I've seen YuGiOh described as "Both players have a gun that can kill the other player in one shot, but they have to build it first, and occasionally a little girl shows up to throw most of someone's parts on the floor."
I’ve heard it described abit differently. “Both players have to shoot the other player w a gun but they need to build it 1st. However, ur allowed to do mostly anything u want to stop or slow down the other player, or protect urself from the other player.” Granted it’s also paraphrasing too.
For MTG, The London Mulligan is a more recent change, but it's a phenomenal one. Before, you had to draw your smaller hand size from the start, meaning not only will you have fewer cards in general, but the odds of drawing what you need diminish with each mulligan. But now, you get to tailor the hand to your strategy. So while you're still working with less, you can at least decide what exactly you're working with. To quote a voice of wisdom within MTG spaces, you don't "have" to mulligan. You "get" to mulligan. It is a gift to be able to go "you know what, this hand isn't going to work," and try again.
And then there are the enlightened individuals who plays 49 cards to lessen the chance of opening Driver only for that bastard to be glued to your opening hand
The cost in yu gi oh most of the time involves a cost of cards. The only time it involves actually resources is when sacrificing your draw phase, once per turn normal summon, and life points.
@@TheSoulbankernah desires is bad since most idiots who run it play a bunch of one offs or combo pieces etc even then because it banishes first, its worse than if it drew first
In Yu Gi Oh, 4 things can happen when you use Exodia: -You go first, you get a decent hand, you win -You go first, you get a bad hand, you lose -You go first, you get the best hand ever, opponent has hand traps, you lose -You go second, you lose
10:16 What do you mean “there are no resources” in yugioh, of course there is a resource system, it’s called whatever you have in the bank, that’s the only resource you need
Great video! It's clear that you have played all of the Big Three enough to understand them, which is very rare to see with videos that compare them. I also adore your art style, it is really fun and the cards you picked were nice. Here are some thought I had when watching it. Grass is the only card I can think of that cares about deck size, which is my mind is really neat. Leylines are cool in that way too, because they care about the mulligan. More interestingly, here is another reason yugioh decks are not always 40 cards. Some engine cards can really brick your hand hard, and due to the insane amount of tutoring and small engine packages yugioh offers you, sometimes it is worth it to add some cards or a new engine that searches for your starters because of how painful it can be to draw some of your engine cards. If you want a example of this, play a few game with a 40 card Rescue-ACE deck.
The interesting thing is that its a side effect of the Rescue-Ace cards themselves being able to accommodate their own weaknesses by running more of their archtype cards. I've played every single rescue ace card in my deck at one point or another over the year I've ran it, the big design point I've noticed is that they have enough utility that the in archtype answers tend to be practical in a way that it just isn't true for most other archtypes. Rescue ace impulse is a great example of this. The standard play you usually do with it in other decks is summon fire attacker on an eff that procs the draw 2 discard one, which is great hand selection and can generate advantage off of discard triggers. But in the Rescue ace deck proper fire engine is the go to target for impulse, because you can go engine into lifter into grab a spell, usually rescue, getting 2 bodies on field, a play for the next turn, and setting up the graveyard so that your other rescue ace cards are able to be used easier. A lot of utility for this comes from not only which of the 2 resource generation pieces you summon, but when you used the effect to summon. Against snake eyes for example, you never wanted to use impulse early on in the turn. Hiita could revive the body, but if you waited for the link 3 promethean princess revive they got a lot less value using the link 3 and another body to go into a link 2 to just get an extra body, while also not having the princess in the gy yet to destroy one of the bodies you'd summon off of impulse, forcing them to exert more resources to remove it later, because the bodies threatened both sp little knight and apollousa. There ended up being a huge difference in how the match up would go off of that one or two card advantage you'd get by playing impulse properly in that match up. You also don't have to use impulse on the opponent's turn. It has an effect on field that could let it trade 1 for 2, sometimes more, into a board, which is about what you expect from a board breaker. You can also just keep it in hand and use it as another push on your turn, Rescue Ace turbulence's effect to destroy when another you control is removed by the opponent can be used to help clear a board out for its set 4 effect to resolve, and with the many ways the rescue ace deck has of recurring turbulence from the gy, its not uncommon for impulse summoning turbulence to be a game winning play on the spot. But to enable impulse to be as good as it is, you need to run a larger amount of engine cards, which eats away at consistency. There's builds that run as slim of a rescue ace engine as possible, no field spell, no impulse, and just try to set up the turb set 4 into an otk line turn 3, and they don't tend to be too good. The end boards end up being very reliant on stopping your opponent from playing, and are a lot worse into mass removal cards and the anti targeting strategies that are pretty popular. Neither of those tend to really be a problem if you run a larger rescue ace engine, I've never felt the need to run anti-blow out cards in the deck myself. Reinforce is a great card that gives protection and lets you rebuild your board, it makes otking you downright impossible for a lot of decks, even in scenarios where they duster your field, but the real strength comes from how well that protection stacks with your other layers of interaction. There's multiple ways to get bodies out on the opponent's turn assuming the turbulence set up resolved. Plus one of your interactions being on a monster effect, the preventer face down book, reinforce lets you keep an interaction through a monster omni negate they could set up, letting you hold your interactions longer into their line of play. The worst case is also you being able to use it in the end phase and then banish itself to grab another spell for the next turn. Overall the deck just ends up being incredible functional, none of the cards feel under powered or too gimmicky for the intended purposes of them.
@@shawnjavery finally some one that don't think to cut another engine piece if the deck don't perform. the new r-ace decklists are just ridiculous, it's not even r-ace anymore, like: 2 hydrant, 1 airlifter, 2 preventer, 1 turbulence, 2 emergency ,1 alert, 1 rescue, 1 contain, 1 extinguish... it's not even a quarter of a deck anymore, 0 grind game, 1 board breaker and you will never recover.
Digimon is such an underrated card game and deserves way more players. The only TCG I actively play is Yu-Gi-Oh, but I'd immediatly start picking Digimon back up if the scene grows.
Star Wars Unlimited is neat. It uses mana/land like in Magic, but rather than having dedicated cards for that, you place any card from your hand facedown permanently as a resource to use to play your cards. Every turn has you optionally adding 1 card to your resource pool
Great video! I was planning to make a video similar to this this a while back, since I started trying other TCGs (Flesh and Blood, Digimon, Shadowverse, etc.) and noticed how different the deckbuilding philosophies were. Though I couldn't put the ideas in a reliable frame since I only consistently play Yu-Gi-Oh out of the Big 3. It's really interesting when you look at how each card game's nuances changes what cards and what ratios are inserted. In short, GOD I love card games
Few months ago when I was playing commanders with my friends where my opening hand was almost perfect. The only issue I have no lands, but if I just only need one land and I will go off like a mad man. When I told my friends about this they egged me to keep my hand and low and behold, my first draw was a land and won the game in about three turns.
Personally, i like the slower, more incremental gameplay of Magic: The Gathering. I also like how much more silly and overpowered stuff you can do in Magic (Infinite combos, Oops all spells, other janky decks). Also, Commander is awesome because it's unlike anything else in any other traditional card game. A 4 player format? Unheard of in Pokémon and Yu-Gi-Oh.
Maybe it's my nostalgia speaking, but Magic's slow, land-reliant, playstyle always felt so much more rewarding. I needed to decide how to play the round, instead of just emptying my hand. Nonetheless, amazing video, can't wait for the next one.
I can tell you first hand on Yugioh's behalf that, while it is fast-paced, it is *not* about just emptying your hand. Because of the freedom you have with using your cards, there is a heavy emphasis on knowing how to properly order and execute playing out your hand. Mindlessly emptying your hand will lose you a lot of games. If that makes sense.
