands/not getting enough of them (while still having low-cost cards in hand) and then drawing poorly was some of the most frustrating experiences I ever had in a card game - it's basically losing on the first turn, without being able to do any of the fun stuff your deck does, without it being clear enough to instantly concede and just having it drag out.
@TheNickelGhost
@TheNickelGhost 4 ай бұрын
Late to the party but I agree 100%, I was turned off from MtG for the exact same reason. When tuning the exact amount of resources is a crucial element of deckbuilding in these kinds of games, it implies that novice players are going to lose a lot for extremely unfun reasons...
@GeneralNickles
@GeneralNickles Жыл бұрын
Yu-Gi-Oh is impenetrable in the same way that calculus is impenetrable. It almost has its own language, and you can learn the inner workings of the game pretty easily if you're fluent in that language. But if you have trouble learning that language, then you're going to have a hard time learning the game. A lot of people (read that as "magic players") like to say that "Yu-Gi-Oh cards don't do what they say" or "the card text doesn't explain how to play the card", and that's simply not true. The card text explains how the cards work perfectly clearly, IF you understand the language underlying all of it. Yu-Gi-Oh doesn't have a comprehensive rulebook like magic does, but that's only _kind of_ an excuse to give up learning how to play. Learning the ins and outs of the game is completely doable for anyone that actually wants to do it. It mostly comes down to just playing the game and waiting for weird interactions to come up. You learn something from almost every game you play in the early days of playing. Hell, I've been playing for almost 20 years and I just recently learned the actual flow of effect activation/resolution and activation priority. As for the "cards you play twice" thing... I genuinely don't see how that's a problem. All that does is give you more things you can do when you decide it's time to do so. In Yu-Gi-Oh, nothing feels worse than a turn where you have to just say "I can't do anything" and just pass. More options is always better.
@fernandobanda5734
@fernandobanda5734 Жыл бұрын
I think Yu-Gi-Oh! is impenetrable because it's very badly marketed. On one hand, you have the shows and the nostalgia yet the games play nothing like that. On the other hand, the rulebook and the cards visual design* don't really help you understand what the game is about. You can learn about tribute summoning and flip summoning and face down defense mode and rituals and yet almost none of that matters. What you need to learn isn't really apparent. * By this I mean a lot of the decisions made early on before the game became what it is now. The first time you see the cards, you'll see yellow monsters and orange monsters, but that doesn't really matter. There are a lot of monstes that you can't normal summon, why aren't those a different color? All monsters have a big color-coded attribute, but it's not more special than any other characteristic, certainly not more than its archetype. You have a dedicated symbol for rituals, yet they don't work super different from any special summon, nor do they work similar to one another anymore. You have cards that can become equipped but they don't have the equip spell symbol. There's just A LOT of things that if redone would reflect the game as it is now, and make it much easier to get. And I haven't even mentioned tiny text and not using keywords or colored text for simple things like once-per-turn effects.
@GeneralNickles
@GeneralNickles Жыл бұрын
@@fernandobanda5734 first of all, keywords will never work in Yu-Gi-Oh. The game is just entirely too varied for that. I could go on for hours about the tiny nuances that prevent keywords from working, but suffice to say, the game just has too many things you can do and too many ways to do them. Everything else you mention has reasons for it. You're just too blinded by conventions established in other WILDLY different games to come up with those reasons. But to address your main point, that's what card text is for. The visual design of a game can only take you so far. There are things you simply need text to explain. You mention cards that _aren't_ equip spells but can be equipped to monsters. Inzekters are a perfect example of that. They lack the equip spell symbol for a very simple reason: They aren't equip spells. They aren't spells at all. They're monsters. Putting an equip spell symbol on it would only make things even less consistent and more confusing. Monsters that can't be normal summoned aren't a different color because they aren't a different kind of monster. They just can't be normal summoned. There's no sense in creating a completely separate card type for such a simple line of text. As for archetypes, they straight up weren't a thing that existed when the game was created. You'd have to change the entire layout of the card to highlight the archetype any more than it already is, and you can't change the layout because then the new cards don't work with the old cards. The whole point of Yu-Gi-Oh is no set rotation, thus every card since the beginning needs to be playable with every other card. There's a dedicated symbol for rituals because there's a dedicated card type for it. The ritual spell. And saying they don't work super different from other summoning types is just straight up factually incorrect. They are absolutely unique. Not even remotely similar to other summoning mechanics. And I don't know what you mean by "they don't work similar to one another anymore". The only ritual deck that doesn't follow the ritual rules is megaliths. Every other ritual deck works the exact same way. You also say it doesn't matter that normal monsters and effect monsters are different colors. It very much does matter. You need to be able to quickly and easily differentiate between monster you NEED to read, and monster you don't need to read. Thus, different color frames. Otherwise, you end up reading a bunch of flavor text for no reason.
@fernandobanda5734
@fernandobanda5734 Жыл бұрын
@@GeneralNickles A lot of what you said is "Yes, this is weird because it's an old game with old conventions" which is exactly what I said. About the cards' colors and symbols and such: Yes, there are very tiny differences in various things. My point is that most of the visual distinctions matter very little. How many Normal Monsters do you see in a given deck or meta? Why is that a bigger distinction than something that can and can't be used in your hand normally? How more accessible would the game be if everything that you needed to know was reinforced by the game? It's never too late to make changes. All of these are just quick suggestions. In general I just feel like there's a HUGE disconnect when there really is an interesting game behind. The specifics probably need a) someone more versed in the game and b) Konami to make some concessions to remove things that aren't pulling their weight. But I'm not getting this form other games, I'm just thinking about accessibility and readability in general.
