Psycho_Lugia_X
New Member
Never mind the title to this, i needed a catchy way to introduce the theme of this thread, "What are the pros and cons to each of the big 3 card games (YGO, Poké, MTG)?" Lets go into some detail, lets pretend we have no biases and just shoot off whats good and bad between the games. Ill start, and feel free to debate points in future posts, and enjoy the rebuttals of others to yours. Ill keep this light so i wont hog every possible point. And feel free to add other card games. You just might make a new fan, a new rival, or even a new refugee!
Pokémopolis (i love that word)
On the plus side, there's no max hand limit, which is kind of a bad thing for certain mechanics like recursion, but its nice to hang on to stuff you dont need at the moment and not worry about having to pick which cards to get rid of.
Also, there is a limit to how tough a creature can be to take down, you can only have a poke out for so long before he gets worn down and the sky isnt the limit to its hp...the cap is now 200 right (im still not comfy with the Nintendo take over)? Also, the game is pretty simple but at the same time complex,a s it allows for serious thought to make a move. The rules dont overwhelm you like say DBZ did, for me anyways. But it boasts a complex thought process to play well.
For the darker side of pokémon, you lose your method of payment, or energy, whenever your guy goes down. This hurts you as it makes a need for more cards of that sort, energy, and thus u fill up your precious slots in your strict 60 card deck.
Speaking of which, the 60 card thing is a double bladed axe. Its a good or bad thing depending on how you look at it. It could keep you from making a nice deck that would be ruined if you had more than 50-55 cards in it. There is good though, you and your opponent have the same odds regarding decking to start off with. Expound on this issue please!
About the thing that really bugs me, there is a little too much coin flipage involved, its pretty tough to make a deck without coin flips involved in one way or another. Some good cards are DQ'd from the decklist cuz theres just TOO much luck with a coin toss. Flipping for bonus stuff is fine, like the luxury of poison or burn, but if there is no base damege for that luxury to accompany, then it becomes what we dont want in STRATEGY, luck. Remember, anyone can do luck, but it takes more of someone to do strategy, to do skill. Thats why i dont even want to TOUCH Neopets TCG, where a single roll beats you regardless of how well you planned. Luck destroys a game, and this game keeps it at bay, but luck encroaches a bit too much still. A quick note before i finish here, i think we are ready for some more advanced concepts. Think Threshold or something like that, or kill spells, but with trainer cards, maybe some burn spells. You know, a supporter, all fighting types take 20 dmg or something. I'd like something like that, but maybe that's a little out of flavor. So you could have a poké be able to do stuff like that. I loved that mightyena discard attack. Now they are getting threats--indirect threats--out to your opponent.
You, G.I. Joe!
Pros, a complex game is available, strategy is involved deeply, and luck is kept to a minimum regarding card effects. There is an air of mystery to the face down shtick, and it hooks you in immediately. Couple a face down creature with a face down helper card, Spell/Trap card, and add a little smirk from your opponent and you got a thought provoking situation on your hand...get it? Heh...heh...ok, puns are banished from the rest of this post. The point is that you dont know what to expect, so you end up second guessing yourself and if you are really willing to test your preparations and strategy against your foe. A final good note to the card game is that you get to surprise your opponent with stuff that can really screw up their plans; there is usually a way out of a bad situation if you really want it. By that i mean there are numerous destroy cards to start over on your terms.
I really dont like how some cards are utterly USELESS in the game. There is ABSOLUTELY no way to use the cards, there are TONS of water types that just are nothing! they are like 400/300. AND they are vanilla...there is NO WAY to use them. You end up wasting your money on a booster when you get three such dead cards in a pack. Its rather discouraging. What was the board meeting like when they pitched cards like that. "Ok, boss, listen, this guy is 400/300, BUT he has no effect." Boss: "Kazujukimukoyamishuchi, you're a geneous!" I mean come on, what were they thinking. If a card IS useful, it has to pass ANOTHER trial. SOme cards are WAAAAAY too situational. Its kinda like the poké mystery plates, but times ten. Like what are the odds that a certain card will be taken control of by your opponent when it is face up and just as weak as the above mentioned hypothetical card? Stuff like that really makes you mad. It takes a lot of effort to just build a playable deck. It could suck but at least you can get some progress in a game. But there are too many cards that have u foced to play them if thats all you got. You have to hunt for cards to make your deck just so-so. Let's not talk about what it takes to make a great deck, whew! Another bad thing about the game, and this is running long, so ill end it with this one, is that the game is kind of hard to keep from a "I got my huge guy out first, i win" situation. While there are a lot of destroy cards out there, in a casual game its a race to pull your heavy hitter out first. Especially when the game started out, there was too much of this one card to end it all feel to it. I do have to thank the company, thought, because recently the cards have been improving. There are less and less dead cards. Five second dis: one monster per turn sucks, cant fight back after a huge upset!
