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  1. Last week
  2. Let's get this thing going. Add me on steam if you want to play some games. https://steamcommunity.com/id/jmcb/
  3. Game Launched! Initial thoughts...

    Still playing and still think it's awesome. I didn't get a chance to make content over the weekend because of guests. I do however plan on doing a gauntlet of games over Christmas break. Hoping to get through an Expert Constructed, all on film, and an Expert Keeper Draft, all on film.
  4. Game Launched! Initial thoughts...

    Well yeah. You still have to deal with combat at least and they won't be able to stop your heroes from being put in. However, it is slightly annoying when it happens and can really muck up fast aggro for a moment.
  5. Earlier
  6. Game Launched! Initial thoughts...

    If you play against BG Control, they came make it to where you can't do anything for the longest time, then play a card that gives them Initiative then pass. It's possible to be non-interactive, but its either you're going to win fast or lose fast.
  7. Game Launched! Initial thoughts...

    I think I'm going to try to make something this weekend. Hopefully, after the season, you can join us. I might run though the basics of the interview and a game using the starting deck against the bots.
  8. Game Launched! Initial thoughts...

    I respect that, quite a lot actually. But again, my issue is more that this time of year takes a lot out of my bank, and with how many things tend to go wrong in the few weeks leading up to Christmas, I tend to just not spend anything until we're into the new year (and I'm determined that I won't buy a game to knowingly get the refund later). But I would sincerely be interested in any content you upload, so be sure to post links if you do go for it.
  9. Game Launched! Initial thoughts...

    I actually was thinking of doing content for this game. I built a competitive deck last night, including what is the most expensive card so far, and spent $35 doing it. I'm confident in it and am going to start playing online tonight. It should be noted, that if you don't like the game after the two tutorial games you can decline the starter decks and packs and ask for a refund. I think my favorite part of the game is that it makes non interactive play impossible. You have to engage in combat which means even control decks have to interact with combat. No turtling and refusing combat in this game. So while control is powerful in this game it's a lot more engaging.
  10. Game Launched! Initial thoughts...

    Somewhat of an ask, especially since there are a few videos here and there online regarding the game, but is there a chance that any of you have uploaded a few videos of the game? I tend to find this time of year somewhat taxing financially, so I'm not really in a situation to spare the money. But I'd still be interested in seeing someone run through what they think are the strong-suits of the game, and in watching some high-tier play.
  11. Game Launched! Initial thoughts...

    I got a feeling that TCGs will still be around. As you stated, there needs to be a clear example of harm. While someone's "crack a pack" addiction can get a bit in the way of things, TCG's aren't as consuming on the consumer market, even on the digital front. Although if I had to cite an example of pure negligence in "over manipulating" the game of chance on packs, it would be PanZ's set 7, and the way it handled UR's, hands down. I have a feeling in all of this, hobby gaming will likely be placed in its own category, as such minor things often are, and be regulated much more lenient. At this point, the conversation is diverging from the topic, which is the initial thoughts on the game itself, so I'll likely not be discussing the affects of gambling in general on gamers any further in this thread. Nothing against the conversation, I just think this topic should stay focused on people's thoughts and opinions on the actual game itself and how it rates in play-ability and collect-ability to other games of this nature.
  12. Game Launched! Initial thoughts...

    What If that zero value option is considered illegal? Gambling in the U.S. is defined in three parts: Consideration Chance Prize If all three attributes are present in an offering then it's considered gambling. Consideration means payment (not necessarily money). Do you pay anything for a booster pack of Pokémon TCG cards? If so then that is consideration. Interestingly, it doesn't matter who receives the money (in most cases) or the amount of money. If you pay one penny for a booster pack of cards that is guaranteed to contain a card worth $100 then that is still consideration. Does skill or chance affect the offering? If so is it over 50% chance or 50% skill? If the offering is over 50% affected by chance then it's a game of chance. Do you receive anything of easily quantifiable value for your participation? Then that's considered a prize. If you answered yes to the above three questions then what you're doing is considered gambling. So why hasn't the Trading Card Game / Collectible Card Game model been stopped in federal court? Well the short answer is that they aren't harmful enough. After a review of cases it appears that the most prominent lawsuits brought against trading card publishers have been dismissed. Beyond the test to determine If something is gambling or not, all U.S. courts (and most courts worldwide as this comes from common law) have requirements that must be met for a lawsuit to be filed. Almost all courts require a plaintiff to have standing - that is essentially a good reason to be the person bringing that particular lawsuit. So far the cases regarding this subject matter have been dismissed as the courts claimed the plaintiff's failed to show that they've been harmed in some way whether it was physical or psychological. In other words, Trading Cards have a strong chance of being recognized as gambling. However courtrooms are serious places so unless someone was seriously harmed through the purchase of trading cards, it's highly unlikely to be considered by court. The real test will come in the next 5-10 years as our generation grew up on TCG's with the next presumably on digital versions (as much as I hate to admit it). We'll soon have more data on the behaviors of adults who grew up with these "gambling simulators" and what their behavior is like as adults. Given that most mainstream TCG's (MTG, Yu-Gi-Oh!, Pokémon) are made up of high stake gamblers from Wall Street as well as Crypto Investors, it's not looking too good for the defenders of this business practice from insider trading with prior knowledge of the release of a product before release day to preferential treatment for people who shill for these companies.
  13. Game Launched! Initial thoughts...