@GeneralNickles
@GeneralNickles Жыл бұрын
@@fernandobanda5734 "it's never too late to make changes". Yeah, in a game with set rotation, that's true. In Yu-Gi-Oh, it's very much not. It's WAAAAAYYYY too late to make such major changes at this point. And yes, the difference between a normal monster and an effect monsters is a MUCH bigger distinction than between a monster that can't be normal summoned and any other monster. They are literally two different kinds of cards. A monster that can't be normal summoned is just like any other monster, except it can't be normal summoned. What is so hard to grasp about that? And no, that's not what I said. The only thing I said that falls into that description is the bit about redesigning the card frame to highlight archetypes. Everything else has nothing to do with it being "weird because it's an old game". It's just how the game works, because that's how it needs to work. Being old has nothing to do with it. And what the hell are you going on about? Everything you need to know quite literally is reinforced by the game. The cards are designed the way they are for that very purpose. What things aren't pulling there weight? Literally every aspect of the cards have very important purposes. There is nothing on the cards that doesn't need to be there. And there is nothing that needs to be there that isn't, besides MAYBE another text box for the archetype name, but even that's a huge "maybe".
@deathgun5925
@deathgun5925 Жыл бұрын
@@fernandobanda5734 "How more accessible would the game be if everything that you needed to know was reinforced by the game?" ..........It does though....... Reading is hard I guess.
@dragonmaster613
@dragonmaster613 Жыл бұрын
MTG has a term for a type of Bricking, "Mana Screwed" (missing too many Land Drops or lack of enough Lands in opening hand).
@VestedUTuber
@VestedUTuber 3 ай бұрын
There's even a card from Unhinged called Mana Screw that references it. The term also got borrowed for Pokemon. It's unofficial (for reasons that should be obvious) but not drawing any energy is generally referred to as being "energy screwed". ...unless you're playing a rain dance deck, then it's a "drought".
@TheBoz87
@TheBoz87 Жыл бұрын
I’ve always been a fan of the way the WoW tcg and VS system did resources. Every card can be a resource but there are distinct resource cards so you can still play a resource per turn.
@chaoticjexak
@chaoticjexak Жыл бұрын
yeah about the whole 'doing things risks giving stuff to your opponent is a rare thing' rhystic study asks if you pay the 1.
@RoninCatholic
@RoninCatholic Жыл бұрын
If a typical starter deck is loaded with more resource cards than optimal for casual play, that's another example of a tutorial issue rather than a shortcoming of the card type itself.
@HeavyMetalMouse
@HeavyMetalMouse Жыл бұрын
So we've seen resource-cards-in-deck (Magic, Pokemon) which has the known problem of screw/flood even if your proportion is correct; we've seen Separate Resource Deck (Force of Will) which completely offloads the question of 'how much resource do you draw to play' to a player choice or even a nonchoice (for games that simply autoplay a resource from your resource deck each turn)... I wonder if there is some interesting middle ground. I wonder what it might be like if your resource cards were in-deck, but all of the *basic* resources came with a cycling-like effect. As a natural result, the benefit of playing 'special' resource cards could be partially balanced by the inability to cycle them out of your hand if you draw them late; this could make it a more nuanced decision of whether or not to play a lot of special resource cards. Or maybe some of the more modest special resource cards *can* cycle, but only 2-to-1-draw, so you can still benefit from their specialness with less risk. I wonder what sort of mechanics the game would develop to take advantage of that sort of play. It opens up some design space for effects that trigger on resource cycling, or even effects that shut *off* when you cycle a resource, to be more centrally placed in the game mechanics. It would make card drawing itself more interesting to balance (I wonder where on the Bill vs Pot of Greed spectrum it would land). Would the design be improved by allowing cycling of resources indefinitely, or would it make sense for there to be a limit per turn on resource cycling? Perhaps special resources could cycle just fine, but had some extra cost to cycle, like a life point cost or similar. Lots of possibilities. :)
@fernandobanda5734
@fernandobanda5734 Жыл бұрын
I think a good middle ground would be something like Duel Masters where normal cards can act as a resource *but* not all cards. Maybe the ones that can't are more powerful or work in more unconditional situations, whereas the ones that can act as resources need something else to work or are overcosted. It does sound like the entry barrier would be massive, because you could make a lot of mistakes in deck building if you don't understand the system enough.
@Stinkoman87
@Stinkoman87 Жыл бұрын
I love the resource system for Dragoborne. At the start of your turn, put the top card of your deck in to your resource zone upside down; it produces one mana of it's color. Any card as resource, minus the decision paralysis. Dedicated randomized resource deck, minus the extra shuffling. It's the best of both worlds.
@revimfadli4666
@revimfadli4666 Жыл бұрын
​@@fernandobanda5734or add dedicated resource in addition to any card as resource, except that these dedicated resource cards grant both their effects and/or resource(unlike normal cards which force you to pick one and stay that way) to 'bribe' the player into using them
@lucasdecarvalholorena5193
@lucasdecarvalholorena5193 Жыл бұрын
Resources was a great topic to kick off this series. I hope you also get into Drafting and different winning conditions.
@Lyth13
@Lyth13 Жыл бұрын
Grade stuck doesn’t exist in the standard format of Vanguard, They added a small stack of cards called a ride deck to the game. Basically you set 4 cards of different grades from your main deck aside and during your ride phase you can discard one card in your hand to ride up to the next grade. Bricking is almost nonexistent in the standard format
@Undrave
@Undrave Жыл бұрын
Hm... it might not seem like much but I'm interested by what you could say about deck size. I've been ruminating in my mind about what would be the smallest deck size possible to still make an interesting TCG experience. Anachronism worked with only 5 cards (though, in competition format, it was 2 out of 3 games so it was more like 15 cards) but thath ad a board to move around and dice too. How about alternative win condition? Either games where combat isn't the path to victory, or games that have combat but also othr ways to win?
@ivaniefpolkstrov3204
@ivaniefpolkstrov3204 Жыл бұрын
Great videos Kohdok. Loving every one of them so far. To me, in my humble opinion, having resource cards like the lands in Magic is not a bad thing. Yeah, you could get mana screw/flood, but it also gives you full freedom to balance your resources in your deck as you wish. Depending on your style, the amount of mana varies quite a lot. It is a steeper learning curve, but if you make a well balanced deck then it's not such a big issue (also, mulligan rules are getting better/more forgiving lately). When resourse cards are "not an issue" then new issues tend to pop up. Not gonna say "dedicated resource cards in your deck" is a perfect system, superior to any other, but for the most part it works. Card games without resources tend to be too easy to break, in my personal experience. Anyways... Most of the time it's a matter of prefference, just as with any other game mechanic. Let's just have fun and learn from all the different systems all games provide. Have a nice day!
