Contrary to popular belief, Duelmasters is still going strong in japan. We just didn't know what we had till it was gone. And even then, some people STILL don't know what they had.
I agree, it's why I mentioned Pixacrea. Pixacrea has 3 different ways to play cards depending on what the card says. Discarding cards from your hand, lowering creatures HP as well as lowering their MP :D
Yughioh has actually abbandoned the resource system based around monsters, the actual resource system is currently based on only card advantage, tho great video!
@shiyunkari9044 When they say the resource is your creatures, what they _really_ mean is that your resource is your 1 Normal Summon per turn -- after all, resources are all about limitations, and if there were no summoning limit, tributing creatures would essentially be the same as discarding them from hand. Modern Yu-Gi-Oh has so many ways of Special Summoning monsters that this limit doesn't feel as central as it once was, so the number of cards in your hand is the main limitation.
Glad I could help with that! We had someone request this so I figured others may be needing the help as well! If you'd like to further show support make sure to subscribe and join our community which is in the description
Race for the Galaxy also uses hand cards as resources Digimon and Patchwork kinda use time as resource. You can overflow your capacity but that'll grant the opponent more resources as tradeoff You didn't highlight the key innovation in Duel Masters: any card can become land. This does remove tutors, so my solution would be to have "non-basic lands" but without summoning sickness
Haven't played one piece but based off of heartstone it's good as a computer game, if you make it as a physical game you'll want to include tokens to represent the mana so it's easier to keep track of imo. The less the player has to manually keep track of outside of tokens and stuff the better imo.
Personally, I think the Duel Masters system is cleaner for most games. If you want to use a dedicated resource deck, I would rather it do more interesting things, e.g. allow multiple colors of resource cards with unique effects. That said, I don't think Don is a bad system. I would definitely not use non-card tokens as a resource.
www.guilded.gg/r/zz1EDMNNnj?i=rdOrzD34 This should work just fine, simply fill out the application and I'll have you accepted. If you applied and got denied then please do not add random stuff to the app. I do not accept anyone that puts random stuff there "cus I wanna" or "dsjihfsdfh" or "f" are auto declines to prevent spammers, etc.
I still believe that the best resource system was force of will. It is like commander with the main unit that has abilities and taps once a turn to pull a mana from your separate mana deck. Before they destroyed the game when they released a card that literally had three abilities and could counter cards an opponent played for free. If you didn't play that commander, you'd be trolling.
LOL fire mana. I noticed that a MTG card was read incorrectly. It requires four mana, not three. I see that you found another mistake. This is actually called red mana. The basic resource card is called mountain.
Hello I'm making a traiding card game too. But I don't have too much money to design cards to another human. I don't have a pc too. I already made everything for my game characters, moves, fighting system and everything but I don't know how I can design cards for print. I have only a Phone and I want to design my cards but I don't know what can I do. If you help me, I will be so glad...
Sure! There's someone on our server that's friends with someone who's made a card game exclusively on the phone. Hop in our server, the link is in the description of the video :)
Ah yes, ygo using monster sacrifices makes it a much slower and more tactical game then MTG. And before anyone wants to tell me that I only want to get a point against games without an explicit resource system - MTG can have the exact same happen, at the beginning of the game the only deck building restriction was the 40 card minimum leading to a theoretical deck with about 20 black lotuses (+ 17 ancestral recall, 2 timetwisters and 1 brain geyser if, don't quote me on the ratio plz) having a 90%+ FTK rate. I am saying that whichever resource system you use, your game can end up being similar to civilization or ultimate marvel vs Capcom, depending on how it is implemented.
