It's that time of year again, where we here at TPC promise to run some kind of a side event for Naruto at Gencon. Last year Pat was put in charge, and was supposed to run a whole bunch of events, but ended up doing nothing. This year I'm going to try and set something up, but I want to know what you guys would be interested in attending, so I made a list of potential events to choose from, but if you guys feel you have a great idea that isn't represented here then feel free to let us know. Send us an Email stating which one of the folowing events (And rules sets) you would prefer to play in at Gencon (Or if you have a better idea, email us that instead):
3V3 Team Event:
Basic idea is that you and your teamates each play against another team (so 3 1v1 best of 3 matches) and the team with the most match wins (so winning 2 or more matches of the 3) wins and advances to the next round. Possible rule sets:
Format: Sealed / Block / Unlimited / Multi Format
Construct: United /Seperate
Additional rules: Specific cards banned, alternate win conditions, etc
Style: Single elimination / Double elimination / Swiss / swiss with top cut
Gun slinging event:
In a nut shell, you wait on a line to play against 3 or 4 well known players, and win cool prizes. Please dont pick this.
An actual booster draft (NOT SEALED DECK) organized with pods of up to 8 players. Possible rule sets to spice up the event:
Sets: Random for each player / The best sets (Probably EA, Fangs, TP1, etc)/ The worst sets (Probably DL, QFP, AW, etc)
Additional rules: I can't think of any atm
Some kind of Team event:
I was thinking of doing some kind of "Team" based event, where each team would register X of their players, and only one player from a team would play in a round, and that player would play until he loses a match. When that player loses he is eliminated and one of his teamates is put into the folowing round in his place. The last player remaing's team wins. Really awkward sounding but possibly loads of fun. Rule sets and stuff will be posted as I think of it.
... So yeah, to let us know what you are interested email us at Theperfectcurve@gmail.com (I hope this is our email) and Pat will go through them in the next few weeks and the most popular one will be what we end up doing... Unless it's gunslinging. Until next time!
RIP Mr. Giggles, my favorite alt account.
Discuss how mad Tylar is in the comments section.
As I mentioned in my previous article, one of the design issues currently plaguing this game is that of overpowered themes. This is largely a flaw of the individual designer process that Bandai uses - while it might lend more unity to the theme, it also drastically limits the influence of the consensus power level on the individual design.
One way to counteract this lack of a unified power scheme is demonstrated by Magic: the Gathering in its core sets. These sets are comprised mostly of reprints and a few new cards. The unifying theme behind these cards are that they are all fairly general, non-theme-specific cards that could fit into many decks of their color. This allows Wizards of the Coast to "set the tone" of design for the sets while that core set is in the format - the general power level of the format has been defined, designers should not delve too far beyond the bounds of it.
A similar solution could possibly be greatly beneficial to Naruto - like Magic, Naruto is based around a color/element pie. However, unlike Magic, Naruto's is all over the place (for example, Water gets everything...). The creation of a core set would force the designers to actually determine what each element excels at and implement that in their card selection. Then, ideally, the boundaries created by this process would restrict the design of the standard sets so one designers could not irresponsibly destroy the game with an overpowered theme.
Additionally, a core set would allow for the continued presence of utility, "soft engine"-type cards that make the game more fun to play. Cards that enable a diversity of decks or encourage diverse methods of play can only benefit the game, and should be kept in Block format for as long as possible.
To attempt to give more concrete detail of what I'm trying to get across, I'll list some of the cards that I feel warrant inclusion in a core set, and my reasoning for those cards.
(Note that I feel that each non-obscure ninja deserves at least one card in a core set - however, some of the best examples of these ninjas have effects that don't really fit their element. Thus, I have taken the liberty to "element-shift" these ninjas into a different element - a creative possibility that I hope Bandai will explore someday.)
Earth: "He wished for power, but not the strength to wield it."
