So, last week in an interview with Tylar, one of the game's designers, we revealed the effect text of the first ever Hidan card, as well as one of his jutsus. As a follow up, we thought we would discuss our opinions of each of the cards, as well as include the pictures Tylar sent to us, so that those of you dying to see the card image could finally stop messaging us begging for pics. So here's the man you've all been waiting for:
Before I go into the card itself, yes we actually water marked the card to prevent the usual image leeching. Anyway, first off I wish it had a lightning background, as it looks really meh with the fire background in my opinion. Secondly, I really like the care that went into the card. As a player who also follows the series religiously (Get it?), having an effect that truly follows the story line, while also being really solid is a big deal. As a veteran of the game, it also makes me happy working with brand new card effects, such as Hidan's inability to die by damage, to see how I can "Break" them. I've already found some cool combos, and I'm sure some of you have as well.
All in all I think Hidan is a really solid card. On his own he isn't amazing, but with the help of some other cards he might turn out to be a pretty big contender in the upcoming format. Check back later this week for more Hidan previews, including the much talked about Cursed mode Hidan! Also a big thanks to Tylar for providing us with these previews!
Sorry for the lack of writing from me recently, been busy with finals and then Spring Break. Now I'm back at work so, of course, that means it's time to steal my employer's money and write a blog post!
So far this article series has mainly been about getting an edge in tournaments through superior strategy, but that's just one way to improve your play. Another way to get an advantage over your opponent is just to simply be in superior condition to them.
So what do I mean by condition? Well, this game is a test of mental acuity (or attempts to be, depending on your view of Bandai's skill at card design). And the surest way to lose this particular battle of wits is through misplays and mistakes. Therefore, to win, our goal should be to minimize our misplays and mistakes. The best way to do this outside of playtesting? Minimize outside distractions. The less-distracted player is already ahead in the matchup before the cards even come out.
Now, not to boost my ego or anything (although I'm plenty fond of that), I've been one of the more consistent Day 1 players in this game. Out of the numerous events I've been to, the worst finish I've had is a either a 6-2 at AX '07 or 5-1-2 at Sannins '09 (basically, 1 bubble match win/tiebreaker away from top cut). Every single other time I've been in the cut. My preparation (in card terms) for those events has been highly inconsistent, however. I can't really attribute my consistency to that. What has been consistent throughout all these years, however, is how I approach these events from a personal standpoint. I'll go through that list in the following sections.
So the Naruto starter deck card was previewed just a short while ago and my first thought was "Really?". While he isn't as stupid as other cards we've received in the past like Kankuro, Ino, or even Third Hokage, he is still pretty nuts for what he is. The only real draw back to Naruto is that you cant sub him into his effect, due to the deploy clause, however I don't feel that will stop this guy from showing up on the top tables at SJCs everywhere.
Turn three guaranteed Succeeded Will of Fire is pretty stupid, as is a guaranteed Group lesson, Reunion, or even Entrustment. Naruto also sets up a turn four NVS blowout, and I'm sure other kinds of ridiculous blowouts as well. While it's to early to tell for sure how powerful the naruto is without knowing the rest of the set, I will say that the only thing that might possibly hold this guy back is Naruto/Hinata being such a relevant card in the format right now. Only time will tell.
I'm off to go visit UB for the weekend, so I wont be posting again till sunday night. Until next time.
Question 1: Who are you, and what do you do at Bandai?
Tylar: I go by Hungry_Ninja on the forums, which I plan on changing soon I just don't know to what, and my real name is Tylar. I do: Q&A, lead Q&A at this point, I design, test, uhh edit for errors. Pretty much everything. I'm in charge of article writing, I keep the article writers in check, which Pat can attest to. umm I don't think there's a single thing I haven't done. I've even compared marketing numbers before.
Question 2: Ice breaker! If you could have one Super power, what would it be and why?
Tylar: The power to grant myself any power I want? Nah, but seriously seeing the future seems like the best thing ever. You'd be the ultimate at everything. "I'm going to put a thousand dollars down on double zero" "Why?" "Because it's going to be double zero." Then again, you'd probably go to jail because they would think you were cheating. Maybe I'll have to rethink that, or just do sports bets. But yeah seeing the future seems good.
Question 3: How exactly does the design process work?
