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Stryyder

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Everything posted by Stryyder

  1. So I don't follow SWD. In fact, I volunteered to demo it this weekend down in Los Angeles and that will be my first time actually playing. So my question is: Is this game on the decline already? I remember hearing about a big national event going down, not sure if it passed yet. If so, how was the turnout? Could just be because there is no scene in my area. Everyone is either on MTG, YGO, CFV, DBS or just straight board games.
  2. Best TCG Templates

    MTG is still king. Simple design elements, great art, story driven flavor text, easy to understand symbols. Pokémon is well constructed for gameplay, but the VG gimmicks like height, weight, etc never really served any purpose and I doubt ANYONE would notice if tPCI did away with those. Marvel Overpower was nice because of the large art pieces and straightforward game elements, but the "Yellow on 2 sides" minimalism of the Special cards seemed somewhat sophomoric. Man, I played so many games in the early 2000s they all sort of blend together, I'm trying to think... For sheer cohesive design I would say Magi-Nation. The cartoonish design of the borders and text boxes was just elaborate enough to REALLY accentuate the art pieces but not too goofy looking to make the older players feel childish. VS system had good colors and I liked the curves to the text boxes. Straightforward on the game elements as well. I also was a big fan of YYH, for the same reasons as Magi-nation. really good cohesion between the card design and the IP style.
  3. Score, Sabertooth, DBZ, Epic Battles and UFS

    I don't think licensing was a big reason why Epic Battles failed, I want to say it was more that it released in the death throes of Score Entertainment. DBZ had folded, YYH died from power creep, Inuyasha as well, Bleach was kind of popular but disillusioned Score players were already leaving and their last few games (Dragon Booster, Sonic X) just didn't go ANYWHERE. EB was a final hurrah that was doomed to failure because it couldn't single-handedly bring Score out of the dumpster. Granted that's just how things looked from my perspective. in 2005 I pretty much gave up games altogether for a few years when I moved from FL to CA.
  4. Where's this thing going?

    Ok, definitely seems to be regional then. Just not a big crowd for it in my area. There are going to be some demos going this weekend at a bunch of Best Buys around the US, plugging the new 2 player starter set.
  5. Successful Decks

    Solid yellow stall Frieza was pretty big here for a week. Sit without attacking, let Vegeta/Cabba soak life, then drop Ginyu and go ham on their last few life cards. Worked well until people started going heavier on Aggro and it couldn't keep up. Plus 6-drop champa played early with a splash of blue ramp destroys their board before they can drop Ginyu.
  6. @The Bear - Just remember those are MSRP, not market price. MSRP on a booster box is $95.76, it's just the suggested pricing from the manufacturer. We'll likely see the deck box sets around $15 and the draft sets from $70-80.
  7. New information has just gone out from Distributors to shops and dealers on new items that will be on sale in late 2017/early 2018. Draft Box 01 - December 2017 Includes: 12 Packs of series 1; 12 packs of series 2; 4 random leader cards (1 of each color, it looks like, the language is unclear); Draft rules; prize for the winner So it looks like this will be an all in one pack for 4 players to draft. Placeholder images show that it comes in a tuck box that could be used for storage. MSRP is $99.99 Expansion Deck Box sets - Mighty Heroes and Dark Demon's Villains - January 2018 Includes: 1 Deck box (Goku/Vegeta image on Heroes, image TBD on Villains looks like either Broly or rage mode Kale); 7 exclusive cards in foil and non-foil versions (cards TBD) Two sets of exclusive cards, likely their own promo sets. Character images on the hero pack are Vegeta, Goku and Trunks (from Light of Hope Trunks), images on the villains pack are blacked out but look like Broly/Kale, Frost and Towa (female demon antagonist from Dragon Ball Xenoverse). MSRP is $16.99
  8. Card Value

    Very true, but each works better in specific strategy. Broly, Goku and Champa 1 drops all have the same effect, searching for another card of their same name, pretty generic, but still a better skill that Frost. Majin Buu, on the other hand, has good value in that he can draw a card and is great early game, but unlike Frost, Goku, Champa etc, there are no cards that can use him as a base to evolve from. And Frieza, while he has the evolution base, has more limited scope of search (top 3), but has more search targets than the other searchers. May just be me, but I don't see any strength in trying to devolve card value into a strict number. There are just too many variables for how they work. Starting from the bottom your data is pear shaped, as most mid-range (3-5 cost) cards have EXTREMELY variable uses and then the top crop (6+ cost) would likely be the easiest to rank. But then you throw those rankings out the window with other choices such as which leader to use and whether you are splashing a color.
  9. Card Value

