Worst part about Heartstone is that was made by Activision-Blizzard
@oxob3333
3 күн бұрын
@@luizfernandotesck144Hahahahahaha, you know NOTHING then
@melonsaway3929
3 күн бұрын
@@luizfernandotesck144 Actiblizz has quite the history of both bad business moves *and* really bad sexual assault/abuse/misconduct drama. Worst thing about the game might be a stretch, because it isn't as directly impactful, but definitely something to be aware of.
@sandwichgamer1075
2 күн бұрын
I honestly stopped playing Hearthstone because of the direction Blizzard went through out the years. And I don't regret it :)
@Cybertech134
2 күн бұрын
@@melonsaway3929 All that is entirely irrelevant to Hearthstone itself.
@melonsaway3929
2 күн бұрын
@@Cybertech134 I mean some of their bad business decisions are directly parts of hearthstone, so no. The other scandals aren't directly related, but people should know the kind of people who are getting the money they spend on hearthstone
@lodthefraud4993
3 күн бұрын
These videos never miss - I’m a longtime yugioh player, but I’m so happy to finally be learning about these other games
@TempestMonarch
3 күн бұрын
I kinda agree as a player of all 4
@zweis
2 күн бұрын
Konami has failed us another format in a row. TOSS format was the last time the game was actually fun
@angel-memeroftheisles
2 күн бұрын
@Zweis Correction, Agov format 1 year ago. That was the super interactive format with like 20 different decks
@lordgrub12345
2 күн бұрын
@@angel-memeroftheisles yugioh players refuse to admit that their favorite format wasn't actually the best thing since jesus and that everything else after it is garbage 🤷
@KevinGonzalez-hs7so
2 күн бұрын
@@zweismost of them were so bad ngl. But last few formats were Aweful. Tear, Kashtira and Snake Eye extremely broken decks
@olivierdubois9372
3 күн бұрын
Legend of Runeterra is a good example of trying to improve upon Hearthstone's design. Almost from the beginning, they had "restrained" randomness that could only generate cards from a known pool. The Celestial "Invoke" is an incredibly well-designed mechanic that felt both rewarding for the player, and fair for the opponent (mostly). It also tried to fix the concept of "turns" in card games, where one player has to wait for the other to finish their turn before they can play, and it led to a very interesting gameplay. The game has other problems of course, but it really tries to innovate in a lot of areas.
@charmquark7514
3 күн бұрын
Spell mana feels like a good improvement upon the one more mana per turn system too
@jakehr3
3 күн бұрын
I describe LoR as a mix between Hearthstone and Magic. It has the advantages of Magic with the ability to interact on your opponents turn and provide disruption, but it also has the 1 mana per turn advantage of Hearthstone that allows players to not really suffer from the downsides of having to play core resource cards in their deck. I really enjoyed the game, and was sad when Riot quit supporting the game on the PvP side
@eduardosanz9434
2 күн бұрын
@@jakehr3 1 mana per turn is not an advantage, it is a disadvantage. Getting mana drawned/draught/missing a color in Magic sucks, but it amounts to multiple things. I played Runeterra a lot, A LOT, and it wasnt trying to fix Hearthstone, it was trying to fix Magic and making it an Online TCG. However, as every game that tried to fix MTG mana system, they didnt understand it and they came to the same problems that every game with automatic mana has, which is consistency. Decks with automatic mana are overly consistent. They do one thing and theres no roadblocks in that gameplan. You can sequence your turns ahead and play the same game over and over again. Irelia Azir, Poppy, Shurima Sun Disc, Elusives... Ben Brode already spoke about this and explained that the randomness of Hearthstone was precisely trying to solve this issue. Except that Runeterra didnt even have randomness.
@jakehr3
2 күн бұрын
@@eduardosanz9434 Ok, but I never said it was trying to fix anything. I was trying to give what I tell people who know nothing of LoR, the gist of LoR. That gist is that it is Magic's spell/stack system (with exceptions for burst speed) with Heartstone's mana system (with some tweaks). Most new card games do not want to implement Magic's mana system because no new game will survive Magic's mana system. I don't think it is a very fair to point out all the positives of a system, when its flaws are pretty glaring. Yes, sometimes you curve out perfectly, you have to navigate what your mana gives you at any given point, or you get the satisfying comeback of being on the side of screw vs flood. But sometimes, you get screwed. You keep a 2-lander, and your top 6 cards are all 3+ mana spells that you can never cast and you die on turn 8, finally turning a corner against an opponent who wasn't have any mana issues the whole game. And to say that a specific card game is consistent, I feel lacks imagination. Even if a card game has no random elements on any of its cards, by being a card game, it will inherently be random. The celestials were a random mechanic, traps were randomly placed in decks, putting an indeterminate timetable on players, Seraphine generated random spells, random keyword generation was a plague on design since Pantheon released, and there's more. But even if all of that didn't exist, it would still be an unpredictable card game that you needed to navigate your turns around because the game intentionally lacked tutors, or any way to provide consistency beyond the top of the deck being setup with a predict (literally 1 mechanic in 1 region of 10). You say you had the same turns every game, but I was able to get to Masters level in Runeterra when those seasons existed, and while games had similar play patterns (as you would see in any card game) they were rarely, if ever, the same exact game. It's a card game, you are always playing around the top of the deck. Honestly, my games playing Pokemon feel far more samey than any Runeterra game ever felt like. Open up nest ball, squawk, nest ball, ogrepon, grass, draw, attach to active bolt with lightning, discard hand (has fighting), nest, ogre, grass, sada's, hit for 280, your turn. I've had that turn so many times on turn 1 in pokemon, I've even had it in back to back games before. I never had such an experience with Runeterra.
@merkospav8777
2 күн бұрын
I feel like objectively speaking Runeterra had amazing game design,having the best elements of MTG and hearthstone combined,but for some reason I just couldn't get into it
@moncala7787
3 күн бұрын
I think you misidentified Hearthstone's system level problem. RNG isn't the issue, it's the solution. The issue in hearthstone is that it's too consistent without the introduction of that RNG. Your deck size is small, the mulligan is generous, you're guaranteed a mana each turn, and you always have one hero power per turn. This leads to games that play out very similarly to each other at a base level. So all of those factors force the game to rely on RNG to keep the game fun and exciting game in and game out.
@fernandobanda5734
2 күн бұрын
While this is true from a design standpoint, I think it's a pretty terrible solution. Perception hurts a lot. If your players notice what you're doing and hate it, that's just bad.
@maxmichalik4938
2 күн бұрын
Yep. Just look at metas where decks with little to no randomness happen to dominate. Or worse, metas with top tier decks that focus on improving the hero power.
@supremacyecg6815
2 күн бұрын
I don't understand how randomness according to you can have positives, if a roll of the dice determines player win/loss. Randomness is a lazy mechanic from a designer's perspective who didn't care enough about solid mechanics. Not to mention effects like summon random unit that costs X, or draw random card that costs X. This is stupid and poorly designed. Then there's nonsense like Jaina using death knight's weapon. That's why I quit HS...
@purpledragonofhonor2193
2 күн бұрын
@@supremacyecg6815cause its fun
@valentinsoloviev5234
2 күн бұрын
@@supremacyecg6815 The tcg genre is built around randomness. If we didn't like that, then instead of playing different card games we would play chess or other similar games without randomness. The main benefit is the fact that randomness allows for more varied gamestates adding replay value to the game. There is also an important note that there are different kinds of randomness. It was mentioned in the video but the correct term hasn't been used, it's input randomness vs output randomness. In short it affects when they player has the chance to something - before the effect is activated or after. In general it is considered better game design to have more input randomness (essentially dealing the cards to the player and seeing what the player does, excavate and discover mechanics are examples of input randomness) while output randomness generally tends to cause more frustrations, but is also more welcomed by younger audiences becauseit is simpler to understand and use (play ragnaros/yogg and cool things happen). The problem with HS was that the underlying game mechanics were so simple that there was little to no room to interact or outplay opponent. To alleviate this issue HS team overused rng mechanics, which compounded and led many to believe rng to be the core issue. To be fair it IS a big issue, but not the only one. tldr There are many randomness mechanics that make the games more interesting and fun, but HS overindulged in those.
