#Bottle in the genie
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Too strong. Good effect, though.
Playtesting a ton of cards this week and out of all of them this feels the most like it could cause a lot of commotion
Yea I disagree just because you compost it after.
But I wanna see what people think. Not that that will keep it or kill it. But because I want to know what ppl think
How much does composting it matter if it ends the game?
Yeah but its a really quick win condition.
I think it needs some sort of consequence
This is a great point
When I played and won with it I was doing a lot of crazy stuff with other new cards and it felt so good to win with. But yea
When i first read it i thought it meant it took away one of your stacks so you’d be stuck with 2 the rest of the game, maybe that could be interesting?
It should be harder to get off up front I think. Maybe it requires other colored beans or has some other hard to get up front cost.
Like the stack just became stuck
I would consider changing it to two life instead of three
Ok that's a really interesting idea too
I think thats a good start, but yeah we could explore additional concepts.
you need 3 beans to use this right?
so you can't just play 2 of them and use them after they're done in stage fright
Yes
building a full stack and then doing 3 direct life points isn't really that op because you need the full stack, it's just doing Lv 3 direct damage anyways
it's an attack you can't guard
and your opponent can build against it pretty easily
having it be 2 life might be a good nerf if you have a level 3 attack on the stack that you can already use to do damage, but if you're at a point in the game where it's your winning play, it's a fantastic ace up the sleave
Im thinking about it compared to Praying Man
what's that card do again
Flip coins, 4 outcomes, 3 direct damage, 1 direct damage, draw a card, discard a card
doing 2 direct damage and then killing the stack is a good balance of that
it's a game ender
It doesnt explode but 3 direct damage is a 1/4 chance for a level 3.
Anyway! Numbers are easy to balance, the premise I think is what we like feedback on. Or what worm did by giving some alternate mechanic ideas, also very helpful
TBH i'd use it as a game ender
so any negative outcome doesn't matter
if the enemy has 2 life remaining and you have that card out, i'd use it to win
hoping they didn't have a helper card
Thats how Id use it too. Its currently sort of tough to get rid of lvl 1 cards, so maybe introduce a bottom up beanstrike as well
but also it's 0p meaning that if it's your only level 1 card you're going to get hit
so it's a slow setup
it seems op righ tnow
but it might actually be dog shit
or not as good as you think
Yeah it cant block but you throw a lvl 2 on it and now its just a level 2 that can blow up when it hits lvl 3
Yeah for sure. I like the premise of an exploding stack. Numbers are easy to tweak and additional conditions to balance are easy to add
what's 2 direct damage if you already took 2 direct damage setting it up
you know what i mean
⚖️
it's hard to tell how balanced it is
The damage is unlockable.
it's too risky of a setup for a turn or two, or more
that to me is already a good downside
The problem is there's essentially no risk of they're at 3 or less HP.
Unless you have 2 other lvl 1s. Id just play it with a lvl 1 heavy deck
then you already did that amount of damage
it doesn't seem op when if you're already doing damage to your opponent, you have an ability to close it
I don't understand how that balances it.
We'll have to see how it looks with all cards in the picture. It doesnt have a lot of synergy with the current cards people have in their hands, but as a complete set it'll be fine
You can't get a level 3 stack out there safely without already doing damage or having a means to block or taking damage
You aren't just existing a 3 stack in one turn, the momentum that needs to happen for you to get that direct damage is already happening mid game
Like you can do 3 damage then your opponent draws lvl 1s from that damage and is able to stabilize. This prevents them from stabilizing.