@@BorkBigFrighten2Thing is nowadays most combos and archetypes actually just tell you what to do in each card over and over again, it's just spamming barely any intellectuality in pulling them off lol. It very much is about emptying your hand
@@ShadowsAndGames That will probably get you past Platinum in Master Duel, but if you rely on just mindlessly comboing without adapting to the opponent's responses, you will lose *a lot* of games.
@@BorkBigFrighten2 Sure thing the game could actually be strategically compelling, it has all the tools to be so and a whole lot of variety the other franchises don't imo. It's just the way the game is built to function nowadays, doesn't help it AT ALL. Maybe to reach master you must outplay the opponent granted, but I'd dare say that from diamond on 50% are playing around the same half a duzen decks if that much so they just outplaying each other's in an endless loop lol once you know all the decks its just coin flip and better hand basically, a shame really because with so many cards the untapped potential for fun and skill is immense, yet we get the exact opposite.
People don't talk about deck size much, but I think it's critical, especially for a new game. The bigger the deck size, the harder it is for a player to build a deck, the more a deck costs, and the more reliant your game is on excessive draw or searching for consistency - which tends to accelerate powercreep and also increase costs. A lot of new games take 50 card decks for granted. I think the default should be 30.
There are other "hidden" aspects of design space, Magic is unique in these examples by not having a maximum number of game objects you can have out at once. Whereas Pokemon and Yugioh limit you to specific slots for different card types that are filled when they are filled. One Piece is also like this, and something that sets it apart in my opinion, is that it sets an upper limit and steady pace of its resource that dictate the flow of the game and the way to build a deck well. a card that costs 10 energy to use in Pokemon is a completely ridiculous prospect (though you can attach that much and more energy if you get yourself access to it), a spell that costs 10 mana in Magic needs to be discounted, cheated in, or be built around in a deck designed to survive long enough to cast it fairly. In One Piece, 10 is the maximum number of Don you're going to have access to it, and you are going to have access to it in virtually every game. So 10 Drops are substantially powerful, but they are also a main gameplan of many if not most meta decks. Reliably getting 2 higher Don every turn (except for the player going first on their first turn) also changes deckbuilding, as you now do not have to rely upon nearly as much variance to be able to play on curve. You don't need to draw your resource, just the cards that are costed appropriately to the amount of Don you'll have on a given turn.
I think it's interesting how hard lockout strategies are more prevalent in yugioh and pokemon vs magic. Most side decks have summon limit or other flood gates, path to the peak was a multi deck staple. Players get salty about this but its largely accepted as part of each game. Magic has control decks, but if you know what you're doing you're rarely hard locked out of the game. Blood Moon hasn't been in standard for nearly 20 years. In the Magic formats where prison pieces are allowed to exist, they feel more like speed bumps or puzzles to figure out. Path to the Peak or Forest/Vileplume feel more like "I win buttons". I'm not saying one is better than the other but it is interesting to think about how game speed and design philosphy impacts which cards are printed.
Huh? Blood Moon's been in Standard a few times since then, though typically little more than a meme piece for mono-red or a sideboard option, definitely not meta if thats what you meant But full on prisons are a lot harder to construct, since shit like Stasis and Winter Orb are never returning, and modern stun bodies are often much narrower, even if overall higher power due to having Other Stuff attached YGO stun is interesting because which stuns hurt you most varies a LOT, Labrynth can often play through Skill Drain with a good hand, and doesn't flinch at Rivalry of Warlords at all Suboptimally in the case of Skill Drain, but its reasonable to pop But Lab fucking chokes on TCBOO or Macro Cosmos or Barrier Statue of the (not Abyss) Meanwhile there's decks that barely care about or are advantaged by Cosmos and loath Skill Drain(goddamn Floo) Whereas MtG and PokeTCG stun cards tend to strike at universally necessary game actions in a way that is much less match up dependent, even if historically MtG had plenty of hate for specific colors
@syrelian Blood Moon's last standard legal printing was 9th ed in 2005. Everything else has been a reprint that doesn't change legality. Yugioh, as a game does seems more equipped to handle stun. I think that's a function of the lack of a dedicated resource and the general pace of the current game.
new subscriber here. (though I apparently stumbled upon "why we throw fireballs" months ago). You have a nice easy cadence to listen to and present your points well, but the real draw for me, heh, are your drawings. Feels very oldschool TH-cam.
Love the video, it's really cool. I may not play Magic and Pokemon as much as yugioh, but from what I know it describes all 3 games perfectly and shows the insane differences that each game has while still having some similarities. One small thing I wanna mention with Yugioh tho that I think should be stated is that the resource system does exist to a degree. But the actual system is not like Pokemon and Magic where it is a "Physical" resource that you manage on your field/hand/deck and can see change. For yugioh this is 1. Your hand size and 2. the times that you can activate a card. Your hand size is obviously a resource like in other card games for sure, but in yugioh it is very different in terms of scale. Such as the reason why drawing 2 cards is seen as one of the most broken cards of all time. Because it increases your hand size. A larger hand size in yugioh means more things you can possibly "play" with. Magic and Pokemon draws usually are to help you arrive at a certain game state later or to be used down the road. An extra card in Yugioh can lead from a board that is good, to a board that makes the opponent unable to play the game. That extra card is massive. At certain points in yugioh some cards were so good they were considered mandatory because they decreased deck size allowing you to more consistently get those extra cards to create better boards (Upstart Goblin and Chicken Game). Now with regards to the number of times you can activate a card as being a resource you lightly touched on, but for people seeing this outside of the yugioh space (and in it cause some of you guys need to see it) the number of times you use an effect can greatly effect the game. If your opponent has used a disruption for example that they can't use again it means you can make riskier plays. While if they haven't you need to play carefully. This also means for yourself. Some cards can suddenly lose "value" in your deck because you use its effect. Malicious as he showed is a great example. Most cards in heroes love to send malicious to the grave to use its effect in order to combo. But once all of your Malicious are gone you suddenly have a bunch of cards that are unable to be used for this play. Leading to more bricks. Since turns don't usually go past turn 4 this doesn't come up too often. But when the skill gap between players is low enough suddenly it matters a whole lot. Who can get there game plan off without utilizing as many of their decks "value" cards matters. This is also why decks/cards that can reuse/recycle cards can be amazing (when they are apart of the defaul game plan of course. Don't go using cards like burial from a different dimension unless you REALLY need it for your deck). Great video tho man! Definitely worth a subscribe and a like!
A lot of people shit on lands in Magic without fully appreciating what they provide to the player. It's a legitimately interesting deck building decision to decide how many lands you need to play, and which lands in particular. Those decisions make low to the ground aggressive decks with fewer lands play extremely differently than slower, grindier controlling decks on a very fundamental level, not just by gameplay and card choice, but by how the deck fundamentally interacts with the resource system and probability. It provides the player a dial on variance vs. deck space and game length to same degree, granted, that ends up being a lot of responsibility. Putting it in the hands of players who don't really know what they're doing can result in non-games, but knowledge of the math going on behind everything can allow deck building decisions to mitigate this to a great degree. I trust that you simplified this knowingly for the video, but you usually want 40% of your deck to be lands, or even a smidgen more. It used to be suggested in the 90s that you wanted 1/3 spells, 1/3 creatures, and 1/3 land, but that made the game absolutely crawl. This shouldn't be considered a design flaw, but rather a taste that one might not enjoy, but many do.