@lorenzo_tomaselli_art
2 күн бұрын
The actual way MTG tackles its land "flaw" is by having a meta almost exclusively revolving around cheap spells that do as much as possible for the mana they cost. The overwhelmingly majority of staples in MTG is under 3 mana, most of them being at 1 mana (cards like thoughtseize, spellpierce that sees more play than counterspell just because it costs 1 less mana, fatal push being arguably the best removal spell in the game, the iconic lightning bolt, a common creature like delver of secrets being played in every blue deck, and so on) And when it does not, it aims to "cheat" the mana system by either ramping (getting ahead of your mana curve by playing extra lands or having means to generate extra mana) or by literally cheating big creatures or big spells in play by ignoring their cost through some card effects. And when it does neither, it just uses utility lands as resource, there's a control deck in legacy that remains always viable if not strong that only runs utility lands.
@luminous3558
Күн бұрын
Thats just latestage powercreep in a manabased cardgame. Which is why mana is incredibly unhealthy for game design. You end up printing tons of cards that will just never see play solely because they cost 1 mana more than can be afforded in a real game. Regardless of rotation or whatever you choose to combat this core flaw its just always gonna evolve in the same direction. Print good card > print good card but 1 mana cheaper > print good card with more text > etc. This is why not tying your cards to "hard" mana makes games more flexible. You don't always have to play the same turn 1 followed by turn 2 etc.
@pan.parker
21 сағат бұрын
that's not true. Cards have their power, abilities and thoughness attached to their mana value, some cards have a downside to justify the smaller cost, but the "majority of staples in mtg is under 3 mana" is a complete lie. Sheoldred for example is one of top 3 most know cards of the game and is 4 mana. The game tends to follow the rule of mana value, and when it doesn't , in cases like reanimate, lightning bolt or counterspell, is because these are cards created before power creep was a thing to look out for, and to solve this problem they created formats with cards that do similar effects for same mana but with a downside, and banned the broken originals in these formats. If you wanna play with these broken cards, stick to older formats like modern or legacy, because in formats like standard, pioneer or pauper, the power creep ,is still a problem, but its more stabilized. (Commander is a format mostly for fun with 4 players, so 1 mana tends to not make such a diference)
@yuseifido5706
10 сағат бұрын
@@pan.parker You're misunderstanding what the word "majority" means here. Sheoldred is one card in the deck that plays it (usually as a two-of in dimir midrange). The rest of the deck is 3-cost or less besides Ertai if you choose to play him at all. The vast majority of staples are still 3 or less mana. 9/10 of the top decks in current standard follow this trend, the only exception is domain ramp
@alexrivera5747
3 күн бұрын
Duel Masters offers a good alternative to land cards. Instead of drawing land cards, any card can play any card down as a resource.
@mikelodo5792
3 күн бұрын
Lorcana
@Yanhime97
3 күн бұрын
The Dragon Ball Super card game, and I'm sure plenty of others, did this too (years later, of course). Any card can be used as energy so you don't need to account for another set of resource cards in your deck, nor worry about having too much or not enough at any given time. Makes for a nice balance of having a resource mechanic to balance cards out while not having to worry about getting screwed by it.
@irou95
3 күн бұрын
That mana system is perfect, and multicolored cards enter manazone tapped. And 5 colored cards give perfect fixing but give 0 mana
@josiahclarke3535
2 күн бұрын
@@Yanhime97DBS problem is every deck popping the fuck off on turn 3. Games feel too fast and are determined by massive floodgate effects usually.
@Yanhime97
Күн бұрын
@@josiahclarke3535 Haven't had the pleasure of playing DBS in a good few years unfortunately, since my friend fell out of the game and the locals scene where I am is beyond dead. So I'll take your word for it. Although ngl, with my main game being YuGiOh, decks popping off in 3 turns just sounds like I get 2 extra turns to play, lol
@emanuilspasov3678
3 күн бұрын
Loving the content. Here's some tips: - Get a pop filter or a dynamic mic (I'd go for a proper mic and a pop filter if you can) - Learn some really basic EQing and compression, or search around for a preset-oriented approach for dialogue - Slow down a tiny bit! I talk super fast too, but your words need to be audible above all.
@CaptainGulasch
3 күн бұрын
He could also slow down a bit, this one was quite hard to follow with how fast he was speaking
@emanuilspasov3678
2 күн бұрын
@@CaptainGulasch I forgot to add that, thank you! Fast speaking is usually a-ok with me, but dude is really going for the any% lmao
@sandwichgamer1075
2 күн бұрын
I feel like he has already noticed how fast he talks and is trying to fix it. In my opinion, he talks faster in his older recent videos. Don't get me wrong, he still talks a bit too fast here, but it's better nonetheless. I might be imagining that tho
@FlyingCarrot
3 күн бұрын
not be that guy but discover was revealed much earlier than Un'goro, in an expansion called League of Explorers which was 2 years earlier. Its a great video btw.
@zacharyadler4071
3 күн бұрын
Yeah this is definitely some kind of Mandela effect. I’ve seen others reference discover coming out in ungoro
@qweqwe5609
Күн бұрын
Regarding the Yu-Gi-Oh section, the negatives you brought up are not at all relevant to how the standard format of the game has been played for at least the last 4-5 years. Nearly all trap cards are rarely played outside of niche trap focused decks due to powercreep making waiting one turn to activate their effects too slow. The actual primary concern with losing on the draw in Yu-Gi-Oh is the ability for the first turn player to setup a board that prevents the opponent from playing on their turn (yes that's how bad it has become). In modern Yu-Gi-Oh this is usually done via negates, cards that outright prevent certain cards or effects from being used at all (called "floodgates"), building a so called "unbreakable" board that either is extremely difficult to actually destroy or can rapidly recover no matter the amount of damage done (although with this type of deck it typically doesnt matter if they go first or second outside of mirror matches), and/or even boards with effects that literally skip portions of the opponent's turn (or otherwise force them to pass/prematurely end their turn). In the last two years the meta decks have usually been able to accomplish two or more of these at once. If you ever revist this topic in a future video this would be the primary correction you'd need to make (assuming nothing worse becomes problematic by then).
@durgons749
21 сағат бұрын
You yap too much, it's more rhetorically effective to say 'if my opponent sets traps' than 'if my opponent makes monsters that have trap effects, don't question it'
@LamunesADV
20 сағат бұрын
Wha... you do not like to have to endure 11+ interactions from Yubel or 9+ from SEFK and their limitless grind game or play against a floodgate deck like Branded that says "you cannot play this game, LITERALLY"?? How odd (sarcasm)
@Zmon3595
19 сағат бұрын
It’s not that traps aren’t used they just have to be really good like the Solemns, Infinite Impermanence, or Dimension barrier. Imperm is especially used because it can be used from the hand if you go Second.
@qweqwe5609
18 сағат бұрын
@@Zmon3595 Correct, which is why I said "nearly all" trap cards are rarely played as the vast majority of traps are not like this.
@rotatebananas2478
16 сағат бұрын
Bro speaks the truth & is told to stop 'yapping', there's not even a brain to rot at this point.
@Dragonmist19X
3 күн бұрын
I feel like with the pokemon segment you missed out on mentioning the fact of them just continuing to make bigger and stronger pokemon that give more prize cards that on top of a ko giving such an advantage, can likely leave them 1 more KO away from just winning the game with even some pokemon that straight up make your KOs take more prize cards.
@ryanm9257
2 күн бұрын
Power creep has happen to all of those tcg. Also the bigger pokemon for 2 prizes as been in the game since 2004 with the of ex pokemon. IMO the biggest overall issue is no option mulligan rule leading to very quick game because 1 player was unable to set up.
@Dragonmist19X
2 күн бұрын
@@ryanm9257 I never said anything about 2 prize pokemon, which was something mentioned in the video anyways.
@larry8375
Күн бұрын
@@Dragonmist19X but 3 prize pokemon don't even exist anymore
@larry8375
Күн бұрын
Oh right you're talking about Iron Hands. Skill issue
@Dragonmist19X
Күн бұрын
@@larry8375 Oh yeah Iron Hands does do that. The main thing I was thinking of was tag teams and ADP.