@xolotltolox7626
@xolotltolox7626 Жыл бұрын
I'm just gonna refer to game 5 of a certain grand finals that gave us the new London Mulligan rule
@simonteesdale9752
@simonteesdale9752 Жыл бұрын
​@@xolotltolox7626 Yeah, it's not great when things like that happen, but I'd argue that the tension around hitting land drops (in 1v1) makes the occasional non-game worthwhile.
@marvelsandals4228
@marvelsandals4228 Жыл бұрын
I think its very important to design the game to facilitate that mechanic tho, like he said make it very easy to draw lots of cards, cycle, or search for things. I suppose you could also have effects that discard as cost, so all those redundant energy/land cards can be utilized for something
@simonteesdale9752
@simonteesdale9752 Жыл бұрын
@@marvelsandals4228 Yep. Looting (Draw 1 card, then discard 1 card) is a pretty common effect in MTG because it lets you turn excess lands into other cards. In fact, if you have a lot of looting in your deck, then you might skip playing lands later in the game so you can discard them.
@rodrigoolmedo8529
@rodrigoolmedo8529 Жыл бұрын
GREAT VIDEO
@villekuronen2171
@villekuronen2171 Жыл бұрын
Wind-up Carrier is only banned in TCG format. Its completely fine in OCG and even in the digital game Master Duel cause they banned the card Wind-Up Hunter that was used with Carrier to hand loop the opponent
@Talguy21
@Talguy21 Жыл бұрын
I know that resource-to-playable ratio is a skill-expressive facet of deckbuilding in these games, but it's still an unstable part of the game design, even then. I know we're talking about a card game, but the core mechanic to play the game shouldn't be a possible obstacle to playing the game. Hands of cards are random enough imo. Shuffling do-nothing resource cards in with the actual ones you're there to play just doesn't gel with me. Guess that's why I enjoyed Force of Will significantly more than MtG- the skill expression in the resource system was gameplay decision-making and not random chance weighted by deckbuilding decisions. You can get that deckbuilding skill expression and brick hands as a punishment for failing that requirement in any system with or without resource cards, but said resource cards are significantly more prone to cause brick hands by nature of their function.
@ericgee6114
@ericgee6114 Жыл бұрын
I think it'd be fun to see a vid on fetch/tutor/combo cards. Maybe understand why yugioh is so gratifying to ppl. As a magic player who plays mostly standard I find combo decks to be meh and decks that dig for combos to be not fun so how does yugioh make a whole game like that fun?
@Stinkoman87
@Stinkoman87 Жыл бұрын
By default, Yugioh combos don't loop. You have to keep parlaying your resources into further plays, and the longer you can keep it going, the better you do. I've compared it to speedrunning a 2D platformer, where to succeed you have to accelerate as quickly as possible and react fast enough that you don't lose your momentum. If you want a game that has a similar feel but with less complicated plays, Flesh And Blood does something similar.
@ericgee6114
@ericgee6114 Жыл бұрын
@@Stinkoman87 that's a good analogy. I don't think I could ever personally enjoy a game like that but I'd be interested in learning the appeal of the game
@drearydoll6305
@drearydoll6305 Жыл бұрын
Honestly I find the whole ressource system very annoying, in recent years mtg tried to fix this by introducing double faced cards that can be both a land on side and a non-land on the other side but still, you can't fill your deck with those. Kinda funny too how the introduction of companion who s basically something similar to the extra deck pretty much broke the game even though said companion did put a restriction on deckbuilding to the point they literally had to change the mechanic and ban most of the companions across format which pretty much tell how restrictive the ressource system is in general Also the only issue with wind up is wind up hunter, carrier isn't anything to write home about compared to everything we have now, its just that for some reasons they refuse to ban wind up hunter to make carrier legal again. Even in ocg they already have carrier at 3 and hunter banned and wind up literally did nothing on the competitive scene in those at least last 4 years(and maybe longer, its just that i don't remember much past that).
@pixelsheep3443
@pixelsheep3443 Жыл бұрын
Companion not working out is not an error of the game system, it's an error of Companion, honestly. Does mtg need to be more like ygo? I wouldn't want the opposite, since what would be the point of either without their strengths and weaknesses? Yugioh has found a way to balance things like the extra deck, but not having an extra deck isn't the sign of a bad game, just a sign that it's not something that fits into every system. It and Companion are just too consistent (among other problems irt Companion) for something like Magic, in the same way strong card draw can wreck havoc on Yugioh. Your view on resource systems being annoying is valid, I'm just peeved by people who view resource systems as some kind of mistake, when so many games still try it and there are still many fans of said systems. I'd rather a developer feel comfortable being able to try it, and figure out how to handle its pros and cons, rather than just view it as a flawed system that should never return. Same for games without hard resource systems, they're valid, each just has its pros and cons.