    This is the very idea I had when I mentioned you. Has me a bit excited.
  14. Game Launched! Initial thoughts...

    Good article, though I laughed a little when the author stated that the $300 dollars for the set in Artifact was comparable to getting a full set in Hearthstone or Magic. The key issue people are having is that they continue to compare this to Hearthstone or Arena. It is only similar in that its a PC game. The entire model is designed to emulate a traditional TCG and that's where Artifact shines. It gives you that experience and makes collecting and competitive play far more accessible than it normally is in digital card games. You can literally just build the deck you want and spend only about $40 to $75 dollars. Even if someone just grinds on Hearthstone or Arena, once you consider the time it takes to get competitive for constructed you're still looking at hundreds in cost once you translate the time to money. Now I agree with the gambling concept on loot creates and packs. I've seen people that can't resist the, "just one more pack", and it can do financial damage if an intervention doesn't happen. The key difference with a TCG model though is that your pack always had value because of the secondary market where as loot crates and gambling have a zero value option as a result.
  15. Game Launched! Initial thoughts...

    Thought I'd share this article with you guys in relation to Valve's new digital card game 'Artifact' - https://motherboard.vice.com/en_us/article/xwjv8w/valves-new-game-artifact-is-a-perfect-machine-for-making-money
  16. Game Launched! Initial thoughts...

    Yeah, I really like this idea. We could do a Top Tier Tournament Circuit for cash prizes.
  17. Game Launched! Initial thoughts...

    I think the real appeal here @Jarrett is the ability to host community tournaments through the game. That's something I think is going to be great as a standard.
  18. Artifact, Majin Goo on a New Quest

    Finally got a chance to play Artifact. It should be mentioned that the game has a $20.00 USD upfront cost to start. This includes 2 Starter Decks and 10 Packs that you receive after two tutorial games. You can choose not to accept them after the tutorial and ask for a refund, but once you accept them their disclaimer firmly lets you know there will be no refund. Packs cost about $1.99 USD per. You are able to buy and sell singles for steam cash in the game so there is an actual secondary market. From research it looks as if a good competitive deck will cost about $70.00 USD to make which isn't nothing when you compare it to Magic. The game plays like a MOBA with three lanes. Each lane has a tower that you are trying to kill and each tower houses some kind of ancient life force. You win the game by destroying two different towers or by destroying a tower and then killing the that life force that is exposed afterwards. Each round goes through the three lanes in steps. You play cards and do combat in one lane, and then the next, and so on. In order to play "styled" cards to a lane, you must have a hero of that "style" actively in the lane you're playing the card to. When heroes are killed they are sent to the "fountain" to heal. They basically set out the whole next turn, and then the turn after you can redeploy them to a lane. They even included purchasing upgrades and items. As the turn progresses you can earn gold by doing things like killing units or heroes. This gold is used at the end of the turn before the next round to purchase equipment that can be used to enhance heroes and heal allies. The game has a lot of complexity but is organized well so that it doesn't completely overwhelm you. You need to make sure you have the right type of allies in your lanes so you can play the cards you will need to attack and defend in that lane. Essentially, you're keeping up with three board states but because the game does a good job of holding it together, you don't realize it. The game has casual and expert formats that include constructed and draft formats. You can play freely with your friends and community tournaments can be created and joined as well. These tournaments can be set up to your liking to include formats such as "commons only" and can be swiss or single elimination. I'll let you guys know more as I get through it but this is something I'm definitely going in 100% for now.
  19. Game Launched! Initial thoughts...