@rainstarsworld9429
3 күн бұрын
As a casual Pokémon enjoyer, Pokémon’s biggest design flaws are big basic syndrome and stat hyperinflation over the years that renders all but a rare few select mon cards utterly unusable even in noncompetitive/meta play. Haymaker being a menace back in the day showed that basics with decent stats were much more efficient than stronger evolved Pokémon. They designed around this, making things like the Rare Candy card and mechanics like LV X, where the strongest two prizes all required investment and couldn’t be slapped on the board turn one. Gen 5 made the baffling decision to undo all those lessons learned by making all EX basic. Gen 7 somehow made things even worse with Tag Teams and the introduction of triple prizers with stats so comically high (All on BASIC Pokémon!) that card stats seemingly doubled overnight, way beyond the natural powercreep curve across the game’s history. The single prizers did see a power increase as well, but nowhere near enough to even be able to even be an inconvenience against the hyper inflated threats. Most embarrassingly of all is the fact that single prize mons were still getting printed with stat levels compatible to older sets. Even now that they’ve backtracked with the power level, doing away with basic 3 prizers in Gen 8, then making EXs evolution Pokemon again if they’re not already single stage in Gen 9, the ugly inflated numbers still remain
@orangegalen
2 күн бұрын
Having that issue of trying to get back into PkmnTCG after a LONG break, and 1) it’s LIVE, not Online which so far is inferior IMO, but mainly 2) all of the cards I collected (basically since B/W and in the game are more or less overpowered by the newer stuff. Even my V and VMAX are getting 2 shot by the new EX stuff - and I know my TagTeam cards are not worth playing if the opponent gets 3 prizes from them. (Also doesn’t help that LIVE doesn’t have all the old cards playable for some reason and the UI for finding them is abysmal. And I swear some of my stuff didn’t migrate from Online)
@eavyeavy2864
2 күн бұрын
You are a fanboy -
@eavyeavy2864
2 күн бұрын
-except a hypocrite
@larry8375
Күн бұрын
No the went back to pokemon ex (lowercase) from before gen 5. Even when tag teams were a thing it's not like they made up the entirety of the meta. Baby bloons I remember being pretty good for example. There's also a reason expanded format is so unpopular and it's not even because of big basics. It's the control decks, at least last I heard. There's also a huge focus on evolution pokemon this format. Look at charizard ex and Lugia Vstar and regidrago Vstar and gardevoir which combined make up the majority of winning decks the current format, which kinda suggests the opposite to your point
@larry8375
Күн бұрын
Also, of the decks I mentioned before, Lugia and gardevoir both have single prize pokemon as their highest damage output attackers that can (and consistently do) 1hko charizard ex which has tye highest base hp of the format. Even charizard decks use radiant charizard as a single prize attacker.
@tindekappa9047
3 күн бұрын
The problem with pokemon is snowballing. That's bang on. Only you got the reasoning wrong. Yeah, you get resources and your opponent loses resources whenever you take a ko. That's completely irrelevant because you draw about 10-20 cards a turn in Pokemon. Either that or you can tutor for any card you want. The problem is whoever takes the first ko often wins the game. That's because the pokemon deal too much damage. Almost every hit is one hit ko. When I started playing the game every deck was running potions, now people don't even know potions are in the game.
@0matic
2 күн бұрын
Tbf, every tcg will have powercreep, pokemon has been around for a long time, and considering the powercreep hearthstone went through in barely 10 years, I'd be surprised if pokemon didn't change drastically in 30. Now I'm not framliar with the pokemon tcg meta prior to black and white, but I was always under the impression that potion was never good in meta decks, even in the old days. Anyway, I do disagree that the main problem with pokemon (at least right now) is snowballing, prize races have always been a thing, but there's always counterplay. Chien Pao tries to always take 2 prizes with cards like greninja and iron hands, but if you can gust up their Baxcalibur and reset their hand with iono/unfair stamp, they need to start stalling until they can find another Baxcallibur. Raging bolt Ogerpon almost always gets the turn 1 attack going second, on average hitting 210/280 damage, but due to their entire deck being linear 2 prize attackers, decks like gardevoir can afford to just go down a few prizes before taking 3 clean knockouts with single prize attackers. Charizard specifically *wants* to go down in prizes in order to power up charizard and activate counter catcher. Charizard will almost always be a 2hko anyways, and they need time in the early game to set up their pidgeot and duskclops'. Radient charizard in particular is a single prize attacker who explicitly needs you to be down in prizes to attack. Obviously the solitaire esque nature of pokemon isn't for everyone, and it is true that some decks can snowball hard if the opponent gets a poor draw, but that really goes for every card game. Counterplay has always existed in pokemon, it's probably the 2nd most skill intensive card game in this list behind yugioh. If you ask me though, the real problem with the pokemon tcg is just prize cards... sometimes you prize your most valuable card, and you literally just can't play the game. 6 cards is a lot to give up, so the chances of getting screwed over by what you prize is pretty high. Like when regidrago is up against lugia and needs knock out a cinncino or up against lost zone box and needs to knock out a crammorant on the bench but then "oops, you prized your kyurem, guess you lose". Sorry for the block of text, I kinda just started typing and couldn't stop lol
@tindekappa9047
2 күн бұрын
@@0matic I tried reading that but it's 4 am. I'll get back to you tomorrow.
@0matic
2 күн бұрын
@@tindekappa9047 No worries dude, it was like a paragraph and a half of rambling. I get it if no one wants to read all that lol
@Chimeraeateverything
2 күн бұрын
At least in pokemon your games often last more than 1 turn, unlike yugioh. I switched from yugioh to hearthstone, but hearthstone has its powercreeping problems too. In my opinion though, the biggest problem of hs is netdecking. Since its only played online, at high legend you only ever face the same 4 decks and it gets way too repetitive. I love how pokemon and yugioh at least maintain a good variety of decks you can play for a long time
@sandwichgamer1075
2 күн бұрын
@@Chimeraeateverything Have you tried out Magic? I have played all four mentioned card games and I think Magic has the best compromise of all of them. I love to play obscure decks in Magic and am a fan of brewing stuff up. I do sadly admit that it got much harder with the powercreep that's happening recently, but I just stick to the older formats or community formats like Commander. That's what I feel like is especially missing in Yu-Gi-Oh. It really has no official formats at all. I like how Wizards have designed cards tailored to Commander, even though it started out as a community format. Imagine if Konami would show any love to for example GOAT Format. Like having a option to play GOAT Format in Master Duels for example. Or supporting GOAT Format Tournaments. I myself am a huge fan of the Edison Format too. I haven't played the Pokemon TCG all too much, but have heard from a friend who regularly plays it, that he Powercreep in the cardgame is crazy. And Hearthstone's RNG was just beginning to bug me. Even if some of it is controlled, it still feels like a Coinflip sometimes. Same with Yu-Gi-Oh tbh to decide who goes first.
@dragonslair951167
2 күн бұрын
It's worth noting that in practice, what Yogg-Saron did most of the time when it was played was clear the board of minions- board clears, minion removal and damaging spells make up the majority of spells in Hearthstone. So most of the time, he was played as a "Hail Mary" card by slower decks that lacked a more consistent means to clear the board. There were only a couple of decks that actually used him, since playing him still had the potential to backfire (Some spells come with potential drawbacks like damaging yourself, summoning minions for your opponent or even discarding your hand), but he played an important role in at least a few tournament-level decks, so it was enough for him to gain infamy.
@Velereth
2 күн бұрын
Vanguard always feels bad not knowing how much attack power you have to really block because once the attacking card flips cards for their drive check, the attack power can go up and beat your shields. Trying to guard with a perfect guard, well your opponent can just throw the power ups on the side units and attack with them.
@josiahclarke3535
2 күн бұрын
That is what makes the game interesting. Making educated guesses on likelihood of triggers, how much damage you can afford to take, what order you should attack in. It’s probably the best thing about the game, besides its resource systems.
@tintillor
2 күн бұрын
I'm currently playing Digimon TCG. Something that you can see was taken into account was ramping. They used the Duel Masters shield system to stop it from happening to an extent. And the memory system used for resources is really fun to use.
@chuggajr
2 күн бұрын
It’s astonishing how Hearthstone so elegantly resolved a lot of issues with the other 3, but let RNG, Powercreep, and Microtransactions ruin it to such a point I would rather play ANY of the other 3 games mentioned here.
@Movieseecker
3 күн бұрын
Flesh and Blood does a good job addressing the variance issue by making all cards multi-purpose. Every card has a block value, a resource value, and abilities + attack value if the card is an attack. You also draw cards up to your hero's intelect at the end of your turn, so you draw more cards than an average game of magic. It is not unusual to go through your entire deck at least once (cards are returned to the bottom of the deck when used as a resource), so adding a single copy of a card actually has a lot of impact as part of your deck build and you can rely on playing that card if you play carefully. These aspects make it so you can always do something with your hand, even when you draw a low resource hand. The number of actions you can take are limited by actions points, which are 1 per turn by default unless you play cards that generate more which are balanced with the power of taking extra actions in mind. You also sideboard before the match.