I agree completely, in commanders, people usually want lands from 32 to 37 in a deck, but my Yuriko deck has only 29 lands because somehow 80% of the time when her ability triggers to reveal and add card from top of my library ends up as lands. Also running over 10 mana rocks helps as well.
@@NeostormXLMAX You're being the kind of person I was referring to. And that idea is fine; you wouldn't be the first game to have it, but at some point you arrive at a version of Hearthstone's system insofar as you don't need to worry about making land drops at all. You've entirely removed the depth in deck building that comes from having to consider how many lands to run because of your mana curve. You'd still need to consider resource costs in this new game, but always against a fixed point of 2 lands in hand per turn. Lands are good as is. If you don't like the limits that Magic's system impose on Magic, then you just don't like them, which is fine, but you can't make any blanket statements on the system as a whole from that. The two decks idea removes some of the fun I get from playing a mono-red deck that can operate on three mountains. It suggests that I wouldn't have any reason to build a deck super low to the ground, or that the reason would change to be more about casting multiple spells per turn as opposed to the win-or-die riskiness that mono-red and similar decks currently have going for them. Now, again, your idea is not bad, but it is significantly less interesting to me personally than a game with Magic's resource system. In the same way that many view the riskiness of win-or-die aggro decks as a huge downside. Different strokes. Keep in mind that your game would have you drawing a 20th of your deck per turn at a minimum (Otherwise between that and a 40th, but that's still compared to Magic's 60th at a slow rate). You would have such an increase in consistency from that card flow that I can only imagine how combo/good-stuff-centric the meta would be. And unless you'd allow multiple resource cards to be played per turn, you's still end up with a grip full of land because the throughput isn't there. At the point that all of the ripple effects of this idea would be considered, this game would look different enough from Magic that the comparison is moot. Unless you view all games in existence as failed attempts at the singular platonic ideal of the perfect game, critiquing a game system only makes sense in regards to itself, and only as a means of determining if one might personally, subjectively enjoy it.
My primary issue with Lands is the fact that they are atrocious influences on the tempo of the game, creating dead draws, and being the main cause of mulligans The midgame volatility of land counts, and the nature of special and duals, is interesting, but its deeply undercut by how much it turns the game into a crapshoot of getting lucky instead of actually interacting I can and will happily call it a design flaw, and whining that its not doesn't suffice as a counterargument
12:30 Well Konami has been designing new decks to single cards that do everything that people are getting away with playing as little engine as possible and filling half the deck with hand traps
Have you considered trying a thicker and/or white outline to help it stand out from the background? I've had this problem too so I usually have white letters and colored outlines. Just a thought since I'm having a little trouble reading them but *PLEASE* keep them.
I wish digimon was more popular. Too bad generic IPs will work better than specific IPs. I'm looking at you Magic lord of the rings fallout fortnite marvel dc doctor who my mom and several copyrighted lepards from north asia. I just hope YuGiOh never goes that way, but it's next on the line of multiversification crossovererse.
If it does, so be it, but also its quite unlikely, Konami seems content to occasionally slip their IP in and let YGO cook as it will but seriously, so what, people get so weird about how its "not magic", as if the game where the core premise is being a multiverse hopping warlord-god-wizard somehow has that premise broken by... being a multiversal franchise Never forget Arabian Nights and Grimm's Fairy Tales are literally planes within the setting(over 1000 of them actually, as a back justification for all the named characters in the former not being Legendary once Legends came out) MtG has never had a consistent narrative feel, unless you count "bad fantasy writing that thinks this is still the 90s" as one, OTJ was more out of place than 40K was, and that was on the writing going "put people in funny hats", not because it was cowboy stuff but the fact that almost nobody there had a reason to be there
Pokemon not having a sideboard is one of the biggest reasons why I don't play it anymore. I also don't buy the argument of "it would ruin tournaments." Tournament games almost always go to time because of how many turns the game lasts and how long each turn takes. If a sideboard card can completely hose someone and end games faster, I say let them do it. >b-b-but that's mean! Yep. That's the point. If your deck folds to a specific hate piece, that's a badly built deck, however pokemon lets you get away with it because not everybody is going to be playing it, and those that do will often play only 1
This was an amazing video! I’m curious about your thoughts for games that give both players the same amount of resources (2 don per turn in One Piece Card Game, 1 action point in Union Arena, etc)
Have you tried Star Wars Unlimited? It's got a very unique and well-designed take on the genre and is very fun to play! Decks are minimum 50 cards with playsets at 3, and it has card colors (called "aspects") like Magic despite still being any-card-as-resource game. You have a base and a leader card, the base is basically just your healthpool with an aspect attached, and the leader is like an MTG commander with two aspects attached, and that combination of 3 aspect colors determines which cards you can freely play in your deck. So if you have a red base and a blue and black leader, you can play any cards with those aspects , but you can also even play cards from outside of those colors, they just cost 2 more resources for every aspect that doesn't match! It's sometimes worth including off-aspect cards in the sideboard if they're really strong a matchup the deck would otherwise struggle with, and it's just generally cool to not be so limited to colors and archetypes like Magic, Pokemon or Yugioh The game's unique back-and-forth structure (each player takes one action at a time until both players pass and a new round begins) also subtly incentivizes a certain kind of balance in deck-building - You can choose to "take initiative" which allows you to go first on the next round, which is really good, but taking initiative locks you out of doing any other actions for the rest of the round, so you generally only do it once you're out of actions. In practice this means that low-cost cards, even if efficient, become weaker as the game goes on as they take more time to play and use, meaning your opponent will get to take initiative every round which puts them at an advantage. This, of course, influences card design generally as well, as higher cost units tend to actually have slightly worse ratios of cost/stats, but they're still worth playing because of the initiative system.
Blue-eyes is UNIRONICALLY good again (in japan), and historically they even won a World tournament a couple of years ago (last time they were good). This is by the fact that yugioh archetypes (kinds of decks usually having a strict overarching theme) getting support every few years. That terrible deck from 10 years ago can get 3 busted cards next week and be meta again (also because there’s no rotation and every single non-banned card is always legal).
Cinderace ex has potential in Klawf decks, since it allows them to hit the 300+ club easily with binding mochi and the dte -20 is made up for by sneasler so ntm on it lol
hearing your opinion on Gwent would be interesting. It started as mini game within the witcher 3 but Gwent got its own stand alone game and even sub games like Throne Breaker based on Gwent. I barely hear it in TCG discussions, which is weird considering how Gwent is tied to one of the biggest single player rpg in the last decade.
As a magic player, "aggro" is not that niche of an strategy. In most formats, there are multiple decks focused on quickly dealing damage to win. Burn, a deck that fucuses on playing 7 cards that each deal 3 damage to face as quickly as possible is probably the most recognizable. Also, if we are talking about mulligans, let me introduce you to serum powder, as in magic, every game mechanic is at the mercy of an over 15 year old card that does something it probably should not be allowed to. "slabs roof of pull from eternity" this bad boy can fit so many shenanigans in it.
Nice video! I hope the next video does an analisis of the games that try to innovate the mana system by giving cards a dual purpose, like Duel masters and specially Flesh and Blood. Im a lifetime Yugioh player, and i feel that FaB has a pretty familiar gamespeed, without the 30 min turns.