Tylar: We are still in the experimental stages, but I can tell you what we did for set 17. We actually met in the room I'm sitting in now. There were six of us and we were told to start from scratch and come up with basic effects. Then James Takenaka came in and gave us two to three marketing goals for the set, and said "Every card must reflect these goals". Next we took the five elements and made kind of a pie chart out of them, and we divvied up the special niches between each element and then tryed to make those diametrically opposed, much like people would know from Magic: the Gathering. No offense to anyone who dislikes Magic, but a game going on for that long means it has to be doing something right.
Anyway, after that we took out a bunch of scrap paper and we calculated the total number of ninjas we need to on average get a good curve in draft. We then split them up so that each element has an equal number of zeros, each element has the same number of ones, twos, threes, and so on. After this we started giving the cards names and effects. Effects are really a kind of down the road thing, thats the thing that takes the most time. I distinctly remember the very first day working on this was fifteen hours long, because James was going to be like "Hey guys, it's been eight hours, it's time to go", but were were on such a huge roll that he didn't want to stop us. Each day after that we would come in and work on the effect text, wether we wanted to scrap them and start over, or wether we wanted to keep them because they were basic enough.
In the end we came down to a few problem cards that we wanted to balance the story line with the actual game, though I'm sure you know which ones I'm talking about. Hidan was a big problem, as I think he started out with five valid effects. We eventually broke him down to to the point where both sides of the group were happy, cause Brian and I are big on the story line, and Andy and Alex are big on the game play. In the end I'm pretty satisfied with set 17, we put a lot of work into it.
Question 4: What specific types of effects do you prefer to put on cards when designing?
Tylar: I don't really think of cards as a single entity. I don't stare at a card and say "Hey this card is good". When designing I tend to think "if I was making a deck, what would I need to make this type of deck playable?" and then I go from there and have cards bounce off from each other in one way or another so that it still feels like you are playing Naruto, but the way that you are playing it is more in tune to the character or the mechanic you are attempting to play with. It's more fun that way and it adds variety to the game if you ask me.
Question 5: So about that Hidan guy. Since you had full design over him, what can you tell us about him?
Tylar: Well, he originally started as a smattering of valid effects, you know there were a few things from the story line side and a few things from the game play side. From the game play side we wanted him to be playable in the current format um, in this right he couldn't be a stand alone stupidly good card. I'm okay with his regular version being a good stand alone card, but the curse mode had to be separated or something he transformed into. There were lots of card ideas and new mechanics floating around for cursed mode Hidan.
For story line purposes, Hidan had to be an idiot, he had to lose to shikamaru, and we reflected it no problem. The other thing we wanted to show, which was the biggest hurdle is him never dying. Without being over powered, that's a really hard thing to touch on, especially in a game with so much removal. It was really hard to get this card to really show the story without it being busted. I had some trouble when I first started working on him, and eventually had to give somewhat of a presentation of the card to try and prove my point about him. But eventually we came to a nice middle ground with the cards, including the weakness of Hidan and how he never dies.
Question 6: What decks do you think will do well with the introduction of set 17?
Tylar: Set 17 was shortly done, as we only had something like three weeks to build this set from scratch. it was very difficult when adding in getting license approval, asking Bandai japan for approval, and the artist working on the cards. We had something like three PDFs going back and forth in a mater of a week, which was impressive. For what little time we had though, I think this is a really well made set.
For what it will do to the meta, I know the Hidan deck might show up as it has a wickedly good combo to it, I don't really think any other new deck types were developed aside from Hidan and Kakuzu cause they were central to the set. Still, other decks will get stuff cause Shikamaru is going to beat Hidan he's going to need some mental power stuff, so that will be there too. I'm not really sure with the meta, as my head has been buried in the sand in set 18 as of late, but I expect a lot of these cards to make a splash. There shouldn't be anything completely busted, as we are trying to slow the game down, but yeah I expect to see some intresting developments with set 17.
Question 7: For future sets, what do you plan to work on in particular?
Tylar: For set 18 we started off three months ahead of time, sat down at the table and asked who wants what element, what characters do we want to make, and where do we really want to go. And I'm not thinking set by set I'm thinking block by block. were going to need a pain deck soon, as he is close at hand in the story line. Pain goes hand in hand with sage mode, and toads. As for elements, I ended up getting stuck with an element I didn't like at first. It wasn't exactly my flavor but I turned it into my kind of flavor. Everyone has been working on specific deck ideas, and since we are trying to think block by block we can actually plan out cards ahead of time so that by the end of the block, the deck is fully complete. It makes sense. I kind of ignored your original question, didn't I?