There should bei a limitation on the amount of copies for Sure, but No duplicates will be very inconsistent without a giant Cardpool existing. You should have the ability to give your Deck a theme, like burn damag or Ramp or Reanimation, but for that you need either a few copies each of a handfull of good cards in that theme or alternatively your first set would have to include for example 12 each of Ramp, burn and Reanimation spells in that example. And If you make 12 spells of the same sort in your First Set they will feel samey and uncreative. In a Format with a bigger Cardpool, like mtgs legacy/Vintage, a Singleton Version becomes very interresting because there now are a lot of piled up samey cards that you can use to make the Deck somewhat function (even at 100 cards big), but i dont think smaller formats or Games would benefit from being Singleton.
Hi, just wanted to provide my opinion, but as someone who has played both MTG and YuGiOh pretty extensively, I think it’s misleading to imply YuGiOh is a slower or more methodical game. I think both of those statements are just objectively untrue. There has never been a format in Magic where you could have 17 black lotuses in a deck. A max of 4 is the most that’s ever been allowed, and if memory serves me correctly, these days the number allowed is limited even lower than that for that card specifically among other high powered cards. Regardless, cards like that are only played in vintage, and by and large do not represent the majority of the player base. I feel like this comment was made by someone who tried Magic once, didnt care for it and didn’t care to learn anything about it, but somehow still managed to develop super strong opinions on it.
@@Gobbledi_Gook No it wasn't, mainly a Commander player but I play a lot of mtg. It was supposed to be sarcastic by stating what one could easily take away from the video when one hasn't played either Game while everyone who is somewhat into TCGs knows it is quite the opposite usually. Now since you mentioned the card amount limitations meaning mtg is Always a slower Game I will be sophistic and mention the few examplea of the opposite: In the very beginning of mtg as Alpha was released the only deckbuilding restriction was only to have a Minimum of 40 cards,eanimg a Deck of 2 Timetwister, 18 braingyser and 18 black Lotus was technically the best legal Deck bevor the Others restrictions were introduced. Secondly there is a mtg online only Format that uses the entire current card Pool with those original deckbuilding restrictions where most Decks don't even vorher with Bad and slow cards like black Lotus since you can bring a Deck of 40 Chancellor of the dross to create a Turn 0 win and to be Meta in freeform (that was what the Format was called) any Deck needs to be that or consistently Beat it or another Meta Deck.
@@Gobbledi_Gook My last try at replying was appearently not sent, so lets try again. I was trying to be sarcastic, I thought it was obvious by how when I was preventatively explained that MTG could technically be as crazy as ygo as I assumed everyone into TCGs knows that in ygo these days that speed is the norm. Also there is an, mtg online only, format that actually implements the og deckbuilding roles into the newer card pool and in that format, it is called freeform, almost no deck is playing a card as slow and bad as black lotus since having 40 chancellor of the dross winns on turn 0 and black lotus cannot be played before that.
Oh wow. I didn't know there was so many kinds of resources systems. It s as fun and informative to go through them all in the video. I am used to specialized resource cards, since I am experienced in the Pokemon and MTG card games. I noticed a couple of small mistakes in the video. One is that the resources in Pokemon are called energy, not mana. Another is that the Efreet Flamepainter card was read incorrectly. The mana cost has one red symbol and one grey circle with the number three. Yes that is called red mana, not fire mana. The five main types of MTG cards are referred to as colors. The one red symbol indicates that part of the cost is one specialized mana card for red. The basic red resource card is called a mountain. The three indicates that three more mana is also part of the cost. Since they are gray or colorless, they can be payed for by any resource card regardless of color. So in total the Efreet flamepainter requires one red mana and three mana of any color. So the total mana cost is five. So if one has four mountain cards in play, they can summon the Efreet Flamepainter and nothing else. Note that this cad can still be summoned if one has two mountains and two islands, if one has one mountain and three swamps, three mountains and one forest, etc. If at least one of the cards ofthe four is a mountain, the Efreet Flamepainter is good to go. Later in the video, time was given as a seperate