@RobertEspinosa-c8f
3 күн бұрын
I was looking for the FaB comment. How FaB handles resources is honestly genius and really makes the game skill intensive. If you pitch away a power card, you can set up a turn in the late game to take back the tempo. If your opponent is on a hero that is great at blocking, you can opt to do less damage that turn and instead setup that late game. It’s honestly genius and the system lends itself to skill expression well
@josiahclarke3535
2 күн бұрын
Now make the game not have a $1000 buy-in
@RobertEspinosa-c8f
2 күн бұрын
@@josiahclarke3535 it isn’t nearly close to that kind of price for a deck. You can build a good deck for well under 100 dogs
@lukestange
11 сағат бұрын
@@josiahclarke3535yeah this is literally the only thing stopping me from getting into FaB, i just do not want to spend so much on equipment
@tineye5100
9 сағат бұрын
If only FaB would stop gating entire mechanisms behind the legendary rarity.
@UncalibratedAimbot
3 күн бұрын
Your videos are always a treat to watch. Slight correction: Switch doesn’t give your Pokemon free retreat, it just retreats the mon. This is often better than free retreat because a) you can only hard retreat once per turn, b) there are cards that can prevent you from retreating no matter your retreat cost [Block Snorlax], c) there are tools and other effects that interact with retreat cost which you might lose access to if your mon suddenly has 0 retreat
@yuseifudo6075
3 күн бұрын
I am loving your videos, it's so rare to find someone that doesn't take card games as a religion and only play one lol.
@EddieAFool
3 күн бұрын
10:30 This might be said a million times but League of Explorers introduced the Discover mechanic.
@BladeRabbit
3 күн бұрын
Drawing no energy kills me when I played the pokemon tcg games on GBC
@SenkaZver
3 күн бұрын
For real. I replayed that game recently (free on Switch, thanks Nintendo). I swept the entire game, 0 losses, when I got my rain dance deck built... Until the literal end. Lost the E4 gauntlet twice; once to not drawing my evolution cards (they were ALL bottom-decked) and once for not drawing energy. Despite running the broken old-school Oaks and Bills. TCGs have matured a lot over the decades lol
@mauer1
2 күн бұрын
spellbook of judgment is completly legal btw. if all the cards you draw are in the endphase and they all do basically nothing its not that big of a deal.
@HarveyDangerLurker
2 сағат бұрын
Well, when the next turn is the last turn having several spellbooks doesn't do anything...
@Ambander-p3x
Күн бұрын
I am designing my own TCG and I believe my resource cost system solves these issues, but I don't want to reveal it until the game is much more ready.
@adriadelafuente3648
12 сағат бұрын
I'll bet it won't, but hey, progress is made by learning from the failures of others!
@Ambander-p3x
12 сағат бұрын
@@adriadelafuente3648 Well it doesn't at least repeat the casting cost mistakes of any already existing game, but maybe it will invent new issues like all these card games each have their own problem. But thats fine, it will at least be unique in its own way.
@beanburrito4405
Күн бұрын
Pokemon doesn’t let you attack or use supporter cards on your first turn _going first._ Pokemon is actually the most well-balanced card game I’ve seen in regards to who goes first or second, it is genuinely a tough decision quite a lot of the time
@cephalopodwizard
Күн бұрын
The now-defunct Scrolls (The card game that Mojang made) had some fascinating corners they designed themselves into. It had a positional board system, where you put units on a board with 5 rows and 3 columns. Opposing you was your opponent's 5x3 board, and units hit the first thing in the opposing row. Behind each row was an objective unit, destroy 3/5 to win. It's very difficult to defend them all, but as you lose them, it becomes easier to defend the remaining ones. Units had a countdown stat, and attacked automatically when their countdown was up (typically every other turn). This was great, and opened up whole new parts of the game to design around. (Board manipulation spells! Countdown manipulation, or just varying countdown values!) Also, they decided to fix mana. Once per turn, you can discard a card to generate a "land", or draw 2 cards. If you end up drawing your expensive cards early, just discard them! ...what if I needed those later? Don't worry! When you're out of cards, the discard pile shuffles into your deck. And now, the game is not guaranteed to end. It's very easy to turtle up in front of your last 3 idols, you never lose to decking, and some depraved decks want to ramp and heal forever. Some new mechanics were added that made specific cards cost more each time you played them to counteract these decks, but in hindsight, it's refreshing that most games deterministically end. (Most games didn't stall out forever, but these dynamics did make games a lot longer than most card games are today). **************** Bonus second game: Netrunner! Made by Richard Garfield himself, and then repeatedly reincarnated, it's such a drastically different game to creature battlers that it's impossible to give it the introduction it deserves. But basically, it's an asymmetrical game. One player has cards in their deck that are worth victory points, and must spend time and money to defend and complete them. The other player is trying to steal them. You want enough of these agenda cards to score points for yourself, but not too many that they're hard to defend and end up being stolen by your opponent. Resources are completely different. Instead of mana, you have credits. It's a bank account, it doesn't refresh. So you have to keep playing cards to gain credits. To make this all work, the game runs on an action system: 4 actions per turn, which can be spent to gain a credit, draw a card, play a card, and other important stuff (too long to explain here). It's more efficient to gain credits/draw cards through playing cards, but you're never stuck, because you can always use the basic action to get that. And with this, land flood/screw was solved! ...Remember those agenda cards? That you want neither too many nor too little of? Flood hasn't been fixed, merely moved from resource management to victory points! They ended up printing a card that allowed you to shuffle cards back into your deck, and it was one of the most important cards in the whole game. It was a pretty good, solution honestly. This is a very old problem, and that card was printed in 2013. The modern metagame anxieties are fascinating, but require too much explanation to fit into one comment.
@sourdoughtv
8 сағат бұрын
I'm making my own TCG and this is exactly the video I needed to watch. I've been struggling on what kind of resource I want to add to my game and to control the pacing and fairness of each player's turns.
@CodenameJD
2 күн бұрын
One of my favourite things about Digimon is how clear it is that the designers of the game have paid attention to all of these other games, and have tried to address them in the game's design. Digimon's resource system, memory, is a sliding scale from ten on your side, to zero in the middle, to ten on your opponent's side. The game starts at 0, meaning that on your first turn you could spend up to 10 memory and start with a really expensive card - but once the memory is at 1 on the other player's side, the turn will pass as soon as all abilities have resolved. Then, your opponent can spend 10 memory without even passing the turn, and could potentially spend a whopping 20 memory on a single play. This incentivises making smaller plays to pass less memory, but key cards in the game also help to mitigate that concern. The first player classically doesn't draw. By default, Digimon have a similar effect to summoning sickness if they've been played that turn, with a keyword similar to MTG's Haste, that being Rush, allowing you to swing anyway, and another keyword, Blitz, allowing you to attack with that Digimon before the turn passes if you've exceeded memory, but they don't go hand in hand, so I don't believe there's currently a way to attack on the first turn. The life system, Security, is also more limiting than a numeric point value. Similar to Pokémon, at the start of the game you set aside cards from your deck as your health, but they're reversed; where in Pokémon, you win by taking your prize cards, in Digimon you win by depleting your opponent's security. 5 cards to start, and every attack can remove one security card. There are ways to check more security cards, or slow your opponent by limiting their ability to check your security, or block attacks. However, you still need to make a final attack after removing the last security card. This means that while OTKs are possible, they require a LOT of setup without your opponent stopping it or killing you first. And, where in Pokémon by taking a prize card you're gaining resources whilst depriving your opponent of theirs, in Digimon, attacking security is risky; if the security card is a Digimon, it gets to battle the attacking Digimon and potentially delete it. Otherwise, many cards have effects when checked in security; Tamers play themselves for free, and Option cards can have various effects, from replicating the effects if played normally, to adding themselves to hand, to entirely unique effects to being checked. Some Digimon even have security effects, and might even play themselves for free after the security battle, so by removing one shield, your opponent could be down a Digimon and you could be up a Digimon. As mentioned, absurd OTK combos are possible, but they require a lot of work, and the core gameplay mechanics mean that most games will constantly go back and forth. I think I'd need someone else to help out with what's the worst aspect of playing Digimon, though, because I can only think of these positives right now 😅
@wakkaseta8351
2 күн бұрын
*"where in Pokémon, you win by taking your prize cards, in Digimon you win by depleting your opponent's security."* ------------------------- So Duel Masters' Shield system.