Andrew: Kind of. What element were you stuck with?
Tylar: Lightning. Keep in mind though, it's lightning as a first element. Things having two elements is still not out of the question. I will say that right now, there are three different deck types I'm working on for this next block (sets 18-21).
Question 8: In the current format, what card do you feel is the most problematic, and why?
Tylar: Tobi. He is playable in everything which is one of the things I'm deeply against. I'm for cards being playable in everything but they shouldn't be that good in everything or the best in everything. There should have been some kind of cost associated with it to try and slim it down. In the end that card should have never been printed. I have a small fear the new Might guy might turn out to be the same thing, but I don't think so.
Question 9: The tournament pack. What exactly went into it?
Tylar: We started with a huge list of characters and we thought: 1. What do we need for our set 17 archetypes? 2. What do we need for our set 18 archetypes? And 3. what would look really cool as a chibi?
Pat: Lots of Sakura Haruno?
Andrew: Ino Megamilk in Chibi? Both her head and her breasts would be huge!
Tylar: *Laughs* There are some really awkward picks in this pack, but number one priority was for draft ability so any effects that would affect making drafting easier, we would definitely put in the pack. Market and designing always seem to be at ends, last week we had a couple of cards James said we couldn't have the set so we had to cut them. Luckily we just got it finished up before this. So I feel pretty happy about this too.
Question 10: That cool Sakura Chick who is clearly three cards in one. How did that come about?
Tylar: Let's put hokage rocks on a body. It's still kind of bad, what do we do? Futaba is rotating out and the Chicago players love Futaba, lets put it on her. It's getting there, but how does it work in medical? Well, it needs to heal. Bam, Done. We put all three decent effects together and thats what came out. Why fire? I think it should have been Wind/Earth to fit in Kunoichi butas Fire it fit with the other "Reliance" Ninja cards. Story wise Sakura's personality and Inner sakura are always angry and have angry flames.
Question 11: What are your plans for the Taijutsu archtype?
I will tell you that that has been one of the decks on my mind for awhile. It's been away from the spot light too long, in fact it never had it to begin with. It's one of those decks that exemplified lightning in what it does and I really think they deserve a pump up. The question is what does Taijutsu do? "I get big and kick your ass". Thats the obvious answer anyway, but to exemplify that answer in teh card game I have a few Ideas but nothing is concrete just yet.
Question 12: Platoons with Hand costs... Why?
Tylar: It's dependent on what effect is on it. We start without a hand cost, and look at the effect and if the consensus is that the card is too good and splashable, then we add a hand cost or some kind of restriction. This is why Tenzo requires two earth chakra instead of one for his effect. If it has a hand cost, the hand cost has a place... Well now anyway.
Question 13: Sasori and Zabuza are rotating out, plans to reprint them?
Tylar: We watch ninja that are cycling out and in. We are already aware of the things that are leaving, and with Sasori and the puppets leaving it isn't beyond us to revisit puppets. Just next time without Lifeless Warrior and without that Kankuro guy.
Question 14: Is Sasuke BTL being reprinted?
No. We were sitting at the table when it was brought up. Three of us said instantly said "Not Sasuke BTL" A couple of people looked up at us. We stared them down. Then they were like "Okay, were not." The only way Sasuke BTL comes back is if the Chidoris in format were really balanced, like lightning blade from set 1, and you couldn't recur it.
Andrew: I like lightning blade from set 1...
Question 15: Have you tried out EDH?
No, haven't had enough time to try it.
Three Bladed Scythe
Cost: Fire Fire
Requirement: Printed Entrance cost of 3 or more
Target: 1 Ninja
Effect: Injure the Target. Then, if the User is Hidan, you may give 1 damage to the user.
Tylar: This card Originally started off as a blanket one damage. Pay this give one damage. We thought it was too bland, too stupid, and didn't fit really well with Hidan. It's based on when Hidan swings his scythe at Asuma, and Asuma ducks and it hits Hidan. It's generically okay, when you play it in a deck it's meant to be played in it's good.