I’ve always been a big fan of Pokemon TCG and Yugioh. There’s a lot of parallels between their 2010 formats - they’re often considered the best formats (Edison and Worlds 2010) with a great deck variety. Sure there are obv T1’s but no strategy is consistently overpowered. There are issues of course but overall both are good formats
(Was gonna subscribe anyway cuz game design talk and fun videos) None of this is a correction to what you say in the video but rather elaboration. You said a lot of great things about the comparison between games! But you said MTG was your least familiar one of these three so you might find some of this interesting. I do want to mention you say that you "only get a sideboard in Magic from game 2 onwards" but what most people don't realize is that your sideboard is allowed to be used in over 50% of games you play. In MTG in any official tournament, you're going to play Best of 3 or First to 2 whichever way you want to look at it. So you have to go to game 2, making your sideboard accessible for half of your games, but you also sometimes go to game 3 meaning you are oftentimes play more WITH your sideboard cards accessible than you are without it. It's an interesting perspective even invested players might forget. You WILL (or at least should lol) be using that sideboard MORE than you'd use your main deck alone in a competitive setting. Also, for MTG, when it comes to running 4 copies, you'll still see many decks run 1, 2, and 3 copies of a card. The reasons have some "universal" school of thought sometimes and other times it depends on what format you're in and which cards you have access to. Like if take Dryad Arbor for example, which is a land with the Forest type and a creature (the only of its kind) you might see it in some formats that can fetch the card because some archetypes might need an extra creature at a moment's notice rather than another mana source. But you'd be hard pressed to find decks running more than 1 copy. Because the card HURTS to have in your hand, since in Magic lands can tap the second they come into play, creatures cannot and Dryad Arbor cannot tap the turn it enters the field making it not only a land that is susceptible to creature removal but also a slow land. The logic behind 1 card is often that you never need it more than once and you can search for it, the logic behind 2 cards is that you might want the card but only in the mid to late stages of the game, and running 3 cards are usually cards you'd want to see but you don't really want to see on your opening hand or first draw. If you run 4 copies, you probably are happy to see that card in any scenario. You also usually rarely see 4 copies of anything in sideboards since it takes up too much of your 15 cards you can use to answer other archetypes.
Sadly Mitos y Leyendas (Myths and legends) never truly took off in the international stage, mostly due to not belonging to a massive stablished IP nor having behind a massive publishing brand. But Deck Building is so critical in MyL... Because the deck is also your life points. Decking out the oponent is not only a fancy move, is the main objective and how damage is counted. And deck MUST be 50. Your deck is called a Castle, and every card is a stone holding it together. And you start with 1 gold (the resource) and a hand of 8, so, you start with 41 life points. Everytime you get hit by an enemy attack, you must discard to the graveyard a card per attack point that goes through your defenses... And that can be easily in some format a few times your starting life points. Anyway, MyL is great. Nothing like it.
Aa a mtg player, i started going over pokemon recently and was dumbfounded by the cards' effects. Decks drawing up to 20 cards a turn, one card draws seven. If a player does that in mtg, the op might as well concede
If you like fighting games and card games. You should try Flesh and Blood TCG. That's basically how it feels to play it and how is compared to understand the mechanics.
If you’re interested in good mulligans you should look at bushiroad’s main card games of Weiss and vanguard. Vanguard has the single best mulligan of a standard mulligan. And if you put the Weiss mulligan in any game that has a mulligan other than hearthstone then you break those games
Unironically Pokemon tcg pocket was the game that reignited my love for card games, but here is the thing... I really didn't like it. It was literally the only reason that made me re download Master Duel to get back playing Yu-Gi-Oh and holy shit I forgot how I freaking love playing Yu-Gi-Oh! The back and forth action of negating and distributing your opponent or heck even playing on THEIR TURN is so awesome and unique I hope there is other card games like it I guess I should thank Pokemon pocket for reminding me of my love for Yu-Gi-Oh? lol
FTKs are very rare in magic. Sure they are possible in the higher power formats like legacy or cedh but the good decks in those formats are well equipped to shut that down, and in weaker formats those decks tend to get banned. See: modern amulet bloom, hogaak, or even rakdos scam sorta fits. (Btw only amulet bloom actually wins the game t1 of those)
Yeah the card velocity of pokemon tcg pocket annihilated my interest pretty fast. Why should I play pokemon if I'm not going to draw my entire deck every turn?
And if it has a one deck meta The main tcg has a really healthy meta, as dusknoir-y as it is, lot of great decks to play. In tcg pocket, the entire meta is mewtwo
I love yugioh more than the Pokémon tcg because yugioh is faster and is more complex without being too complex (with the only exception being some extra deck Monsers effects; looking at you pendulums) And speed dules are even faster than the master dule format.
Wtf 9:20 average deck speed? You realize aggro makes up of almost 90% of decks on places like arena? Even older formats since control decks are too expensive and take forever to build. Lots of powercreep in mtg even with set rotation
I've seen YuGiOh described as "Both players have a gun that can kill the other player in one shot, but they have to build it first, and occasionally a little girl shows up to throw most of someone's parts on the floor."
I’ve heard it described abit differently. “Both players have to shoot the other player w a gun but they need to build it 1st. However, ur allowed to do mostly anything u want to stop or slow down the other player, or protect urself from the other player.” Granted it’s also paraphrasing too.
Ah bloss' ...
Or a rock
or a jellyfish comes by and gives your opponent way more parts every time you touch your gun
And sometimes, we say 'ah screw the gun' and just throw the parts at the opponent's face, it works
I PLAY YU-GI-OH AND IT'S 100 % A MACHINE GUN
Yuguoh does have a resource; it’s called “once per turn”
True
Soft OPT, hard OPT, and the normal summon. Proper, bordering on egregious, manipulation of these resources is key to victory.
Yugioh we play with 4 decks. You got main deck, extra deck, graveyard deck and banished deck. Some strategy we even include opponent decks so 8 decks.
+ Side deck
Wouldn't call the gy or ban pile an extra "deck" more so an extra hand.
+ Human cavity deck
+gonna deck my opponent in the head
For MTG, The London Mulligan is a more recent change, but it's a phenomenal one. Before, you had to draw your smaller hand size from the start, meaning not only will you have fewer cards in general, but the odds of drawing what you need diminish with each mulligan. But now, you get to tailor the hand to your strategy. So while you're still working with less, you can at least decide what exactly you're working with. To quote a voice of wisdom within MTG spaces, you don't "have" to mulligan. You "get" to mulligan. It is a gift to be able to go "you know what, this hand isn't going to work," and try again.
And then there are the enlightened individuals who plays 49 cards to lessen the chance of opening Driver only for that bastard to be glued to your opening hand
I know you’re talking about psy-frame driver but as an abc player i can’t help but think of union driver
@@jacobpalomarez5349Does it make a difference? Different driver, same result.
>Shows Pot of Desires labeled "No Cost"
>Read Card
>Cost
>Banishing
>Cost
Lmao, that is my recycling pile.
nah bro that's just my fuel for Gren Maju Da Eiza
The cost in yu gi oh most of the time involves a cost of cards. The only time it involves actually resources is when sacrificing your draw phase, once per turn normal summon, and life points.
@@TheSoulbankernah desires is bad since most idiots who run it play a bunch of one offs or combo pieces etc even then because it banishes first, its worse than if it drew first
@@NeostormXLMAX Desires is good unless you have a bunch of engine requirements.
In Yu Gi Oh, 4 things can happen when you use Exodia:
-You go first, you get a decent hand, you win
-You go first, you get a bad hand, you lose
-You go first, you get the best hand ever, opponent has hand traps, you lose
-You go second, you lose
10:16 What do you mean “there are no resources” in yugioh, of course there is a resource system, it’s called whatever you have in the bank, that’s the only resource you need
The "RIDICULOUS" at 10:40 with the Mystic Mine as background is on point.
Yugioh decks are restricted not by rules, but by being in a game by konami
Great video! It's clear that you have played all of the Big Three enough to understand them, which is very rare to see with videos that compare them. I also adore your art style, it is really fun and the cards you picked were nice.
