This jus came out of curiousity, but with the way the game is Rn would it be really bad if the limit on the amount of heal triggers was removed, sure that means its easier to spam g guards, but other than that is thier really a point to only keeping the heals at 4? what doi yall think
but th longer the game goes the better it is for granblue cause their stuff gets so big u cant hope to survive plus accel closes out games by turn 4-5 1 extra turn or 2 wouldnt hurt it would atleast give force decks a chance, mostly procet in this meta
Amazing how you're somehow missing the point of how the struggle is real sometimes already barely winning close to deckout, adding another turn or two of survival to opponent is telling mill/SC decks to go deck themselves(out).
and anyways,one idea I had back in G era to help with making games longer is to restrict crits in the same way heals are restriced,since both of them are used to alter the amount of damage in the damage zone,so it feels weird that heals have 2 separate restrictions but crits dont have any.Maybe the max of 4 restriction would be a bit much,but at least an inverted version of the "if you have less damage" rule could help stop crit sacking.Something like "you can only gain the additional critical if the opponent has less or equal damage than you do".
It's impossible to get 16 heal in standard right now, so it's useless to say anything about it.
Games doesn't need to be longer- it's already long enough, no?
Even if you restrict crit, your opponent will still sack triggers. The only question is what kind of it. If you run 12 crit obviously all of them will be crit checks- I won't call that sacking. Even with nerf to damage potential, no reason to change your strategy- you just need better damage control.
the only times when I see people get close to deckout is with decks that draw a lot,since they just go through their entire deck really fast,not because the game lasted super long.IMO best method to look at game length is to look at the number of turns a game had.
And to be fair,the g1 pg doesnt happen super often,but I do see a deck like that that pops up every once in a while.The 2 most recent examples I can think of are some The End builds and basically all God Hand builds.(neither of which top that often,but you get idea)
I used to run 8 Front in Great Nature because of Hammsukes spamming Accel rgs but not anymore in the Isabelle deck since it no longer runs Hammsuke. I do still run 4 Front 4 Crit mostly for personal preference, don't know what is commonly run in Isabelle decks.
true but tagain blue wings can only stand once per heal trigger unles u can restand ur vg consistently its only 1 restand for the whole board plus i was thinking premium would do it forst then standard an i was also thinking ontop of that removing the g guard restriction as well, si nce u can play as many heals as u want you can play with as many g guards as u want to as well as being able to drop them wenever you want ,eaning if your behind u can set up ur stride skills faster. and you wont pull a heal every time you will still need crits and the draw pgs jus the rratio would change to 8 heal 4 crit 4 draw. again this is purely curiousity as well as playing devils advocate
true but then again even with unlimited g gguards that still taks tim to set up even if u strode and g guarded every turn it would stake u about 2-3 to get to that point and thats totally fair, those skills are nuts because of how much set up they take which is a high risk high reward playstyle and thats fine, and it also makes ultimate stride easier to do but then again if u dont kill that turn their goes all ur gb skills, plus u do realize that after awhile your opponet will start running out of resources after long, lus thier are cards that shut down trigger effects like nouvelle, brandt, and my favorite DO the purge
Brandt and similar is exactly why Heals are at 4. You are actively promoting a toxic meta where Brandt is the only viable deck simply because almost every deck assuming they want to open up as much counterblast spam for their plays while still sacrificng as little hand as possible will be erring on the side of large Heal numbers which Brandt perfectly punishes. There would be no incentive to run anything else
it helps when you know certain clans make 30k+ lanes tho, and thts assuminjg the worst people will stil run crits to push for more damage since crits win games plus that means card like gust blaster will see play because it stacks so much crit healing is basically impossible, but ur acting like your gonna heal everytime, at most ull heal maybe 25 percent of every game
but you are acting like u would consisently get bradt off everyturn the top decks rn can smack u in the face if they go first and you wont fully get to take adavantage of that until later turns o brandts jus a good antimeta going second deck
man,I just played a few games of Limit break era,and damn,I forgot how back and forth-y games were back then.They lasted much longer and were a lot more resource management focused than standard is now.I wish we went back to a similar style of gameplay,these games were super fun.
