Digimon doesn't need more floodgates or a ton of generic effects. It just needs the designers to realize that effects don't need to do everything by themselves and that it's okay to not have a boss card do a ton of damage by itself while interacting while protecting itself. More interaction in normal decks is great but not when it's doing extra checks and bouncing/trashing/multichecking security. Ex. AncientGaruru would have been fine if it didn't bounce a security but did everything else, Fenriloog didn't need to delete a digi to unsuspend, etc. They need to realize we play this game to *play* the game and design cards accordingly.
Imma be real, so many decks work with 1 memory that I just don't care to try to choke anymore. People will hit their level 6 off 1 mem often enough that id rather just get my pieces in place and try to break their board than make small progress and choke because it doesn't matter.
At this point, is a flaw in design that nothing can interact with delay options. It take A LOT of time till we got more tamer-killing interactions. We need more of that. Playing Leopard for example against Leviamon is an auto loose. Leviamon delay is one of the most problematic thing ever created in this game. We need to kill those delays, or at least stop them. At this point side-decking would be great for the game.
I don't really like strong effects to be generic and easily splashable. Magnamon X can easily be played in decks like yellow vaccine without even playing a regular Magnamon. Tribal limits some interactions they probably haven't thought of, like Shoto with Mother. They only locked the second effect to its archetype and now half of the deck just can't play.
I do prefer the delay options over Ace Digimon as interaction, but they are just crazy unbalanced. Biting Crush is already a solid removal, its close to be Gaia Force just with a discard(which is hardly a downside, actually the opposite in purple) but it also has the delay on top and plays a mega. I'm torn between both sides with side decks. I see that many decks just auto lose some matchups and the rock-paper-scissor dynamic is strong in this game. But I don't want it to become Yugioh, where your side deck just contains the biggest auto-win cards ever printed and game 2 and 3 just boil down to who draws their side deck first. Also Meta Decks could just as well side in the counter to the counter(if available.) So many potential side deck cards are floodgates or impossible to interact with. Lv3 Floodgate Rookies are one thing, but how is Numemon supposed to counter Crimson Blaze and Emperor for example? An idea would be to either only allow very few cards like 5, or tie some rules to it, like you can't put in new cards, only change ratios. On the point for "more generic cards", make them weak. Numemon is a good example what happens if you make too many good generic cards and everything is accessible, because 80%of modern cards are dual color. But I would love more spread out utility, like the BlackGato you mentioned. Every color should have that. Or some floodgate rookies like the memory blockers should be in every color. I love that the scramble options finally allow trash access for everyone, not just purple and sometimes black.
Something that ive realized when testing out lower tier decks is that they don't have many ways to protect themselves from deletions or interruption. These effects are usually exclusive to lv5 and above digimon. The issue here is that most low tier decks will have to evo in back or set up training cards to safely play on your next turn. by doing this you may memory choke your opponent but you lose out on important effects, or if you evo into lv5 with no protection then you are just waiting to get deleted or de-digivolved on the clapback, undoing all your progress where most meta deck will be able to recover resources or be able to build back up quickly.
I agree with all your statements except for side decking. Side decking will decrease the variety of decks we see in tournaments because players will have access to outs against decks that have much more favorable matchups. A good example of this is Numemon it has such a wide toolkit and access to several cards. If you are up against 7DL slot in 4 chikuri, you are against the mirror slot in 4 digimon emperor. Adding a side deck is a cool concept in a very controlled meta. If they were to heavily crack down on a ban/restrict list then I could see side decking being balanced but until then I think it is a bad idea.
I’ve thought of this. A possible solution to this is adding a rule where your side deck is restricted to only one/two per card and limiting your side deck to like 5 cards
This argument makes no sense to me, because it assumes that when someone sides their targeted hate in against your deck, you won't also be siding your targeted hate in against them.