    This kind of statistical analysis is rarely helpful. It fails to take into account the effectiveness of abilities within the color or within the meta. For example, 1 drop Frost is 5000 and has 1 ability. However compared to similar cards (Cabba, Majin Buu, Broly, Goku, Frieza) Frost is utter trash.
  10. Successful Decks

    Blue/Red Vegeta is fun. Most games I've played with it so far end by turn 3. Turn 1 Majin Buu on the play, turn 2 Cabba, Senzu bean, Vegeta power + FD Champa for double strike crit, then Cabba for DS. Forces opponent to play SUPER aggro and hopefully run out of resources before you do.
  11. "I'll end it on turn 6! Ginyu's shocking strategy!"

    I've seen a couple on Facebook. A lot of players are playing Frieza as leader instead, using the same tactics, just not getting the free Ginyu Force from your life cards that Ginyu gives you.
  12. "I'll end it on turn 6! Ginyu's shocking strategy!"

    Turn 6? you gotta pump that number DOWN, that's a rookie number! Seriously though, Stall Yellow Ginyu is fun to play, not fun to play against. Biggest problems you'll face are Yellow not having a 1 cost attack negate and your opponent dropping Champa and/or eraser gun on you.
  13. Mono Yellow Frieza Players - Question

    This has become prevalent in my area. 2 brothers running essentially the same Frieza stall decks (don't attack, get huge board presence, drop Ginyu SR and just swing ham) dominated 2 tournaments a couple weeks ago. There are definite ways around it. Blue of course has Vegeta to make sure you awaken, but that makes you SUPER vulnerable and they don't have to have as big an army once they get Ginyu. Red has Cabba which can have the same problem. There are 2 huge weapons that can help here. The first is Eraser Gun. Hold it until they drop Ginyu, then on the first attack you stall their strategy and they lose the bonus from Ginyu. Gives you a turn to try and swing the tide. Red has the better weapon though, in SR Champa. If you can get Champa on the board just before they drop Ginyu, it destroys their army by KOing ALL of their Ginyu Force members (any BCs 15000 or under). Really hard to come back from something like that, plus it chips away a BIG source of their combos, so it could be a finishing move as well.
  14. Worst TCG you've ever played?

    I think I'd probably prefer playing MTG Archenemy. Honestly, the only form I've EVER played WoW in is one board game. never played the MMO so I never understood the draw. I do remember toward the end of the game it looked like they were selling full sets in long boxes just to get rid of it, or something like that. Somewhat related, at gencon last weekend there was a booth, Chimera Hobby I think it was, that had DOZENS AND DOZENS of packs and boxes and decks from dead games. We're talking big games like DBZ, YYH, down to little one and done games like Dragon Booster, Teen Titans and Zatch bell. Even the old 7th Sea game. It was such a glorious sight. I had to fight myself to not buy anything, it was tempting.
  15. vegeta or broly?

    Are you running 1 drop Broly? Vegeta and Broly 4 drops are nearly the same. Both have double strike, both KO a battle card when coming into play. Vegeta - Pros: Can be played as a Counter on attack; 20k - Cons: Auto limited to BCs with cost 4 or less, strict 4 drop Broly - Pros: Evolves as a 3 drop; can be searched with 1 drop Broly; KO any battle card - Cons: 15k; can't be played as counter. Comes down to preference. I'd suggest playing a couple matches and seeing how they fair.
  16. Why don't Living Card Games get more popular?