They just die.
yeah but at that point your opponent is alerady fucked
you have a level 3 out there
you don't have to do direct damage to win
Other 3 damage options need to do way more in that same situation to get that damage.
your level 3 is going to do 3 damage if your opponant is already on the fense
i just don't think it's the most op thing at the way the game plays currently
But your opponent can be dominant and still get exploded
And getting your opponent to 3 or less isn't hard.
if there's a card that allows you to play bean powers with one less bean, that's going to make it fucked up
but if they're at 2 health with a means to block a level 3 attack successfully, then the game is already at a turnpoint
you know what i mean
im pretending like the card does 2 damage
not 3
At a turn point but not over.
but it can be over in one attack phase if played right
and i think having something unblockable that finishes it is cool
That's praying man
Sure, I think two is better. But the thing I think we have to keep in mind is that turn 1 you can play a ball, bottle in the genie, and a cow ouioui. Attack for 1, have a good board state. Next turn, level up Bottle in the genie, have a fully functional lvl 2, attack with it, and then explode next turn
50% of the time you are going to do direct damage AND the card will be there next turn
I feel this would outclass praying man way too easily.
if the opponant doesn't have a way to defend this set up then they're fucked anyways
Disagree
Yeah 0p isn't that big of a downside.
Praying man stays ont he field
Yeah but when its exhausted its still useless for a turn
0p basically means you can't block with it until you level it up
yeah
or you auto kill it
Idk if you've been reading what i've been sayin mush, but im all for the card
I am. Idk how I fully feel about it. But I like the idea
i think the only thing that will make it fucked up is if we have a helper card that knocks down a bean requirement
then it can do it's attack at turn 2
But once its a lvl 2 that 0p doesnt really matter. Youre fighting with your lvl 2 not the 0P level 1, and then you just wait for an opportune time to explode
Yup
So you have defence
If 0p still blocks it's still a solid blocker.
you literlaly can use it againt them
but then it dies
That's fine if it prevents lethal
True, it could come in permanent exhiast d
Like if you level it up with a black sheepy and then a dinkle
Its now just a dinkle with a bomb when the moment is right
that'd be good
that's how i've thought about it
just being an open hole in your defence until leveled
Comes in perma exhausted*
Could be the first 3 color ability.
Cow peepy already has two color req
i think you're OVER ESTIMATING it's power
Doing 3 damage should be niche
im thinking about it being 2 damage
i think you're insanely overestimating it's power
mush i wanna play a match with that card eventually
2 is better, but we'll check it out
2 would balance it more I think. I think it's more fun to pay a silly cost for bigger damage.
if you never get to use it whats' the fun in that
Exodia
Not never just make it a little harder
exodia you can easily make decks for
exodia is just an expunging deck
this isn't an exodia
You could also print cards to support the play style.
exodia is a 1TKO
Three different color beans isnt really that hard but Im also not necessarily sold on that. I think we just balance it with Praying Man in mind and it'll be fine
Praying Man is fair and balanced
praying man is 50% chance to do direct damage, averaged out to a 50% chance to do 2 damage, but it stays on the board
Feels really good when it pops off.
It does 1 damage per turn on average with a chance to discard a card
right
so if you think about it this way, 2 damage and killing your stack and you can never do it again
that's fair
that's 1000% fair
Yeah but the use case is you do it when you can win because your opponent cant do anything about it
Yeah 1 in 4 chance
but
it never goes away
you can keep doing it
and
there's cards to fix the outcome of the coin toss
you can guarentee 1 damage
If I have 3 level 3s out, you can still just pop on by with exploding
then 3 direct damage becomes a 50%
They're open if they miss it. It's a risk that requires a good board state.
So does bottle in a genie
Not yet there arent, but yeah
you have to already be winning for it to matter
oh i thought there were
but
again
thinking if there ARE going to be
Coin used to do that but it was too strong.
yeah
It will happen in the future for sure though
100%
so it'll make praying man more powerful
and make bottle in a genie look like shit
Well maybe maybe not
No you don't. You can deal 3 damage without being in a winning position.
again i think 2 direct damage on a stack that needs to be level 3 and then it gets 100% killed is good
Your helper token use plus a helper card to increase your odds from 1/2 to 1/4 is a commitment
this is the 4th time i've said i'm thinking about it doing 2 damage
Sorry I keep forgetting
anything to win
anyways i gotta shower but im 100% for this card
i think it'll be good
Im for it too, the premise is fine
Im just saying we'll be careful with it.