Digimon has had a power creep issue WAY before Anubis. I would say the issues with bad overpowered gimmicks go as far back as Blackwargreymon. It's just that people usually deny the power creeping issue (or any issue for that matter) because they like to use the overpowered decks to compensate their lack of skill. As the game advances to more and more and more power creep it becomes harder to deny it is happening (tho some people still do), so only now we begin to see some acceptance of it happening. And even so most of it is hypocritical because they only criticize the decks that beat their own overpowered decks, but their overpowered decks are totally fine, of course I've had this discussion many times with both people who still play and those who have left and i've reach the conclusion that most of the people who recognize the game issues; power creeping, frustrating gimmicks, ACEs, no resource management, braindead decks, no deckbuilding, etc; have basically left the game or are in process of it, so the people who remain are those who actually WANT the game to be brutally unbalanced and braindead, because it allows them to win with no skill. It's easy to see when playing big tournaments. People really just don't know how to play anymore. Insanely bad plays and ignorance of their own decks or just basic game mechanics at even the highest levels of play. People relying on their deck being overpowered and being completely destroyed if you play anything that forces them to think. And just coincidentally the people who play the worse are the ones who defend the game and say it has no issues whatsoever.
I like feature creep more than power creep, Digimon was always a test run for them to test the design before One Piece, that is Bandai's true postchild Card Game.
"Just drop a ban list that bans everyone favorite card" Yeah no, how about they get off they're butts and finally do that, some of these things are too fucken broken. By the time they post a new banned list we be caught up with releases that should not be the damn case
Dropping a banlist at this stage would be healthy, I just wanted to make a video about other things id like to see because I already have a banlist video and I didn't really want to continue beating a dead horse when the problem cards are still problem cards
Sorry kinda rambled with this one. Delay options are overall a good mechanic for the game, but have proven problematic. The training cards completely warped the speed of the game, and with Ukkomon existing it's absolutely insane. The movie option cards are far too overtuned as well imo. They seem like the Vanguard promo situation of patching up almost all of a deck's known weaknesses with a single card. Return to the ancestors for example would be fine if it wasn't in Imperial. Currently the only way to confidently answer an Imperial stack is by battle (very risky) or early de-digivolve. Dragon Mode is a floodgate as well so you're already down 3-4 security on turn 2, and you're being floodgated by an insanely sticky body. Slap down Return and you've more than likely just witnessed a one player game. The new option just gives even less counterplay options against a deck that already has nearly every counterplay option covered. It's essentially becoming a deck with no exploitable weaknesses apart from De-Digivolve, a post-partition Ruin Mode, or extremely cheeky play by effect blocker while you answer a stack. With Gospel existing, it's clear we'll be getting more delay hate, which is absolutely needed. I only hope they don't make it so accessible that it invalidates delay cards entirely. The power creep for every card game is nuts right now, the result of an inflated market in an uncertain economic period. It feels like a race unfortunately, and no game I'm aware of really feels free from that. Digimon feels a bit better at the moment because there are so many decks that can actually play the game. Unfortunately it is an extremely matchup heavy game, but there are so many options to at least participate and not feel blown out every match. The degree of deck building freedom has actually caused more issues than anything imo, due to decks like Security Control existing by clearly unintended consequences. I will say that Digimon is in this weird place of promoting anti-consistency as well as consistency. Not having a single deck shuffler during gameplay is quite unique and a double edged sword. Searchability makes a deck more consistent but bottom decking critical pieces because they didn't meet the very specific scryer you played at the time, you can immediately lose the game over that. Look at Wargreymon for example, a deck that can search basically every piece in its deck, but only certain ones at a time and you're usually losing other pieces you want because you revealed them during the wrong scry. It leads to being forced into scuffed ratios and causes some games to feel miserable. That has since been addressed the Bandai way by printing scryers that can hit multiple things within a given theme. But they're far too slow in giving those tools to older decks. Bandai intentionally designs in a very cookie cutter linear fashion. Set new power creep bar with a new keyword or interaction, immediately provide an answer in the next set or two (or hit decks), rinse and repeat. They already admitted to not playtesting their games and putting themes before game mechanics. I've already seen a ton of One Piece players drop the game due to the power creep. Union Arena will be the same, and so on. I feel Bandai has actually been pretty good with not releasing a Digimon banlist recently, and I hope the next one comes with a slew of unlimits, as imo that will be the healthiest move they can make for the current state of the game.
I will die on the hill that aces ruined this game by further encouraging the bottlenecking of card design to focus harder on stronger pre-counter timing removal and more protection/floating effects to ignore aces who by this point are just free removal. Terrible design decision and every one should be rotated out of the legal card pool, would make the game way healthier
Honestly digimons power creep is a little out of control however i will say i think bandai is doing this on purpose for a 'good' reason. As a game with no set rotation there has to be some form of junking older cards ( to encourage ppl to buy more new stuff ) also it gets rid of some wierd interactions with older cards. Having said that even if that is the case i do believe they should slow it down a little bit this is by far the most explosive power creep tcg ive ever played and at some point there is nowhere to go power wise unless we want yugioh text boxes and lets be honest we dont.