Here are some thought I had when watching it. Grass is the only card I can think of that cares about deck size, which is my mind is really neat. Leylines are cool in that way too, because they care about the mulligan. More interestingly, here is another reason yugioh decks are not always 40 cards. Some engine cards can really brick your hand hard, and due to the insane amount of tutoring and small engine packages yugioh offers you, sometimes it is worth it to add some cards or a new engine that searches for your starters because of how painful it can be to draw some of your engine cards. If you want a example of this, play a few game with a 40 card Rescue-ACE deck.
The interesting thing is that its a side effect of the Rescue-Ace cards themselves being able to accommodate their own weaknesses by running more of their archtype cards. I've played every single rescue ace card in my deck at one point or another over the year I've ran it, the big design point I've noticed is that they have enough utility that the in archtype answers tend to be practical in a way that it just isn't true for most other archtypes.
Rescue ace impulse is a great example of this. The standard play you usually do with it in other decks is summon fire attacker on an eff that procs the draw 2 discard one, which is great hand selection and can generate advantage off of discard triggers. But in the Rescue ace deck proper fire engine is the go to target for impulse, because you can go engine into lifter into grab a spell, usually rescue, getting 2 bodies on field, a play for the next turn, and setting up the graveyard so that your other rescue ace cards are able to be used easier.
A lot of utility for this comes from not only which of the 2 resource generation pieces you summon, but when you used the effect to summon. Against snake eyes for example, you never wanted to use impulse early on in the turn. Hiita could revive the body, but if you waited for the link 3 promethean princess revive they got a lot less value using the link 3 and another body to go into a link 2 to just get an extra body, while also not having the princess in the gy yet to destroy one of the bodies you'd summon off of impulse, forcing them to exert more resources to remove it later, because the bodies threatened both sp little knight and apollousa. There ended up being a huge difference in how the match up would go off of that one or two card advantage you'd get by playing impulse properly in that match up.
You also don't have to use impulse on the opponent's turn. It has an effect on field that could let it trade 1 for 2, sometimes more, into a board, which is about what you expect from a board breaker. You can also just keep it in hand and use it as another push on your turn, Rescue Ace turbulence's effect to destroy when another you control is removed by the opponent can be used to help clear a board out for its set 4 effect to resolve, and with the many ways the rescue ace deck has of recurring turbulence from the gy, its not uncommon for impulse summoning turbulence to be a game winning play on the spot.
But to enable impulse to be as good as it is, you need to run a larger amount of engine cards, which eats away at consistency. There's builds that run as slim of a rescue ace engine as possible, no field spell, no impulse, and just try to set up the turb set 4 into an otk line turn 3, and they don't tend to be too good. The end boards end up being very reliant on stopping your opponent from playing, and are a lot worse into mass removal cards and the anti targeting strategies that are pretty popular.
Neither of those tend to really be a problem if you run a larger rescue ace engine, I've never felt the need to run anti-blow out cards in the deck myself. Reinforce is a great card that gives protection and lets you rebuild your board, it makes otking you downright impossible for a lot of decks, even in scenarios where they duster your field, but the real strength comes from how well that protection stacks with your other layers of interaction.
There's multiple ways to get bodies out on the opponent's turn assuming the turbulence set up resolved. Plus one of your interactions being on a monster effect, the preventer face down book, reinforce lets you keep an interaction through a monster omni negate they could set up, letting you hold your interactions longer into their line of play. The worst case is also you being able to use it in the end phase and then banish itself to grab another spell for the next turn.
Overall the deck just ends up being incredible functional, none of the cards feel under powered or too gimmicky for the intended purposes of them.
@@shawnjavery finally some one that don't think to cut another engine piece if the deck don't perform. the new r-ace decklists are just ridiculous, it's not even r-ace anymore, like: 2 hydrant, 1 airlifter, 2 preventer, 1 turbulence, 2 emergency ,1 alert, 1 rescue, 1 contain, 1 extinguish... it's not even a quarter of a deck anymore, 0 grind game, 1 board breaker and you will never recover.
the pokemon tcg online music took me out, i miss her so much
>best card game
>checks inside
>digimon
>yeah
Based
Digimon is such an underrated card game and deserves way more players. The only TCG I actively play is Yu-Gi-Oh, but I'd immediatly start picking Digimon back up if the scene grows.
Star Wars Unlimited is neat. It uses mana/land like in Magic, but rather than having dedicated cards for that, you place any card from your hand facedown permanently as a resource to use to play your cards. Every turn has you optionally adding 1 card to your resource pool
Great video! I was planning to make a video similar to this this a while back, since I started trying other TCGs (Flesh and Blood, Digimon, Shadowverse, etc.) and noticed how different the deckbuilding philosophies were. Though I couldn't put the ideas in a reliable frame since I only consistently play Yu-Gi-Oh out of the Big 3. It's really interesting when you look at how each card game's nuances changes what cards and what ratios are inserted.
In short, GOD I love card games
the biggest restriction in yugioh is understanding how the game is played, afterwards its just the best card game
This is so true, hopefully speed duel fixes it but doubtful
Yugioh is the Super Smash Bros Melee of card games
I main vanguard, but once you do understand yugioh, it's super fun
I partially agree, it's so fun when there's no negates or floodgates limiting what you can do
It definitely has the variety for it, however with how broken the game is it barely is fun at all nevermind more than the others.
Few months ago when I was playing commanders with my friends where my opening hand was almost perfect. The only issue I have no lands, but if I just only need one land and I will go off like a mad man. When I told my friends about this they egged me to keep my hand and low and behold, my first draw was a land and won the game in about three turns.
Lets all be honest this video should have at least 10k views and im just dropping this before it happens eventually.
Probably a branding issue, I love more creative thumbnails and titles like this but they unfortunately don't get those click bait views ☹️
Oh hey, the Ancient Gear guy is here too!
It hit
(3 days for anyone wondering in the future when you only see times displayed as like 3 years ago.)
Personally, i like the slower, more incremental gameplay of Magic: The Gathering. I also like how much more silly and overpowered stuff you can do in Magic (Infinite combos, Oops all spells, other janky decks). Also, Commander is awesome because it's unlike anything else in any other traditional card game. A 4 player format? Unheard of in Pokémon and Yu-Gi-Oh.
Wait til you hear about Domain Format YGO
4P Yugioh is nominally a thing, in a couple varieties, but all of them are incredibly jank, unfortunately
@@syreliantbf, cmd is also quite jank.
not by its ruleset, but moreso by the sheer freedom of deck building you give to players.
"And this isn't just gonna to be about math"
you underestimate the audience willing to watch videos about card games
Maybe it's my nostalgia speaking, but Magic's slow, land-reliant, playstyle always felt so much more rewarding. I needed to decide how to play the round, instead of just emptying my hand. Nonetheless, amazing video, can't wait for the next one.
I can tell you first hand on Yugioh's behalf that, while it is fast-paced, it is *not* about just emptying your hand.
Because of the freedom you have with using your cards, there is a heavy emphasis on knowing how to properly order and execute playing out your hand. Mindlessly emptying your hand will lose you a lot of games.
If that makes sense.
@@BorkBigFrighten2Thing is nowadays most combos and archetypes actually just tell you what to do in each card over and over again, it's just spamming barely any intellectuality in pulling them off lol. It very much is about emptying your hand
@@ShadowsAndGames That will probably get you past Platinum in Master Duel, but if you rely on just mindlessly comboing without adapting to the opponent's responses, you will lose *a lot* of games.