@TheNickelGhost
@TheNickelGhost 4 ай бұрын
I know I'm extremely late but loved the video! You've already probably heard this 1000 times already, but just want to toss in my two cents and say that mana bricking is the exact reason why I was turned off MtG. As a novice player, my land card ratios were definitely off in most of the games I played (I was playing with modified prebuilt deck, so who knows how poor the starting land % was), so I constantly bricked while playing against opponents with well-tuned decks. Maybe if my local table was nicer it wouldn't have felt as bad, but I still had to helplessly watch myself get flattened without being able to see if my *actual* strategies were worthwhile. Totally fair to say that tuning your resource balance is a crucial skill in these kinds of TCGs, but when suboptimal builds result in being mostly shut out from playing the game, it's incredibly demoralizing to new players IMO. Ironically, I felt the same bummer trying modern YGO, watching my opponent crush me at the start of Turn 2 because I couldn't adequately intercept their plays on turn 1...Once again, maybe if my local table was more supportive (everyone else had loads of experience and no desire to coach a new player, outside of barking when I inadvertently broke a rule) I might've been encouraged to hone the skill of balancing resources more, but without that I was just watching myself get remorselessly trounced without any clear indication of improvement. I definitely appreciate that resource cards aren't a bad thing by default, but if someone's designing a TCG with a main deck resource mechanic, I would strongly urge you to find a way to accommodate novice players with suboptimal decks. If I have to climb over a learning curve for resource balance before I can even adequately judge if the rest of my deck is OK, I'd have to be *unnaturally* motivated to play that game in a neutral environment. I think if I was able to easily cycle out the bricks in my mana floods or droughts, it would've made losing much, *much* more enjoyable because I'd have been able to just play more cards in the process. Either way, thanks again for the vid!
@bilbogamer6198
@bilbogamer6198 Жыл бұрын
Hey kohdok, I've been watching your videos for a while (this is my first comment) and I find them very interesting and make me think about several points about card games in general, I don't think the mana system has to cease to exist but I find it very interesting to play games that don't are based on them, I would like to see a video of you about Yu-Gi-Oh if I have the desire to play it again, if possible try to talk to MBT I think a video with you two would be excellent, I recommend watching his video in response to actman i think it could be a good reintroduction to yu-gi-oh. Edit: sry english is not my first language maybe some of my sentences are a bit wierd.
@walterlopez5054
@walterlopez5054 Жыл бұрын
An argument could be made, that with yugioh, the monsters are the resource system. Especially with the multitude of summoning mechanics. Specifically requiring monsters on the field to be tributes, overlaid, tuned, or linked off.
@blackrosed8068
@blackrosed8068 Жыл бұрын
Xyz inherently were supposed to be "resources" that can only use their effs based on the amount of xyz material.
@JaimeAGB-pt4xl
@JaimeAGB-pt4xl Жыл бұрын
All YGO players/decks have the same strategy and they don't even know it nor admit it... All decks are design to cheat out via special summons from deck or extra deck as to have destructions effects and set up negations... I encourage YGO players to think of that and play Other, Superior Games ... U might learn what Actual Resourced and Costs are
@kyrudo
@kyrudo Жыл бұрын
1:40 Imma stop you right there Kohdok. I went yesterday to a Magic the Gathering Dreamhack Qualifier tournament and Flooding can happen to even the best players. I saw a match that would dictate who would enter top 8 in round 6. A saw a PREVIOUS JUDGE and a man who has played Magic at the highest levels have over 15 lands in play and 5 more landsin hand. A flooding of biblical proportions and it cost him the game and top 8. Like the dude even got to search off Wren and Six and still with the deck thinning drew into his last few hands. Sure in a casual sense, flooding and screwing is whatever. But at the highest levels it can feel so disheartening playing to your best of the abilities and losing because of the varience of how lands work in Magic the Gathering. It is soul crushing. Now of course like you've said, the way Magic handles resources isnt perfect, but when people bash resource cards it because of these expiriences.
@Kohdok
@Kohdok Жыл бұрын
What you described is like drawing all 3 copies of Garnet at the start of a game of Yugioh: A freak occurrence.
@goncaloferreira6429
@goncaloferreira6429 Жыл бұрын
03:51 and that is one of the reasons they are imo bad products. even if they are intro products, hell because they are intro products, they should teach new players the right way to build decks from their first experience.
@chrisofthehoovers4055
@chrisofthehoovers4055 Жыл бұрын
I like resource mechanics as it lets you build your game in some cool ways.
@rottenraz
@rottenraz Жыл бұрын
Can you do one about multiple decks like yugioh with its' extra deck? Or maybe a short one on how much shuffling is to much, like magic and its' fetch lands?
@p3kittyopa07
@p3kittyopa07 Жыл бұрын
hey can you make a topic about how many cards do you need in a tcg i am just curious
@blaflargasnogger7045
@blaflargasnogger7045 6 ай бұрын
I understand what you're saying about building your deck around cycling and not getting mana-f'd, but if your resource system requires everyone playing to run full sets of those draw/cycle cards (as opposed to the cards they actually want to play), then the system is fundamentally broken at its core.
@Sleepy0173
@Sleepy0173 Жыл бұрын
I thought your previous video was sound and thorough and I still see the likes bar overpowering dislikes so I'm surprised to hear it was controversial. There's a lot of factors to such a bubject and I very much liked your video. I think it sometimes isn't even a constant within the same game. For example, MTG alone is not immune to power creep so stronger effects made faster and more tools to get more mana can cause an average of less lands compared to 10 years ago. The ratios within a main deck make it harder to deck-build, but the deck-building stage of the game is on itself a fun challenge to many as some people often enjoy making decks more than they enjoy actually using them. That said, there is the mana flood/screwed scenarios that, even if they can be minimized, they are still currently impossible to completely avoid. This I can see how is can be enough to put a ton of people on the fense since 1 time it happening is one too many times for a lot of people. Then there's the pokemon tackle where the energy is equally bland but never the cost for the rest of your hand to be played. It is just the charge cost for abilities and attacks, which helps out a ton although it could perhaps be more interesting if it was to a point applied as playing cost JUST for the non-Pokemon cards, because otherwise the costs and restrictions are limited to once-per turn clauses or discards mostly...... It's not bad but it could work better. Force of Will's system is more balanced out but it is perhaps a bit too uniform and so a little more bland than MTG's method at the end of the day. A noble attempt but not one that feels any more enjoyable for me personally. Yugioh IS way too fast and it is my primary game in this list, but a resourse system would not be what I do to fix it. A resource system does not really prevent an overall powercreep or complexity creep when those are often made also in the spirit of trying to keep the game's ecosystem fresh and interesting rather than the same pace as 20 years ago. Resource systems the way the previous games I mentioned use them are a good way to balance a game but Yugioh didn't seem to need them particularly for the longest time. I think many of the key factors that have broken this game would still be a thing regardless of any ruleset that the devs would still find a way to break. Duel Masters' "any card as resource" model is very appealing to me, and I'd say having to choose which card to give up as energy instead of playing it as a card is a huge plus to the strategic side of things, rather than it being a downside. What I would actually say is a downside would be that such a model makes the "resource" potential of each card be a secondary trait that can only go so far in favor of anything else the card can otherwise do. You can't exactly "add 4 basic lightning energy cards from your discard pile to the hand" with an effect. I guess it is possible to have cards still be especially dedicated to be that "double colorless" or something but it somehow seems less plausible in this game.... not that I'm very experienced with this card pool, there might be but it seems like this game's system would not be the type to accelerate the mana zone (from a first glance at least). The pros and cons are everywhere so it is very hard to choose what the best thing would be. Though there is still this constant pursue of trying to come up with something that can make the most of all these cool benefits from successful games while minimizing the downsides without killing the joy in the process. I've been breaking my head on it for a while xD
@xolotltolox7626
@xolotltolox7626 Жыл бұрын
You kinda need to realise it is often already a significant bad reception if a video has 95% likes
@Sleepy0173
@Sleepy0173 Жыл бұрын
@@xolotltolox7626 That's a student getting an A and getting depressed for not getting A+. I've seen plenty of videos from people that go down to 65% or less over my years on KZfaq so no, I would not call controversial something with a 95% approval. The comments I glimpsed at around the top also seemed to like the contents of the video.