I've already stepped back from the game, tbh. Mostly just because none of the decks I like are any good, and I HATE Numemon. Mastemon does almost nothing, Ulforce does pretty much nothing, Fenrir is okay, but it pretty fails against Nume. The only decks really worth playing in a competitive setting are Nume, Armors, and imperial, and I dislike pretty much all those decks. To make it even worse, Nume is good from like EX5 all the way to BT18. I've had enough. Either make an effective ban list that provides more variety than just 3 decks that completely wash their competition, or give me a meta deck that a actually enjoy playing. Until then, I'll be playing Gallantmon in my own little corner, and not paying money for a tournament to get clapped up because my cards simply cannot kill on turn 2 or 3.
My major issue is the "payoff" some decks get. Beelze deck has Baalmons that play Beelze when reasonable conditions are met. and typically not til at least turn 2-3 for the player. Other decks you get rewarded for being punished. Poop being prime example rn. Like I know lore wise Nume-mon is literally a worthless poop champion level, so it line of logic it makes sense he is low cost, but FFR? 3 cost level 4, Evo to Monzae, wait for opponent to attack and you essentially got a level 6 for 3 PC... totally fair.. When I play online or at locals, when someone plays poop I give up immediately. ESPECIALLY if they first turn ukko for 1. It isn't remotely fun to play against. Unless they brick WAY hard, (which come one.. 8 Ukkos in there? they aint) - there isn't any moment where Im like .. oh yeah I got this figure out..Im like "welp.. guess I can expect over half my security to be wiped next turn and if I delete anything other than the 1-2 Ukkos they'll just respawn another attacker and then wipe my board with Monzae next turn.. fun..
Not sure about the whole need more generic cards argument. Because power creep is inevitable, the power level of generic cards will get better, encouraging people to play them and the more people play them, the less diverse a format can be. At least that's my theory behind it.
Probably fair, i dont think generic cards need to be super strong and meta warping, but i would like them to be playable. I feel like a lot of cards with interesting effects that could splash into other tribes are either 3 cost evo for a level 4 or a 4 cost for level 5 which is just really lame
I’ve recently said goodbye to the game. I’ve been here since 1.5 and I can say the games not for me anymore. I’ll still play maybe once a month just to see friends at locals. But I wish the game the best tho. Digimon needs the love
@@TeamDeathSlingerTCG the game is too fast paced now and some decks are just unfair in what they can and can’t do compared to other decks. Also the memory system was unique and now everything cheats memory. It’s just a different game to what it was and that’s okay games need to change.
nah 7gdl is not that much of a talk, just like levia, hes heavly countered by floodgates - you can build your stack, then drop a chikurimon or psychemon and best i can do is double-counter it with a 4-cost drop wich spends all my turn, on top of that, theres also paladin mode comming wich completely kills 7gdl's win con, like i get it, its a lv 7 with a huge overflow but why tf did they have to give it a fucking ON PLAY fx that the fucking same as its when digi? i need to work so hard to deal with these plays thats pretty much a guarantee loss to go against these kinds of decks. like its up to a point where, when im at my locals, if they all decide to counter me, all what they have to do is to add a single generic card on their deck and bam. yes, its an annoying deck to play against otk decks but its evenly annoying to invest in an expensive deck and just lose because of generic cards.
Yea thats why i said i actually like the direction we're headed for a lot of this stuff, Jp meta seems to have hit the balancing point. I don't think theres a lot to worry about in terms of playability, just if you don't like where we are strength wise you probably wont enjoy the game moving forward
Agreed, latest set we get good cards, but doesn't feel like I have to buy them all. I also think it's a byproduct of finally product release is slowing down for EN to catch up and we get to enjoy the new set longer. Middle point of 1st year and the insane 3rd year product release schedule
I appreciate the yappin about the card game. I disagree about sidedecking…..mainly cause I’m lazy and hate switching cards lol also it takes up time and Digimon has a tie problem already.