I have two cards in mind for the expansion anyway, one is a bottom up beanstrike, and the other is a card the negates direct damage but allows your opponent to draw cards in exchange
One thing I dont like about genie currently is that there's no removal once its lvl 2
Bottom up bean strike is kinda awesome but kinda crazy
Sends your lvl 2 and 3 back to your hand, maybe there's an additional cost, maybe it let's you level up 2 cards next turn, maybe it costs the person playing it something extra
Level one removed and the other two to the owners hand
Yeah, but it would need something else to balance the potential two turns of leveling up youre mitigating
You are trading 1 helper card + your helper token use. In exchange you destroy one card and remove potentially 1 or 2 turns they spent leveling cards up
I think if you bounce a lvl 2 its fine. If you bounce a lvl 3 it needs a bonus for the player its getting used on
As a side note, it might be interesting to use it on yourself
Anyway you guys can kinda see how in thinking for green cards
Yeah, dont worry about the numbers. We'll balance everything all nicely.
If 3 exploding is too strong we'll try 2 exploding. If 2 exploding doesnt feel right, we'll make it 3 but give it an additional cost or some benefit to the explodee
Leveling 2 cards is fun but I'm not sure it's a good enough downside. If they don't have any open level 1s it won't matter much.
I mean ultimately it is still a helper card you are using, it should benefit you
It just shouldnt be 50% better than a beanstrike, it should be similarly strong
Yeah I'm just comparing the benefit to strike
Definitely
You could potentially be removing way more cards. Even if they play a lvl 1 next turn they can't upgrade it because of stage fright
Im just spitballing off of the top of my head as I came up with the idea. Its in no way a complete idea. Just an idea Id like to implement that could be balanced in a number of ways
Yeah I'm just talking it out because I like the idea.
Maybe instead of two upgrades, cards played next turn dont have stagefright
That sounds fun
What I like about this game is that we can just write anything like that onto a card as long as what it is, is clear. If something has an effect we want to soften, we can give it some sort of drawback
Yeah I like how straightforward it is.
I'm trying to think of a card that would counter bottle that doesn't just counter all other ways of stopping 3 damage too. I think making it 2 is probably just the easiest way to go about it.
The thing that Im thinking about more than it being 2 or 3 damage, is the pros/cons of using it. When Mush made it 0P thats a step in the right direction. But that whole negative is completely removed when it becomes a level 2. So while you are preparing to use it, it can be a normal level 2 thats blocking, attacking, and using abilities.
It seems the the con of having it just be an exploding vase goes away. It can become a dinkle or mr baby or homie that is a fully functional card until the time it decides to explode
It basically becomes an unblockable lvl 3. You get hit by Dinkle then next turn it explodes and kills you.
Maybe this would be grounds to keep it as a 3 damage explodey card, but what if its cost was 2 beans and it didnt provide any beans itself
I really like messing with the bean cost.
So a lvl 3 card would never be able to use its level 3 ability, and as a lvl 2 it couldn't use its lvl 2 ability until it became a lvl 3
And a no bean card would be sick
@ember wren a thought to consider
That way as a lvl 2 and 3 its a slightly weaker lvl 2 and 3 stack, but it can still splode. I mean optimal gameplay would be using it defensively like building a homie on it
But thats interesting in itself because youre creating a blocker stack with a little extra potential utility
This is a really good idea actually. The best you could get would be praying man or Dinkle attack for P with black sheepy.
Is hack copying an issue?
I think that keeps it exactly as Mush intended the card to be. It just extends the power nerf and makes it a bomb
We'd have to play test it, but I think thats really really cool interaction. Untalentless hack doesnt have enough use cases currently and its only a chance at a bomb
50/50 but you only have to blow up a 2 stack sounds fair.
Damn that sounds like a lot of fun to play against.