@xolotltolox7626
@xolotltolox7626 Жыл бұрын
@@Sleepy0173 No that's literally how youtube works, if a video on your own channel, with the regulqr viewcount of you channel has less than 98% positive ratings, it means that you pissed off your core audience People require way less agitation to press like, rather than dislike. How many times have you seen a videa that hasn't even been out for its entire length but it already has several likes
@Sleepy0173
@Sleepy0173 Жыл бұрын
Although I do agree that dislikes are generally harder to earn than dislikes, both metrics have a degree of bias as I've seen both, cases where likes are given before a video's been long enough to have anybody watch it entirely, and cases where dislikes are given to people regardless of content. In fact all videos on KZfaq with a certain amount of views onward will always have dislikes regardless of how good the content can get. So I believe you but I think it is an exaggerated estimate here. Even though KZfaq eliminated the displaying of dislikes I got an extention that shows them to me, and for last week's video it shows 805 likes vs 3 dislikes. This actually is odd to me because even though I said there didn't seem to be that many I could swear there were more than that a couple days ago, so looking at how you are replying I'd like to ask you to go to that video and tell me what the likes and dislikes displayed are for you just to make sure my extention is not being defective.
@xolotltolox7626
@xolotltolox7626 Жыл бұрын
@@Sleepy0173 I see 806/3 but apparently the extension works by guessing from viewcount and usualy ratios, bc initially itcoudl grab directly from the API, but idk if that is possible anymore
@tipulsar85
@tipulsar85 Жыл бұрын
V:tES came out under the insensitive name of Jihad in 1994. It didn't take all that long to change the name, or lose the Deckmaster logo on the bottom of the card back.
@pickyphysicsstudent201
@pickyphysicsstudent201 10 ай бұрын
I love Yugioh but I completely agree with you. Going full throttle is pretty fun but it also enables alot of turn crazy combo decks to make a whole load of boss monsters with negates/disruptions where player 2 has to either "draw the out" or play through all the negates then still have enough gas in the tank to do their combo. Ishizu Tearlaments dodged this problem by making every card usable on turn 0. I can't speak for everyone but alot of players do enjoy a good control mirror grind game, with a lot of back 'n' forth over sh1tting out a whole load of crap on turn 1 and player 2 needs the non-counterable Board Breakers to break through and then do their combo.
@AxelWedstar411
@AxelWedstar411 Жыл бұрын
I've been OOTL on Speed Duel for a while. Are new expansions still being released for it?
@franciscoriveros8586
@franciscoriveros8586 Жыл бұрын
There is a trend with speed duel and that is that Konami stopped realeasing boosters and they release box with 8 pre constructed decks to make a sealed tournament. So you bought one of these with your friend and play with it. Now there is a new box with heros and other things from gx era
@IamMullet
@IamMullet Жыл бұрын
Yeah theres a new box on the way apparently
@Stinkoman87
@Stinkoman87 Жыл бұрын
It has essentially shifted to being an Expandable Card Game at this point, which is an interesting way of doing it. Every so often they release a box set of a few decks.
@DorvenNevandar
@DorvenNevandar Жыл бұрын
Wait, you are an American who knows and even seems to somewhat like the Snooker? Wasn’t expecting that. Keep up the good work.
@vladspellbinder
@vladspellbinder Жыл бұрын
The last Yu-Gi-Oh deck I put serious consideration into trying to finish was a _Crystal Beast_ deck. I stopped playing before the XYZ summons where a thing let alone anything else that's come out since then. I neve did finish my Crystal Beast deck... . 12:24 Huh, I'll look into Vampire: The Masquerade Rivals a bit more later. I really enjoyed V:TES but it was hard to get groups together to play it. 13:08 The original name was "Jyhad". It was changed because of the religious subtext the name has. Thanks for the video Kohdok.
@genericname3516
@genericname3516 Жыл бұрын
They actually released a Crystal Beast structure deck recently. The archetype is kind of good at locals now! Might be worth looking into picking it up if you fancy giving the game another go.
@vladspellbinder
@vladspellbinder Жыл бұрын
@@genericname3516 I'm just not really interested in the game any more because of how fast the games tend to go. I'm a dyed-in-the-wool Magic: the Gathering player and have no real interest in playing Vintage for the same reasons. Thanks for the information though.