At the beginning of your opponents' battle phase, If the number of cards in your damage zone is the same or more as your opponent, "cost: discard this card" until end of turn your VG gets "AUTO: at the end of the turn, if this unit was not dealt damage this turn, heal 1 card in your damage zone.
it's amazing how it's continuously going over your head that even with the current 4 heal rule we're still risking deck out for some decks and punishing them harder by giving other decks more heal frequency to prolong games is something you want to happen anyway.
thats 2 out of 24 tho plus the percentage of healing only goes from 10% to 20% and if granblue is at that point there is no way your opponent can survive that. it would only last mybe 6 turns at most, plus they can choose at a certain point to stop milling.
im not saying its a bad thing its jus these reasons seem somewhat lackluster, brandt is a thing yes but it wont always go off 100% of the time RNG exists, second thats only 2 decks out of 24 clans that would have a problem with it if thats the minoirity vs the majority, if it affected every clan than yes i would agree there but again only 2 clans, 3rdly this was jus a what if scernario im playing devils advocate for funs sake here its just a what if scenario nothing more nothing less since heals arent really that useful unless your a deck thats focused on healing(i.e angel feather)
3rdly chronofang isnt bad its just people( mainly GC lovers) wanted a better boss that could be used for the whole clan not another deckstyle entirely when the first one barely got any good support because out of all 24 clans in standard GC is at the bottom of the barrel when it used to be the best around
and im not pushing this out of absurdity its called a discussion u need a back and forth thats how they work im jus saying that these reasons hold little wieght overall in the big scheme of things
plus if heals were unlimited they would hit brandt decks in order to keep it healthy since its the perfect counter it would get nerfed
I don't want a better/different boss (it works [possibly even better with additional revealed support], and that's enough for me)... I am tired of seeing Chronojet decks and always liked Chronofang's design over it...
its not that either i would say cause chronofang doesnt synergiz with the other support if every card bound instead of discardred wen rebellion ran out u could go to mystery flare to get 2 turns of advantage cause thats been the legit wincon of gears getting that extra turn
finee heals stay at four end of story it jus seem wierd other games can heal jus fine but vg has to get a restriction on it it was jus my personal bias but other than that but on that topic since heals are limited and rare should g guards have broken defensive skills not like elly but like something along the lines of amping base power for a turn or doing a shirayuki thing
I'm going to assume that you're thinking of games with life points, because the games I can think of that use cards as health/damage (Pokemon, Duel Masters albeit I only know what English had) can't heal at all, and if they can, it's rare.
last time i play duel master was when they had an anime and i jus got bonellius steel dragon the concept also inspire battle spirits which they use a core system and start with 5 life and they have cards that let u regain said life but then again is a mix of magic and other games
Gaining Shields back and Shield Searching, is Light whole deal, their is cost 7 Dragon know as Kirazeus Savark, that has CIP effect that puts on creature ontop of shield and merges it, and for breaking it's shields it can either add two shields from the top of the deck to your shields either face up on shields or face down as new shields. A cost 5 has an ability to return a shield to hand and then set a new shield face down without missing shield trigger timing. Their is time in a game where I had 20 cards in my shields at once, it's possible.
Ultra Beasts all deal with prizes in the TCG. There was one where the GX attack had the opponent put a card into their prizes. That sort of thing would usually be broken but GX attacks are once per game. So that’s that.
You knock out Pokémon to take prizes. And you attach energy to Pokémon to use attacks. It’s just that taking or giving them by effects is rare. Have you never played or seen the game in action? It’s literally the second most played TCG (MtG is first, FYI). I just assumed you didn’t know effects involving prizes were a thing in the TCG just because of how rare they are, not that you didn’t know the mechanics.
Well that depends King, as mana acceleration is a thing, I think at the slowest, turn 3 if ramping, or 5 if spell is used, though it's variable, DM can get crazy fast, boards with 20 creatures are a thing in one turn.
ik some of cause my brother played it but i havent seeen the game in action was more a fan of the vid games than anything ok well this kinda says alot that other games can have it n not be over powered
Ohhhh no no no, trust me, that isn't imbalanced. Trust the game is balanced around these gameplay styles. We got low weenie rush down, mana looping, to control, lockdown, infinite blocking, infinite mana, infinite power, cards that have Zero power that destory logic, all sorts of fun stuff.
Dude. Duel Masters failed in the west because of this stuff! Japan doesn’t mind it as much, which is why it’s still going strong there (number one TCG, in fact!).
If you want to play a game where life gain isn’t OP, then pick one where life is measured in numbers rather than cards. MtG, YGO, and BF all have loads of such effects and it’s never really been an issue outside of rare infinite life gain loops. Of course, any infinite loops are an issue, regardless of game, so life gain isn’t unique in that aspect.