Characteristics: Akatsuki l Rogue Ninja l Male l Jonin l Mental Power: -1
Valid: This Ninja cannot be removed from play due to damage.
Valid: When this Ninja is removed from play, return it to the owners hand instead.
Valid: Discard the top two cards of your deck at the start of your turn.
Stats: 6/2 Healthy, 6/0 Injured
Combat attribute: Curse/Weapon
Tylar: Hidan started with four or five valid effects and was boiled down to three effects on this card, and two effects on the cursed mode card. I gave Hidan the milling effect because I was out hanging with a friend who was eating a burrito. After awhile my friend said "This burrito is to big, I can't finish it" and then it clicked. Even though he wont die, he will eventually run out of steam.
Hope you guys enjoyed the interview, as well as the previews (Pics will be up later in the week when we get them). Thanks again Tylar for letting us Interview you!
Seriously, when I read that there wouldn't be a ninja limit any longer I was ecstatic. The ninja limit never really served any purpose in the US version of the game, and ended up only hindering flexibility and innovation. There are some people on Bandai who happen to be against this change for many reasons. Of those reasons only one of them makes any sense, which is "Tobi just became an auto three of in everything." To that I say Tobi was already a three of in everything, and should not have been made in the first place.
If we are going to prevent the game from further developing because of specific, already over the top cards, then count me out. I mean, not making the game better and more fun to play because one card attains staple status (Though in this case it already was a staple) is just poor mentality, especially in a game that not only rotates out cards, but also has a restricted list for cards that are deemed too powerful (Inbeforetobiisonthenextlist).
One of the other arguments against the change that I read was that having a restriction on what you could put in your deck added more skill because you were forced to play with less ninja than you wanted and needed to make cuts. This argument is completely false, because now that there is no limit, it is up to each individual player to find the perfect balance of Ninja, Jutsu, and Mission cards for their deck through testing and playing with percentages. For those of you
masochists players who like making deck building hard for yourself, just pretend that the ninja limit still exists, that way everyone can marvel at how skilled you are.
As for the client ruling change, I'm pretty neutral about it. It seems like a positive change but I'm still waiting for people to flip out because this change makes Genma better, *Gasp*. But seriously, I can only see it doing better things for the game by making people actually want to run multiple clients in a deck... Okay, probably not, but I can dream...
Until next time guys.
So, I decided to take a small break from FF13 to actually post something up for the first time in a week. In actuality, I'm stuck on a boss and decided it was best to step away and do something else for a little while. I swear Pat and I will go back to posting things up regularly soon, I'm on chapter 11 and he's on chapter 12 I think, so we only have about 20 hours of gameplay left.
Anyway, in todays blog post I'm going to talk about something incredibly important, networking. "What is networking?" you might ask. Though there are a lot of definitions for the term, the one that best fits what I'm talking about is this: "The act of meeting new people in a business or social context". Some of you might be thinking "Wait, that sounds simple" well, that's because it is. Just like in businesses, being successful in a card game has a lot to do with who you know.
When I started out playing Naruto back in set one I didn't have local tournaments, so my only knowledge came from what I learned from my three friends playing the game with me. Because no one in my group used Trigram back then, I had no idea how powerful of a card it was, that is until my group began going to actual tournaments. Somewhere between "Coils of the Snake" and "Curse of the Sand" I made a bunch of new friends at tournaments, who showed and played me with different decks they had put together. It's at this point that I ventured to the internet to further expand my knowledge of the game.
On Bandai I met a lot of new players from all over the united states, who I regularly chatted with about different aspects of the game, including previews, local metas, and even deck ideas. One of these players was the infamous Josh Lu, who not only became a close friend, but also helped expand my play network to what it is today. Introducing me to both Dave and Rachel Moll, Josh gave me two new people to bounce ideas off of, and to test out new concoctions with. Through Dave and Rachel I met Ari and Chris, and through them I met several other players, and so on. Soon I had dozens of people to talk about previews, decks, local metas, and even test with.
To this day, all of my success can be attributed with the concepts and ideas i've learned from testing and talking with these players. From the deck I used at this past seasons Mist Kage event, using Substitute (M-443) to increase consistency of hitting Gaara was a concept I got from talking with Travis (Visserac88). The Puppet/Gaara Hybrid build I played at the Sannin event used Arbitration (M-386) and Neji (N -513), which were cards that Josh and the NorCal group had been using to counter puppets. Even our Sexy Gaara builds from way back when were heavily influenced by players we talked to from both the west and east coast.