50/50 and relies on you having the right cards to make it happen. Its not a counter, its a potential interesting encounter that might or might not work out and would result in dramatic gameplay
And then we add in the helper card that allows you to change the outcome of a coin flip
Hack needs these interactions to be good. It would also make the useless lvl 3 abilities more useful since hack could steal those too.
I want this so bad I want to play a cow Peepy deck.
It will be a good ability, there just needs to be more cards for it to copy. Same with obloblobloblbo its a good card, it just relies on this next set to make sense
Yeah exactly. The best I can find for it right now is Dinkle copying. Maybe praying man.
We have a lot of stuff in mind but before we got too complicated and technical we wanted 2 player starter decks that are simple combat, simple helpers, simple interactions so we could work our the core of the game before throwing in 5 card synergies
It's fun though
Yeah the decks are good. They show off a lot of fun stuff and don't feel too competitive.
Except for Obloblobo
Bottle costing 2 and not giving a bean sounds like a great downside though. I think it would lead to some really interesting deck building decisions.
Oblobloblo will make sense when rush is more of a strategy. I didnt want to make that an initial theme because its kind of lazy and is boring without counters that slow down gameplay. Say a helper card existed that let you level up an additional card, or a lvl 1 card that was strong but had some additional downside while it had stagefright was paired with oblobobobobo
Everything will make sense soon
Maybe something that has stage fright for 2 turns but attacks for [4]
Might be funny to give a lvl 3 stage fright.
I feel like this is too strong for a level 1 although I suppose it needs 3 beans
they're chaotic
the idea that it's level 1 means that it's useless but out there
I think it’s a super cool concept it just needs some sort of consequence counter
Ive been thinking of a different way to combat it (other than it neutralizing your stack) and maybe if there was a helper that could target a stack? But that’s way op so then maybe you can only target a stack if it’s equal to your P so both stacks die
Kinda like explode from pokemon i guess lol
Im just imagining how i’d react to my opponent having one and what i’d wanna do about it
Idk, i love the gambling deck and think it’s funny when i mess myself up with it lol
I think it's more of a late game utility thing. Like you play weaker guys early but your late game is really strong.
I like the idea of it as a ticking time bomb but I think it needs a little more to be fair and fun. Something more than just remove it because that's true of every threat.
yeah i mean that;s how the game works LOL
Well I mean these guys are weaker than other early game guys. Like ball and obloblobo can get you value early but don't scale well. This card only does well in the late game.
which is a good consequence
Yeah I agree those are my favorite deck archetypes to play.
I'm curious what a lvl 2 green guy will look like. I imagine they're something to help you survive till late game to pull off these effects.
Dinkle and carrot man are meant to rip through defenses and end the game quickly. Homie and praying man are more about grinding it out. I think green is going more in that late game grind direction.
I’m guessing shield, mysterious ampoule, and bean strike can all prevent the card from being composted? With that in mind I’d for sure want the opponent to lose two life instead of three. I also like marmot’s idea of making it a 2-bean requirement and the card supplying no beans
one thing that is nice, if I’m playing against someone using bottle in the genie, and they save their stack with a shield, I can still play beanletting to get rid of it
It can just be worded differently.
"Send this stack to the compost. If it is sent to the compost deal 3 direct damage" or something
I think it’s all meant to be one thing, like just changing the order it’s written to stop someone from using shield to use the ability twice
Ohhhh
I was thinking if you send it to compost (cause someone killed you) then it explodes
It's meant to be worded "if it was sent to the compost this way deal 3 direct damage".
I see now 😭
I think my main problem with this card is it isn't very interactive. In order to deal 3 or even 2 damage in any other way I have to do so much more. I have to interact with combat and more removal options. I think it would lead to a similar effect as the old bean bed ruling. I remember my opponent reacted like "well I guess the game has to end at some point". It just doesn't seem all that fun if the game is ended that way.
I like the idea of it as a ticking time bomb, but what are my options to defuse it?