Asuma Sarutobi [For the Next Generation]
Choji Akimichi [Infuriation]
Choza Akimichi [As a Father]
Deidara [Plastic Arts]
Hinata Hyuga [Ointment]
Hizashi Hyuga [Why He Chose Death]
Ibiki Morino [First Proctor]
Ino Yamanaka [Easy-Going]
Inoichi Yamanaka [As a Father]
Neji Hyuga [Sealing the Anilities] (hopefully spelled right this time)
Shikaku Nara [As a Father]
Shikamaru Nara [Formation] (Eternal Rivalry)
The First Hokage [Supremacy]
Yamato [Creating a Forest From Underground]
Zetsu [Mysterious Existence]
Disguise Jutsu (Coils)
Earth Style: Headhunter Jutsu (PTH)
Earth Style: Rending Piercing Fang
Knockout Blow (element-shifted)
(I'm having a lot of problem with Earth jutsus - they're either broken or completely trash for the most part - probably need to design some new cards to go here)
Cursed Fate (ER)
Earth Style: Rampart of Flowing Soil
First Chunin Exam
Hinata in Captivity
Intellectual Strategy (mental power battles one)
Tears of Determination (element-shifted)
Earth is about controlling the flow of the game - things like coins on the field, battle rewards, ability to be sent out to battle or in battle, effect text - these are all under Earth's realm. Additionally, Earth is adept at mental power battles and has the ability to protect a lot of ninjas at once. Earth's weakness is that its removal is relatively weak, and has no pure card advantage/filtration.
Fire: "He wished for power, but not the patience to wait for it."
Akamaru [Partner] (PTH)
Fugaku Uchiha [Representative of the Clan]
Genma Shiranui [Encounter Battle]
Haimaru Brothers [Triplets]
Hayate Gekko [Detecting a Plan]
Itachi Uchiha [Despair at the Clan]
Kakashi Hatake [Early Settlement]
Kiba Inuzaka [Man Beast Clone]
Nawaki [12th Birthday]
Ninja Dog Squad (All Gathered) [Howl]
Obito Uchiha [Hidden Strength]
Roshi [Lava Style Ninjutsu]
Sasuke Uchiha [Complete Opening of the Eyes]
The Third Hokage [Addressing Past Wrongs]
Tobi [Man of Mystery] (or whichever one the draw one is)
Fear by Genjutsu
Fire Style: Dragon Flame Jutsu (LoL)
Fire Style: Fireball Jutsu (1F, deal 1 damage, next Fireball is free one)
Fire Style: Fireball Jutsu (kill a mission or client)
Lightning Blade (+7/+0 or negate a jutsu)
Mangekyo Sharingan (RFG and -2/-2 coin)
Reaper Death Seal (mill jutsu)
Sharingan Eye (PTH)
Disaster of the Nine Tailed Fox Spirit (element-shifted)
End of the Mortal Combat
Mission of Capturing the Missing Pet Tora (PTH)
Reconfirmation of the Mission
Shadow in the Moonlight
Stay Out of This!
The Symbol of the Proud Clan
Fire is the element of destruction - it excels at dealing damage, jutsu and mission negation, and burning cards in the opponent's deck. Its weakness is relatively weak early game options, and no way to efficiently draw cards.
Lightning: "He wished for power, but not the discipline to control it."
Anko Mitarashi [Chase]
Aoba Yamashiro (vanilla)
Arashi Fuma (vanilla)
Idate Morino [Swift Runner]
Iruka Umino [Reward]
Jiraiya (Childhood) [Shown Signs of the Legends] (element shifted - Lightning only)
Messenger Ninja [Delivery]
Might Guy [Passion]
Naruto Uzumaki [Legacy of the Fourth Hokage]
Naruto Uzumaki [Pervy Sage's Training]
Naruto Uzumaki (Tailed Beast Mode) - the 5 drop one
Rock Lee [Eight Inner Gates] (CotS)
Rock Lee [Eight Inner Gates] (new one)
Sai [Singled Out]
Shion (Awakened) [Seal]
Tenten [Summoning Weapons] (element-shifted)
The Fourth Hokage [Lightning Speed]
The Fourth Hokage (Younger Days) [Savior]
Leaf Hurricane (reanimation one)
Multi-Shadow Clone Jutsu (PTH)
Naruto 2K Uzumaki Barrage
Paper Bomb (Coils)
Rasengan (AW 2L - ping a ninja, if it dies: ping another)
Shadow Clone Jutsu (ER - errata'd: for each 2 cards discarded, the user gets +1/+1 - might still be too strong)
Being a Fool
Broken Seal (Coils)
Here Comes Second Test Proctor Anko Mitarashi!