resource. That is interesting. MTG and Pokemon both incorporate time. Both only allow for one resource card to be played per turn. Maybe Pokemon has creature resources mixed in as well. The more powerful pokemon can only be played if they evolve from weaker pokemon. An evolved pokemon has to evolve from a specific species of lower stage pokemon. This is a little like Yu-Gi-Oh's tribute system, except the lower stages are not discarded. The higher stage card is stacked on top of the lower one. The energy cards and damage counters are carried over, but the lower stage abilities are unusable. If one wants to have a certain powerful pokemon in thier deck, they have to added in matching energy cards and matching low stage creature cards as well. There can be a synergy there. Maybe a particularly good example of time as resource would be Hearthstone. This game doesn't have resource cards. Instead each player automatically. gets a mana crystal each turn. Then that mana is used to play cards. The mana crystals do refresh every turn just as another one is added. I have considered how to make a resource system for my card game. I am going for resource cards, with one of them played per turn. There are advantages. Haveing costs makes it easier to balance cards. More powerful cards can have thier cost bumped up to keep them in check. Having one resource card a turn allows for a nice steady progression in the game. With specialized resource cards, a player doesn't have to agonize over whether to use a card as a resource or not. The hand as resource seems unpleasent as it defeats the purpose of having cards in the hand. People want to play thier cards, not discard them. For the same reason, life decking doesn't work too well either. The hand as a resource would only work if it uses a lot of interactions with the discard pile. It seems that the main drawback to resource cards is resource flood and resource screw. This is discussed in the video. Oh that girl looks angry. I feel her pain. It is frustrating. It really is. This is just the tip of the iceberg. Dealing with randomness in general is frustrating. Not having the right card a the right time sucks. Having too little or too much resource cards is the biggest thing that will cripple an otherwise good player. So I did find a solution to this problem. I remove randomness entirely. So when a player draws a card from the deck at the beginning of the turn, they search thier deck for the card they want. With this amount of control, a good player can maintain a steady and optimal flow of resource cards. This can avoid resource flow and screw. When deck building this has the benefit of having a lower amount of energy cards. This makes more room for other cards.. Only the amount needed for one game is enough needed in the deck.. One can reliably play all the cards.. I do like to give options of mixing different kinds of resource cards in a deck. With the randomness taking out, this is easier to do. One won't have to worry about color screw. I do intend for multiple kinds of resource cards to be used later int the game. So a I may have to add in a special rule for that. Two resource cards have to match. Three to four cards can have up to two kinds. Five to six cards can have up to three kinds. Seven and up can have up to four kinds, with four being the maximum. I have a very broad idea of resource cards at this point. I am thinking of having four basic types. This is green, red, blue and yellow. I am still trying to work out the details.
"My game".. a game isn't one if it doesn't exist in the wild or id actively being played. Just because you sh*t everyday, doesn't make you a professional
Mana system= the best. The best at it is Force of will which your ruler tap mana or use ability Other resources= suck, yugioh is powercreep fest because no mana. Mana just make balance way better
Contrary to popular belief, Duelmasters is still going strong in japan. We just didn't know what we had till it was gone. And even then, some people STILL don't know what they had.
It'd be real nice to have it come to the west! I'd love to have duel masters again, it was such a good tcg!
The vast majority of modern Japanese TCGs revolve around "copying" Duel Masters similar to how a lot of Western TCGs barely deviate from the big 3
Having one general resource system is cool, but you can also play with more ways to play your cards in the game, adds a bit of fresh variety to games
I agree, it's why I mentioned Pixacrea. Pixacrea has 3 different ways to play cards depending on what the card says. Discarding cards from your hand, lowering creatures HP as well as lowering their MP :D
Yughioh has actually abbandoned the resource system based around monsters, the actual resource system is currently based on only card advantage, tho great video!
OG Yugioh then lol. I haven't played since Gen 3, after that it got too much for me.