And if you really want said game to have life measured in cards, go with Weiss Schwarz. However, healing in that game isn’t actually that good, anyways just due to the fact that the closer you are to losing, the better cards you can play. They’ve even started making cards that can heal you at the beginning of the game and they don’t see play.
FutureKnight please don't speak of misconception, as that is not why it failed. It failed from anime flop of a dub, horrible advertising, and just not being the best supported thing in Wizard could do, this happened again with Kaijudo but I digress. Trust me, Japan didn't like it either, it's why the period of the most broken deck in DM ever is know as the dark era and taught them card design. Even things from 8 years ago are still revalent in the game right now. So yes it fairly balanced game, don't like it, moan.
Okay, so it was one of several reasons it failed in the west. I’m not saying it’s a bad game (kinda has to not be to be number one in Japan, after all), but here’s the thing: plenty of card games do just fine in the west even without a show or a big marketing budget. Hell, Wizards fully owns DM and they are credited as being a big reason the Pokémon TCG didn't remain a fad. Obviously, something didn’t stick here like it did in Japan in regards to DM. Even the Transformers TCG is sticking around in the west and that has Wizards at the helm too (it’s just over a year old and it’s in the top 10 TCGs in the west).
I get that DM has a supportive fanbase, but the west clearly didn’t care for it. Twice, might I add. And don’t give me “Kaijudo isn’t Duel Masters!” Walks like a duck and quacks like a duck. It was literally DM tailored to the west with Wizards wanting to give it another try under arguably better circumstances (as in, again “tailored to the west”) just due to the sheer popularity it had in Japan. Oh, and that did have a show and pretty good marketing. Saw lots of posters and commercials and Wizards showed it off at MtG events. But again, didn’t stick.
Never did. Looked into it a couple of times and have a few friends that did. I was a kid when DM came out. I just liked YGO more at the time so never got into it. I did see the cards played IRL a few times. I even randomly came across a guy recently that still plays in an English only card tournament scene (I say randomly because it wasn’t at a place where TCG players congregate). I’m aware that it has diehard fans in the west. That was probably a major factor in Kaijudo becoming a thing.
Still doesn’t change the fact that what I said about its lack of success in the west is true.
idk back when duel monsters came out the walgreens i lived acroos the street from used to sell packs along with ygo n pokemon cards, same with other store you have to have had good card sale for a major vendor to pick up your brand, bushi does good in the west but u can pick up ygo mtg and pokemon cards anywhere that has a major retail store and/or pharmacy that means the gave is thriving well
I don't think we ever had official cards for anything(since I have never seen a booster pack IRL,everything was sold in deck boxes),but all the way back when yugioh and duel masters fake cards were still being sold here,I used to have a lot of both.(I ended up trading most of the yugioh stuff I had for more duel masters cards).
The yugioh cards were the ones you see in youtube fake cards opening videos.They had wrong card colors,completely wrong text with really bad grammar(not like I could read english at the time,but still),and some of them even had totally made up images(I'm sure a lot of you have seen the fake cards with the entire exodia body on them).Now that I think about,this was probably why it took me so long to get into yugioh,even tho I had a bunch of cards growing up:back then I didnt know anyone that knew how to play the game,and even if I did the fake cards were so badly made I couldn't have used them to play anyways.
The duel masters cards were a lot better.Depending on where you got them they'd be of slightly different sizes and thicknesses,but other than that they were pretty well made.The right colors,the right images,the correct card names,abilities and costs,other than the varying cardboard quality they were the same as official cards,you could use them to play the game.
Yes that is true, I am not arguing that DM failed in the west just get the reason for it correct, it failed on Wizards part not the quality of the game(granted it's sad because it was cancelled literally before the game decided to start taking indenity with the introduction of Cross Gears).
No I was arguing the point that on of the downfalls of DM was that people didn't like game for it's speed or how it played(which again wasn't the case). I am arguing it came from failure on Wizards part to get it out, this is before Wizard got truly into good tune of how to produce card games. Players might have saw it as a weaker Magic but Wizard didn't even try to power through with it and get on more players raders.
God that dub was awful, seriously if early DM is anything is not completely joke joke the anime(it became that, with I believe funnier jokes), but omg the opening how do your tarnish the perfect opening to Shobu era.