Im assuming you are directly referring to wanting delay effects that interact with the opponents board? I would argue that the best era of yugioh is when traps were relevant rather than the current era where everything is special summons, spells and handtraps, and that its not a bad thing to want to borrow successful ideas from other card games if they are implemented properly. Interaction with stipulation (delay requiring a turn to pass or a condition to be met) is not bad, and assuming we get a way to interact with delay itself so that its not overbearing I don't really see a downside. Ofc if you like the game the way it is thats totally fine too 😁
I know ACEs are a source of people’s frustration. But I’ve been having fun making partition decks which most of the time doesn’t have me scared to attack my opponent if they have an ACE. There need to be more effects like partition or maybe even new effects that specifically can go against ACEs but don’t make ACEs useless. There needs to be a balance and I personally think it will help. The new movie option cards can help against some aces also.
@@yumijandro7761 this is false. You can utilize dinobeemon and silphymon in the same deck. Shakkoumon also. They storm the field and don’t require imperialdramon to be good
@@TylerKhan none of those see much play and that ia a fact, all Im saying is that partition is a stupid strong mechanic but does not have that much representation
@@yumijandro7761 because it’s a new effect released only in bt16? Idk if you’ve realized this. But a lot of the popular and most used decks are do to hype or people playing it safe. A prime example is everyone trashing ragnaloardmon but it’s still won regionals against despite how little representation it has.
Blast digivolution should have always had an immediate cost. I understand wanting more interactions, but the free evo on your opponents turn gets out of hand when your aces can completely upend your opponent's game state.
Digimon doesn't need more floodgates or a ton of generic effects. It just needs the designers to realize that effects don't need to do everything by themselves and that it's okay to not have a boss card do a ton of damage by itself while interacting while protecting itself.
More interaction in normal decks is great but not when it's doing extra checks and bouncing/trashing/multichecking security. Ex. AncientGaruru would have been fine if it didn't bounce a security but did everything else, Fenriloog didn't need to delete a digi to unsuspend, etc.
They need to realize we play this game to *play* the game and design cards accordingly.
I miss when Memory Choking mattered. in this game so many decks can function off of 2 memory now that its insane.
Imma be real, so many decks work with 1 memory that I just don't care to try to choke anymore. People will hit their level 6 off 1 mem often enough that id rather just get my pieces in place and try to break their board than make small progress and choke because it doesn't matter.
At this point, is a flaw in design that nothing can interact with delay options. It take A LOT of time till we got more tamer-killing interactions. We need more of that. Playing Leopard for example against Leviamon is an auto loose. Leviamon delay is one of the most problematic thing ever created in this game. We need to kill those delays, or at least stop them. At this point side-decking would be great for the game.
I don't really like strong effects to be generic and easily splashable. Magnamon X can easily be played in decks like yellow vaccine without even playing a regular Magnamon. Tribal limits some interactions they probably haven't thought of, like Shoto with Mother. They only locked the second effect to its archetype and now half of the deck just can't play.
Fair point, i dont know how strong generic cards need to be but i think its a shame we dont have that many useable ones
I do prefer the delay options over Ace Digimon as interaction, but they are just crazy unbalanced.
Biting Crush is already a solid removal, its close to be Gaia Force just with a discard(which is hardly a downside, actually the opposite in purple) but it also has the delay on top and plays a mega.
I'm torn between both sides with side decks. I see that many decks just auto lose some matchups and the rock-paper-scissor dynamic is strong in this game.
But I don't want it to become Yugioh, where your side deck just contains the biggest auto-win cards ever printed and game 2 and 3 just boil down to who draws their side deck first.
Also Meta Decks could just as well side in the counter to the counter(if available.)
So many potential side deck cards are floodgates or impossible to interact with. Lv3 Floodgate Rookies are one thing, but how is Numemon supposed to counter Crimson Blaze and Emperor for example?
An idea would be to either only allow very few cards like 5, or tie some rules to it, like you can't put in new cards, only change ratios.
On the point for "more generic cards", make them weak. Numemon is a good example what happens if you make too many good generic cards and everything is accessible, because 80%of modern cards are dual color.
But I would love more spread out utility, like the BlackGato you mentioned. Every color should have that. Or some floodgate rookies like the memory blockers should be in every color.
I love that the scramble options finally allow trash access for everyone, not just purple and sometimes black.