The point I'm trying to get across with these examples is that even though you may be a solid player and even a great deck builder, by yourself you aren't always going to have all the answers. Be willing to try other decks made by people in other metagames, even if they look janky, and be willing to admit it if your deck isn't as good as you thought it was outside of your meta. I've learned a lot from all the players I've talked to over the years, and I hope that many of you will attempt to expand your networks after reading this, and make some new friends.
Sorry the article is a bit choppy, but I'm going back to playing FF13 now so I'll fix it up later ;)
Waiting for the patch to upload... so bored...
Putting this patch together has brought back some memories (which will continue to be chronicled in my Path to Hokage series once I get more time). I've told this story a few times, but overheard at the ER release draft...
Thomas Cao: "Ooooh! I'm drafting this chick! She has boobies!"
Josh: "Oh, did you open a Tsunade?"
Thomas: "Nah, just this random hot girl." *shows card*
Entire table: *collective facepalm*
"Thomas... Yashamaru's male."
Ladies and gentlemen, your 2009 Sannin!
Since my two blogmates, currently glued to a terrible game, are being useless... I am going to slack off on the content as well.
But wait! I'm not utterly useless unlike those other two nincompoops. The latest Forbidden Program patch (with every single set + promos) is done. Download link will be coming as soon as it finishes uploading.
Yep, this is a direct result from reading Pat's article about his origins. I've actually been struggling with writer's block recently, so the inspiration Pat provided was very convenient... otherwise you guys might have ended up with some more half-assed blithering.
Anyways, this is my story. Enjoy.
If I had lost just one more match, I might have quit Naruto before I even started.
My first encounter with Naruto came when it was released in my senior year of high school. Looking for a side game to play alongside Magic: the Gathering, I had started playing this "Naruto" (nah-ROO-to) game that Thomas Cao had invested his life savings in. I hadn't even watched the anime or read the manga at all, and the only thing I knew about the game was that the goal was to become Hokage (ho-kej).
So I learned the rules, started playing some games with Thomas's decks, and decided the game was definitely more fun than Yu-Gi-Oh!'s brokenness. Soon we found out that there was going to be a tournament at a shop called Pro Stars, and we decided to test our skill at competitive play.
Thomas brought his entire collection to Superstars and I started work on my very first original deck. A little bit of research had informed us that the "best" deck was something like 3 Konohamaru [Hokage's Grandson], 3 Sasuke [Individual Play], 4 Demon Brothers, 3 Haku [KG:BT] and a metric ton of late game Jonins. So I decided to build my deck to counter that style of deck by using concepts of tempo and momentum I had ported over from Magic.
I ended up with a deck full of low drops, pumps, Ninja Academy, and Three Man Squads for the finisher. When I goldfished with it, it performed like a dream. I didn't miss drops. I dominated the early game. I swarmed the board.
And then I started testing it against Thomas's Harem Jutsu deck. And by testing, I mean losing repeatedly to it. In retrospect, that Harem Jutsu deck would definitely be a great example of a "bad matchup." I lost something like 20 games in a row and was just about ready to quit Naruto (the fact that Thomas hit his Naruto [Impostor] flip just about every single time made it worse).
By the time we left for Pro Stars, I was fuming. "This game is stupid," I declared, "it doesn't reward skill at all! This is why I only play Magic..."
We got to the shop, signed up, and I began to play - fully expecting to go 0-X, throw my deck into the garbage bin, and go back to Magic.
And then I demolished my first round opponent. I mean just stone cold stomped him. My deck worked perfectly.
But he wasn't very good. This wasn't what I was seeking.
My second round opponent was playing the same Fire/Water as my first opponent. I ran him over before anyone else had finished their first game.
Ok... maybe there was some skill involved in this game. But everyone I was playing against wasn't great, and didn't understand the concept of not making one gigantic team when you're under pressure.
Round 3 was paired - and I was up against Thomas.
Game 1 started out just like so many of our playtesting games. I opened up with vanilla Sasuke, he started with Konohamaru. I played a vanilla Rock Lee and hard charged a chakra, then attacked with both my guys. He blocked with Kono, and I had the Kunai. He dropped his frustratingly annoying Naruto next. I played Shikamaru [Lazy Bum] and bashed with some guys. He blocked my team of 5, I Kunai'd for the OV, he flipped... and missed.