Wasn’t DM after the Pokémon TCG, though? And honestly, Wizards was a major key to that game’s initial success. They used their experience with other TCGs to get that to work. Most of the other TCGs from then failed because the companies behind them didn’t know what they were doing and this includes some of the ones that were imported over (and I’m not talking about DM in regards to that).
Yes DM was after the Pokemon TCG in the west, also after Pokemon TCG cut ties with Wizard of the coast. Wizard is not a perfect company, DM is a cash cow they failed, Kaijudo is something that failed(yet remember still in the most recent Black Box set they referenced it again.....that box is weird, from Wixoss card to a Transformers TCG reference, just weird).
That one is interesting. It was one of 4kids’ multiple attempts at an original IP. As much as people laugh at how they have fallen out of favor, they knew the writing was on the wall before they fell.
Precisely, they were making bank using other companies’ stuff (such as Pokémon and YGO) and knew that the other companies would wise up and just take it over for themselves. After all, why pay someone to do something you could do yourself? It’s just that early on, there was a risk (no one knew how popular such franchises would be in the west yet) and 4kids was willing to take on such risk so many companies took them up on their offer. As much crap as they get for all their censorship, it was thanks to 4kids that anime took off to begin with, especially since they were willing to alter the product to be able to air at times children could be watching.
Anyways, they got into a legal battle with their partners in regards to Chaotic at a time that really didn’t help and it caused it to fail. Said partner now has full rights and is shopping around to bring it back. It was ahead of its time by having an online client back in the 00’s and it had its fans (not that I played it, just have friends that did).
The failure of Chaotic was a big factor in 4kids having to file for bankruptcy and being sold off. To Konami specifically, funny enough. A different company got most of the licenses but Konami got the company itself. And yes, I do hope that explains why YGO is still the way it is despite other anime not being censored like that anymore.
And Pokémon TCG cut ties with Wizards for the same reason those companies did with 4kids. Why pay someone else to do what you can do? The Pokémon Company made more money thanks to that decision. Konami yoinked YGO away from Upper Deck for the same reason.
Nah. At that point in time, Konami was seeking to expand globally. They had the money to handle YGO themselves in the west and the contract ran out. Funny enough, they have more control over the game in the west now than they do in Japan (because the true rights holder, Shueisha, occasionally makes their own cards and Konami can’t ban them until much later whereas they control when such cards release in the west and ban them willy-nilly).
Anywho, this was also around the time Konami bought 4kids for similar reasons. They were rebranded 4Kmedia and sought more license but no one wanted their business (yes, that deserves laughter). Now they’re known as Konami Digital Entertainment or something like that and a full branch of the company. They handle the licenses Konami owns such as Bomberman and Castlevania for the sake of things like shows and movies.
true after that chaoitc was sold to cartoon network and aired on their and nicktoons(nickelodeon) got rights to the arc-v dub later on, the reason it stopped airing saturday mornings on the cw was the law they passed for childrens education programs saying they had to be educational learning shows for kids to watch in the morning so thats why anime stopped there after awhile. and rn teletoon has the rights to air vrains which is a canadian network rn
ok instead of gifts ive been throwing this idea around in my discord group, what if bushi implements a rule saying the player that rides to grade 3 first doesnt get gifts, meaning that gifts only activate when both players vanguards are at grade 3 or greater or if they have a grade three at the begining of the turn the next time they ride they get a gift, so goin first gives that player a handicap and the player going second gets an advantage in standard in standard, and it also deals with golds in premium so even if they get that ride chain they cant plus off of it while your at grade 1
well technically no in ezels case u could get the mutiple markers on that turn so ud ride up and still have to wait a turn before you could do your main advantahe engine, plus atleast it addresses the die roll problem a bit
evry accel deck wouldnt be able to pop off on the first grade 3 ride tho, especially pale moon n muras, since theirs less rear circles on the board to work with the less cards they can call to get their combos off, plus in protects case going 2nd gives the first marker and they can start building up a defense before they reride
it was either the first player doesnt draw on the first turn which doesnt really matter beacuse of the draw starters, they cant ride the first turn, or the player that goes first cant mulligan
so after watching vg insiders video an reading comment i think stunning gifts is the way to go for the first player( you still get the gift when you ride to grade 3 but the gift becomes inactive during the turn the player going first gets it) so the player going first cant steam roll the one going second because their gifts would be turned off