    Going to give this a try. I've been playing Age of Sigmar Champions and loving it so another digital won't kill me.
  20. Anyone else playing it? I've played for a bit too long (was only supposed to be an hour - got stuck playing four hours; whoops). I played through the demo games, played against the bots a few times, constructed a deck, played one casual game (and won), and now I'm playing the play-til-you-lose Call to Arms event (so far I'm 4-0; I'd keep playing but work tomorrow). Personally, I found the game a ton of fun, and VERY skill intensive. It reminds me of the Wizards of the Cost version of Star Wars TCG (which was a game I loved playing but never played competitively...or in a tournament).
  21. Buying Score Z Black Foils

    have them all buddy
  22. KeyForge by Richard Garfield

    KeyForge is a unique card game created by Richard Garfield and published by Fantasy Flight Games. In it, players take on the role of Archons in the world of the Crucible. Each Archon races to be the first to collect "Æmber" and forge three keys. As the first "Unique Deck Game", KeyForge is sold in individual decks containing 37 random cards. No two decks are the same, with 104 septillion possible deck combinations. Here's what the creator of Magic: the Gathering had to say about the origin of KeyForge: So you're telling me that KeyForge is a game intended to be played by cracking a new deck every time you sit down and isn't bound by the Secondary Market like Trading Card Games / Collectible Card Games are? Color me impressed. I'm starting to get the feeling that there's a spiritual awakening going around, and the 'Key' is a very positive symbol. 'Magic' on the other hand is the most negative symbol out there. Garfield must have a very interesting calling in his life. As for how gameplay works in KeyForge, it's a two-player game with each player using a single deck of cards to play creatures, artifacts, actions and upgrades. The aim of the game is to gather enough Æmber (pronounced "amber") to forge three keys before the opponent does the same. Creatures can reap Æmber and fight one another, while artifacts provide unique effects. Actions are used and discarded, and upgrades are attached to creatures to improve their abilities. Each card in KeyForge is associated with a House, with each deck containing cards from three Houses. At the beginning of each players' turn, that player declares a House - they may then only play, use, or discard cards belonging to that House. Unlike similar card games such as Magic: the Gathering and Android: Netrunner, cards do not typically require a cost to be paid such as the expenditure of mana or credits. Instead, a player may play and use as many cards on their turn as they wish, provided the cards belong to the declared House. KeyForge also differs from other card games in its approach to deck composition. Each deck features a unique card back with the name of an Archon; thus, decks cannot be modified with cards from other decks. Cards also cannot be traded or sold separately from their original decks, eliminating the possibility of "net decking" (a process in other card games of researching and recreating the most powerful decks). One of my friends at my locals claims that the rules and gameplay for KeyForge are very similar to the Battle Spirits TCG by Bandai.
  23. The DBZ-TCG Format and Other IPs