Hey, I'm starting to like this game.
Game 2 I again got off to my usual fast start, but he managed to survive long enough to play Disaster of the Nine Tailed Fox Spirit - leaving him with a board dominating Might Guy along with one or two medium sized ninjas. My side of the field was a bunch of crappy Genin.
But it was ok... I had prepared. This was what playtesting was for. I drew for my turn and calmly played After the Battle. He read the card. Read it again. And then his jaw dropped.
My crappy Genin won the game shortly afterwards.
1 for 21.
1 for 1 when it mattered.
If I didn't win that match, you probably wouldn't be reading this right now.
Next: Coils and Tribulations
As stated in mondays post, my team has recently started testing out decks for the new format. While we haven't tested everything, we have gone through different variations of about five or so deck types we felt were strong enough see a good amount of play on a competitive level.
To give you guys a bit of insight to our test results I figured I would post up a list of cards from the new set that we have been working with, and how they worked for us. Since we haven't tested everything, take what I say with a grain of salt, because even though a card may work/not work for us now, doesn't mean our opinions are set in stone.
Spectacular (cards that seemed to work really well for us)
Tobi (N-717)- Obvious, I know. I can't see myself NOT running 3 in every deck. I've had turns which involved using Shino/Kiba, a Tobi, then a draw mission, leading into a second Tobi. It's hard to lose when you dig through over 6 cards of your deck in one turn at no real cost. The current price tag on Tobi put's him as the most expensive uncommon ever printed, and I can't say I blame sites for charging that much. Pick up your set ASAP.
Haimaru Brothers (N-723)- This one might not have been completely expected in a format without Kakashi AD, but I assure you these guys are the real deal. Too often have we been able to set up a team of Giant Tiger, backed by two Haimaru Brothers on the second turn of the game in our Zoo variants, that's an 11 on turn 1 with practically no effort involved to set up. Similar to NVS, Animals has always lingered around the tier 1.5 mark without ever winning anything big, but Haimaru brothers might change that.
Yakumo Kurama (N-777)- I really like Yakumo, mostly because a lot of people seem to be ignoring her. In the first batch of our test decks I was the only one running Yakumo, and because of that, she felt really strong and stalled out games against decks faster than my own. Recent decks in our group run either Yakumo or cards to try and counter her. I expect Yakumo to see a decent amount of play, and much more post rotation when our favorite turn one ninja, Temari, leaves the format.
Kakashi Hatake (Boyhood) & Chidori (N-709 & J-604)- When Kakashi was first previewed I was sure this guy would make waves, and after testing with him I've found him to be even better. Kakashi single handedly removes one of fire's biggest draw backs, it's lack of hand conservation, by allowing you to pick up a game winning jutsu and pushing through for damage every turn, but that's not all he does. Kakashi removes the draw back of two very popular cards, Michiru and Tobi. Instead of having to lose resources when playing these cards, why not just discard a chidori, then pick it right back up via Kakashi? I love the engines the two cards can create and I expect to see a lot of these guys at the top tables soon.
Wind Scythe Jutsu (J-631)- I don't think there's much I really need to say about this card. We all played Gigantic Fan, and this card costs only one more chakra, but can hit any jutsu and even has an added bonus if the user happens to be a card every deck plays at least 1 copy of. In wind, an element which relies more on it's ninja effects and draw power than it's jutsus, it definitely helps to have well costed generic negation, especially in decks using Temari/Kankuro Platoon.
Lackluster (Cards that seemed underwhelming for us)
Fear By Genjutsu (J-640)- Yep, I went there. In just about every deck we played this card in, it was incredibly underwhelming. Most often the card sat in our hands waiting to get some use, and eventually either negated a Jutsu or pushed back a super big team in desperation, and in no way changing the board position for the following turn. This basically made the card an over priced negation, or an easier to play around Pass Permit majority of the time. Don't get me wrong, I'm not saying the card is bad, because it isn't, but more often than not this card will either be a more expensive Wind scythe, or a Chidori you can't pick up. With that being said, I do like it in Animals, as it give's them an actual answer to Jutsus and a way to push through for game.