@@BorkBigFrighten2 Sure thing the game could actually be strategically compelling, it has all the tools to be so and a whole lot of variety the other franchises don't imo. It's just the way the game is built to function nowadays, doesn't help it AT ALL. Maybe to reach master you must outplay the opponent granted, but I'd dare say that from diamond on 50% are playing around the same half a duzen decks if that much so they just outplaying each other's in an endless loop lol once you know all the decks its just coin flip and better hand basically, a shame really because with so many cards the untapped potential for fun and skill is immense, yet we get the exact opposite.
@@ShadowsAndGames If the game was truly "just a coin flip," then the same players wouldn't be consistently topping events over and over consistently.
People don't talk about deck size much, but I think it's critical, especially for a new game. The bigger the deck size, the harder it is for a player to build a deck, the more a deck costs, and the more reliant your game is on excessive draw or searching for consistency - which tends to accelerate powercreep and also increase costs. A lot of new games take 50 card decks for granted. I think the default should be 30.
rare case of a youtuber not getting instantly shafted down the algorithm the moment they branch out gj bro keep it up
There are other "hidden" aspects of design space, Magic is unique in these examples by not having a maximum number of game objects you can have out at once. Whereas Pokemon and Yugioh limit you to specific slots for different card types that are filled when they are filled. One Piece is also like this, and something that sets it apart in my opinion, is that it sets an upper limit and steady pace of its resource that dictate the flow of the game and the way to build a deck well. a card that costs 10 energy to use in Pokemon is a completely ridiculous prospect (though you can attach that much and more energy if you get yourself access to it), a spell that costs 10 mana in Magic needs to be discounted, cheated in, or be built around in a deck designed to survive long enough to cast it fairly.
In One Piece, 10 is the maximum number of Don you're going to have access to it, and you are going to have access to it in virtually every game. So 10 Drops are substantially powerful, but they are also a main gameplan of many if not most meta decks. Reliably getting 2 higher Don every turn (except for the player going first on their first turn) also changes deckbuilding, as you now do not have to rely upon nearly as much variance to be able to play on curve. You don't need to draw your resource, just the cards that are costed appropriately to the amount of Don you'll have on a given turn.
I think it's interesting how hard lockout strategies are more prevalent in yugioh and pokemon vs magic. Most side decks have summon limit or other flood gates, path to the peak was a multi deck staple. Players get salty about this but its largely accepted as part of each game. Magic has control decks, but if you know what you're doing you're rarely hard locked out of the game. Blood Moon hasn't been in standard for nearly 20 years.
In the Magic formats where prison pieces are allowed to exist, they feel more like speed bumps or puzzles to figure out. Path to the Peak or Forest/Vileplume feel more like "I win buttons". I'm not saying one is better than the other but it is interesting to think about how game speed and design philosphy impacts which cards are printed.
Huh? Blood Moon's been in Standard a few times since then, though typically little more than a meme piece for mono-red or a sideboard option, definitely not meta if thats what you meant
But full on prisons are a lot harder to construct, since shit like Stasis and Winter Orb are never returning, and modern stun bodies are often much narrower, even if overall higher power due to having Other Stuff attached
YGO stun is interesting because which stuns hurt you most varies a LOT, Labrynth can often play through Skill Drain with a good hand, and doesn't flinch at Rivalry of Warlords at all
Suboptimally in the case of Skill Drain, but its reasonable to pop
But Lab fucking chokes on TCBOO or Macro Cosmos or Barrier Statue of the (not Abyss)
Meanwhile there's decks that barely care about or are advantaged by Cosmos and loath Skill Drain(goddamn Floo)
Whereas MtG and PokeTCG stun cards tend to strike at universally necessary game actions in a way that is much less match up dependent, even if historically MtG had plenty of hate for specific colors
@syrelian Blood Moon's last standard legal printing was 9th ed in 2005. Everything else has been a reprint that doesn't change legality.
Yugioh, as a game does seems more equipped to handle stun. I think that's a function of the lack of a dedicated resource and the general pace of the current game.
Mechanicly pokemon is the most perfected game of them 3 thats why nobodys having fun playing it (exept when they are flipping coins)
new subscriber here. (though I apparently stumbled upon "why we throw fireballs" months ago). You have a nice easy cadence to listen to and present your points well, but the real draw for me, heh, are your drawings. Feels very oldschool TH-cam.
Love the video, it's really cool. I may not play Magic and Pokemon as much as yugioh, but from what I know it describes all 3 games perfectly and shows the insane differences that each game has while still having some similarities.
One small thing I wanna mention with Yugioh tho that I think should be stated is that the resource system does exist to a degree. But the actual system is not like Pokemon and Magic where it is a "Physical" resource that you manage on your field/hand/deck and can see change. For yugioh this is 1. Your hand size and 2. the times that you can activate a card. Your hand size is obviously a resource like in other card games for sure, but in yugioh it is very different in terms of scale. Such as the reason why drawing 2 cards is seen as one of the most broken cards of all time. Because it increases your hand size. A larger hand size in yugioh means more things you can possibly "play" with. Magic and Pokemon draws usually are to help you arrive at a certain game state later or to be used down the road. An extra card in Yugioh can lead from a board that is good, to a board that makes the opponent unable to play the game. That extra card is massive. At certain points in yugioh some cards were so good they were considered mandatory because they decreased deck size allowing you to more consistently get those extra cards to create better boards (Upstart Goblin and Chicken Game). Now with regards to the number of times you can activate a card as being a resource you lightly touched on, but for people seeing this outside of the yugioh space (and in it cause some of you guys need to see it) the number of times you use an effect can greatly effect the game. If your opponent has used a disruption for example that they can't use again it means you can make riskier plays. While if they haven't you need to play carefully. This also means for yourself. Some cards can suddenly lose "value" in your deck because you use its effect. Malicious as he showed is a great example. Most cards in heroes love to send malicious to the grave to use its effect in order to combo. But once all of your Malicious are gone you suddenly have a bunch of cards that are unable to be used for this play. Leading to more bricks. Since turns don't usually go past turn 4 this doesn't come up too often. But when the skill gap between players is low enough suddenly it matters a whole lot. Who can get there game plan off without utilizing as many of their decks "value" cards matters. This is also why decks/cards that can reuse/recycle cards can be amazing (when they are apart of the defaul game plan of course. Don't go using cards like burial from a different dimension unless you REALLY need it for your deck).
Great video tho man! Definitely worth a subscribe and a like!
This guy seems like a Greasefang player
With the SC2 resource exmaple he outed himself as a boomer gamer. LUL
A lot of people shit on lands in Magic without fully appreciating what they provide to the player. It's a legitimately interesting deck building decision to decide how many lands you need to play, and which lands in particular. Those decisions make low to the ground aggressive decks with fewer lands play extremely differently than slower, grindier controlling decks on a very fundamental level, not just by gameplay and card choice, but by how the deck fundamentally interacts with the resource system and probability. It provides the player a dial on variance vs. deck space and game length to same degree, granted, that ends up being a lot of responsibility. Putting it in the hands of players who don't really know what they're doing can result in non-games, but knowledge of the math going on behind everything can allow deck building decisions to mitigate this to a great degree. I trust that you simplified this knowingly for the video, but you usually want 40% of your deck to be lands, or even a smidgen more. It used to be suggested in the 90s that you wanted 1/3 spells, 1/3 creatures, and 1/3 land, but that made the game absolutely crawl. This shouldn't be considered a design flaw, but rather a taste that one might not enjoy, but many do.