@Sleepy0173
@Sleepy0173 Жыл бұрын
Ok soooo, I made my previous comment on the general subject as I had barely started the video (though I still will please ask you to not skip it if you have the time, this post is for something else xD ). I'm in minute 9:00 and I wanna talk a little more specifically about Yugioh for a sec. I don't mean to sound bashful or inquisitive at all, I just would like to explain some context about it. Since Yugioh has no resourse system, both players can start a combo right away with their hand resources, which means more commonly nowadays they are likely to receive an interruption attempt from the opponent as early as turn 0, so many of these GY second uses are meant to get the strategy back on track to complete at least the amount of the setup needed through it to not leave an auto-losing board by the end. A decade ago, an Effect Veiler turn 1 could kill a turn outright if they negated your Normal Summon's effect, nowadays people can get harsher disruptions. GY effects are often either restricted to an archetype and dependant on a specific action to happen before they can trigger, or they outright cannot be done the turn they get sent to the GY. Back in the Synchro era (my favorite time to play Yugioh, from 2008 to late 2011) is when GY effects started to become more of a thing, and you could argue that this WAS the main resourse system. Taking something like my old Flamvell deck as an example. Turn 1 you could play Flamvell Firedog that thourgh some action can search, say, Flamvell Magician, which before that turn ends lets you make a Stardust Dragon and see where the game goes from there. By turn 2 you might need something like Shrink or Book of Moon to have another copy of the same play achieve the trigger, and by your third turn you are low on hand and maybe field if the opponent pushes back every turn (and any serious players of the time would be). Here's where you maybe would fire the card "Rekindling" with the busted effect of "revive all the Flamvells you can fit that you've used so far" and give you an explosive 2 Synchros with 1 card, but only after you went through the earlier grind. I personally miss the GY effects of this sort in Yugioh because they required early game grind and mid-game payoffs through the remnants of said plays left behind. Wind-Ups started decomposing that pacing via effects that more readily got things straight from the deck without wasting that early time. Your Wind-Up play if anything was potentially stronger turn 1 than it would be turn 4 in that same game, if there even was a turn 4 after the loop. I think the Xyzs that is banned should be back into the game in favor of Hunter getting banned instead, like they already are in Japan's banlist. Nowadays the fact it swarms a lot of monsters isn't the main issue, but Hunter enabling the hand-emptying loop of Wind-Ups keeps the Xyzs on the banlist here after all this time. That is the context on why the some parts of the game are the way they are. Modern decks could not exactly turn back the clock from the Wind-Up days, so whenever Pandora's box is opened in Yugioh, it doesn't really close again. Even if the deck gets banned to oblibion the game is bound to even out the field regardless and eventually make it the new standard. TeleDAD was a tier 0 deck so powerful in 2008 that I could not even imagine anything else ever getting close to that level of ridiculousness. Fast forward 15 years and I think I could beat it with 3 copies of any Structured Deck Konami's made in the last couple years (even the Crystal Beast one). Before this month, Tearlaments were the best deck, and a lot of people enjoyed it but it is a tier 0 deck so take their critisism with a grain of salt as they more often than not had fun by playing mirror matches since nothing else really stood a chance. A lot of people like tier 0 formats, but I think it is much more common for people to prefer diverse ones, even if this often is the side of the more casual players, I think it is worth keeping the info in mind for this one.
@demonicbunny3po
@demonicbunny3po Жыл бұрын
Maxx C is banned in the TCG format only. That is the in store out of Asia one. Master Duel, the online format I play, Maxx C is legal.
@marvelsandals4228
@marvelsandals4228 Жыл бұрын
Impenetrable is a good term to describe modern Yugioh. Where other games limit you to playing 1 resource card per turn, Yugioh's limit is "1 Normal Summon per turn." Yes, it is still an important limitation that players consider during deck building, but its nothing like it used to be in the early days of the game. Old Yugioh was just as "slow" as MTG, as the only decent way to "special summon" a monster was with cards like Monster Reborn, which were not abundant. Fusions and Rituals were always gimmicks considering how difficult it was to set up and how many cards you had to pay for it. The only decks that bothered with cards like that had ways to bypass the cost and were pretty much all banned later. You already discussed the problems with set rotation, but for a game like Yugioh that is now 20 years old, that means 20 years of power creep. Yes, the most broken cards are banned (including a ton of old cards), but when you compare the average power level of an old common to a new one, there's no contest, the new cards make the old ones look like a joke. Every time they unban a card like Yata every old player has a heart attack, but sure enough it doesn't matter at all, nobody plays it, because it's infinitely worse than 100 alternatives.
@yurisei6732
@yurisei6732 Жыл бұрын
Mana flood/screw isn't a skill issue, it's a game design issue, because if your game isn't fun until you have a lot of experience, then really, your game just isn't fun. Who's going to play a game they don't enjoy long enough to learn what they need to do to make it fun? And then beyond that, your game still might not be fun if it feels like you have to spend too much of your deck space on certain kinds of cards that have evolved meta status because they fix the part of the game that isn't fun. When I'm building a deck, I usually want to do so to a particular theme. I don't want to have the same core 80 cards covering all the basic functions a deck needs to have and then just 20 cards functioning as the actual theme engine. Staple cards like draw power being used to fix known problems in resource card systems just creates a new problem.
@twgok3162
@twgok3162 4 ай бұрын
I mean most games aren't fun if u have not played to a level of understanding unless ur just beginners playing together which then in that case flood or screw doesn't gurantee a loss
@Yinyanyeow
@Yinyanyeow Жыл бұрын
So time for a pick one: Life decking or Resources in the deck?
@samuelbarnes6551
@samuelbarnes6551 Жыл бұрын
Do "Playing around" about combat systems, specifically monster summoning vs. One hit cards like Universes or flesh and blood
@fancustomofficial724
@fancustomofficial724 Жыл бұрын
cool jersey😀
@biohazardbin
@biohazardbin 4 ай бұрын
you'll never be able to convince me resource cards are a good thing
@KidOmega-iv4tp
@KidOmega-iv4tp Жыл бұрын
Professor's Research i.e. Professor Oak...again 🤣🤣
@hyoroemongaming569
@hyoroemongaming569 Жыл бұрын
10:01 Yayagarasu is modern equivalent of Bolt the Bird
@Specuh
@Specuh Жыл бұрын
I still think that the duel masters system is the best one.