It kind of reminds me of this card. But what makes this card fun is how much control the opponent has over the situation. They can attempt to stay over or under 10. There's more interesting decisions on the opponent's part.
i think the wordier a card gets the less fun it is
not to disambiguate it
but the more situations you can use it
like this card fucking sucks
nothing more annoying than having something be directly for a situation for one thing
the way yugioh gets around some of this shit is by having a graveyard and banishing
I think that's reductive. There are tons of fun wordy cards. I think the less words you can explain something in the better, but that's about accessibility not how fun it is.
i think being able to prevent the composting of your own card with a shield helper to negate the downside of a bottle in a genie is cool
it's smart
it's why most cards in beansprout have "choose a player" basically
not a lot of things are opponent or player specific
meaning bottle in a genie can be used to attack yourself
and if you can do that, prevent composting, now you have 3 extra cards at the cost of your life and nothing else
why would you do that?
why not
it's fun
nah this shit fucks. my friend drafted it and deleted my sister with it. To me saying it's bad because it's for one specific thing is like saying exodia is bad because it plays for exodia.
EXODIA IS BAD
THAT'S THE THING
EXODIA IS A BAD DECK AND IT'S A GIMMICK DECK
if you can't OTK you lose
also it's not fun
You will never win a tournament with exodia
Who cares
Not all cards are about tournament winning.
Building jank is fun
i'm just saying exodia is a gimmick deck and it's not good s
so why pretend like it's good
when there's statistical information about it as a gimmick is bad
you can win with it if you're lucky, that's all
it's a deck where you literally just shed cards and draw as many as possible until you have all five pieces and if you fuck it up you lose
This game has coin flipping as a primary mechanic
right, so does pokemon
Yeah luck is a big factor
Yeah and that's good. My broad point is that niche playstyles are fun even if they're bad. Playing around getting someone to 10 is fun because it's a puzzle to solve, it may not be tournament viable. But you and your friends might have fun with it in certain formats.
I like looking at a shit card and doing my best with it.
Bringing this back to bottle in a genie, im just saying that the card is fun and that hyper specifying when you can use it and how you can use it sucks
"you can only deal 3 direct life points when they have more than 3 life cards" or something like that would suck
because it would make the hype factor of nailing it not feel as good
I didn't bring up that card to say bottle should be as niche as that. It was that another cost might make it more interesting and interactive for the opponent.
Instead of just you get to lvl 3 and do it, maybe it requires you to discard a card or something.
and i disagree
Sure yeah I just want you to understand why I brought up that card. I like how much control the opponent has in preventing themselves from taking half their life pool.
I've had fun with it. It kind of felt like praying man popping off. It's a rare but very powerful occurance.
Getting to lvl 3 isn't all that hard and I'm not sure the risk matches the reward.
and i've stated why i disagree
Imagine it being a level 1 0p card that had did 2 direct damage at level 3 and was perma tapped until it leveled to level 2.
if someone set up an instance trying to go for a full kill doing only direct damage, a first turn draw with only that card would leave your team wide open for direct damage, then leveling up one of them to a level 2 gives you only 1 card that you can successfully use, you can block with it but then your opponant still has 3 monsters they can use to attack again, sure youc an block one but you'll still take 2 direct damage again, you have 1 life card and a level 3 that does 2 direct damage, then it's tapped your team is wide open still, you die
Now replacing those other 2 with level 1s that can block, yo uhave a bit of defence but you can either die or try to block their attack.
Depending on how the other team builds they might be able to take your level 1 cards easily, or even strike your level 2 just to fuck with you before youc an get to level 3. You still have to draw to get a level 2 or level 3 card so you're still working at a disadvantage at every level if your gimmick is to build for direct health
No matter what, building bottle in a genie leaves you on a back swing and playing in defence
and playing in defence is not a good position when your one trick pony kills itself to do 2 or 3 damage or whatever
praying man doens't kill itself and discarding a card doesn't matter if you're already on the offence
Bottle in a Genie is strictly a gimmick card that isn't that powerful, because if you already have the offencive lead where it'll win you the game, you're already doing good.