Magic: The Original
The pros play the game for money (gotcha!). The good side of the game is that you can drop as many guys as you want as long as you can pay for 'em. You use your method of payment repeatedly, and there is an open ended creativity pool available for deckbuidling. I noticed in YGO that there are a bunch of cards that end up being either dead or building your deck for you. Whats the point/fun in that? (Gradius, stop haunting me!) Magic has just enough space to change constantly without disrupting the spine of the game, few things are set in stone so you know you can count on the game to never get out of control years from now. YGO has everything written out, and that is dangerous, they have every creature type and element spelled out, and theres a five M/T/Mon limit to be broken under only the rarest of occasions. Magic just gives you the ABC's from which you can derive an entire lexicon. Do you see what im saying? IN addition, there is only as much luck involved as you want. Where you are lucky to make an effective flipless deck in Pokémon, i dare you to make a flipping deck in Magic. I have seen very few cards in my life that deal with flips in Magic. There are very few pure luck related cards in existance. And i think thats great.
The cons take your money and give you a product that will break five minutes after its out of the box (ZING! thats two!). Seriously, the downside to magic is that first of all the new card frames are a tad unflavorful. It wouldnt kill them to make the frames reflect a side of the color it frames. Remember how green had the plank of wood for a text box, red was set in stone, etc.? A simple change in the border of the text box would be nice, but whatever, thats not important to the game itself. I really didnt like how the Onslaught block turned out. It made too many cards change your deck, which may or may not be a good thing depending on how you look at it. But let's stuck with the bad. If you were trying to improve your old deck during Onslaught, you couldnt improve your theme because most cards were all about tribe, which fits the theme of the block, but excluded improvement to the past cards that didnt want to focus on tribal themes. Plus the tribal theme seems a bit uninspired. Well that was a pretty weak bag on Magic, but i'd like to see you do better. Heh.
Ok, i tried to keep that light, hope i did, but now let's hear from you. Let's debate, add points, and etcetera! I really want to know how you players think. Multiple perspectives yield multiple perceptions. Go!
Pokémopolis (i love that word)
On the plus side, there's no max hand limit, which is kind of a bad thing for certain mechanics like recursion, but its nice to hang on to stuff you dont need at the moment and not worry about having to pick which cards to get rid of.
Also, there is a limit to how tough a creature can be to take down, you can only have a poke out for so long before he gets worn down and the sky isnt the limit to its hp...the cap is now 200 right (im still not comfy with the Nintendo take over)? Also, the game is pretty simple but at the same time complex,a s it allows for serious thought to make a move. The rules dont overwhelm you like say DBZ did, for me anyways. But it boasts a complex thought process to play well.
For the darker side of pokémon, you lose your method of payment, or energy, whenever your guy goes down. This hurts you as it makes a need for more cards of that sort, energy, and thus u fill up your precious slots in your strict 60 card deck.
Speaking of which, the 60 card thing is a double bladed axe. Its a good or bad thing depending on how you look at it. It could keep you from making a nice deck that would be ruined if you had more than 50-55 cards in it. There is good though, you and your opponent have the same odds regarding decking to start off with. Expound on this issue please!
About the thing that really bugs me, there is a little too much coin flipage involved, its pretty tough to make a deck without coin flips involved in one way or another. Some good cards are DQ'd from the decklist cuz theres just TOO much luck with a coin toss. Flipping for bonus stuff is fine, like the luxury of poison or burn, but if there is no base damege for that luxury to accompany, then it becomes what we dont want in STRATEGY, luck. Remember, anyone can do luck, but it takes more of someone to do strategy, to do skill. Thats why i dont even want to TOUCH Neopets TCG, where a single roll beats you regardless of how well you planned. Luck destroys a game, and this game keeps it at bay, but luck encroaches a bit too much still. A quick note before i finish here, i think we are ready for some more advanced concepts. Think Threshold or something like that, or kill spells, but with trainer cards, maybe some burn spells. You know, a supporter, all fighting types take 20 dmg or something. I'd like something like that, but maybe that's a little out of flavor. So you could have a poké be able to do stuff like that. I loved that mightyena discard attack. Now they are getting threats--indirect threats--out to your opponent.