@josiahclarke3535
2 күн бұрын
Digimons two biggest negatives are defense-scaling with how many cards are hard to interact with nowadays, as well as how overly-consistent decks have become. It feels like I’m doing the same thing almost every game.
@elijahdavila3684
3 сағат бұрын
@@wakkaseta8351Essentially, yes. With the added caveat that if your attack reveals a digimon from the opponent's security, your attacking digimon and the digimon revealed in security battle each other. This means that your weaker digimon have a very real chance of dying upon attacking the opponent.
@RashFaustinho
Күн бұрын
This was a fun video. I played both Magic and Yu-Gi-Oh, but I always return to Yu-Gi-Oh. One day I'll try the Pokemon TCG as well
@frankanderson3368
18 сағат бұрын
A video on how ever card game deals wiy powecreep and the ups and downs would be awesome.
@rotatebananas2478
Күн бұрын
On the Yu-Gi-Oh! section: Going second still isn’t too fun a good deal of the time, since unless your opponent opened really badly & their hand dies to a single hand trap like Ash Blossom or you’re playing a ridiculously well-made going second deck which just doesn’t give a single shit about what they’ve done, they can still set up a decent board with various cards & tactics such as simply putting most of their monsters in Defense Position to avoid Lightning Storm, and while you can still potentially out them with a card like Raigeki, they could have a monster negate it or even use something like the recently released Iron Thunder or an older card like Solemn Strike/Judgment/etc. Pretty much the same applies to Evenly Matched, and this is ignoring the fact the guy who just went full combo can _also_ still use some counter cards like Ash Blossom or even Maxx "C" if you’re playing in the OCG or on Master Duel. Not trying to say the segment is terrible or you’re wrong or anything, but just wanted to chime in with the fact going second can still be a massive pain even if you run something like 3x each of Raigeki, Lightning Storm, Evenly Matched, Dark Ruler No More, etc., but can also be massively rewarding if you can do it. Just pointing out the fact Yu-Gi-Oh! is still a pretty flawed game I still enjoy, but also the fact I’m not nearly qualified enough to single-handedly solve all its problems. Although personally I’m a little miffed when I sit there & let my opponent do all their stuff after opening no disruptions just for them to quit before I get to do a single thing after they see me drop a Lightning Storm + Forbidden Droplet… win game, feel nothing.…
@sampletext7925
2 күн бұрын
Alright boss. I tried to get through it but here are my notes: 1.) Move away from the mic to breathe, go full Chocolate Rain. It's really annoying hearing someone gasping for air after every sentence. 2) Just retake the line if you fuck up. Start fresh, it'll sound more relaxed and that makes it more pleasant to watch. 3.) You don't have to speak quickly, especially with a video like this where you're *showing* more information to add to your points. Take your time, maybe try to execute like you got a buddy who's vaguely aware of the topic (but very interested) & you're telling him all about it. Glhf homie!
@FirstnameLastname-iq9oo
17 сағат бұрын
what an insane comment lmao
@bouboulatortue5392
17 сағат бұрын
I believe the most elegant solution to the mana/cost problem is the one from AGot LCG, in which you play a small secondary deck from which you choose a card each turn. That card then decide what are your ressources (gold) for the turn, as well as the impact of your attacks, and other secondary effects. This lets you choose wether you want a high ressources turn where you are going to be somewhat passive and setup for a more impactfull turn next.
@Big_Dai
3 күн бұрын
Decipher's Lord of the Rings deckbuilding and resource system.
@IC-23
Күн бұрын
It was never too popular but I loved how PvZ Heroes handled a lot of things save for blocks/Supers there was no real Going first or second since a single turn was composed of 4 phases: Zombie Player plays Zombies (monsters creatures minions) Plant player can play Plants, Tricks and Environments (Monsters, Spells and lane specific modifiers) Zombie player can play Tricks and Environments and combat resolves automatically from the heights lane to the water lane. Zombies creatures were designed to be more proactive and larger since the plant player is fully reactive but at the same time their spells tend to be proactive and stronger than zombies because zombies get the last say before combat. There's no mana cap so on turn 99 you'd get 99 mana but games are so fast it'd never come up. Every hero/class? has a suite of 1 unique and 3 less unique but powerful cards that all cost 1 the 2nd tier have 2 cost worth of value and their signature is ~3 mana worth of value. You start with 1 randomly and the only way you get them is by taking damage, you have 8 bars of block whenever you take damage it charges 1-3 randomly and if an attack would charge your block 8 you take no damage and can either cast that suler power then and there or add it to your hand and play it later. If I had to rework this game I'd let players pay 2/3 mana to remove 1 of their super blocks to add the 2nd tier/signatures to hand and reduce their cost to 0 so you can trade survivability for the most efficient cards in the game and at the same time make super block a 4 block meter and each attack charge by 1 since rolling multiple 1s or the opponent rolling double 3s and a 2 feels bad since on average you should get a block in every 4th hit It still has that hearthstone rng element but they're usually weak enough to be casual and most competitive cards have no or very predictable rng
@BoisegangGaming
3 күн бұрын
I don't necessarily agree that YGO's 1-normal summon per turn and infinite spell/trap casting per turn was intended to "fix" getting mana-screwed. What's more likely is that it was a janky, scrambled-together card game created as the result of someone putting a MTG tribute in their manga. The issue with YGO as a game can be summed up, IMO, in a single sentence: "The most fun way to play is to make sure your opponent doesn't get to play". There's a saying somewhere that players will optimize the fun out of games. YGO is that taken up to 12, because you also get to optimize your opponent's fun out of the game. Can people enjoy YGO? Of course! Are they bad for liking it? No. Any competitive game is going to be zero-sum-- MTG at its top level in eternal or modern formats are almost if not worse than YGO. But Magic also has a variety of "safety valves" that it can use to reduce power creep or problem cards. Rotation, different formats, etc. all contribute to preventing a game from imploding (its not always successful- cough cough orcish bowmasters- but it at least exists) Yes, I've been on the recieveing and dealing end of absurdly long combo chains in MTG (often resulting in Arena crashing lmao) but those are exceptions, not the result of intended play. YGO's biggest issue isn't that the game lasts 3 turns. Its that each turn can last forever and your opponent can't do anything about that unless they have "hand traps". YGO has some very neat ideas (I love "Trap Cards" as a concept, and the Extra Deck is an interesting mechanic). No game will be flawless-- that's literally impossible- but it needs to at least be a game. If there's 2 players, that player should at least be able to play and have fun, not watch someone play solitaire.
@joshuamakin3053
3 күн бұрын
Iono is an even better catch-up supporter. It doesn't shuffle the hand into the deck, then draw. You shuffle your hand, put it to the bottom of your decks then draw. So if your opponent has a very good hand, they no longer have that hand, and its at the bottom, with no way to draw them without shuffling.
@littlemisspipebomb4723
3 күн бұрын
Dude please slow down and breathe. You have a great voice and amazing points but it feels so rushed I'm focusing on that way more.
@FumBungo
3 күн бұрын
Don't listen to this guy. Half of tcg content creators talk slow asf and I have to listen on 1.5 speed. If people think you're too fast then they can slow down the speed of the video.
@littlemisspipebomb4723
3 күн бұрын
@@FumBungo You can speed up stuff just fine, but if you slow it down then it gets super warped. A more important thing is that he's super out of breath all the time, which makes his voice sound strained as hell and it's just generally a bad habit that causes unnecessary wear if you do it for years. But also, how selfish do you have to be to say "I'm not listening to stuff on 1.5x. you have to listen to it on 0.75 because of my personal preference"? you really think that's an alright thing to say?
@TheKastellan
2 күн бұрын
I mean yes that is fair? Both are opinions on how fast someone should speak, not necessarily better than the other. How do you complain someone is policing your want to him to be slower by saying that is an opinion without lookong at yourself. Also I am pretty sure the "breathe in" is not really an "out of breathe" thing. That is a thing you will see in any type of presenting (and singing). Usually people will go out of their way to edit or use a mic that removes that. Honestly, I really feel you shouldn't be that annoyed by simple breathing in. You seem to think going slower would fix it but you still have the breathe in between sentences, all that does is make the video longer and spread out the breathe ins. Anyway a good example of this being normal is "chocolate rain" you can literally see him have to turn away from the mic to do a quick breathe in.