Pressing (M-614)- I was really looking forward to playing with this card, and after just one game I realized the awful truth: This card is a worse One morning. Basically, I will just let my opponent draw two cards 90% of the time, making it a One morning a turn earlier. "Then how is it a worse one morning?" you might be asking yourself, well there's that 10% of the time where you play this card with nothing in hand, and I choose to discard two cards just to leave you handless. There is also that ruling that states the opponent can choose the "discard two cards" option if they have less than two cards in hand, and because of the wording, they don't have to discard anything at all. I don't know about you guys, but I don't like liabilities in my one mornings.
Tears of Determination (M-592)- In Tear's defense we mostly tested fast paced decks like Animals and Puppets, making this card a death sentence more than a solid option. I still think this card will essentially have the same results in a format filled with Animals, Naruto/Hinata and other swarmtastic goodies.
Moving Ninjas (N-771, N-772, & N-773)- Basically, as much as we like these cards, their pretty dual symbols, and Anti-Shikamaru effects just aren't good enough reasons to run them over the Guardian of the Prince, Strong Spirit, and Infuriation variants. Maybe post rotation these cards might get some action?
Neutral (Cards we haven't really come to a conclusion on)
Chidori Stream (J-635)- This is the only card we've tested with where I'm not really sure what to think. A lot of games were won with it, and a number of games my opponent dropped a ninja, killed my Sasuke and left me in a terrible position. I feel like if we continue working with it we can make the card win more often than whiff, so for now I see a lot of potential in this card.
And thats it for my notes, I'll be sure to post up some more in the future as we test more decks in the coming weeks, and remember to comment bellow.
Miroku at 1
Baki at 1
Snake Waves at 1
Nothing really unexpected coming out of this rogue list update - but there were a few things I would have liked to see. For example, I really would have preferred LAR and JLDC to go back down to 1 in order to level the playing field between elements (since Water got greatly powered down by losing Snake Waves).
Another situation that was perfect for this rogue list was a "test case" banning. I doubt anyone would have cared (in a financial sense) if Snake Waves got banned in Block Format (rather than restricted). Restricting Snake Waves just means someone's going to get sacked eventually in some sort of skill-less manner. Banning Snake Waves would have acknowledged that this type of effect should not exist at all (unless it's something like Requirements: Fourth Hokage and Gamabunta). Furthermore, it sets a precedent for getting troublesome commons/uncommons out of the environment.
But at least they took that stupid sack deck out of the environment... although I don't think I ever lost a match to it, it was annoying as hell. Miroku going to 1 was also great, but again, that's another card I would prefer to not exist at all.
Baki going to 1 just turns him into a ridiculously swingy sack card. How many games are going to end up "I split up my ninjas and swung to set up the kill next turn... but then he topdecked 1-of Baki and I was wrecked?"
I can understand the SRs getting restricted, as they have monetary value attached to them. But all of these mistakes in card design... can't we just get rid of them?
Good morning! I'm just on my way out the door but I wanted to first post up some of the stuff going through my head from this past week. I've been pretty
busy lazy lately so I haven't posted up some of the stuff I've been working on, but I plan do get as much of it up as I can this week, including some card analysis/reviews for the upcoming format, as well as a new comic.
A few days ago my team officially started testing for the format, because we actually plan on hitting several chunin events and SJCs (If they happen before set 18, sigh). While we have only played with a few decks and variants, I've made a small list of cards from the new set that have been either spectacular for us, or have been completely underwhelming, and why. I should have that up either tonight or tomorrow, so keep your eyes open for that.
So sunday Andy (Texans), Chris (Scubadude), and I had a
meeting skype chat to go over the changes for the next crossover list, because even though it appears as though DB is dead, there will be events for it at Gencon, so we wanted to make sure the format is still as fair as we can make it. The list should be posted up later this week for you guys to see. Anyway, while we were discussing changes, I asked Andy about previews for set 17, and a few other things to help promote The Perfect Curve, and while nothing is set in stone, it's looking good. What are the "Few other things" I was referring too, you ask? well, you will hopefully find out pretty soon.
So yeah, the blog should be far more active this week, as I have a lot of content to post up, not to mention the rogue list goes up tonight, which
may or may not will cause a bit of pandemonium regardless of what is/isn't on it. And now I'm late for class, so I will see you guys later, and be sure to comment below!