Something that ive realized when testing out lower tier decks is that they don't have many ways to protect themselves from deletions or interruption. These effects are usually exclusive to lv5 and above digimon. The issue here is that most low tier decks will have to evo in back or set up training cards to safely play on your next turn. by doing this you may memory choke your opponent but you lose out on important effects, or if you evo into lv5 with no protection then you are just waiting to get deleted or de-digivolved on the clapback, undoing all your progress where most meta deck will be able to recover resources or be able to build back up quickly.
Correct, meta decks have protection and some way to generate free resource usually
I agree with all your statements except for side decking. Side decking will decrease the variety of decks we see in tournaments because players will have access to outs against decks that have much more favorable matchups. A good example of this is Numemon it has such a wide toolkit and access to several cards. If you are up against 7DL slot in 4 chikuri, you are against the mirror slot in 4 digimon emperor. Adding a side deck is a cool concept in a very controlled meta. If they were to heavily crack down on a ban/restrict list then I could see side decking being balanced but until then I think it is a bad idea.
I’ve thought of this. A possible solution to this is adding a rule where your side deck is restricted to only one/two per card and limiting your side deck to like 5 cards
Fair points, definitely wouldnt be great for a lot of the really matchup heavy decks that just lose to floodgates
This argument makes no sense to me, because it assumes that when someone sides their targeted hate in against your deck, you won't also be siding your targeted hate in against them.
Digimon has had a power creep issue WAY before Anubis. I would say the issues with bad overpowered gimmicks go as far back as Blackwargreymon. It's just that people usually deny the power creeping issue (or any issue for that matter) because they like to use the overpowered decks to compensate their lack of skill. As the game advances to more and more and more power creep it becomes harder to deny it is happening (tho some people still do), so only now we begin to see some acceptance of it happening. And even so most of it is hypocritical because they only criticize the decks that beat their own overpowered decks, but their overpowered decks are totally fine, of course
I've had this discussion many times with both people who still play and those who have left and i've reach the conclusion that most of the people who recognize the game issues; power creeping, frustrating gimmicks, ACEs, no resource management, braindead decks, no deckbuilding, etc; have basically left the game or are in process of it, so the people who remain are those who actually WANT the game to be brutally unbalanced and braindead, because it allows them to win with no skill. It's easy to see when playing big tournaments. People really just don't know how to play anymore. Insanely bad plays and ignorance of their own decks or just basic game mechanics at even the highest levels of play. People relying on their deck being overpowered and being completely destroyed if you play anything that forces them to think. And just coincidentally the people who play the worse are the ones who defend the game and say it has no issues whatsoever.
I like feature creep more than power creep, Digimon was always a test run for them to test the design before One Piece, that is Bandai's true postchild Card Game.
"Just drop a ban list that bans everyone favorite card"
Yeah no, how about they get off they're butts and finally do that, some of these things are too fucken broken.
By the time they post a new banned list we be caught up with releases that should not be the damn case
Dropping a banlist at this stage would be healthy, I just wanted to make a video about other things id like to see because I already have a banlist video and I didn't really want to continue beating a dead horse when the problem cards are still problem cards
*cough cough* UKKO and/or Monday *COUGH*
Powercreep is a bit silly; which is why Numemon has been top tier for so long.
Sorry kinda rambled with this one.
Delay options are overall a good mechanic for the game, but have proven problematic. The training cards completely warped the speed of the game, and with Ukkomon existing it's absolutely insane.
The movie option cards are far too overtuned as well imo. They seem like the Vanguard promo situation of patching up almost all of a deck's known weaknesses with a single card.
Return to the ancestors for example would be fine if it wasn't in Imperial. Currently the only way to confidently answer an Imperial stack is by battle (very risky) or early de-digivolve.
Dragon Mode is a floodgate as well so you're already down 3-4 security on turn 2, and you're being floodgated by an insanely sticky body. Slap down Return and you've more than likely just witnessed a one player game.
The new option just gives even less counterplay options against a deck that already has nearly every counterplay option covered. It's essentially becoming a deck with no exploitable weaknesses apart from De-Digivolve, a post-partition Ruin Mode, or extremely cheeky play by effect blocker while you answer a stack.
With Gospel existing, it's clear we'll be getting more delay hate, which is absolutely needed. I only hope they don't make it so accessible that it invalidates delay cards entirely.
The power creep for every card game is nuts right now, the result of an inflated market in an uncertain economic period. It feels like a race unfortunately, and no game I'm aware of really feels free from that.
