
Panel 1: “I’m going to take out your Pokémon, so take one card from the side.” “What? It’s Torchic.” “It’s Ludicolo.”
Panel 2: “Well, in the original game, when a Pokémon is knocked out, you can immediately bring out the next Pokémon, right?” “Shouldn’t the side represent Pokémon, and the one who got knocked out draw a card?”
Panel 3: “Hey, Torchic is a silly head.” “That’s nonsense.” “What is it?” “It’s Ludicolo.”
Panel 4: “Wouldn’t that make the game more interesting?” “Plus, it increases the chances of a comeback victory.”
In Pokémon TCG, the side that is advantageous becomes even more advantageous, so I wonder about that.
Because my main cards are in the side deck, I can’t draw them, and because I can’t draw them, I can’t defeat my opponent, and I can’t take the side, which easily creates a vicious cycle.
In fighting games, super special moves have been adopted in most games.
Well, I mostly exaggerated.
If the reversal elements are too strong, decks that solidly fortify the board increase, leading to longer matches and making it easier for deck power to vary, so a certain level of ease in attacking is also necessary, which makes it difficult.
Instead of trying to turn the tables, wouldn’t it be better to prevent a disadvantageous situation from being created in the first place, by being able to disrupt the opponent’s turns?
Sure! The coin toss has a bit more random element, doesn’t it!
When I was making it, I probably only thought about the fun of turning the tables and didn’t really consider the unpleasantness of being turned on.
When seeking competitiveness, reversal elements become unfavored…
I don’t know about Duel Masters.
Is there a system in Duel Masters that draws cards exactly like the one in the thread image?
Are there many disadvantage recovery rules in Duel Masters?
Which one is it about?
There are a few games where the one being attacked can gain resources, but generally, you end up moving in a way that allows you to finish it off with a single, concentrated attack on your turn.
It’s not that Pokémon TCG is right or wrong, but…
If there is an overwhelmingly strong deck, then only that deck will be used, and the win rate will drop to 50%.
I’ve heard that in Pokémon cards, there are now reversal cards that make it advantageous for the player who has taken sides, making it similar to Duel Masters.
I can understand that thinking of a reward for the winner makes one feel motivated to attack.
There probably aren’t any card gamers who don’t enjoy drawing cards.
The fact that the dominant side becomes even more advantageous regardless of the reversal element…
It’s dangerous to step on the shield trigger, so I’ve just been leveling up and defeating with a single blow, but I wonder if that’s really a good thing; it’s a tough balance.
“It’s true that saying ‘it’s better to hit’ prevents the game from getting stuck.”
In the case of Pokémon cards, one card is light, so it’s just a small reward for hitting, so I guess it’s okay.
There are cards that touch the side, but it’s really troublesome when a key card completely falls to the side and there’s nothing you can do about it in Pokémon cards.
The Rage Arts in Tekken were not interesting at all.
But when I landed my Rage Art, it was like “whoa!”
In Pokémon cards, there is the disadvantage that when a strong Pokémon is defeated, you lose two prize cards, so it’s common to let a strong Pokémon of the opponent defeat a Pokémon that only gives up one prize card to turn the game around.
Pokémon cards have excellent search capabilities, so it’s easy to include cards that have limited uses as a silver bullet, but if a card is only included once and falls to the side, it can be a dead end.
It’s good to see the player’s personality reflected in whether to use multiple cards as a countermeasure against side drops… or to prepare a sub-plan that can win even without that card.
Digital cameras occasionally occur; security involves key cards and specific generations being firmly established, which can lead to failure.
If the comeback mechanics are too strong, it just turns the early-game battles into a farce.
I would like to disagree with the notion that a deadlock is necessarily a bad thing.
Well, it’s bad from the perspective of tournament management, but…
This Torchic is thinking about a lot of things.
It’s not a rivalry; a stalemate is boring to play.
In the case of Yu-Gi-Oh, it’s easy for a reversal to happen because one card can lead to a lot of outcomes.
The fact that there are many elements to punish comebacks in the very early game, thanks to having the most resources, makes things complicated.
The reason why the first turn in Yu-Gi-Oh sets up a lot of interruptions is that one or two interruptions are usually not enough to stop the regular plays.
In exchange for fewer disruptions, infinite resources have also started to appear.
You’re so smart, Chamo.
I think a 55% win rate is probably really impressive.
It’s fine to have reversal elements, but dropping the shield or falling off the side is terrible.
It was so much fun to win with the spark I had put into a random deck in Duel Masters.
How will the media handle a student who was thought to be dead but has come back to life?
Is Itō-san controlling the media…?