Just Like That Hero (element-shifted to Lightning only)
Naruto vs Sasuke
Reaper Death Seal (element-shifted to Lightning only)
Reunion with the Former Teacher
Tide of the Deadly Combat (element-shifted)
The One Who Lives Within
Lightning is the element of recklessness and resourcefulness. It's capable of generating many resources, but at large costs. It also tends to expend lots of resources at once (such as with big X chakra spells). Lightning is the most aggressive of the elements, and features high-risk, high-reward plays. Cards specific to the element include pump spells, card draw that emphasizes on burning through resources, "swarming" ninjas, getting stronger when injured, and recursion. Lightning's weaknesses are its weak late game and backfiring of its cards.
Water: "He wished for power, but not the wisdom to make use of it."
Dosu Kinuta [Sonic Impact]
Haku [Face Behind the Mask]
Kabuto Yakushi [Loyal Right-Hand Man]
Kabuto Yakushi [Prominent Medical Skill]
Kidomaru [Elite of the Sound]
Jirobo [Elite of the Sound]
Sakon [Elite of the Sound]
Tayuya [Elite of the Sound]
Kisame Hoshigaki [Cold Blooded]
Orochimaru [Forbidden Jutsu]
Orochimaru (Childhood) [Shown Signs of the Legends] (element shifted - Water only)
Princess Dusk [Wandering Ghost]
Raiga Kurosaki [Funeral of the Living]
Ranmaru [Life as Sensory Organs]
Sasuke Uchiha [Finishing Blow]
Three Tails [A Monster That Lives in the Abyss]
Yoroi Akado [Chakra Absorption]
The Second Hokage [The Hokage Level]
Zabuza Momochi [Bottomless Power]
8 Trigram Divination Seal Spell Formula (element shifted, errata'd cost WW1, only ninja battling against user)
Four Flames Formation (RnR)
Hidden Mist Jutsu (PTH)
Twin Snake Sacrifice Jutsu
Summoning Jutsu: Reanimation (RnR)
Water Prison Jutsu (PTH)
Water Style: Five Hungry Sharks
Water Style: Giant Vortex Jutsu (PTH - errata'd cost to WWWW)
Assassination of the Kazekage
Bashfulness (element shifted)
Huge Difference in Ability
Ninja Info Card
The End of the Demon
Threat of the Tailed Beast (errata'd - 2 instead of 3)
Tragic Destiny (errata'd - Water only)
(a new card - some tutor for a 5 or 6 drop)
Water is the element of overwhelming power. Water's high drop ninjas are the strongest in the game, and it has the ability to both find them and protect them. It also has unique chakra control capabilities. Additionally, Water specializes in non-permanent removal - its removal bounces to either the hand or the deck, and its negation treats jutsus the same way. Water's weakness is that its card filtration only allows it to find ninjas, and its early game is the weakest in the game.
Wind: "He wished for power, but not enough."
Baki [Cleaning Up]
Black Ant [Lifeless Warrior]
Chiyo [Retired Master]
Crow [Lifeless Warrior]
Ebisu [Repeated Defeat]
Gaara of the Desert [Conversation]
Gaara of the Desert [Reliance]
Gen Aburame [As a Father]
Kankuro [An Audacious Grin]
Kurenai Yuhi [Wits and Beauty]
Moegi [Rookie of the Leaf]
Sakura Haruno [A Double Personality]
Sakura Haruno [Reliance]
Sasori [Legendary Puppet Creator] (errata'd to have ambush)
Shino Aburame [Insect Warriors]
Shizune [Medical Kunoichi]
Shukaku (the new one)
Temari [Wind Charmer]
Temari [Gale Warning]
The Fifth Hokage [Establishment of Medicine]
Tsunade (Childhood) [Shown Signs of the Legends] (element-shifted - Wind only)
Sand Cocoon (the new one)
Sealing Jutsu: Breaking the Lion's Roar
Secret Red Move: Performance of a Hundred Puppets
Wind Blade (errata - discard a ninja battling against the user)
Wind Scythe Jutsu (CotS)
Wind Style: Great Breakthrough
Puppet Fight: 10 vs 100!
Rules for Medical Ninja (element shifted - Wind only)
Wind is the element of serenity. Its card advantage/filtration is clean and doesn't come with the messy conditions and drawbacks of other elements. Its jutsus focus on wiping the board clean without any contingencies. As an element, Wind's strong points are its card advantage, ability to heal, and strong teams. Its weaknesses are that it has a lower overall power level (to counteract its drawing power) and while it is good at many things, is not exceptional at any. While this might lend itself to a role as solely a supporting element, its best jutsus are all extremely heavy on the Wind requirements - encouraging a Wind-heavy deck.