@shiyunkari9044 When they say the resource is your creatures, what they _really_ mean is that your resource is your 1 Normal Summon per turn -- after all, resources are all about limitations, and if there were no summoning limit, tributing creatures would essentially be the same as discarding them from hand. Modern Yu-Gi-Oh has so many ways of Special Summoning monsters that this limit doesn't feel as central as it once was, so the number of cards in your hand is the main limitation.
Wow did you read my mind? This is what I'm struggling with right now. Can't wait to watch this video, thanks for the upload and hope for more soon.
Glad I could help with that! We had someone request this so I figured others may be needing the help as well! If you'd like to further show support make sure to subscribe and join our community which is in the description
Same
Race for the Galaxy also uses hand cards as resources
Digimon and Patchwork kinda use time as resource. You can overflow your capacity but that'll grant the opponent more resources as tradeoff
You didn't highlight the key innovation in Duel Masters: any card can become land. This does remove tutors, so my solution would be to have "non-basic lands" but without summoning sickness
Yu-Gi-Oh has a resource of 1 normal summon per turn as well, I guess that counts as time
True Draco says hi.
The example you used in the My Hand section about removing cards as a resource, isn’t that just life-decking?
the (3) with a mountain symbol is actually 3 of any color and only one mountain (FIRE) mana but i get it lol
Naruto tcg use turn counters and hand cost
What's your opinion in 'each player get 1 mana to pool every turn' type of system? Like Heartstone or One Piece
Haven't played one piece but based off of heartstone it's good as a computer game, if you make it as a physical game you'll want to include tokens to represent the mana so it's easier to keep track of imo. The less the player has to manually keep track of outside of tokens and stuff the better imo.
@@TCGNews Yea, im thinking into using energy flavored as 'Tomes' and include them with slightly different artworks just for fun
Personally, I think the Duel Masters system is cleaner for most games. If you want to use a dedicated resource deck, I would rather it do more interesting things, e.g. allow multiple colors of resource cards with unique effects. That said, I don't think Don is a bad system.
I would definitely not use non-card tokens as a resource.
How can I join the server? Do I need to be a patreon or something? I didn't get it.
www.guilded.gg/r/zz1EDMNNnj?i=rdOrzD34 This should work just fine, simply fill out the application and I'll have you accepted. If you applied and got denied then please do not add random stuff to the app. I do not accept anyone that puts random stuff there "cus I wanna" or "dsjihfsdfh" or "f" are auto declines to prevent spammers, etc.
@@TCGNews Did it!
I still believe that the best resource system was force of will. It is like commander with the main unit that has abilities and taps once a turn to pull a mana from your separate mana deck. Before they destroyed the game when they released a card that literally had three abilities and could counter cards an opponent played for free. If you didn't play that commander, you'd be trolling.
"Fire mana"
Land, Mana, Energy. It's all the same, just with different names XD
@@TCGNews I get what you saying. Lands in magic can produce mana. The land itself isn't the resource.
LOL fire mana. I noticed that a MTG card was read incorrectly. It requires four mana, not three. I see that you found another mistake. This is actually called red mana. The basic resource card is called mountain.
My game doesn't have resources.
How do you play cards then?
They're all free lol when I can get working version on tts then I'll show ya
Hello I'm making a traiding card game too. But I don't have too much money to design cards to another human. I don't have a pc too. I already made everything for my game characters, moves, fighting system and everything but I don't know how I can design cards for print. I have only a Phone and I want to design my cards but I don't know what can I do. If you help me, I will be so glad...
Sure! There's someone on our server that's friends with someone who's made a card game exclusively on the phone. Hop in our server, the link is in the description of the video :)
Hell yeah, join the server! I make my game with NO cost to myself.
Ah yes, ygo using monster sacrifices makes it a much slower and more tactical game then MTG.
And before anyone wants to tell me that I only want to get a point against games without an explicit resource system - MTG can have the exact same happen, at the beginning of the game the only deck building restriction was the 40 card minimum leading to a theoretical deck with about 20 black lotuses (+ 17 ancestral recall, 2 timetwisters and 1 brain geyser if, don't quote me on the ratio plz) having a 90%+ FTK rate.
