In a CCG, there's always the random element of what card you're going to draw. There's always that possibility that you just won't get the ones you need but mana screw / flood effectively leaves you unable to do anything which is just a completely unfun position to be in.
This is mitigated by the fact that you constructed your deck, and you are able to play with the probabilities. The tournament-level decks that I've seen and played, depending on the block, are generally less reliant on combinations (although some have crazy combinations that defy reason) and more reliant on efficient cards that suit a purpose regardless of when they are drawn. A tournament deck isn't just a handful of killer cards that you need... it's a whole deck of killer cards that ideally suit multiple purposes (creatures that also take out enchantments, counters that also act as deck management, etc.). While some blocks promoted "gimmick" decks that were based on one card (or set of cards), these were usually eventually beaten by efficient decks that had a wide variety of offense/defense and ways to play with parity.
In other words, if a deck is well-constructed, the most likely way you'll get multiple cards in a row that you don't need is if you are in mana screw/flood. And this is the element that makes any deck, regardless of player or resources, beatable. I can't pick up a tennis racket and beat Andre Agassi at his game. I can't sit down at a chess board and beat Kasparov. But I know, even when I pull out my crappy "Giant Scryb Sprites of Doom" deck, I have a chance in hell of beating the person across from me, because he just might draw land for the next few turns. This makes Magic: the Gathering slightly less like a chess match and more like a melee duel ("A novice is dangerous because he is unpredictable")... and to me, that's part of the appeal.
I honestly don't understand how randomly getting screwed over by a competative game can be a feature and not a bug. I might win against someone awesome awesome because they get randomly screwed over
is not a reason. That's not a win, wins are only rewarding when they're earned. You may as well win by your opponent forfeiting because they had to leave.
Has anyone played Jyhad/Vamprire: The Eternal Struggle? I've read a little about it online, and it seems neat.
However, experience in gaming has shown looks can be deceiving...
It's good but it's probably the most complicated CCG I've ever come across, it really needs more than two players to play to it's full potential and it can go on forever.
Has anyone played Jyhad/Vamprire: The Eternal Struggle? I've read a little about it online, and it seems neat.
However, experience in gaming has shown looks can be deceiving...
It's good but it's probably the most complicated CCG I've ever come across, it really needs more than two players to play to it's full potential and it can go on forever.
Where can I look more into/buy The Spoils? The store seems devoid of the game itself....
TheSpoils.com for general information, I don't know if there is a store locator or not.
So you can't get it at the online store? you think Amazon might have it?
Cardhaus should have it:
Oh, here we are. No Starter boxes, but Competition Packs (they're like the old Magic Tourney packs.) are a good way to collect staple Resources, and also other cards which can also be supplemented with boosters, it's a good ways of getting enough Staple Resources, and then figuring out which Trade(s) you'd like to play. it will also net you a copy of "The Tournement Faction" you'll need it to play.
Has anyone played Jyhad/Vamprire: The Eternal Struggle? I've read a little about it online, and it seems neat.
However, experience in gaming has shown looks can be deceiving...
It's good but it's probably the most complicated CCG I've ever come across, it really needs more than two players to play to it's full potential and it can go on forever.
Well, Eternal...
I was talking to someone who was a big fan of it at some point and their defense against it going on forever was something along the lines of "It can only take half an hour if someone is playing a Malkavian speed bleed deck." Yeah.
No card limit. You want to make a deck with 90 (max deck size) of the same card? Go right ahead.
No set rotation. Every card they've printed (except the 3 or so that are banned) can be played.
Everyone gets points for taking out the player to their left, meaning that if you're about to lose, every player except the one to your right wants to help.
No mana or lands or anything resembling them. You pay for everything with your HP, so to speak. Damaging a player means he has less resources to use.
It takes a while, meaning no single lucky draw or bad decision kills you. It's also a very social game.
I loved V:TES and it was a blast to play, but I kind of lost touch with the probably only play group in the country. Nothing like a bleed deck to ruin another one's day - though I preferred Ravnos tricks.
L5R is great - especially with the Samurai Edition tightening; meaning they cut out pretty much a lot of fat off the rules. We had over a dozen new players in the LGS for the game and they're picking it up fast.
I am expecting a flame any second...but my favorite and IMHO the best CCG is still Netrunner, HERE
If you are a big fan of Warhammer 40K...this is also a very good CCG HERE --- Although I have to say it is a bit on the complex side. If you can play it a few times you will start to appreciate how rich it is.
The WoW CCG apparently gets around mana screw by allowing you to play any card as a 'land', but providing cards called quests that are specifically designed to be played as such and can give you bonuses. I suppose quest flood is probably still be an issue, though.
Beyond the potential to get little land or almost nothing but land, the land/spell drawing mechanic is pretty nicely balanced. Every turn, you either gain something to cast or a greater potential to cast the things that you can draw. If you have trouble spending all of your mana, that means that you could benefit from having more permanents in play that can use that mana during spell downtimes.
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In other words, if a deck is well-constructed, the most likely way you'll get multiple cards in a row that you don't need is if you are in mana screw/flood. And this is the element that makes any deck, regardless of player or resources, beatable. I can't pick up a tennis racket and beat Andre Agassi at his game. I can't sit down at a chess board and beat Kasparov. But I know, even when I pull out my crappy "Giant Scryb Sprites of Doom" deck, I have a chance in hell of beating the person across from me, because he just might draw land for the next few turns. This makes Magic: the Gathering slightly less like a chess match and more like a melee duel ("A novice is dangerous because he is unpredictable")... and to me, that's part of the appeal.
is not a reason. That's not a win, wins are only rewarding when they're earned. You may as well win by your opponent forfeiting because they had to leave.
However, experience in gaming has shown looks can be deceiving...
Well, Eternal...
So you can't get it at the online store? you think Amazon might have it?
Cardhaus should have it:
Oh, here we are. No Starter boxes, but Competition Packs (they're like the old Magic Tourney packs.) are a good way to collect staple Resources, and also other cards which can also be supplemented with boosters, it's a good ways of getting enough Staple Resources, and then figuring out which Trade(s) you'd like to play. it will also net you a copy of "The Tournement Faction" you'll need it to play.
No card limit. You want to make a deck with 90 (max deck size) of the same card? Go right ahead.
No set rotation. Every card they've printed (except the 3 or so that are banned) can be played.
Everyone gets points for taking out the player to their left, meaning that if you're about to lose, every player except the one to your right wants to help.
No mana or lands or anything resembling them. You pay for everything with your HP, so to speak. Damaging a player means he has less resources to use.
It takes a while, meaning no single lucky draw or bad decision kills you. It's also a very social game.
L5R is great - especially with the Samurai Edition tightening; meaning they cut out pretty much a lot of fat off the rules. We had over a dozen new players in the LGS for the game and they're picking it up fast.
If you are a big fan of Warhammer 40K...this is also a very good CCG HERE --- Although I have to say it is a bit on the complex side. If you can play it a few times you will start to appreciate how rich it is.
Why would you get flamed for speaking the truth? ;-)
I so wish they'd release a box set with a playset of all the cards released, though...
COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch
Thank you for the validation. ;-)
Since this is long discontinued, the good news is that you can get a lot of NR for dirt cheap.
Beyond the potential to get little land or almost nothing but land, the land/spell drawing mechanic is pretty nicely balanced. Every turn, you either gain something to cast or a greater potential to cast the things that you can draw. If you have trouble spending all of your mana, that means that you could benefit from having more permanents in play that can use that mana during spell downtimes.
Nobody cares about the "C", I am pretty sure he just wants something to play with buddies.
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