This is what i've been saying the entire time
3 turns to build up direct damage while you're doing virtually NONE, it's not good for any momentum, it's the final swing and even then you can see it 3 turns coming
It is not an overpowered card, it's a pure fun gimmick to build with
if you see it coming you can do so much to prevent it
you literally have 3 turns to figure out what the fuck to do
an instant in magic, you don't know it exists
you can't predict your opponant has that card without prior knowledge
bottle in a genie is placing a bomb on a timer and saying "defuse this' and the level of danger you're at is calculated to how strong you are at that moement
if you're playing defencively and they do that, sure you're going to be screwed, if you're on the offence and they do that, they lose
but i don't see a situation in generality where it's over powered without being specifically being a late game option.
Yeah if you have a good level three you can attack well, but there goes your only blocker at that point if you're setting it up asap
if you're not setting it up asap you still have offensive options that are already potentially putting you at an advantage
this is why i just advocate for it being 2 direct life points and thats it
it's not a be all end all, it's a gaping hole that keeps you on the back swing
that's how i see it
That's a lot I wouldn't nerf it that hard. I'm fine with it being 2 direct damage which you seem to agree with. In my experience drawing 1 of most lvl 1s is often a loss. In most cases you probably wouldn't go right for upgrading bottle. I would probably treat it like a family cube and just have it there and not attack. Upgrading it in the mid game after setting up a different threat, chipping them down so I can finish them off.
That's by design. Playing on defense is how late game decks play. You survive then overwhelm.
The difference between 2 or 3 is pretty huge. Putting it to two is a dramatic nerf.
I was just throwing out a cost it wasn't exactly what I would go for. My point was if it were to remain 3 damage it might be fun to add something extra that the opponent can target.
I feel like if you just ran this with a bunch of other attack for P guys and helpers to stall the game out you could definitely get some damage in.
Neither of us have played with it. I can definitely see being wrong because it is slow, and aggro would likely give it trouble. But with the card I'm looking at this looks like it will be even better at ending stalemates than praying man.
I see it as an extremely useful tool that can end games for late game decks. If you survive being on the back swing and play for it. They've said they're going to be careful with it and that's all I really wanted to hear. I don't think it would be fun for this thing to be meta.
So to me, what makes the game fun is unexpected twists and turns. Coming up with a strategy and then having something get in the way so you have to think creatively. Going back and forth for control of the game tempo and initiative is what I think makes an engaging game
I dont want to write cards that are wordy as in technical. If its a reading comprehension test thats not fun. We dont need shy away from multiple functions, conditions, and directives. I just think whatever we write on a card needs to be a series of directions. Following a cake recipe rather than reading a text book. 1) do this. 2) if this is true then do this, otherwise do this. Finally, do this
Yeah that's part of the reason I like your idea of it not providing a bean. It changes things up in an easy to understand way. There's a lot of simple ways to balance it I think.
I also dont want to make cards that are ever completely useless. Exodia's leg is useless. If we make cards that you have to throw three cards together to make an exodia, you will be rewarded for pulling it off but if you cant pull it off, you can still kick with your leg. It might just be a weak lvl 1 compared to others
We try to give cards multiple functions as well. We wont have cards that you cant play if you have fewer than 6 life cards out. We could make a card that gets a bonus perk or a negative effect if you have fewer than 6 life
I agree with you, but exodia's pieces can also be played as monsters. I mostly posted that card as an example of how restrictions on cards can give players agency. Black Sheepy might have been a better example.
There are already a few cards that function this way. Beanletting can only be played after you took damage. I've had a few games where that card ended up useless. I think it's fine as long as it's a good effect or it's fun to build for.