Digimon feels a bit better at the moment because there are so many decks that can actually play the game. Unfortunately it is an extremely matchup heavy game, but there are so many options to at least participate and not feel blown out every match. The degree of deck building freedom has actually caused more issues than anything imo, due to decks like Security Control existing by clearly unintended consequences.
I will say that Digimon is in this weird place of promoting anti-consistency as well as consistency. Not having a single deck shuffler during gameplay is quite unique and a double edged sword. Searchability makes a deck more consistent but bottom decking critical pieces because they didn't meet the very specific scryer you played at the time, you can immediately lose the game over that.
Look at Wargreymon for example, a deck that can search basically every piece in its deck, but only certain ones at a time and you're usually losing other pieces you want because you revealed them during the wrong scry. It leads to being forced into scuffed ratios and causes some games to feel miserable. That has since been addressed the Bandai way by printing scryers that can hit multiple things within a given theme. But they're far too slow in giving those tools to older decks.
Bandai intentionally designs in a very cookie cutter linear fashion. Set new power creep bar with a new keyword or interaction, immediately provide an answer in the next set or two (or hit decks), rinse and repeat. They already admitted to not playtesting their games and putting themes before game mechanics.
I've already seen a ton of One Piece players drop the game due to the power creep. Union Arena will be the same, and so on.
I feel Bandai has actually been pretty good with not releasing a Digimon banlist recently, and I hope the next one comes with a slew of unlimits, as imo that will be the healthiest move they can make for the current state of the game.
Holy comment haha, great points though, love hearing what everyone has to say!
I will die on the hill that aces ruined this game by further encouraging the bottlenecking of card design to focus harder on stronger pre-counter timing removal and more protection/floating effects to ignore aces who by this point are just free removal. Terrible design decision and every one should be rotated out of the legal card pool, would make the game way healthier
There definitely seems to be a lot of strong feelings about aces one way or the other
Honestly digimons power creep is a little out of control however i will say i think bandai is doing this on purpose for a 'good' reason.
As a game with no set rotation there has to be some form of junking older cards ( to encourage ppl to buy more new stuff ) also it gets rid of some wierd interactions with older cards.
Having said that even if that is the case i do believe they should slow it down a little bit this is by far the most explosive power creep tcg ive ever played and at some point there is nowhere to go power wise unless we want yugioh text boxes and lets be honest we dont.
I've already stepped back from the game, tbh. Mostly just because none of the decks I like are any good, and I HATE Numemon. Mastemon does almost nothing, Ulforce does pretty much nothing, Fenrir is okay, but it pretty fails against Nume.
The only decks really worth playing in a competitive setting are Nume, Armors, and imperial, and I dislike pretty much all those decks.
To make it even worse, Nume is good from like EX5 all the way to BT18. I've had enough.
Either make an effective ban list that provides more variety than just 3 decks that completely wash their competition, or give me a meta deck that a actually enjoy playing.
Until then, I'll be playing Gallantmon in my own little corner, and not paying money for a tournament to get clapped up because my cards simply cannot kill on turn 2 or 3.
My major issue is the "payoff" some decks get.
Beelze deck has Baalmons that play Beelze when reasonable conditions are met. and typically not til at least turn 2-3 for the player.
Other decks you get rewarded for being punished. Poop being prime example rn.
Like I know lore wise Nume-mon is literally a worthless poop champion level, so it line of logic it makes sense he is low cost, but FFR? 3 cost level 4, Evo to Monzae, wait for opponent to attack and you essentially got a level 6 for 3 PC... totally fair..
When I play online or at locals, when someone plays poop I give up immediately. ESPECIALLY if they first turn ukko for 1. It isn't remotely fun to play against.
Unless they brick WAY hard, (which come one.. 8 Ukkos in there? they aint) - there isn't any moment where Im like .. oh yeah I got this figure out..Im like "welp.. guess I can expect over half my security to be wiped next turn and if I delete anything other than the 1-2 Ukkos they'll just respawn another attacker and then wipe my board with Monzae next turn.. fun..
Not sure about the whole need more generic cards argument. Because power creep is inevitable, the power level of generic cards will get better, encouraging people to play them and the more people play them, the less diverse a format can be. At least that's my theory behind it.