I am saying that whichever resource system you use, your game can end up being similar to civilization or ultimate marvel vs Capcom, depending on how it is implemented.
This is one of the reasons that I believe card games shouldn't be able to run copies of the same card.
There should bei a limitation on the amount of copies for Sure, but No duplicates will be very inconsistent without a giant Cardpool existing.
You should have the ability to give your Deck a theme, like burn damag or Ramp or Reanimation, but for that you need either a few copies each of a handfull of good cards in that theme or alternatively your first set would have to include for example 12 each of Ramp, burn and Reanimation spells in that example. And If you make 12 spells of the same sort in your First Set they will feel samey and uncreative.
In a Format with a bigger Cardpool, like mtgs legacy/Vintage, a Singleton Version becomes very interresting because there now are a lot of piled up samey cards that you can use to make the Deck somewhat function (even at 100 cards big), but i dont think smaller formats or Games would benefit from being Singleton.
Hi, just wanted to provide my opinion, but as someone who has played both MTG and YuGiOh pretty extensively, I think it’s misleading to imply YuGiOh is a slower or more methodical game. I think both of those statements are just objectively untrue.
There has never been a format in Magic where you could have 17 black lotuses in a deck. A max of 4 is the most that’s ever been allowed, and if memory serves me correctly, these days the number allowed is limited even lower than that for that card specifically among other high powered cards. Regardless, cards like that are only played in vintage, and by and large do not represent the majority of the player base. I feel like this comment was made by someone who tried Magic once, didnt care for it and didn’t care to learn anything about it, but somehow still managed to develop super strong opinions on it.
@@Gobbledi_Gook No it wasn't, mainly a Commander player but I play a lot of mtg.
It was supposed to be sarcastic by stating what one could easily take away from the video when one hasn't played either Game while everyone who is somewhat into TCGs knows it is quite the opposite usually.
Now since you mentioned the card amount limitations meaning mtg is Always a slower Game I will be sophistic and mention the few examplea of the opposite:
In the very beginning of mtg as Alpha was released the only deckbuilding restriction was only to have a Minimum of 40 cards,eanimg a Deck of 2 Timetwister, 18 braingyser and 18 black Lotus was technically the best legal Deck bevor the Others restrictions were introduced. Secondly there is a mtg online only Format that uses the entire current card Pool with those original deckbuilding restrictions where most Decks don't even vorher with Bad and slow cards like black Lotus since you can bring a Deck of 40 Chancellor of the dross to create a Turn 0 win and to be Meta in freeform (that was what the Format was called) any Deck needs to be that or consistently Beat it or another Meta Deck.
@@Gobbledi_Gook My last try at replying was appearently not sent, so lets try again.
I was trying to be sarcastic, I thought it was obvious by how when I was preventatively explained that MTG could technically be as crazy as ygo as I assumed everyone into TCGs knows that in ygo these days that speed is the norm.
Also there is an, mtg online only, format that actually implements the og deckbuilding roles into the newer card pool and in that format, it is called freeform, almost no deck is playing a card as slow and bad as black lotus since having 40 chancellor of the dross winns on turn 0 and black lotus cannot be played before that.