@gavkenny
@gavkenny 10 ай бұрын
Keyforge doesn't use a resource system at all. I believe that it is unique (yeah I know its a bad pun) amongst card games in the genre not to have a resource system preventing the play of cards. Cards are instead balanced by either (providing Aember when the are weak - the win condition) or providing restrictions or a negative (like gaining chains). Plus you can only play cards from one of your three houses. Its a very different balancing system for the way cards are costed.
@dougbartholomew1231
@dougbartholomew1231 Жыл бұрын
I know it’s not competitive, but I really like the Marvel Champions style where every card in hand is a resource if discarded. You can always play something, might not be what you really want, and you have to choose a direction every turn.
@ccggenius
@ccggenius Жыл бұрын
*Game you no like HAD problem called gradestuck. The ride deck REALLY streamlined the experience, so now it's never a matter of your deck not doing it's thing, it's just that it might not do it WELL.
@RomeoBarnes
@RomeoBarnes Жыл бұрын
Yugioh does have a resource system. The resource system of yugioh is the monsters themselves. Thats why every extra deck costs 2 cards so you go -1 for extra deck summons. Thats also why draw is so prized in yugioh. Yugioh is about card interactions as you said and a lot of that is taking smart -1 plays. And Maxx C is still banned in the TCG yes
@downsjmmyjones101
@downsjmmyjones101 Жыл бұрын
Mechanic for future video would be win conditions such as life points or victory points.
@memnarch129
@memnarch129 Ай бұрын
Well considering that Richard Garfield, THE FATHER OF CCGs, has come out himself and said that Mana being in the main deck of Magic is one of its biggest flaws design wise, amongst other things, I think Resource hate IS valid. The problem with Resource in any game is that it completely removes skill and really makes winning dumb luck. One can have a perfectly locked down win but just cause your deck says "nope your next mana isnt for 6 turns" you lose, through no play error of your own. As you said many games have tried to "fix" Resource problems, most notably I think Force of Will got the closest to fixing the problem, although Id make a change to even that system to have it perfect imo. In FoW i would have the first "mana" of the turn be free, so everyone is always on curve. THEN you could tap/spend your leader for the deck if you wanted to accelerate your mana. This makes it a trade off as since a good number of FoW decks are designed around their Leader being the lynchpin. So you either keep your commander for attacking doing other things OR you accelerate your resource curve. Also my favorite CCG of all time, yes even more so than MTG, Warlord Saga of the Storm, is getting a relaunch and is for the most part a resourceless game and plays so much better than MTG or Pokemon IMO. Edit: 1:44 Yeah NO Mana Flood/Drought is NOT a "skill issue". And yes I know the response is "It is cause you just dont know how to properly mana curve your decks". MTG/CCG/Game player for nearly 30 years at this point. When a core game mechanic has intricacies that can mess up a 1st time players game, and that same intricacies can complete mess up a long time veteran simply cause enui/chaos/entropy decides that the next 5 cards are lands that is NOT a "skill issue". And I wont sit here and entertain the idea it is cause it flat out isnt. When the phrase "Top Deck Wins" is such a ground in trueism in magic its not a skill issue on anything pertaining to drawing.
@heinousrat9019
@heinousrat9019 3 ай бұрын
I will say every game I ve played has resouce, most not in the way you think like yugioh. yugioh's uses action economy in the form of 'you can only normal summon a monster once per turn, also, while yugioh lets you play any amount of spells and trap cards you are limited by spaces on the board. You can have your whole deck in your hand but you can only have 5/6 continous/field spells/traps in play at once. Action economy is also a form of resouce even if it's not always physical.
@codenamexelda
@codenamexelda Жыл бұрын
Grade lock, it's called grade lock, and it dosen't exist anymore kohdok
@benjaminphilippe2810
@benjaminphilippe2810 Жыл бұрын
I've been playing a lot of Yugioh online recently, and personally I like that many decks have cards that have more than one use to them. Because there aren't many turns in a game, there is very little natural drawing, so only decks that include a lot of card draw effects, such as Runick, even think about the idea of drawing more than their starting hand. Many games are really about playing with your grip of 5 vs your opponent's 5, so having cards with extra grave effects is a good way to keep the game live even when both players might have empty boards and hands. Otherwise the game would turn into just the first person who can topdeck their combo winning. Because so many engine need just a little bit of fuel to start up again, having a free search after having your board broken is a way to guarantee the game has a little more back and forth. An extreme example of a deck that can just keep going is the one you mentioned, Tearlaments, that only created those long and interactive back and forth games because it was an insanely powerful deck that would basically never run out of resources. A Tearlaments deck is never truly done comboing until the pilot is dead.
@octav1600
@octav1600 Жыл бұрын
Welll .... I love resources, however I think Warcraft TCG did it best (with locations, quests and in a pinch you cna use that 9 mana card to allow yourself to play the 5 mana card). However Yugioh has its advantages as well (I do wish they wouldn't print ridiculous cards - now we have a contact fusion card that negates THRICE each turn .... not sure if it will be any good, since it's Gate Guardian support, but it looks really good as a standalone monster once it's on the field).
@MasterNeptor
@MasterNeptor Жыл бұрын
btw gameyaknow even has way of making players not getting gradestuck ergo gassist that exists in older formats and eternal format. in standard we dont need it cuz we got ride deck
@Yamiscott
@Yamiscott Жыл бұрын
I still play Yu-Gi-Oh!, but it's more a game of Solitaire now. Turn one, go for full combo, hit a couple of interruptions, pull through them, boom! Full combo, GG, time to scoop
@AlphaSquadZero
@AlphaSquadZero Жыл бұрын
Which deck are you playing?