Probably fair, i dont think generic cards need to be super strong and meta warping, but i would like them to be playable. I feel like a lot of cards with interesting effects that could splash into other tribes are either 3 cost evo for a level 4 or a 4 cost for level 5 which is just really lame
I’ve recently said goodbye to the game. I’ve been here since 1.5 and I can say the games not for me anymore. I’ll still play maybe once a month just to see friends at locals. But I wish the game the best tho. Digimon needs the love
Sorry to see you go, what was the tipping point for you?
@@TeamDeathSlingerTCG the game is too fast paced now and some decks are just unfair in what they can and can’t do compared to other decks. Also the memory system was unique and now everything cheats memory. It’s just a different game to what it was and that’s okay games need to change.
The gospel card sounds so cool but so far when I have tested the Lucemom deck I hardly ever could use it sadly
Sadge
The floodgates is a bad option, this an opinion from a yugioh player, the best option ir more option to interact with your oponent
At this point it doesn't matter to me which we get, I just want a way to remove or interact with delay effects haha
nah 7gdl is not that much of a talk, just like levia, hes heavly countered by floodgates - you can build your stack, then drop a chikurimon or psychemon and best i can do is double-counter it with a 4-cost drop wich spends all my turn, on top of that, theres also paladin mode comming wich completely kills 7gdl's win con, like i get it, its a lv 7 with a huge overflow but why tf did they have to give it a fucking ON PLAY fx that the fucking same as its when digi? i need to work so hard to deal with these plays thats pretty much a guarantee loss to go against these kinds of decks. like its up to a point where, when im at my locals, if they all decide to counter me, all what they have to do is to add a single generic card on their deck and bam.
yes, its an annoying deck to play against otk decks but its evenly annoying to invest in an expensive deck and just lose because of generic cards.
right now, the japanese version is very balanced. people are winning tournaments with very varied decks. so dont worry
Yea thats why i said i actually like the direction we're headed for a lot of this stuff, Jp meta seems to have hit the balancing point. I don't think theres a lot to worry about in terms of playability, just if you don't like where we are strength wise you probably wont enjoy the game moving forward
Agreed, latest set we get good cards, but doesn't feel like I have to buy them all. I also think it's a byproduct of finally product release is slowing down for EN to catch up and we get to enjoy the new set longer. Middle point of 1st year and the insane 3rd year product release schedule
I appreciate the yappin about the card game. I disagree about sidedecking…..mainly cause I’m lazy and hate switching cards lol also it takes up time and Digimon has a tie problem already.
Fair reasoning lol
This guy is trying to turn Digimon into Yu-Gi-Oh
Im assuming you are directly referring to wanting delay effects that interact with the opponents board? I would argue that the best era of yugioh is when traps were relevant rather than the current era where everything is special summons, spells and handtraps, and that its not a bad thing to want to borrow successful ideas from other card games if they are implemented properly. Interaction with stipulation (delay requiring a turn to pass or a condition to be met) is not bad, and assuming we get a way to interact with delay itself so that its not overbearing I don't really see a downside. Ofc if you like the game the way it is thats totally fine too 😁
Glad i quit this game
I didn’t even start and this video made me not want to start
I know ACEs are a source of people’s frustration. But I’ve been having fun making partition decks which most of the time doesn’t have me scared to attack my opponent if they have an ACE. There need to be more effects like partition or maybe even new effects that specifically can go against ACEs but don’t make ACEs useless. There needs to be a balance and I personally think it will help. The new movie option cards can help against some aces also.
Completely disagree, partition makes little to no sensee imo. It is just that Imperial is the only better deck that utilizes it
@@yumijandro7761 this is false. You can utilize dinobeemon and silphymon in the same deck. Shakkoumon also. They storm the field and don’t require imperialdramon to be good
@@TylerKhan none of those see much play and that ia a fact, all Im saying is that partition is a stupid strong mechanic but does not have that much representation
@@yumijandro7761 because it’s a new effect released only in bt16? Idk if you’ve realized this. But a lot of the popular and most used decks are do to hype or people playing it safe. A prime example is everyone trashing ragnaloardmon but it’s still won regionals against despite how little representation it has.
Blast digivolution should have always had an immediate cost. I understand wanting more interactions, but the free evo on your opponents turn gets out of hand when your aces can completely upend your opponent's game state.
Stop playing TCGs if you dont like ridiculous power creep. Its how they children to gamble on cardboard.
its unsustainable and sheds players.
No