I agree completely, in commanders, people usually want lands from 32 to 37 in a deck, but my Yuriko deck has only 29 lands because somehow 80% of the time when her ability triggers to reveal and add card from top of my library ends up as lands. Also running over 10 mana rocks helps as well.
Lands would be good if they had a separate deck for them
I want to make a card game with two decks, min 40 cards each and max 80 and each turn you draw 2 cards one from each
@@NeostormXLMAX You're being the kind of person I was referring to. And that idea is fine; you wouldn't be the first game to have it, but at some point you arrive at a version of Hearthstone's system insofar as you don't need to worry about making land drops at all. You've entirely removed the depth in deck building that comes from having to consider how many lands to run because of your mana curve. You'd still need to consider resource costs in this new game, but always against a fixed point of 2 lands in hand per turn.
Lands are good as is. If you don't like the limits that Magic's system impose on Magic, then you just don't like them, which is fine, but you can't make any blanket statements on the system as a whole from that.
The two decks idea removes some of the fun I get from playing a mono-red deck that can operate on three mountains. It suggests that I wouldn't have any reason to build a deck super low to the ground, or that the reason would change to be more about casting multiple spells per turn as opposed to the win-or-die riskiness that mono-red and similar decks currently have going for them. Now, again, your idea is not bad, but it is significantly less interesting to me personally than a game with Magic's resource system. In the same way that many view the riskiness of win-or-die aggro decks as a huge downside. Different strokes.
Keep in mind that your game would have you drawing a 20th of your deck per turn at a minimum (Otherwise between that and a 40th, but that's still compared to Magic's 60th at a slow rate). You would have such an increase in consistency from that card flow that I can only imagine how combo/good-stuff-centric the meta would be. And unless you'd allow multiple resource cards to be played per turn, you's still end up with a grip full of land because the throughput isn't there.
At the point that all of the ripple effects of this idea would be considered, this game would look different enough from Magic that the comparison is moot. Unless you view all games in existence as failed attempts at the singular platonic ideal of the perfect game, critiquing a game system only makes sense in regards to itself, and only as a means of determining if one might personally, subjectively enjoy it.
My primary issue with Lands is the fact that they are atrocious influences on the tempo of the game, creating dead draws, and being the main cause of mulligans
The midgame volatility of land counts, and the nature of special and duals, is interesting, but its deeply undercut by how much it turns the game into a crapshoot of getting lucky instead of actually interacting
I can and will happily call it a design flaw, and whining that its not doesn't suffice as a counterargument
one piece and digimon are super underrated card games. they have the best resource systems that i know of.
*Hears the Deck size rule at Magic and wonders how many cards Shaq would play*
Top tier video! I'll be following you to get more awesome stuffs
I'm a fighting game nerd and I just got into Yu-Gi-Oh! so this is an easy sub for me
Another 30-card game?
The best card game?
I look forward to the Exceed Fighting System video 😋
12:30 Well Konami has been designing new decks to single cards that do everything that people are getting away with playing as little engine as possible and filling half the deck with hand traps
Have you considered trying a thicker and/or white outline to help it stand out from the background? I've had this problem too so I usually have white letters and colored outlines.
Just a thought since I'm having a little trouble reading them but *PLEASE* keep them.
The other card game that you were gonna talk about has to be Digimon. It’s the most fresh card game of all.
I wish digimon was more popular.
Too bad generic IPs will work better than specific IPs. I'm looking at you Magic lord of the rings fallout fortnite marvel dc doctor who my mom and several copyrighted lepards from north asia.
I just hope YuGiOh never goes that way, but it's next on the line of multiversification crossovererse.
If it does, so be it, but also its quite unlikely, Konami seems content to occasionally slip their IP in and let YGO cook as it will
but seriously, so what, people get so weird about how its "not magic", as if the game where the core premise is being a multiverse hopping warlord-god-wizard somehow has that premise broken by... being a multiversal franchise
Never forget Arabian Nights and Grimm's Fairy Tales are literally planes within the setting(over 1000 of them actually, as a back justification for all the named characters in the former not being Legendary once Legends came out)
MtG has never had a consistent narrative feel, unless you count "bad fantasy writing that thinks this is still the 90s" as one, OTJ was more out of place than 40K was, and that was on the writing going "put people in funny hats", not because it was cowboy stuff but the fact that almost nobody there had a reason to be there
Pokemon not having a sideboard is one of the biggest reasons why I don't play it anymore. I also don't buy the argument of "it would ruin tournaments." Tournament games almost always go to time because of how many turns the game lasts and how long each turn takes. If a sideboard card can completely hose someone and end games faster, I say let them do it.
>b-b-but that's mean!
Yep. That's the point. If your deck folds to a specific hate piece, that's a badly built deck, however pokemon lets you get away with it because not everybody is going to be playing it, and those that do will often play only 1
This was an amazing video! I’m curious about your thoughts for games that give both players the same amount of resources (2 don per turn in One Piece Card Game, 1 action point in Union Arena, etc)
I love the rat representation.
Have you tried Star Wars Unlimited? It's got a very unique and well-designed take on the genre and is very fun to play! Decks are minimum 50 cards with playsets at 3, and it has card colors (called "aspects") like Magic despite still being any-card-as-resource game. You have a base and a leader card, the base is basically just your healthpool with an aspect attached, and the leader is like an MTG commander with two aspects attached, and that combination of 3 aspect colors determines which cards you can freely play in your deck. So if you have a red base and a blue and black leader, you can play any cards with those aspects , but you can also even play cards from outside of those colors, they just cost 2 more resources for every aspect that doesn't match! It's sometimes worth including off-aspect cards in the sideboard if they're really strong a matchup the deck would otherwise struggle with, and it's just generally cool to not be so limited to colors and archetypes like Magic, Pokemon or Yugioh
The game's unique back-and-forth structure (each player takes one action at a time until both players pass and a new round begins) also subtly incentivizes a certain kind of balance in deck-building - You can choose to "take initiative" which allows you to go first on the next round, which is really good, but taking initiative locks you out of doing any other actions for the rest of the round, so you generally only do it once you're out of actions. In practice this means that low-cost cards, even if efficient, become weaker as the game goes on as they take more time to play and use, meaning your opponent will get to take initiative every round which puts them at an advantage. This, of course, influences card design generally as well, as higher cost units tend to actually have slightly worse ratios of cost/stats, but they're still worth playing because of the initiative system.
Blue-eyes is UNIRONICALLY good again (in japan), and historically they even won a World tournament a couple of years ago (last time they were good). This is by the fact that yugioh archetypes (kinds of decks usually having a strict overarching theme) getting support every few years. That terrible deck from 10 years ago can get 3 busted cards next week and be meta again (also because there’s no rotation and every single non-banned card is always legal).
Cinderace ex has potential in Klawf decks, since it allows them to hit the 300+ club easily with binding mochi and the dte -20 is made up for by sneasler so ntm on it lol
hearing your opinion on Gwent would be interesting. It started as mini game within the witcher 3 but Gwent got its own stand alone game and even sub games like Throne Breaker based on Gwent. I barely hear it in TCG discussions, which is weird considering how Gwent is tied to one of the biggest single player rpg in the last decade.
A bakugan a 40 card per deck game, would worth to talk about this game?
As a magic player, "aggro" is not that niche of an strategy. In most formats, there are multiple decks focused on quickly dealing damage to win. Burn, a deck that fucuses on playing 7 cards that each deal 3 damage to face as quickly as possible is probably the most recognizable.
Also, if we are talking about mulligans, let me introduce you to serum powder, as in magic, every game mechanic is at the mercy of an over 15 year old card that does something it probably should not be allowed to. "slabs roof of pull from eternity" this bad boy can fit so many shenanigans in it.
