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SirCod last won the day on July 23

SirCod had the most liked content!

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About SirCod

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  1. If PanZ was 100% tested, why were there tons of MP stacks that weren't viable for competitive play? Wasn't it obvious that things like Frieza, Gohan, and Trunks were F tier from testing in set 1? I mean, it only took me three games to realize that Namekian Knowledge was busted. Why were MP stacks like Nappa, Turles, Slug, and Tien, left as B tier decks that only made top cut once for every seven times Krillin would make top cut? Why were obviously bad MP stacks like 19, Wheelo, and Herogeta released in the state that they were? Was the designers' intention to leave the game with only three to four competitive MP stacks at any given time? Or did people on the team really think that 16 was good even after being "100% tested"? Why were multiple cards like Black Smoothness, Destructo Disk, Unleashed, Wallbreaker, VTP and Namekian Hybrid Defense made even more powerful than their Score Z Counterparts (Black Smoothness, KHSB, Aura Clash, Bruises, Expectant Trunks, and that Namekian setup from Androids saga)? I mean, that's as bad as reprinting Quickness Drill and not limiting it to 1 per deck. Did you guys learn nothing from Score Z? How many test games did you guys play? What was your criteria for "Ok this MP stack is good."? Was it your goal to make good MP stacks, or to just make filler MP stacks to sell more starters to people? Why was the majority of the game dominated by control decks that just defended all day and dealt automatic damage to their opponents?
  2. Orange Drill Mill got the support it needed, because most of the developers were control players, and knew how to make it work. Ruthless Physical Beats, and Ascension Stage Lock were not understood at all by the developers, so those themes got poor support.