You, G.I. Joe!
Pros, a complex game is available, strategy is involved deeply, and luck is kept to a minimum regarding card effects. There is an air of mystery to the face down shtick, and it hooks you in immediately. Couple a face down creature with a face down helper card, Spell/Trap card, and add a little smirk from your opponent and you got a thought provoking situation on your hand...get it? Heh...heh...ok, puns are banished from the rest of this post. The point is that you dont know what to expect, so you end up second guessing yourself and if you are really willing to test your preparations and strategy against your foe. A final good note to the card game is that you get to surprise your opponent with stuff that can really screw up their plans; there is usually a way out of a bad situation if you really want it. By that i mean there are numerous destroy cards to start over on your terms.
I really dont like how some cards are utterly USELESS in the game. There is ABSOLUTELY no way to use the cards, there are TONS of water types that just are nothing! they are like 400/300. AND they are vanilla...there is NO WAY to use them. You end up wasting your money on a booster when you get three such dead cards in a pack. Its rather discouraging. What was the board meeting like when they pitched cards like that. "Ok, boss, listen, this guy is 400/300, BUT he has no effect." Boss: "Kazujukimukoyamishuchi, you're a geneous!" I mean come on, what were they thinking. If a card IS useful, it has to pass ANOTHER trial. SOme cards are WAAAAAY too situational. Its kinda like the poké mystery plates, but times ten. Like what are the odds that a certain card will be taken control of by your opponent when it is face up and just as weak as the above mentioned hypothetical card? Stuff like that really makes you mad. It takes a lot of effort to just build a playable deck. It could suck but at least you can get some progress in a game. But there are too many cards that have u foced to play them if thats all you got. You have to hunt for cards to make your deck just so-so. Let's not talk about what it takes to make a great deck, whew! Another bad thing about the game, and this is running long, so ill end it with this one, is that the game is kind of hard to keep from a "I got my huge guy out first, i win" situation. While there are a lot of destroy cards out there, in a casual game its a race to pull your heavy hitter out first. Especially when the game started out, there was too much of this one card to end it all feel to it. I do have to thank the company, thought, because recently the cards have been improving. There are less and less dead cards. Five second dis: one monster per turn sucks, cant fight back after a huge upset!
Magic: The Original
The pros play the game for money (gotcha!). The good side of the game is that you can drop as many guys as you want as long as you can pay for 'em. You use your method of payment repeatedly, and there is an open ended creativity pool available for deckbuidling. I noticed in YGO that there are a bunch of cards that end up being either dead or building your deck for you. Whats the point/fun in that? (Gradius, stop haunting me!) Magic has just enough space to change constantly without disrupting the spine of the game, few things are set in stone so you know you can count on the game to never get out of control years from now. YGO has everything written out, and that is dangerous, they have every creature type and element spelled out, and theres a five M/T/Mon limit to be broken under only the rarest of occasions. Magic just gives you the ABC's from which you can derive an entire lexicon. Do you see what im saying? IN addition, there is only as much luck involved as you want. Where you are lucky to make an effective flipless deck in Pokémon, i dare you to make a flipping deck in Magic. I have seen very few cards in my life that deal with flips in Magic. There are very few pure luck related cards in existance. And i think thats great.
The cons take your money and give you a product that will break five minutes after its out of the box (ZING! thats two!). Seriously, the downside to magic is that first of all the new card frames are a tad unflavorful. It wouldnt kill them to make the frames reflect a side of the color it frames. Remember how green had the plank of wood for a text box, red was set in stone, etc.? A simple change in the border of the text box would be nice, but whatever, thats not important to the game itself. I really didnt like how the Onslaught block turned out. It made too many cards change your deck, which may or may not be a good thing depending on how you look at it. But let's stuck with the bad. If you were trying to improve your old deck during Onslaught, you couldnt improve your theme because most cards were all about tribe, which fits the theme of the block, but excluded improvement to the past cards that didnt want to focus on tribal themes. Plus the tribal theme seems a bit uninspired. Well that was a pretty weak bag on Magic, but i'd like to see you do better. Heh.
Ok, i tried to keep that light, hope i did, but now let's hear from you. Let's debate, add points, and etcetera! I really want to know how you players think. Multiple perspectives yield multiple perceptions. Go!