@Yamiscott
@Yamiscott Жыл бұрын
@@AlphaSquadZero I play tons of different ones. I enjoy playing lyrilusc
@elil4629
@elil4629 Жыл бұрын
Kohdok have seen Hermitcraft TCG on youtube Vintage beef made card game on minecraft smp server
@General_Ward
@General_Ward 3 ай бұрын
I was in 5th grade when YuGiOh got big. I also loved pokemon but I stopped wanting pokemon card explicitly because the resource cards were lame to pull from a pack. I always preferred YuGiOh and would cite that as the primary reason. I chose cards based mostly on "pretty" which might play into other peoples' perspectives, certainly the collectors
@DeitySkullKid
@DeitySkullKid Жыл бұрын
On Yu-Gi-Oh, it really depends on what deck people are playing, if they're playing anything control oriented, you might be in for the long haul
@JAY-1-2-3-4
@JAY-1-2-3-4 Жыл бұрын
Yooo pizza tower
@Roboshi2007
@Roboshi2007 Жыл бұрын
one big problem with resource cards is they're often the least interesting to look at. I mean which is more exciting to draw from a purely visual sense? A dragon lord spewing flames, a cute mascot or a coloured orb that represents an element. Heck when you open a bunch of booster packs, you're guaranteed a bunch of cards that will be pure chaff on every level because many resource cards are made to appear a minimum number of times per pack (a nessessary requirement to allow new players to build a deck, but still annoying once you start chasing cards)
@Kohdok
@Kohdok Жыл бұрын
Dedicated Resources often get a lot of art and variance. The HGSS series had some really thrilling Energy cards, and Magic has been pushing their Land art more and more lately. Also, SOMEthing needs to act as a protective backer to the Rare, eh?
@Roboshi2007
@Roboshi2007 Жыл бұрын
@@Kohdok Sure there are better looking resource cards than others, though you can't imagine many being someone's favourites. Though yeah using one to protect the rare slot is at least some use (even if pokemon already does that with other cards like the code card for the online aspect of the game). Guess it's similar to the feeling life decking gives, that feeling of "the one card turning the tables" being dashed hurts even more when you come face to face with an unusable resource. That said I agree, that it is indeed an issue of deck building skill similar to how Yugioh doesn't allow you to redraw your opening hand, because the game expects you to make your deck so that the majority of the time you can at least do something with your hand.
@twgok3162
@twgok3162 4 ай бұрын
@@Roboshi2007umm no full art resources are amazing because they are cards that require no text to understand they can look stunning. Also it's always 1 land per pack and if it's more than one it's a land with a unique effect
@TruKriegsaffeNo9
@TruKriegsaffeNo9 Жыл бұрын
Vampire's TCG was first released under the regrettable title of Jyhad, after an equally regrettable bit of in-setting terminology.
@Th3Treasoner
@Th3Treasoner Жыл бұрын
Yeah, it didn't last too long under that name, they were kinda like, "Oops, our bad"
@artstsym
@artstsym Жыл бұрын
I absolutely hate combo being the top of meta, so resources are integral to my ideal card game. Dedicated resources may or may not be the best solution (as i said before, i like the any + quest method that WoW used), but a lack of resources altogether makes me bounce off a card game, because i have to learn the use cases for every single card in existence instead of seeing a [4BB] cost and realizing I probably won't be playing this first turn.
@Hornetog9vp
@Hornetog9vp Жыл бұрын
best deck in one with 35 resource card and 5 monster cards.
@brendaneichler5244
@brendaneichler5244 Жыл бұрын
The possibility of mana flood/screw in Magic is not a bug it's a feature. The fact that it's so variable means that it's possible for a novice to beat a master In fact, the most popular format is *designed* to maximize variance
@theendofmyropemydude
@theendofmyropemydude Жыл бұрын
In the case of mana screw the novice didn't beat the master. The resource cards/probability beat the master.
@DarokTheMaul
@DarokTheMaul 11 ай бұрын
​@@theendofmyropemydudeyeah and that's what I can't stand. Get gud or go home.
@Lunacccy
@Lunacccy Жыл бұрын
Maxx “c” is in fact still banned 😢
@ameryaser3987
@ameryaser3987 Жыл бұрын
Honestly even as a yugioh fan i think the game is mostly impregnable. I tried using both floo and sky strikers in the past without learning what they do beforehand and got overwhelmed. That's why i mainly play gren maju since that deck doesn't really have strings of combos you need to learn to play the deck. The main reason i didn't move over to magic is because they don't have a free simulator like yugioh has (all unofficial tho obviously.) If i played magic I'd have to get magic arena since I'm far away from any card game scene which might not be so bad. But I'm worried about what deck i want to even play in magic. I hear burn is simple and bogles is like gren maju so those are my 2 main choices not counting certain commander gimmick decks.
@xolotltolox7626
@xolotltolox7626 Жыл бұрын
That's more of a you issue Sky Striker and Floo are pretty much auto pilot decks They're not like D/D/D that actually has complex diverging combo lines, where every card in your hand greatly affects how you play out your turn. Seems to me more like a refusal to learn on your part, than actually an issue with the game.
@ameryaser3987
@ameryaser3987 Жыл бұрын
@@xolotltolox7626 the main thing is that my eyes tend to glaze over the problem solving text and other common words due to seeing it on so many cards. Which slowly evolved into me not paying attention to important details of my cards. It's a card text bloat problem where when I'm in a middle of a duel it's hard for me to know the beginning of my combo. And when i read the card text before a duel after reading one card once i start to read the next one i forget the one i just read. I think perhaps i should probably learn decks other then gren maju but i have very little motivation to do so. I think magic handles this better by having most cards being formattied better text wise and in general lower text bloat. Along with still making cards with 1 or 2 lines of effects so i don't need to play big wall of text cards if i don't want to.
@TehKorwinMikke
@TehKorwinMikke Жыл бұрын
Thank you for casually clowning on Yu-Gi-Oh!
PREPPING YOUR KICKSTARTER!! - Errata Text
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БИМ БАМ БУМ💥
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РАТТЕ, почему ты меня ПРЕДАЛ?
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• Gerand •
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