I can’t wait for the next video!
Nice video! I hope the next video does an analisis of the games that try to innovate the mana system by giving cards a dual purpose, like Duel masters and specially Flesh and Blood. Im a lifetime Yugioh player, and i feel that FaB has a pretty familiar gamespeed, without the 30 min turns.
I’ve always been a big fan of Pokemon TCG and Yugioh. There’s a lot of parallels between their 2010 formats - they’re often considered the best formats (Edison and Worlds 2010) with a great deck variety. Sure there are obv T1’s but no strategy is consistently overpowered. There are issues of course but overall both are good formats
This vids just came in time. Waiting for new faces to create tcg design discussion.
My favorite card game of all time mechanically was Duelyst. Sadly, the game died.
There's a physical duelyst board game. Price is pretty steep though.
clash royale mentioned
we have a real academic here
TCGs and Fighting Games? Ok ok ok I'll subscribe dammit
(Was gonna subscribe anyway cuz game design talk and fun videos) None of this is a correction to what you say in the video but rather elaboration. You said a lot of great things about the comparison between games! But you said MTG was your least familiar one of these three so you might find some of this interesting.
I do want to mention you say that you "only get a sideboard in Magic from game 2 onwards" but what most people don't realize is that your sideboard is allowed to be used in over 50% of games you play. In MTG in any official tournament, you're going to play Best of 3 or First to 2 whichever way you want to look at it. So you have to go to game 2, making your sideboard accessible for half of your games, but you also sometimes go to game 3 meaning you are oftentimes play more WITH your sideboard cards accessible than you are without it. It's an interesting perspective even invested players might forget. You WILL (or at least should lol) be using that sideboard MORE than you'd use your main deck alone in a competitive setting.
Also, for MTG, when it comes to running 4 copies, you'll still see many decks run 1, 2, and 3 copies of a card. The reasons have some "universal" school of thought sometimes and other times it depends on what format you're in and which cards you have access to. Like if take Dryad Arbor for example, which is a land with the Forest type and a creature (the only of its kind) you might see it in some formats that can fetch the card because some archetypes might need an extra creature at a moment's notice rather than another mana source. But you'd be hard pressed to find decks running more than 1 copy. Because the card HURTS to have in your hand, since in Magic lands can tap the second they come into play, creatures cannot and Dryad Arbor cannot tap the turn it enters the field making it not only a land that is susceptible to creature removal but also a slow land. The logic behind 1 card is often that you never need it more than once and you can search for it, the logic behind 2 cards is that you might want the card but only in the mid to late stages of the game, and running 3 cards are usually cards you'd want to see but you don't really want to see on your opening hand or first draw. If you run 4 copies, you probably are happy to see that card in any scenario.
You also usually rarely see 4 copies of anything in sideboards since it takes up too much of your 15 cards you can use to answer other archetypes.
9:09 yeah fair idk who would be lmao. Especially if you're a blue player
Sadly Mitos y Leyendas (Myths and legends) never truly took off in the international stage, mostly due to not belonging to a massive stablished IP nor having behind a massive publishing brand.
But Deck Building is so critical in MyL... Because the deck is also your life points.
Decking out the oponent is not only a fancy move, is the main objective and how damage is counted.
And deck MUST be 50. Your deck is called a Castle, and every card is a stone holding it together.
And you start with 1 gold (the resource) and a hand of 8, so, you start with 41 life points.
Everytime you get hit by an enemy attack, you must discard to the graveyard a card per attack point that goes through your defenses... And that can be easily in some format a few times your starting life points.
Anyway, MyL is great. Nothing like it.
Aa a mtg player, i started going over pokemon recently and was dumbfounded by the cards' effects. Decks drawing up to 20 cards a turn, one card draws seven. If a player does that in mtg, the op might as well concede
Mtg not determined by early game...
Plays turn one soul ring.
Is the background at 6:00 Shrine of Punishment from Celestial Storm lmao?
And I’m pretty certain the background at 8:00 is broken time space as well right?
he knows all 3! his bugget is coked 😭
I really like mtgs cards where you can run infinites of, yugioh should copy this mechanic
If you like fighting games and card games. You should try Flesh and Blood TCG. That's basically how it feels to play it and how is compared to understand the mechanics.
Would love to hear your take on the digimon tcg
Yooooooooooooooo are you gonna talk about the best card game ever made Hyper Colosseum?
If you’re interested in good mulligans you should look at bushiroad’s main card games of Weiss and vanguard. Vanguard has the single best mulligan of a standard mulligan. And if you put the Weiss mulligan in any game that has a mulligan other than hearthstone then you break those games
Fellow Ashened player!
Unironically Pokemon tcg pocket was the game that reignited my love for card games, but here is the thing... I really didn't like it. It was literally the only reason that made me re download Master Duel to get back playing Yu-Gi-Oh and holy shit I forgot how I freaking love playing Yu-Gi-Oh! The back and forth action of negating and distributing your opponent or heck even playing on THEIR TURN is so awesome and unique I hope there is other card games like it
I guess I should thank Pokemon pocket for reminding me of my love for Yu-Gi-Oh? lol
Yugioh commons are much better than expensive cards. Unless it's necessary.
ROBO MAY IN MY CARD GAME VIDEO?
Love the background art
I love fighting games and tcgs
Then you should check out UFS. It's Both.
Incredible video, keep it up!
I love card games!
Poggers I love card game content
Yooooo a fellow HERO Gamer
Do you have any opinions about the current Digimon TCG?
Sorry, not familiar with it
Great stuff
0:43 you aren't able to get ≥ to work with the font I can tell xd.
FTKs are very rare in magic. Sure they are possible in the higher power formats like legacy or cedh but the good decks in those formats are well equipped to shut that down, and in weaker formats those decks tend to get banned. See: modern amulet bloom, hogaak, or even rakdos scam sorta fits. (Btw only amulet bloom actually wins the game t1 of those)
And yet the current standard has Mono-red Aggro constantly on round 2/3 kills
Great video, keep it up!
What an incredible video
Best card game period?
Has to be Genshin Impact Genius Invokation TCG no doubts 🙃
Job's done!
This is better then most yugioh content today, at least with farfa gone.
Yeah the card velocity of pokemon tcg pocket annihilated my interest pretty fast. Why should I play pokemon if I'm not going to draw my entire deck every turn?
And if it has a one deck meta
The main tcg has a really healthy meta, as dusknoir-y as it is, lot of great decks to play.
In tcg pocket, the entire meta is mewtwo
The best card game has 40 cards and is called briscola
So you're saying, Yugioh is the best card game and the other games can do suck it? YUGIOH NUMBER 1!!!! LETS GO!!!!!!
I love yugioh more than the Pokémon tcg because yugioh is faster and is more complex without being too complex (with the only exception being some extra deck Monsers effects; looking at you pendulums) And speed dules are even faster than the master dule format.
I love Elder Scroll Legends, but sadly it'll discontinue very soon 😭😭😭
With everything said, when are you gonna talk about vanguard
Devuelvan el moai
Yu-Gi-Oh 💣💣
TH-cam randomly suggested your videos. Guess I'm watching and subscribing.
W video
Wtf 9:20 average deck speed? You realize aggro makes up of almost 90% of decks on places like arena? Even older formats since control decks are too expensive and take forever to build. Lots of powercreep in mtg even with set rotation
Cover the Dragon Ball card game next.
Lorcana?
Another 30 card game? Is it Ashes Reborn? I hope it's Ashes, it's probably not but I hope
It's probably Gwent... actually I was wrong I thought Gwent was 30 but it's 25 (weird number)