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manoftomorrow010

MetaX Rulebook

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Hmmm my thoughts are thus:

In general, I'm not a fan of games where you are damaged simply by default. I'm sure there will be shield cards that negate attacks, or prevent damage, but as the basic system, defending does not inherently stop damage. I guess this could really be affected by how prevalent Battle Cards are with effects that stop or prevent attacks, but the simultaneous damaging part turns me off a bit.

Right now, the game doesn't show anything unique really about certain characters, archetypes, or deck themes. So far, the cards revealed are bland and not very flavorful. Superman is a one-off card draw, snooze. I'm sure they'll make the more rare cards have better, or more flavorful effects. They're going to have to reveal card, archetype, or deck themes that really showcase some complexity in the gameplay, because right now, it's less complex than DB Super.

Future card previews are really going to make or break this one for me.

This is kind of how I felt about the DB Super game. The basic mechanics, at face value, seemed rather bland and boring. But, the card effects are appealing and showing more complexity.

 

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After reading about both, I am more interested in this than DBS.

As to simuldamage, I see your point, but I really think they were going with a fast paced game here.  If we end up with "higher defend negates attack" then we end up with momentum shift stalemates, a la MTG, where players are going several turns just building up a nuclear deterrent until someone gets a trump card and rushes in.  It adds a layer of complexity, deciding whether to block and sacrifice that one-trait character or save them to do something next turn.

How the meta shapes up in the first set, as well as what set 2 is and how they handle separate properties will really dictate how this game is going to settle.  I'm doubtful, but REALLY hope they take a page from Weiss Schwarz and make decks single IP only.  I think it would be really interesting, as well as ease design space.  Plus you are always open to expand an IP on down the line.

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Another thing I'm very interested in here is that they built it with draft/sealed in mind.  I'm a sucker for limited formats.

One thing I find very interesting is the "team attack" aspect.  It's really the only point in combat where the rank of your attack/characters actually comes into play, aside from just being card play requirements.  I can see myself playing batfam, as they apparently play that aspect up a lot.

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On 6/16/2017 at 5:34 PM, manoftomorrow010 said:

In general, I'm not a fan of games where you are damaged simply by default. I'm sure there will be shield cards that negate attacks, or prevent damage, but as the basic system, defending does not inherently stop damage. I guess this could really be affected by how prevalent Battle Cards are with effects that stop or prevent attacks, but the simultaneous damaging part turns me off a bit.

Can you clarify this a bit? I'm just a little concerned you might have a misunderstanding - When a character is defended in an attack (as in, Player A declares an attack, and player B declares a character to defend that attack), then the characters attach their Battle Cards to each other, but no Victory Points are gained (Team Attacks being the exception to this). It's only when an attack is undefended that a Victory Point is scored.

And if you guys have any further questions or needed clarifications on the rules, I'd be happy to assist!

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18 minutes ago, Dan said:

Can you clarify this a bit? I'm just a little concerned you might have a misunderstanding - When a character is defended in an attack (as in, Player A declares an attack, and player B declares a character to defend that attack), then the characters attach their Battle Cards to each other, but no Victory Points are gained (Team Attacks being the exception to this). It's only when an attack is undefended that a Victory Point is scored.

And if you guys have any further questions or needed clarifications on the rules, I'd be happy to assist!

I'm not referring to VPs.

I'm referring to damage (attaching battle cards to characters). It is unclear how often battle cards will have the shield ability. So it does not seem to be a common feature, like defense cards in DBZ. I'd much rather play a game where the option to completely avoid damage is as prevalent as it is in the DBZ mechanic.

Defending potentially avoids VPs earned, it does not avoid the character taking damage. That is my point.

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After seeing some of the cards, I like the process.  For one, it allows for intentional character turnover, since you can only have 3 in play.  Plus, it allows for viable KO effects, like Harley Quinn's "Gain 1 VP when this character is KO'd".

Making damage fully negateable would probably double the play time of the game and lead to stalemate stalls that would rival the crap you run into in MTG.

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Ah OK, I gotcha!

Yeah, as you guys have gotten to already, character turnover is a huge thing. A lot of decks will greatly benefit from the ability to turn over characters, and it's not infrequent for players to defend in such a way that none of the attackers are KOd (which is a totally different thing than most other CCGs where it's always in your best interest to remove their dudes).

As far as Battle Cards with the Shield icon, there's a chunk of them for sure, but that only means "this effect only occurs when used by a defender", it doesn't outright avoid damage in some way. The "swords" icon is the opposite, of course, but ALL Battle Cards can be used for both attacking and defending - it's just that some of them always have an effect, while others only have it when being used in one way.

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