Oh wow. I didn't know there was so many kinds of resources systems. It s as fun and informative to go through them all in the video. I am used to specialized resource cards, since I am experienced in the Pokemon and MTG card games. I noticed a couple of small mistakes in the video. One is that the resources in Pokemon are called energy, not mana. Another is that the Efreet Flamepainter card was read incorrectly. The mana cost has one red symbol and one grey circle with the number three. Yes that is called red mana, not fire mana. The five main types of MTG cards are referred to as colors. The one red symbol indicates that part of the cost is one specialized mana card for red. The basic red resource card is called a mountain. The three indicates that three more mana is also part of the cost. Since they are gray or colorless, they can be payed for by any resource card regardless of color. So in total the Efreet flamepainter requires one red mana and three mana of any color. So the total mana cost is five. So if one has four mountain cards in play, they can summon the Efreet Flamepainter and nothing else. Note that this cad can still be summoned if one has two mountains and two islands, if one has one mountain and three swamps, three mountains and one forest, etc. If at least one of the cards ofthe four is a mountain, the Efreet Flamepainter is good to go. Later in the video, time was given as a seperate resource. That is interesting. MTG and Pokemon both incorporate time. Both only allow for one resource card to be played per turn. Maybe Pokemon has creature resources mixed in as well. The more powerful pokemon can only be played if they evolve from weaker pokemon. An evolved pokemon has to evolve from a specific species of lower stage pokemon. This is a little like Yu-Gi-Oh's tribute system, except the lower stages are not discarded. The higher stage card is stacked on top of the lower one. The energy cards and damage counters are carried over, but the lower stage abilities are unusable. If one wants to have a certain powerful pokemon in thier deck, they have to added in matching energy cards and matching low stage creature cards as well. There can be a synergy there. Maybe a particularly good example of time as resource would be Hearthstone. This game doesn't have resource cards. Instead each player automatically. gets a mana crystal each turn. Then that mana is used to play cards. The mana crystals do refresh every turn just as another one is added.
I have considered how to make a resource system for my card game. I am going for resource cards, with one of them played per turn. There are advantages. Haveing costs makes it easier to balance cards. More powerful cards can have thier cost bumped up to keep them in check. Having one resource card a turn allows for a nice steady progression in the game. With specialized resource cards, a player doesn't have to agonize over whether to use a card as a resource or not. The hand as resource seems unpleasent as it defeats the purpose of having cards in the hand. People want to play thier cards, not discard them. For the same reason, life decking doesn't work too well either. The hand as a resource would only work if it uses a lot of interactions with the discard pile. It seems that the main drawback to resource cards is resource flood and resource screw. This is discussed in the video. Oh that girl looks angry. I feel her pain. It is frustrating. It really is. This is just the tip of the iceberg. Dealing with randomness in general is frustrating. Not having the right card a the right time sucks. Having too little or too much resource cards is the biggest thing that will cripple an otherwise good player. So I did find a solution to this problem. I remove randomness entirely. So when a player draws a card from the deck at the beginning of the turn, they search thier deck for the card they want. With this amount of control, a good player can maintain a steady and optimal flow of resource cards. This can avoid resource flow and screw. When deck building this has the benefit of having a lower amount of energy cards. This makes more room for other cards.. Only the amount needed for one game is enough needed in the deck.. One can reliably play all the cards.. I do like to give options of mixing different kinds of resource cards in a deck. With the randomness taking out, this is easier to do. One won't have to worry about color screw. I do intend for multiple kinds of resource cards to be used later int the game. So a I may have to add in a special rule for that. Two resource cards have to match. Three to four cards can have up to two kinds. Five to six cards can have up to three kinds. Seven and up can have up to four kinds, with four being the maximum. I have a very broad idea of resource cards at this point. I am thinking of having four basic types. This is green, red, blue and yellow. I am still trying to work out the details.
Even though the resource in Pokemon is called energy it is still a mana system. So I don't see that as a mistake
I hate MTG and Pokemon cards because of that stupid land energy system.
.
"My game".. a game isn't one if it doesn't exist in the wild or id actively being played. Just because you sh*t everyday, doesn't make you a professional
I can see you're not a professional at writing comments yourself...
There there. It's okay. You're okay.
Mana system= the best. The best at it is Force of will which your ruler tap mana or use ability
Other resources= suck, yugioh is powercreep fest because no mana. Mana just make balance way better
Ygo is also a much faster and more dynamic game.
Plus you can have down cards for extra spice@@SwiftJustice