You wont always have the perfect opportunity to play a card, but you could also say every monster card you have is useless if your opponent has stronger ones out
I guess beanletting would be useless against a deck that didn't have any monster cards in it. Like if it was just a helper deck
It's useless in a scenario where any damage is lethal.
What I mean is like, Magic has cards that say counter a black spell
Well whats the point in having that in your deck if your opponent doesnt happen to play a deck with black cards in it
I kind of feel that way about mr L. Why use it if your opponent can draw cards? I always looked at that card as a matchup check.
You'll see
I just feel it's a gradient. Some cards will always be more niche than others. I agree that countering black is lame, but I also feel some of that specific counter play is good for the game.
It is, but we wont create cards that counter other cards. We'll create cards that give favorable outcomes if you counter those cards, but can still be used
If homie was the meta, we could make cards that do extra damage to cards with blocking effects. But it would be designed to be strong against homie and still a valid normal card in the case that your opponent does not play homie
Yeah I'm against hard counters to archetypes. I think a bad matchup should aim for 60/40
Everything should have pros and cons that reward you for clever plays. When you synergize two cards together, they should have the power of 2.5 or maybe 3 cards. So every time you progress a good plan, and stop your opponent from making their good plan work, you slowly progress towards victory
Yeah I like that philosophy more than magic or yugiyo where 2 cards can literally end the game with an infinite combo. It's why I prefer low power level magic.
Agreed, I liked Yugioh when it was pretty much just monster beat down with some simple, ok boardwipe time, rules. When side decks and weird random interactions that occurred adjacent to the game got added I got bored
Sacrifice X to get Y made sense. Then it was like, ok well if the sum of the stars of these cards were right you can just hack out a super strong combination card that doesnt even rely on you having it in your hand.
Mill your own library into your graveyard then pull out all of your creatures and win instantly.
Also you have no lands and this is viable lol
I don't think those things are bad. They're interesting to see. I would just like to play a game that's balanced against that. I'm far more casual than that.
Yeah that's what i was saying
Beansprout isn't at the point magic or yugioh is for it's stupidity to be fucked up like them
so i think basing beansprout purely on anecdotals from those games is moot
You can learn from those games to balance this one. We've all had experiences with card games that shape our taste. I was trying to draw comparison between 2 cards that both take half of your life pool away and why I felt one was more interactive than the other. Maybe too interactive.
Yeah, I dont think we've directly taken any features from any games, but we have certainly moved far away from things we dont like. I cant stand Magic's turn length and all of the manipulation and upkeep and steps and stages. If Im just sitting there watching my opponent look through their deck and pick up and put down and flip and shuffle cards all on their own, and it makes no difference if Im there to interact with what they are doing or off getting a snack, im done with the game.
Things will be getting more involved soon, but not more complicated
Yeah I don't think there's any exact mechanics taken from anything I've played but I definitely feel at home as someone who played a lot of magic. It definitely feels inspired by magic and pokemon.
Yeah there's some decks in magic that just feel like I'm juggling while my opponent watches. You can have a good time in magic if you play with certain formats. Me and my friend made one up with all the cards we've collected. I haven't had the urge to play since BS came out though.
I've returned to magic like 2 twice at this point I'm sure I will again. I just like the way we play.
"deleted my sister" is so funny
Btw I'm reading this. I hope you guys know all the arguing is in good spirit and really enjoy reading how people think and want to play.
For me I want to keep this type of game where both sterling and bumble can enjoy it.
I like exodia as a gimmick and I like risk reward stuff. I see the game as a pack of tubes and gears to make a marble machine
If someone wants to be able to win with a stupid card I think that's awesome
I lovee risk reward
oh yeah for sure
im not mad at anyone
i just wanted to make my perspective get across while putting out my personal concerns on why i see it a specific way
I'm mad at you
I suck at strategy so i gamble for the win
No it's all good! I enjoyed having the conversation even if it was argumentative. I really like you and Marmot's perspective on this and I trust your decision making, but I feel it's important to get my perspective across too 