Labels: Chief Tsuzumiya Haruhi, Oppai Are OP, Set 24, tsu
Boa vinda a today' inspeção prévia de s de seu verdadeiramente na curva perfeita!
Agora com todo o hooting e hollering sobre o Topside, eu figurei I' d adapta e faz today' a inspeção prévia de s realiza duas coisas:
1. Topside can' cópia de t meu ahueaehuaeuhuuaha da revisão
2. It' s gosta de um enigma! Que sorte dos ajustes este cartão.
Porque este cartão, como esta inspeção prévia, confiará no oponente (leitor). Conseqüentemente, eu escondi inteligente 43 indícios durante todo este artigo para lig ao localizador de recurso uniforme para a imagem para este cartão. Aprovação, lá aren' t realmente 43 indícios, mas lá é bastante que o mais inteligente de você deve poder o figurar para fora… apenas como este card' efeito de s. Eu significo, eventualmente eu pude começ furado e apenas dar-lhe mais sugestões … mas… deve ser fácil bastante. It' s não como o vencedor está indo começ Canon Powershot g9 ou qualquer coisa.
Agora, Shikamaru [flexibilidade] era sempre um daqueles cartões que fizeram seu oponente ir " " do dammit do awwwwwww (castores); quando o viram. Se você didn' t tem a resposta, seu oponente apenas sentado lá com um ninja gigantesco do PM para começ BRs livre e para murá-lo o dia inteiro. Mas agora a resposta está em suas mãos… literalmente!
O Shikamaru fixo (etiquetado inteligente " Adaptability") é uma volta mais grande mas força agora seu oponente em fazer um Shikamaru' difícil; decisão de s. Se querem manter sua mão para fazer sob medida acima, a adaptação pune-os jogando o papel do cabo flexível. Se começam duramente carregar ou não usar recursos eficientemente, a terra tem todas as ferramentas para forçar descartes e whatnot para punir aquele.
Quando I' m não sure quanto jogo este cartão verá, it' s sempre uma opção a manter-se na mente quando you' re procurando um cartão que possa indiretamente beneficiar sua plataforma de várias maneiras.
-Josh
Tsu Edit: Always Kill, Never Die huehuehuehue
Labels: josh, previews, Set 24, viva brasil
Labels: Chief Tsuzumiya Haruhi, previews, Set 24, tsu
So those of you who are regular readers of the Bandai forums may have noticed my latest exploration into fiction, the "Oregon SJC Live Coverage" thread (which was basically me posting fake updates every few hours). Eventually, the thread somehow got derailed into an argument about whether AX or GenCon is a harder (real talk: I feel like AX is harder, but only because there is a higher chance of running into the million DBagz at AX vs randoms at GenCon I don't know. There really isn't an appreciable difference either way.).
My initial nonsensical statement got jumped on by a variety of people, so I threw out a vaguely more logical one involving the following "facts:"
1. The population of bads is higher at GenCon than at AX due to the presence of players only interested in promos.
2. The population of bads at GenCon often results in a competent player starting 3-0 with no real difficulty.
3. AX has 7-8 rounds, GenCon has 8 rounds and a T16. Thus the number of wins to top should be 5-6 in AX's case or 6 in GenCon's case.
4. Therefore, AX requires 5-1-1+ whereas GenCon only requires 3-2+, making AX harder.
Now there were some differing opinions from the peanut gallery on how to best attack this argument. Veazie had the brightest idea of going after my credibility, since I remembered 8 rounds at AX when there was only 7. It's an effective strategy in a public forum for sure, but in the end my "argument" allowed for the possibility of 7 rounds - making that line of attack irrelevant in the end. Some less articulate people (names withheld to protect the ignorant) made arguments involving (paraphrasing) "even though you start 3-0," "same number of quality rounds," and something nonsensical involving football. There is a reason Veazie has had more success in children's card games than the unnamed posters. Although he did not attack from the right angle, the path he took was strictly better than trying to meet my argument head on.