@littlemisspipebomb4723
2 күн бұрын
@@TheKastellan I want the video to be longer. If you want it shorter use 1.5x. but right now it sounds like he's trying to suffocate himself to get sentences out quickly. It's common with people that aren't confident behind a microphone and it causes videos with lots of information, like this one, to be hard to follow. My issue isn't with the breaths being heard but that he's going as fast as he can which is making him more out of breath than if he just took his time.
@mikejankowiak5434
18 сағат бұрын
@@FumBungo I'm so glad someone said it lol
@Flamewolf14
2 күн бұрын
I stand by star wars destiny having the best base mechanics of any card game. You started with the characters you chose so you picked the random dice sides you have if you rolled badly you could choose to discard a card to choose any number of your dice to reroll, you chose if you spent or saved resources. Your cards, your dice and your resources were all resources for you to manage and plan for felt SO GOOD! but then they killed the game. Oh! I almost forgot to mention your opponent would actually take turns doing 1 thing then the other person would go so you could actually respond and react to what they did. And you could adapt your plan to what your opponent was threatening on board. Felt amazing
@anonimen31
8 сағат бұрын
One piece tcg has the prize card mechanic from Pokémon, but there it's rubber band-y rather than snowball-y in that your prize cards are treated like hp, and you draw when you lose hp rather than drawing prizes
@MR-pr5td
14 сағат бұрын
1000 subs blew my mind, this quality is of a channel pushing 1m. Got a sub from me!
@elijahwilliams5734
2 күн бұрын
Can we start adding one piece to these, it's a big enough card game now
@wtfox8206
Күн бұрын
The worst part about Pokémon is that no one ever learned to play it because it was kinda clunky until gen 8
@quicksilver3263
Күн бұрын
Nah early gen 7 is when the game design peaked (specifically once the xy block fully rotated in early 2018)
@wtfox8206
Күн бұрын
@@quicksilver3263 oh was that GX before tag team?
@SignoftheStar
2 күн бұрын
Rep from another trading card game, Redemption. Worst part of playing Redemption is something called "soul drought". In Redemption, you use your Heroes to defeat your opponent's Evil Characters, and when you win, your opponent has to surrender a card to you from their field of play called a Lost Soul. So if your opponent doesn't draw into their Lost Souls, you can't rescue them, and since you win the game by rescuing five Lost Souls, you're basically stuck doing nothing. Redemption will turn 30 years old next July, and a few things have been done over the years to try to address soul drought. There are now a fair amount of splashable cards you can fit into most decks that have "soul gen" abilities, cards that will either play Lost Souls directly from your opponent's deck or increase the likelihood of your opponent drawing into them. As good as some of these cards can be, you still need to draw into them, and there aren't a ton of them to begin with, so soul drought is still the absolute worst thing about playing Redemption.
@jjjj8644
3 күн бұрын
These type of videos are awesome. Keep them coming buddy
@vitorluiz7538
3 күн бұрын
While I think the randomness of Hearthstone isn't as inherent to the game as lands are to MTG (and the lack of a separate resource system to YGO, etc.), I do think it plays a similar role. Randomness in card games make it so the "better deck" and the "better player" don't always win. While randomness is often seen as an enemy to competitiveness, as a game, part of what makes it fun is the mystery of who's going to win the game, and the belief that you could win. Often, being stuck in an unwinnable position is seen negatively by players, especially if they feel helpless against it. Thus introducing different sources of randomness means that "bad players" and "bad decks" can get a good draw against "good players" and "good decks" (or the latter can get bad draws), and thus win. There are other elements that go into why players play card games-what makes them fun-, but "winning" is a key component. How that "win" is attained is the specific question that needs an answer, but in any case there will always be suboptimal players and strategies that, generally, designers want to help have fun (and win). Especially in games designed for online gaming era, where finding matches is quick and easy. I don't want to define neither "good player" nor "good deck", but I do want to point out both are important. The best MTG player can't do anything with a deck of 60 basic lands, and a "bad player" might be unable to play a certain combo deck because they're completely unaware of what the combo is and how the combo works and they waste their cards. But these are extreme examples.
@cataleptickraken3197
2 күн бұрын
besides getting stuck in an unwinnable situation, there is also the getting stuck in a disadvantageous but salvageable situation, which is when play skill becomes really important. this is an aspect i really like about mtg
@ericwells7690
20 сағат бұрын
I'll add that the prize card mechanic in Pokemon also adds a level of RNG to the game that can really screw you over in some games. If your pieces necessary to get your engine started/take knockouts are prized, and you can't take knockouts until you get your engine started, your chances or winning are drastically reduced. You can mitigate this issue with good deckbuilding but ultimately the prize card mechanic affects the quality of a LOT of games.
@pableitor2009
17 сағат бұрын
Shoutouts to Force of Will which IMO found the best solution to mana clustering: Mana is in a different shuffled pile from your main deck, and similar to hearthstone you get to place one for turn by tapping your Ruler (Basically the commander) if you don't intent to cast it or use his tap ability. With this approach you are guarenteed to have a curve of mana during early game but the mana you get is random. If you play monocolor this is no issue, but if you play multicolor you are at the mercy of rng to get the color you need to cast yout stuff. Plus in the mid to late game you need to start weighting if you want to keep getting mana to cast more stuff or want to put pressure by bringing your ruler to the field. Too bad the game died.
@gabrielsalahi3656
12 сағат бұрын
This makes me really interested in what other people would think the “problem” of my card game is since it’s very different from all of these games I guess the best way to describe my card game is imagine if YuGiOh didn’t have an extra deck and you could normal summon level 5+ or 9+ monsters but only if it’s turn 2 or 3 of the game. (And if YuGiOh monsters were actually balanced to have the stronger monsters be higher level and the lower level monster be weak) You are on a 3 turn timer before you can use your strongest cards but other than having 1-2 dead card in hand on turn one, you really can just pop off. Spam the board with weak monster, hell maybe don’t even put any higher level monsters in your deck at all. Or only put higher level monsters and play defensive spells so you don’t die early. Do whatever you want. Monsters in my game can also only deal damage to the player equal to their level (Monsters range from 1-3) so turn one even if your opponent spams the board and wambo combos youre 100% gonna be fine You may not even feel the need to do anything in response. Just pass turn waiting to summon your big level 3 monsters to crush everything But the gap between level 1, 2, and 3 monsters are balanced enough where having bricks you can’t use until turn 3 feel worth it without being instant wins against people who want to play only level 1 monsters Does such a leveling system make a game too slow? It’s not like anyone is forced to use it
@pierrecineas
8 сағат бұрын
Digimon has a shared resource between players to make actions. The memory gauge is unique and helps pace the game.
@Kilyion
3 күн бұрын
Im not going to lie your videos are like weirdly calming, like some unintentional asmr
@ThePenguinsKing
Күн бұрын
Can you please make a follow up video with other card games? Flesh and blood, Force of Will, Digimon, legends of Runetera, Shadowverse evolved, Lorcana, One Piece, Dragon Ball, CardFight Vanguard!!, Duel Masters and probably many others I missed.
@SomniaCE
18 сағат бұрын
The worst part about Pokemon is how fast the game has become in the last 5 years. Evolution Pokemon have to be omegabusted to justify themselves and energy ramp is so consistent that even decks that need 3-4 energy to KO are able to fairly consistently get that on their first turn if they're going second. You can legit cycle through 30ish cards on your very first turn and it doesn't even look weird. Basic 2 prizers are just way too good and the only way to slow the game down is to play super gimmicky control decks that have extremely polarizing MU spreads where you auto-win or auto-lose just based on deck MU alone. For the MUs that are still somewhat close against these control decks, the game becomes more about how lucky your opening hand is than ever before as a single wasted turn can be basically impossible to come back from for either player. Most games are decided based on how well your opponent was able to solitaire their first two turns and its just depressing. There is still plenty of skill, but my god Tag Team GX did so much fucking harm to the game and Pokemon V cards were not at all enough of a downgrade to slow power creep. The designers clearly tried with V Stars being somewhat underpowered to help slow/reset some power creep but then they went and just undid a lot of that potential progress with how absurd a lot of basic EX Pokemon are. Idek if they care enough to correct course or if I'm just witnessing the death of my game. Everyone says their game is dying though so I try to remain optimistic.