Multi-Element (incomplete right now):
Naruto Uzumaki and Gaara of the Desert
Naruto Uzumaki and Shikamaru Nara [Reasonable Choice]
Sasuke Uchiha and Orochimaru [3 Years Later]
Selecting the Strongest
The 9th Match
Sasuke Uchiha and Orochimaru [Ambition and Desire]
Shikamaru Nara and Choji Akimichi [Leaf's Uncowed Elite]
Shino Aburame and Kiba Inuzaka [Reunion]
This core set still needs some work (more Earth cards for example, and balance testing) but I think it gets across the general idea of what I'm trying to convey. Elements should define the themes - not the other way around.
So, if you haven't noticed Pojo previewed Shikamaru (Suit) today, which was one of our preview cards for set 20 Tales of the Gallant Sage. My understanding is that we were both given the same cards to preview, and despite the fact that we already started previewing them, and that we wrote up entire articles about each individual card, and its interaction with the others, pojo will be previewing the rest of the cards, and we are getting other cards, which I can only assume will be randomly pulled from the extra cards that werent distributed to the different sites.
Needless to say, I'm pretty bummed out. Hopefully Andy will hook us up with something good to make up for the situation, cause we really could use the boost. Be sure to come back and see what previews we end up with, amd check out Pojo.com for the rest of the suit theme. Until next time.
Now, before you ask "Hey, didn't you say you were going to put up a 2010 card review?" I did say that. As my fellow writers can attest to, I have about 6 half written articles locked away in the post logs of this site, to one day be finished. Unfortunately, that article is among them. don't worry though, because if you are reading this, that means I managed to atleast finish one of my articles for the month!
Never the less, i wanted to talk about something most people seem to be looking past; Gamaken and Father & Mother's common ability. Most people seem to be overlooking that these cards can block multiple teams, which might be due to the presence of better cards being previewed, or more powerful effects on the same card in Father & Mother's case. Regardless of the reason, I think that the inclusion of this ability is something people should take notice of, because it might actually come to make a big difference in future game play.
How many games have you lost due to your opponent throwing 3 dork ninjas at you, when you were only capable of blocking 1 or 2 at the most, despite your overwhelming team power, or the existence of powerful jutsus in your hand? One of the biggest flaws in the game is that you really can't afford to miss drops, because you put yourself in a position where you can't make big teams otherwise you run the risk of losing to low power dorks being thrown at you until you die. Adding this kind of effect to the game changes this, and in a way reward long term strategies and making trades more carefully.
Now, I'm not saying "Gamaken is gonna be staple1!!!" because he wont be (Baring a freak animal invasion, of course) but I think that Bandai has alot of space to work with this mechanic in the future. I personally would love to see a new Akamaru or Kiba that boost each other, and have an additional effect of being able to block mutiple teams when together. How great would it be if Bandai even expanded on being able to block multiple teams by creating effects that trigger off of double blocking? Or even creating cards that implement double blocking in reverse? Here are a few examples of what I mean:
Double Headed Wolf
Leaf Male Animal Ninja Dog Rienforcement
[Double your Wolf, Double your Fun]
Sacrifice: Kiba + Akamaru
Valid: When this Ninja is Blocked, discard the top 5 cards of your opponents deck for each team blocking it.
Valid: This Ninja can be blocked by up to two of your opponents teams.
Leaf Chunin Male Secret Pills
Valid: This Ninja's Team can block up to 2 teams.
Valid: While this Ninja is blocking more than one team, if this ninja is in the same team as another Ninja with
"Nara", "Yamanaka", or "Akimichi" In the the name, this Ninja adds it's combat twice to the team power.
As you can see, there is alot that bandai can do with this type of effect, so hopefully the designers utilize the design space, instead of forgetting about it's existence entirely. This effect doesn't even have to be (and shouldn't be) printed on every ninja, but it's existence on a few solid cards in the format might add more depth to combat. Until next time.
I took a few videos during our stay at Pats house, thought I would upload them for the lulz.
Currently working an end of year card review, so sit tight!