    There were so many flaws with Pan Z's update to the Score model in regards to the Dragon Ball IP that most of the issues seemed to have been corrected in the Dragon Ball Super CCG. It might not have the same feel to it given the absence of a uniqueness rule for characters, but the "color pie / wheel" is A LOT more balanced compared to how it was in Pan Z / Score Z where certain Styles were more dominant than others. It's as If the R&D team for Pan Z copied and pasted everything from Score Z without learning anything from the game's past mistakes leading up to the level of power creep we saw in GT. Had Pan Z kept going into Dragon Ball Super without relinquishing the license to Bandai, the game would've gotten about as worse as Fan Z has. There would still be morale within the existing community despite the PR suicide that RetroDBZCCG helped create, but given people's grievances with the Dragon Ball Super anime/manga as of late I'm not sure If they'd stick around for very long. I think what's helped the Dragon Ball Super CCG succeed compared to it's predecessor is that the learning curve is simple enough to where turn sequences aren't as complicated for beginners or for Pan Z / Score Z veterans who don't want to sit for hours on end to resolve one game. You might say that it takes a lot of skill away from the game when all it does is help further enhance the experience. As for other IP's that could greatly benefit from the Pan Z update to the Score model, the closest one I could possibly think of is similar to that Fighting Game off-shoot that Score released nearly two decades ago with Epic Battles featuring Mortal Kombat and Street Fighter that was later discontinued due to being a Blockbuster exclusive. Other than that I don't think there's very many IP's that could work the same way Pan Z's update to the Score model was for Dragon Ball. It was just THAT unique for it's time. By the way, Upper Deck already beat you to Marvel / DC with the Vs. System TCG being the better model over the Pan Z / Score model.
  24. First off, where the heck IS everyone? Alright, moving on. Having gotten back into DBSuper's TCG at the site's prompt, it's hit me once again that they have unconsciously limited the lifespan of the game to only as long as the Dragon Ball IP will carry it. Some people won't see this as a problem, or an issue, especially when there's still so much to be done, but what I'm digging at there is that there is nothing in the game's mechanics, gameplay, or frankly anything else that MAKE it a Dragon Ball game. It is, for all intents, just a fairly bare TCG frame that can be used for pretty much any IP. This is something I've brought up before, of course, so nothing new. But that got me wondering what other IPs would interact really well with Pan-Z's update to the Score game model? And I want to be clear, I want to find ones that would work both in terms of flavor, and in terms of fitting the model. In theory, you could probably force any IP to work with the game, but a lot of them would come out feeling... Dull, imo. The big one for me so far though is; Digimon: Hands down my favorite one, and the one I think would almost straight-up just port into the Pan-Z model. Also the main one that I'd actually want. The MP-Levels easily correspond to the Digimon-life cycle, you can change Drills out to Tamers or have Tamers function the same way Sensei decks of old did, Crests could be used as Element-Specific versions of Kaioken/Unleashed that forsake the MPPV equivalent, find a way to break up the Crest of Miracles/Destiny into multiple pieces for a DBV-equivalant and so on. As for Ultras/Fusions, you could easily slot them in as either alternative Level 4s who give up MPPV, or have them be a boosted Level 5 that you get through a card like Gohan's Backlash. MP stacks would probably be the most difficult, depending on if you want to follow evolutionary lines, or specific Digimon from the series. With the former, it's pretty easy to fit in a Pokemon-esque box in the corner that says "Evolves From," and let people build their own stacks. Alternatively, have a Tamer's image in the corner, and make that dictate your stack (which seems mighty boring to me). Of course, it's also worth mentioning: DC/Marvel: The obvious one, and kind of what we had hopes for MetaX (at least, I think). Honestly, I don't actually know how well Comic-Universes would naturally fit into the PanZ Model. Rather, I think you'd need to make some edits; The big one being to change the "Power Level" to "Tiers of Strength" since there's such a unimaginable difference between Superman and Batman. Either scrap the MP-Levels (since transformations are incredibly rare in DC), or remodel it to focus on "experience and time" as the flavor (even changing out Anger for Experience). Make it so instead of MPPV, you can get wins by Intimidation, and scrap the Dragon Balls/DBV (in favor of Infinity Gems/Stones on Marvel, no idea what you could change it for in DC). It's almost entirely flavor, but it feels weirdly important to me. Most Shonen Properties: Don't want to talk about this one at length, since it feels self-evident. If you guys wanna explore it though, go for gold. The big ones obviously all work (Naruto, Bleach, One Piece, MHA). I also think IPs like Megaman (specifically Battle Network) could work within this model with some minor changes here and there.