@joaov2374
30 минут бұрын
Mana its a pain in magic indeed. I like how DIGIMON mana works. Its so unique
@ELopez
5 сағат бұрын
Yugioh’s downside isn’t just 1 level 4 or lower monster per turn, it’s one *normal/tribute summon* per turn. Tribute summons can be used to summon monsters level 5-12, once per turn. You only get one, so you can’t summon a level four card and then tribute that for a level 6 card in the same turn, for example.
@Grr8jon
Күн бұрын
Good video I hope you cover lorcana, it kinda takes care of the mana/land problem.
@gallae
2 күн бұрын
i hope you'll include legends of runeterra in your discussion videos soon, it does a lot of really interesting things with the different aspects of TCG design!
@Eebers
2 күн бұрын
The biggest problem with lands are the price tag
@Tera_GX
Күн бұрын
Thinking about core design flaws, I constantly think about YuGiOh's history with Fusion. That was supposed to be a major mechanic that sets YuGiOh apart from other cards games, you even have a dedicated spot on the field for a Fusion Deck! Step one of making it special: Polymerization is a Rare card... Oh wait, just shot that system in the foot. Well at least fusion is cool-- Oh wait, early fusion monsters plainly sucked. And you needed all 3 cards out of your 40 card deck, and not in the graveyard. The major mechanic was a fully failed one. Ritual seemed like an exploration of a more flexible fusion, but was also flawed. Union monsters started to feel like what fusion was meant to be. "Hero" monsters seemed to bring better fusion support, but still pretty limiting. Synchro finally felt like an accessible fusion mechanic, but maybe not up to par with the growing speed of the game. Xyz and beyond is past my era. To me it looks like a majority of YuGiOh's history has been "fixing" fusion to be a signature mechanic.
@SodaTCG
19 сағат бұрын
Yeah yugioh had some identity problems to start with for sure. I think archetypes and the development of the extra deck gave it some much needed flavor over the years(balance notwithstanding).
@wakkaseta8351
3 күн бұрын
Force of Will directly addresses MtG's land issue by having its land equivalents be a separate deck entirely.
@Staklihen
2 күн бұрын
Like One Piece TCG?
@wakkaseta8351
2 күн бұрын
@@Staklihen Never played it.
@josiahclarke3535
2 күн бұрын
@@wakkaseta8351Yes like OP but FoW has non-basics and is mechanically a lot more interesting. Wish the game didn’t die around here.
@MajicMiranda
3 сағат бұрын
Maybe I'm just a sucker for what I know, but I have really come to appreciate MTG's mana system, even despite the problems it can cause. In my opinion, it is why there is a much greater diversity of deck archetypes in MTG compared to other TCGs. Because you need to spend resources to play cards, it's a little slower-paced than pokemon or YGO, where you can easily draw half your deck turn 1, even if it may be hard to win on the first turn. And compared to HS, you need to choose how many lands you want to play, so an aggro deck is fundamentally different from a control or ramp deck, which makes it less likely for everything to slide together in one big midrange meta.
@overtonwindowshopper
21 сағат бұрын
Magic’s mana system isn’t a problem. It’s a feature of the game that sets it apart from the rest of the card games you mentioned
@andy02q
17 сағат бұрын
I don't see RNG as Hearthstone's weak spot at all, not even close. They hit just the right amount for the game to be somewhat accessible to new players, but little enough so the best players can consistently win with a good edge. Blizzard did other things to make the game "barely not fun". For example for F2P players there's daily quests which you need to complete in order to exist at the higher ends the leaderboards if you don't want to pay thousands of dollars over decade. Now these quests used to be like "Win three ranked games as Druid" and then you realized, that you had no good Druid deck ir even cards, but you just put together the best thing possible and after 6 losses you had deranked enough to face weak enough opponents to win and you had gained some insights. Now with more and more ranked mode you just kept one dumpster mode for these types of quests. Then Blizzard changed the quests to sth. like play 50 Murlocs or 15 Drink spells and you looked at decklists and realized that Murlocs and drink spells aren't meta - aren't even in serious F-tier decks and you can't even put more than 2 Drink spells into your deck, because there are none. So then you put together a deck with all the quest-cards you need and rest draw cards and some self-harm and for the next half hour you aim to quickly play a couple quest cards, bring yourself down to half health and then concede (on certain quests the quest progress doesn't count if no player ever got to below half health). Or you could find a deck which fits just 2 viable Murlocs, after 2 hours realize that that deck doesn't cut it and keep playing it for another 3 hours to complete the darn quest. There's other things too, but they wouldn't be as easy to explain.
@babaG819
20 сағат бұрын
As a yugioh player, without watching the video first. The biggest problem imo is negates/floodgates. No one likes non games. Unless you're winning.
@matejlieskovsky9625
3 күн бұрын
Looking at Duel Masters is interesting in this context. Any card as mana to fix MtGwithout getting into YGO problems. And they have shields, which is a much better alternative to prizes. And obviously, newer TCGs build on this knowledge further.
@Velomirny
14 сағат бұрын
I would highly encourage adding Star Wars unlimited to the list. It learnt all these lessons and applied it in design.
@Upload-video-terserah-gue
3 күн бұрын
Sunk cost in legend of runeterra Sunk cost have effeck just transform a card to button deck with 8 mana
@IbnMesud
3 күн бұрын
What does that mean if you don't mind?
@Upload-video-terserah-gue
3 күн бұрын
@@IbnMesud sunk cost have effeck just transform a card to bottom deck with 8 mana .
@JackHugeman
3 күн бұрын
@@Upload-video-terserah-gue what does that mean?
@Sandiramon
10 сағат бұрын
Nice video. Would love to hear your take on Cardfight Vanguard, Ultimate Fighting System and Weiss Schwartz. (I personally felt Vanguard was very balanced in the early days. Remember winning two prerelease tournaments. )
@Eternalwarpuppy
Күн бұрын
I tried Pokemon TCG when it first came out and perhaps it has been changed since those days, but I feel like in the first couple sets it had the same issue that Hearthstone does. There are so many cards that are either amazing or useless depending on how many times you win literal coin flips.
@thewrongsorcerer
2 күн бұрын
"Worst Parts of Playing Each Card Game" The Pokemon section just lists positives tho?? The issues with Pokemon are actually the big basic multi prize cards that make the game go way too quick. Pokemon being slower is actually a good thing
@aradan3913
3 күн бұрын
Card draw shouldnt be put into the magic section as a solution. That's more related to the value of draw and how that game understands resources than to magic itself. You didnt mention the most powerful and impactful way they have helped the mana problem: making more powerful and searchable lands, and making more tools to search and cicle for lands. This helps specially in multi color since any "fetchland" (land that sacrifices to search for other lands) can fetch any color if you built your deck properly (Fetchlands usualy fetch 2-3 of the 5 colors, but that card you fetch can also cover 2 colors, and there's lands of each type that also generate each other color called: "Allied lands" and "enemy lands"). I'd say the best candidates would be: Scry (and ways to curate draw and hand, like cicling), Fetching (searching and being searchable) and those dual cards. Those are things that were put into the game, not just part of its core like fast mana or creatures that tap for mana.
@Danlight1911
Күн бұрын
Honestly Yugioh's problems are entirely self inflicted by Konami. They could very easily just not design cards that speed up the game but of course power creep sells.
@silentcartographer5490
3 күн бұрын
I would say that rather than scry/surveil lands, cycling (both lands with cycling and spells with landcycling) are more significant additions to reduce the mana-screw/flooding in games.
@letsmakeit110
3 күн бұрын
For shadowfist I'd say it's the inability to play multicolor decks, but it's for a subtle reason. In shadowfist you fill your hand to six every draw step, so the designers needed a reason to disincentive just playing every 0-mana card six times a turn. What they did was introduce a second resource. To play a card you need not only the mana, but also the resources, which are basically a devotion mechanic that persists in the graveyard. So now your deck needs 20% lands and 20% cards that provide resources but don't require any. For example, let's say you want to play Sky Dragon, Master of the Invulnerable Stance! He requires 2 faction resources. So earlier you have to play 2 generic clan warriors, or you could play one clan warriors, which will give you the resource to play Wudang Monk, which will give you the second resource for the Sky Dragon. The monk is better than the warrior, but playing him requires deck space that you could have used on more sky dragons, or a removal spell etc... Here's the problem: let's say now you want to combine your Sky Dragon's immunity to combat damage with Dr. Timbul D'imari's flicker effect, making him immune to removal as well. But the Dragon requires resources from the Seven Masters faction, while the doctor requires Purist faction resources, so what to do? Add some basic Purist creatures? Now your deck is less than 50% impactful spells!