    I kickstarted the original set, played it twice, haven't picked it up since. The game just isn't interesting to me. As for their distribution, it's really just LCG lite. I can't really see limited formats being fun. The reason draft/sealed works in games like MTG is because of the random packs. If everyone gets the same base cards to play in a limited format why not just play constructed? You are going to see a LOT of the same crap over and over in a sealed environment like this and in draft it's easy to make choices on which cards to grab because you are pretty much guaranteed on what is being passed to you. It's definitely interesting, but I think it's just LCG being paraded as something it's not.
  17. Auto skills and Blockers

    Exactly. Here's the timing: * Cabba rests to attack * Cabba's ability Triggers but does not resolve (Auto's trigger here, but don't do checks or costs yet) * Non-turn player may play Counter * Turn player may Counter: Counter * Turn player's auto effects go off: "You may draw one life card to give Cabba Doublestrike and +10000 until end of turn" (paraphrasing), resolve any other Autos (note: If using Champa leader, his skill does nothing until AFTER Cabba uses his. Once you resolve Cabba, then you meet the requirement for Champa and resolve his ability) * Non-turn player's auto effects resolve * Non-turn player may declare a Blocker. Think of it this way, the ONLY thing that is checked before counters is if any cards have effects that happen "When a card attacks...". Any costs or board/game state checks happen during resolution.
  18. Beerus Auto and Blocker

    I don't see where that was established? Blockers are not assigned until AFTER Cabba's Auto resolves. Also, to confirm a previous question: Awakening during combat happens during the free timing of an appropriate player's Offense or Defense phase, treated as an "Activate: Battle" skill.
  19. Hey all. This seems to be a large point of contention, and so I wanted to expand upon it for a bit. There has been a LOT of talk and confusion regarding the resolution timing of Counter cards, in relation to what phase they are used. A lot of these are for the more high profile cards like Cold Bloodlust and Whis's Coercion. People are using battle timing as reference for play timing and vice versa, but the fact is they are quite different. In this post I'm going to go in depth on the timing for both playing cards and attacking during your main phase free timing. You can find any referenced rulings in the official rules manual: here There are currently 3 counter types in DBS: Play, Attack and Counter. (though there is one "Attack" counter that is specific to Battle Cards attacking, King Cold) Counter: Play - Relevant Manual Section - 6-3-1-3-1 (Playing battle cards) In playing a battle card, there are 3 steps (6-3-1-3-1-1 through 6-3-1-3-1-3). In order these steps are: 1 - Declare the card you are playing and switch the appropriate # of energy to rest mode. 2 - Counter Timing occurs - this is where Counter: Play skills may be used and resolve. 3 - Actually playing the battle card. This is where the card is placed onto the field and any "When played/evolved" auto skills would be triggered and resolved. What does this mean? The only 2 current cards with a "Play" counter are Cold Bloodlust and Crusher Ball. Per the timings above, these would resolve BEFORE the targeted card hits the field. In the case of the former, it would hit the field blank (thereby negating ANY skills, including "when played" skills) and for the latter, the target enters the field in rest mode. Counter: Attack - Relevant Manual Section - 7-1 (declaring an attack) In attacking, either with your leader card or a battle card, there are 3 steps (7-1 through 7-1-2). In order these steps are: 1 - The turn player may choose their active mode leader or battle card in their leader or battle card area and turn it to rest mode to attack, declaring either their opponent's leader card or one of their opponent's Rest Mode battle cards as the target. 2 - Counter Timing occurs - This is where Counter: Attack skills may be used and resolve. 3 - A checkpoint occurs. This is where "Auto" abilities that trigger upon attacking occur as well as when the defending player may use the "Blocker" skill. NOTE: there is a special clarification on this step in Rule Manual section 7-1-2-1 that states that even if a "Counter: Attack" skill used in the previous step NEGATED the attack this checkpoint STILL occurs and these Auto skills will STILL resolve. (after these steps come the Offense and Defense phases where combo and "Activate: Attack" skills may be used, but we're focusing on JUST the declaration phase at the moment) What does this mean? Just as stated above, even if a card would negate an attack, any "Auto" skills that trigger when attacking(ex. Beerus, General of Demolition BT1-041) STILL resolve. BONUS - per 7-1-3 in the rules, even if an attack is negated, skills that trigger "at the end of battle" (such as Revenge) still go off. Counter: Counter - Relevant Manual Section - 4-7-3-2 (Counter Timings) Whenever a Counter Timing occurs (see step 2 in both of the above examples), there are 5 steps (4-7-3-2 through 4-7-3-5) 1 - The player who DIDN'T play/use the triggering Card/Skill may use a relevant Counter card. 2 - The other player chooses to use a Counter: Counter card or does nothing. 3 - (situational) if the second player used a Counter: Counter, the initial player may use a Counter: Counter card or does nothing. (Repeat 2 and 3 until one player does not play a Counter: Counter and then proceed to step 4) 4 - Resolve all Counter skills in reverse order (First in last out) 5 - Carry out the original triggering action or skill if possible and then return to normal play. What does this mean? While sections like 6-3-1-3-1-2 and 7-1-1 simply state "The Non-turn player can activate [Counter: ______] skills..." section 4-7 expands the counter timing window to its FULL form (final form?) in which players may bounce "Counter: Counter" skills as necessary. (This can deter rules lawyers who may try and claim that sections 6 and 7 ONLY allow the non-turn player to activate counters, when it isn't that simple.) So that's it for now! You now have a hearty knowledge of counter timings in any (current) situation. Who knows what set 2 and on will bring up, but this is a good basis point for now. Any questions, comments or accusations of lack of reading comprehension may be left below for subsequent follow up. ~Stryyder
  20. Rules primer - counter timings - Play vs Attack