You cannot win against my argument on the surface. Let's assume X% of Naruto players are trashcans. Therefore, X% of Naruto players at AX or GenCon will be trashcans. However, GenCon also has people who show up purely for promos (this is the only fact in this argument). Let's label them as Y%. No matter what, GenCon's percentage of trashcans will be higher because it is X+Y% rather than just X%. Therefore, with a similar amount of rounds, GenCon will always be easier than AX since the percentage of bad players is higher.
If you make any argument involving rounds or starting 3-0 or anything of that sort, you have already lost. The math makes it impossible for you to win because of one key fact.
You are fighting on my terms.
The most appropriate argument that topples the house of cards is an attack on basic assumptions. Yes, X% of Naruto players are trashcans. Does that mean they are evenly distributed among locations? Of course not. The assumption that both GenCon and AX will have X% trashcans is inherently flawed. Additionally, the "3-0" assumption isn't even getting close to being backed up by the math I use in the rest of the argument. There would need to be an inordinately high percentage of terrible players to guarantee anything close to a 3-0 or even 2-0 start (although if you are in the top 5% of players at an event, that guaranteed 2-0 start is not a pipe dream assuming you are immensely better than the next 95% - realistically speaking though, there is too much variance in the game for skill to play such a large role). Again, that is an angle of attack that renders an entire key assumption moot.
So what, exactly, does this lengthy anecdote have to do with the card game?After not posting in forever I am here today to bring you what I believe to be the most awesome card in set 24. Now, I know this might seem to be a rather bold prediction, with Sage mode being shown but I honestly love this card, infact I would go as far as to say that from the art to the design this card is perfect. But what is this card you might be asking? Well I will tell you: Hidan (Curse mode). For those of you who just want to see the card, feel free to scroll down, because before I show the card I want to do a quick trip down memory lane.
Back in late march we revealed the first ever Hidan and Hidan (Cursed mode). I was involve with these cards because of how flavorful they were, but looking back these cards weren't very good. While Hidan (Curse Mode) had some cool combos, Hidan didn't actually do anything by himself. Not only did he need other cards to make him good, he needed cards that you normally wouldn't play, meaning he lacked synergy with previously existing competative cards in his colors. Couple all of that that with his tedious put in play requirements, and you just had a card that took too much effort to actually utilize reliably.
So, for those of you at home keeping track, the 3 main flaws with Hidan (Curse Mode) were:
1) Needed other cards to be good
2) Lacked synergy with previlent cards in his colors
3) Was difficult to actually play
So bandai needed to somehow overcome these 3 main factors in order to make the next Hidan (Curse Mode) playable...
... And I think they did EXACTLY that.
Looking at the very first problem with the original, you can imediately tell that the problem has been solved with the newest iteration. Not only does Hidan have a built in win condition, he also has a second effect that helps him trigger his first effect. So, if for some reason you only had a Hidan in play, you would actually be capable of winning the game.
The second problem with the original was his lack of synergy with other cards, something this guy can't relate to. This guy is all about the synergy. Seriously, he actually plays perfectly into fire decks utilizing some of the cards from the new "Win Battle Rewards" theme. Also, his draw back of giving up battle rewards is easily rendered irrelivant by another heavily played Fire card.
The third and final problem was the difficulty to actually get him into play, but as you can see this guy can reinforce off of any Hidan, without the use of a ritual circle. The ability to use ANY hidan is very helpful, because while some of you are probably going to be playing this guy for his synergy, others will be running this guy because of his ability to shut down cards that would otherwise throw a wrench in your plans.
Last thing I would like to share is a bit of math with you guys:
Turn 6 Reinforce Hidan, activate effect- 1 BR
Use Hanzo- 2 BR
Sac Hanzo with Deidara- 4 BR
swing with a big team including Hidan, your opponent chumps, you Dragon flame- 5 BR
You are now unopposed during showdown- 7BR
Total- 7BR in a single turn with almost now effort, all before sage mode can even come into play. Seems pretty good to me.
Labels: Curse Mode, hidan, previews, Set 24, Zero
Labels: Chief Tsuzumiya Haruhi, Livestream, Massachusetts, previews, Set 24, Shonen Jump Championship, tsu