  25. I actually took your advice and decided to give the game a go again on OCTGN. And honestly, I enjoyed it. I built myself up a World Tournament (Announcer) deck, and I love the structure of the deck and the interaction between the paired cards (also, the huge Turn 3, Turn 5 and Turn 6). I find that this kind of deck design is actually really helpful to the game, though I won't lie, I do wish there were other World Tournament Leaders who do as much for the deck as Announcer does (like giving Red the ability to recharge their energy a little bit to make-up for the fairly steep Red WT costs). Still though, this was a good thing to see. Wish is a weird one imo, and one I think that is massively underpowered in its current format. While I understand that they can awaken early, and things like the Shenron Leader is actually quite fast with gathering DBs and Awakening, the others all feel a little slow at the moment. This might be a non-issue once we get some more varied Dragon Ball effects in the game, and a bit more variety in their support, but yeah... Add on to that the fact that if you get desperately unlucky, you may simply be unable to gather the Dragon Balls needed to awaken. Then, because of how their skills are set-up, they feel like a modification on the Teen Gohan Leader. You get one big swing, and then you most likely lose because your Leader is un-awakened and a dead card. Janemba is fun. Gogeta is fun, too. My friend and I tried out a few variants of each against each-other (I played mostly Janemba, he played mostly Gogeta). If you wanna build a dedicated-Janemba deck, it's honestly kind of weird. He's got a really strong loop that you can drop turn 3 without too much trouble, and then you get continuous Critical Attacks each turn. The main downside to him is that he lacks the same strong finishers as Gogeta has, and as a result, you kind of rely on either generic Blue Cards, or Black Finishing cards (or another off-colour finisher if you mix colours). Personally, I went for the 5 cost Shenron who gives another unit Triple Strike since this makes my Critical Loop combos SIGNIFICANTLY more dangerous while filling my hand (and thanks to Dimension Magic, I'm not too worried about saving energy for my defense). I would probably recommend against the mill strategy though, and say to ditch all the Janemba cards related to the Mill. Don't get me wrong, I love the concept behind the deck, and I think it has a lot of potential with more support, but in its current format, I mostly think it's like Hirudegarn. Cool on paper, but ultimately inefficient and ineffective. Gogeta is a deck that I actually think can be top-tier without too much outside support. Soul Punisher honestly makes him brutal, and his Leader Skill (the starter deck one) makes him a BEAST to defend against. Even the most defensive decks cannot hold him out for long, so they have to instead focus on out-speeding. Veku is such a freakishly good card that I actually think he's a 4-of in non-Gogeta decks depending on your build (my favorite one is throwing in the Veku Engine to the Red Vegito Leader). All 3 Gogetas are incredibly good, although the Ultimate is one that'll probably be lacking for you by the time you get the Energy, the cards to Union, and him in your hand without any searcher. There is already so much Blue Goku/Vegeta interactions as well that the Gogeta deck just kind of naturally carries on from the Vegito Blue deck (which, you can easily tech in a couple of Vegitos if you're going for a more swarm-centric strategy). Ultimately, I think Gogeta is the better of the two decks with a lot of huge plusses in hand advantage and field advantage, and some VERY strong finishers. So, once the Starter Deck comes out, if you're looking for a really cheap but still respectively competitive deck, go ahead and grab him. In terms of the Leaders, they both have A strong, generic Leaders (Knockout Strike and Supreme Evil). And whats more is that the Gogeta Main Deck is NOT Leader-locked, so if you feel Janemba is your preferred leader with his anti-Counter mechanic, you can rock him and go for what is one of the biggest dick moves with the 7 cost Gogeta. Relentless Speed Janemba is also a really good leader if you'd rather the extra defense, but I personally prefer the offense and think that one will do better in a tournament environment. Friza's Army is also an INCREDIBLY strong deck nowadays, with a lot of tools and speed at it's disposal. In a lot of ways, it kind of reminds me of the current A18 deck, and how much support and power it has slowly built up over time. Honestly, I really wish we'd see a lot more of the older leaders get supported in this same way. Especially ones that straight up lack the same competitive footholds as Blue Vegeta (for example, give Beerus a dedicated deck that's specific to his leader that ramps up energy a lot faster to try and get to that 16 Energy Win Con [with additions put into place so he can't go too hard on finishers]). That one was a good something to see. Goten is insane and a really good addition to the Goku's Lineage deck. Have some fun with that. There are a lot of whiffs in the game still, a lot of decks that just lack the support needed to really be playable, or fun. Those are still super-disappointing, and I kind of wish they'd spend less time throwing new shit into the game, and instead focus a bit more on supporting those guys. But as I said, I'm also finding decks like Announcer and Janemba to be incredibly fun. Oh, and Full-Size Power Son Goku is fucking nuts. He might not have much in specific support, but that Quadruple Strike and anti-Counter mechanic is god damn nuts, and you can awaken REALLY quickly when played in combination with a Goku's Lineage deck. Honestly, I've been experimenting around with it a lot myself, and my current question is pretty simply just; What Green cards are even worth focusing on with him, or should I just play him completely off-color?
  26. I never really left the scene, but have a lot of different deck ideas I want to test out since a lot of interesting cards are making their way to us in set 5. Dende and Kami are very welcome additions to prevent from getting overrun, though I think Janemba is going to make for an interesting deck.
  27. I purchased a few boxes and starting up game somewhat, as I have interested in playing it.
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