    Agree as well. My reasoning would be that you MUST make your opponent aware of what card you are going to play, merely based on the fact that they would have to know how much energy is required to play it, to ensure you rest the appropriate amount (similar to the reasoning behind the "cherry picking" rule). Good point to bring up though.
  21. Auto skills and Blockers

    You are correct. I actually asked for clarficiation on this at Gencon. Regarding the questions asked in this thread: * Cabba triggers before counters, but does not resolve until after. Resolving the effect includes the choice of whether to soak a life card or not. tl;dr - you choose to draw a life card with Cabba AFTER the counter window. * the timing of 7-1-2: Active player resolves any and all "Auto" effects -> Defender resolves any and all "Auto" effects and declares up to 1 blocker (in the order of their choosing).
  22. Why don't Living Card Games get more popular?

    Those run on sentences tho. o_O Seriously, WotC is not going to take their huge money pit and drop it down to LCG. there is no reason at all to do that. If we needed any other evidence, they just announced a HUGE shift back to Core+3 format. Why would they do that and then swap to LCG before the new release format has even begun?
  23. Reporting in from Gencon 2017 Day 3. Today was the first of two "Release Anniversary" tournaments, being held off-site of the convention at Good Games in Indianapolis Indiana. I was able to register online for the event, so I booked it from the convention center to the store as soon as my volunteer shift ended to check in. 44 players came together, running may variants of well known decks like Broly green and Vegeta blue, plus a hint of Frieza Yellow and a strong showing from Champa. The tournament's winner, in fact, was Anthony Hernandez with Red/Blue Champa. Anthony took home a VERY large trophy, playmat and TEN additional tournament promo packs. (for those wondering how I did, please just....move along. Let's just say I'm lucky that the 2 promo packs they gave to ALL attendees netted me at least 1 foil). One of the more interesting prizes that players were given for entering (or for getting a lottery ticket and not getting in) was a set of sleeves. This pack of 0 sleeves features a new piece of DBS artwork as well as the word "Winner" at the bottom, and they have said they will likely be prizes for future tournaments. The REALLY cool part is in addition to the 60 deck sleeves, the pack included one leader sleeve, which was clear on both sides, but has a small border on the sides and bottom. Expect to see these being gouged on eBay any day now. But the real story is not how we did, it's what was said! In attendance were representatives of Bandai and game developers Moteki Yoshito Sensei (Right) and Kawashima Tatsuro Sensei (Left), both decked out in Turtle School gi. After the event finished they thanked us and gave us a bit of news about upcoming product and processes. (NOTE: the following is not final and as always could be subject to change) - OP. Bandai is currently working on large events, judge programs and more, hoping to release more info before the end of the year. - Set 2 will be releasing in November and spoilers will be hitting the website as early as next month. There have already been pictures circulating on Facebook of some previews at the Bandai booth(including Future Trunks and Zamasu leaders), but the folks running the event wanted to give us all a little something extra and spoiled a THIRD new leader coming in set 2 that has some DEVASTATING effects. Grab your Potara and hide the jawbreakers, because the martial artist formerly known as Vegirot is coming to town: Vegito - Leader - Red - 10,000 Permanent - Each <Son Goku> and <Vegeta> in all of your areas gain red, blue and green colors. Auto - When this card attacks, place up to 1 card from the top of your deck in the Drop Area. If that card is red, this card gains +5000 power for the duration of the turn. Awaken (Standard) Fusion Warrior Super Saiyan Vegito - Awakened Leader - Red - 15,000 Permanent - Each <Son Goku> and <Vegeta> in all of your areas gain red, blue and green colors. Auto - When this card attacks draw 1 card and if there are 10 or more total <Son Goku> or <Vegeta> in your Drop Area this card gains +5000 power and Double Strike for the duration of the turn. Everything changes in Dragon Ball Super series 2, coming in November. Some quick shout outs to the crew of Good Games in Indianapolis for a great venue and an amazing hosting job, Anthony Hernandez for running a great game (and beating me soundly in round 1), Allek "The Beard" Pastrana of Bearded Collectibles for letting me get my only W of the night and finally, but most importantly, Moteki-Sensei, Kawashima-Sensei and the rest of the Bandai Crew for running a quality event and giving us fans so much to enjoy and talk about. ~Stryyder View full content