@BickSnarf
2 күн бұрын
1:00 mtg literally designed for this to be a part of the game
@AbsurdAsparagus
Күн бұрын
whats your point? the argument of the video is it feels bad to play.
@dubbyplays
5 сағат бұрын
There should be a dedicated series just to what's wrong with modern Yu-Gi-Oh!, trust me
@yurazah
10 сағат бұрын
I understand what double summon is trying to represent, bit it's still funny as that card has never been good
@wtfox8206
Күн бұрын
This video implies that shadowverse evolve is the ideal card game
@Chris3s
2 күн бұрын
I would to see a video on specific design ideas such as the comeback mechanic. How do people actually feel about it? I often hear to include such mechanic, but not many games actually do it (duel masters, one piece and TES legends being some of the few)
@hxr717
3 күн бұрын
I really like your videos and I think the editing and mic quality is quite alright for someone your size, but you need to get a bit more natural with recording your voice. You are prolly nervous, so you're rushing your speech and that makes you have to gasp for air way too often, so just relax. You could also try to cut out the breathing but that breathing, but that might make the audio sound choppy
@arcroy7
2 күн бұрын
0:45 Magic's problem isn't that the card's cost mana it's that you can draw too many or too few lands, ik he's only slightly off but, this matters when trying to solve the problem. Mulligans are definitely one of the ways that magic has tried to help this problem over the years. 2:15 Again, I think you're close to the solution but, missed it. Scry/Surveil on lands is definitely a way that Magic tries to help smooth your draws. Draws spells like Brainstorm are not an example of this because it's only in specific colors. You are correct about MDFCs (spells on the front and lands on the back) helping this problem a lot. Cards with cycling and channel serve the exact same purpose as they're "spells" when you want a spell and lands when you need a land. To a lesser extent I'd also include cards that simply cantrip (draw a card or effectively draw a card in addition to doing a useful effect or coming on a useful body) since those are available to all colors.
@zandrazoo2112
2 күн бұрын
You forget that most spells/traps have the basic restriction of once per turn and you can only set up to 5 traps..
@lseths
2 күн бұрын
Some of the content was interesting, but as I've seen some other commenters say, the speaker talks way, way too fast. They really need to slow down. Another issue, which is partially due to the above, is the very noticeable breathing. If someone is talking very quickly, it means they're not breathing at all while doing so. And when they inevitably need to breathe, the breath is therefore bigger and louder than normal.
@luminous3558
2 күн бұрын
I think the manabased cardgames have a way bigger fundamental weakness and that is having mana at all. Mana funnels the entire card design into a scale of cost vs effect with a heavy favor towards lower costs. So the powercreep that these games experience is almost always incredibly mindnumbing and boring they just start printing 3 drops that cost 2 mana and eventually 4 drops that cost 1 mana. The card design never fundamentally changes because you will still have 1 mana at turn 1 and so on. As the game naturally accelerates with the printing of more efficient cards it the game very quickly falls apart and requires outside interference in the form of rotation. Games like Yugioh do not have this problem which is why they can avoid rotating as the card design isnt constraint by arbitrary resources. Mana just isn't a good system for a game that expects to release many sets and is much better at home at in a cardgame that is meant to be complete at release. Stuff like Hearthstone or Shadowverse have incredible core sets that then got ruined by further expansions accelerating the game so that carefully balanced mechanics broke under the added speed.
@RedMage95
Күн бұрын
I'm still salty about the Yogg-Saron nerf, it was comepletely uncalled for. Especially (salt in the wound) as Dr. Boom sits un-nerfed to this day.
@gemodemplay415
19 сағат бұрын
Stop! Breathe!
@ClubbingSealCub
Күн бұрын
Having lands isn't a problem. It's a solution - otherwise all the decks would have the same curve. See - HS decks.
@marsgreekgod
Күн бұрын
you say you covered every game, but you didn't even cover the game I made in highschool on pen and paper and never puplished!
@alexisramirez8224
5 сағат бұрын
My favorite "TCG" of all time is by far Elder Scrolls Legends. Lane mechanics were really interesting and both the visual and sound design were awesome. Too bad it never actually became really popular and now it's on a death timer.
@phorchybug3286
Күн бұрын
I got nothing against the prizes. It's just the stupid energy.
@Briggetchu25
3 күн бұрын
I think the biggest issue yugioh faces isn't actually going 2nd, going 2nd is a MAJOR disadvantage but it's just how card games are, the biggest issue is the queens problem, where if you could choose what chess pieces you wanted, you'd choose 17 queens Yugioh's only limit is that you can only play 3 of the same card, and this has basically lead to how the game is designed today, the rules of yugioh would not function if archetypes were not a thing
@JohnThems
3 күн бұрын
Shadowverse is what you get if you took out 98% of the RNG from Hearthstone and replaced it with an unbearable amount of netdecking because every single legendary is designed to give massive amount of tempo on curve or activate your wincon if you played your cards on curve.
@hiphur4524
3 күн бұрын
Also bcz it's mobile the game has to end in a timely manner - so there's a lot of inevitable dmg late game plus strong neutral wincon that's active on turn 10 in rotatation to end the game for sure
@chestercheems808
2 күн бұрын
Love these videos!
@thestylemage2092
3 күн бұрын
5:15 To be fair that is a very meta dependent problem. The format just before the banlist was shit,but that is mostly thanks to SE being the best deck and the mirror being awful (with the second best deck yubel being similarly problematic and the 3rd best Tenpai being best described as stun otk). Yugioh is at it's best when 2 similarly strong decks keep breaking the board their opponent made until one of them cannot recover anymore.
@meathir4921
3 күн бұрын
No, no, going second has been worse for almost every format in YGO's existence.
@ephiemarklustiva9515
2 күн бұрын
@@meathir4921 until tenpai came, then konami start printing going 2nd cards
@barryn8355
18 сағат бұрын
Magic is the best TCG ever, but its monetization just makes me never want to touch it.
@pokecrafter9999
2 күн бұрын
I'm sure it's been mentioned, but if you go second in pokemon you are able to attack on turn 1. You said "Even if you go first" in the video, when in reality, the only restriction is on people who DO go first. Otherwise loved the video
@Oridan1
2 күн бұрын
Perfect explanation of why Yu-Gi-Oh is broken beyond repair at this point. If you absolutely need to have 1 or more hand traps going second, in a game without mulligan, then the game is more about luck than skill
@ThiccTropius
23 сағат бұрын
dont forget a severe lack of strategy since from what yugioh players tell me the nasty combos they do is out of habit, aka something that happens naturally without any brain power behind it... hell duel masters is considered a "rip off" simply because it has an accompanying anime with a kid protagonist with spiky hair... news flash, that "rip off" has beaten the shit out of yugioh financially in japan quite a few times! basically what i am getting at is that Yugioh players are not really THAT smart and shill money to a corrupt slot machine company so they can have their hit of nostalgia... that is why i dont fork over much money in master duel... i get nostalgic about the game but i have more brains than most of these guys because at least im not paying money to fund a slot machine company
@sethstephens4777
3 күн бұрын
Technically, there was an earlier mulligan used for mtg before the one you described as the original. That was just the one used from the first tie. They redid the tulea to actually take the game seriously and adreas balance until the relativley recent attempts to improve the mulligan system. But originally the mulligan was you could reveal your starting hand once and if you had 0-1 land or 6-7 lands you got a free mull to 7 but there was no other considerations. Obviously that was abusable and in adequate as there could be reasons to mull other than just mana screw or flooding reasons and a 2 or 5 land hand is pretty sus alot of the time too.
@RepMetal
10 сағат бұрын
Watched this video at .75 speed. Much less hectic sounding.
@jirkau555
2 күн бұрын
Not to be that guy, but you missed the original MTG mullugan - if you had 0 or 7 lands you could reveal your hand and shuffle and mulligan to full 7 once per game, otherwise no mulligan for you, the mulligan you refer to as original is the 1997 Paris Mulligan
@Binzob
Күн бұрын
sheesh that's even worse lol
@jirkau555
Күн бұрын
@@Binzob Yes, but it brought the beautiful creation called "Channel Fireball" - 20x Black Lotus, 20x Channel, 20x Fireball
@Piequalse
4 сағат бұрын
Should have talked about cardfight vanguard, one piece or digimon too! Part 2?
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