  24. Yeah it was a rough event. Was a pleasure to meet you tho, and put a face to the name.
  25. Reporting in from Gencon 2017 Day 3. Today was the first of two "Release Anniversary" tournaments, being held off-site of the convention at Good Games in Indianapolis Indiana. I was able to register online for the event, so I booked it from the convention center to the store as soon as my volunteer shift ended to check in. 44 players came together, running may variants of well known decks like Broly green and Vegeta blue, plus a hint of Frieza Yellow and a strong showing from Champa. The tournament's winner, in fact, was Anthony Hernandez with Red/Blue Champa. Anthony took home a VERY large trophy, playmat and TEN additional tournament promo packs. (for those wondering how I did, please just....move along. Let's just say I'm lucky that the 2 promo packs they gave to ALL attendees netted me at least 1 foil). One of the more interesting prizes that players were given for entering (or for getting a lottery ticket and not getting in) was a set of sleeves. This pack of 0 sleeves features a new piece of DBS artwork as well as the word "Winner" at the bottom, and they have said they will likely be prizes for future tournaments. The REALLY cool part is in addition to the 60 deck sleeves, the pack included one leader sleeve, which was clear on both sides, but has a small border on the sides and bottom. Expect to see these being gouged on eBay any day now. But the real story is not how we did, it's what was said! In attendance were representatives of Bandai and game developers Moteki Yoshito Sensei (Right) and Kawashima Tatsuro Sensei (Left), both decked out in Turtle School gi. After the event finished they thanked us and gave us a bit of news about upcoming product and processes. (NOTE: the following is not final and as always could be subject to change) - OP. Bandai is currently working on large events, judge programs and more, hoping to release more info before the end of the year. - Set 2 will be releasing in November and spoilers will be hitting the website as early as next month. There have already been pictures circulating on Facebook of some previews at the Bandai booth(including Future Trunks and Zamasu leaders), but the folks running the event wanted to give us all a little something extra and spoiled a THIRD new leader coming in set 2 that has some DEVASTATING effects. Grab your Potara and hide the jawbreakers, because the martial artist formerly known as Vegirot is coming to town: Vegito - Leader - Red - 10,000 Permanent - Each <Son Goku> and <Vegeta> in all of your areas gain red, blue and green colors. Auto - When this card attacks, place up to 1 card from the top of your deck in the Drop Area. If that card is red, this card gains +5000 power for the duration of the turn. Awaken (Standard) Fusion Warrior Super Saiyan Vegito - Awakened Leader - Red - 15,000 Permanent - Each <Son Goku> and <Vegeta> in all of your areas gain red, blue and green colors. Auto - When this card attacks draw 1 card and if there are 10 or more total <Son Goku> or <Vegeta> in your Drop Area this card gains +5000 power and Double Strike for the duration of the turn. Everything changes in Dragon Ball Super series 2, coming in November. Some quick shout outs to the crew of Good Games in Indianapolis for a great venue and an amazing hosting job, Anthony Hernandez for running a great game (and beating me soundly in round 1), Allek "The Beard" Pastrana of Bearded Collectibles for letting me get my only W of the night and finally, but most importantly, Moteki-Sensei, Kawashima-Sensei and the rest of the Bandai Crew for running a quality event and giving us fans so much to enjoy and talk about. ~Stryyder
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