Maidens of the Kaleidoscope

~Beyond the Border~ => Akyu's Arcade => Topic started by: Vile Lasagna on May 02, 2009, 11:08:13 AM

Title: Trading Card Games - Touhou may or or may not be included
Post by: Vile Lasagna on May 02, 2009, 11:08:13 AM
So people kicked us out of the "You know you're addicted to touhou when...." thread and I brought the discussion here then.

i hope it gets fixed soon...

anyways, i make magic sets for touhou but am currently doing a persona 1, no idea how to play with it thou.. -sigh-

and Magic was okay until the later sets, i blame Timespiral for making it crappy and onwards.


I actually liked timespiral. No only where the cards extra shiny there was a LOT of stuff hidden in there. It was like more than half of the cards of the set you could look at it and " oh... !!...ooooohhhhh!!!!". Also the Ravnica block was quite enjoyable, as much as its predecessor planeshift. I think what really made me "HIIIISSSSSS!!!!!!" was from eight edition and onwards when Wizards decided that they would shift a lot of roles and strategies around the colours (things like getting rid of Disenchant and putting control cards on red...). But definetely my most hated of them all has got to be Onslaught block. Although I DO like Scourge with is "BRING ON THE 7+ COSTED CARDS!!!" Legions and Onslaught was just.... Urgh! Face down cards? Slivers?! A set with ONLY creature cards? Yeah Wizards.... being bought by Hasbro was a BAAADD bad thing for you u.u
Title: Re: Trading Card Games - Touhou may or or may not be included
Post by: WRATHIE_Beatrice on May 02, 2009, 12:35:25 PM
what, onslaught imo was thebest set for the amount of beatdown that we had, it was easy to craft a deck and easy to get into magic with the lack of control cards in the first set.

Legion blows as the amount of: OMFG BIG FAT CREATURES and broken made it bad..

Scourge was good, storm was made awesome.

U want to discuss which block sucks the most for breaking magic?

Mirrodin block, hands down.

Mirrodin + darksteel is enough to make any Non-artifact hate deck cry, unless u were playing extended.

The rest was a little okay..

Title: Re: Trading Card Games - Touhou may or or may not be included
Post by: Vile Lasagna on May 02, 2009, 01:14:24 PM
I have to +1 regarding Mirrodin... but mechanically I think it "tried harder" than Onslaught and thus gets more points. It's that over-simplicity that I hate about Onslaught. It felt like they tried to make Magic feel like Yu-Gi-Oh! which has fail written all over it in bile-dripping letters.
Title: Re: Trading Card Games - Touhou may or or may not be included
Post by: shinyjam on May 02, 2009, 02:56:41 PM
Quote
And yeah, I'll agree that YGO has been getting a little unbalanced (DAD, Goyo, Blackwings, What The Hell Konami?),
DAD important cards been limited/banned so is not that great anymore, blackwing just swarm, not that broken, the worst is all the synchro...those are practically free power up to ANY deck.

Ah yes, the Gladiator Beast deck...no sure how much it got banned, but wow was it powerful...
Title: Re: Trading Card Games - Touhou may or or may not be included
Post by: WRATHIE_Beatrice on May 03, 2009, 01:49:07 AM
you just have to play with a jap player and call him daddy after breaking his deck so hard you swore the cards were laughing in your face -_-"

anyways, Mirrodin was broken, hands down. Any deck can use any broken card in it's arsenal with SkullClamp being the meanest.

Card Advantage to Green? Wut?!?

And not to mention indestructablity and screwing the mana curve with Tooth and Nail and ether vial......

I give props to Kamigawa for Arcane and that's when it stopped.

onslaught i think was an attempt to make Magic easier for new gamers, what with Judgement and Prophecy and iNvasion being:

Wild Mongrel. Discard Basking Rootwalla, immune to dark banashing... and let's not go into other details.

on the otherside, most of the combos involve 2-3 key COMMON cards while in Onslaught it's the fattie that comes up, mostly Rorix, Akroma or Exalted that hits play would mean pretty much an All k.o.

weenie decks were fun to play even if a Wrath of god would mean lights up without some good rares.
Title: Re: Trading Card Games - Touhou may or or may not be included
Post by: shinyjam on May 03, 2009, 03:20:08 AM
Anyone know any original touhou card design?
Title: Re: Trading Card Games - Touhou may or or may not be included
Post by: Jana on May 03, 2009, 03:23:05 AM
I do remember there already being a hard-to-find Touhou Card Game of some sort; I just ran into it while browsing the Wiki. Try searching around.
Title: Re: Trading Card Games - Touhou may or or may not be included
Post by: shinyjam on May 03, 2009, 03:50:43 AM
I saw some, most are too simple and unoriginal.
Title: Re: Trading Card Games - Touhou may or or may not be included
Post by: Vile Lasagna on May 03, 2009, 08:00:46 AM
And speaking of Akroma, oh gods, WHY do they have to keep relaunching that shit? Once was NOT enough, it was EXCESS! It should have NEVER been released. It's probably the most horrid and devoid of style card EVER. "Hey, dawg, we heard you like creatures with abilities so we put, like, them all abilities on your creature"....

Dark blots in Magic history u.u
Title: Re: Trading Card Games - Touhou may or or may not be included
Post by: WRATHIE_Beatrice on May 03, 2009, 09:26:48 AM
it's for players like us who dun wanna spend tons of money on some game broker combo and bring Magic back to RUTHLESS AGGRESSION
Title: Re: Trading Card Games - Touhou may or or may not be included
Post by: Vile Lasagna on May 03, 2009, 09:30:08 AM
It's not about money, it's about brainpower. I don't wanna spend tons of money either
Title: Re: Trading Card Games - Touhou may or or may not be included
Post by: WRATHIE_Beatrice on May 03, 2009, 09:33:53 AM
When brainpower = thinking of a great combo = breaking it = increasing card prices

you get what i mean.

Fat creature's price is steady as they are just fat.

Akroma is a bomb in the wrong and right ways.

1. She is almost unkillable to Red and Black decks, when White is made of weenies.

2. She is still vulnerable to blue cards, making her still manageable if foes are not ready for her.

3. Double white 8 mana cost, of coz in onslaught block that's common but in extended, you're lucky to get even 6.

Tell me again why is she broken when you can't even cast her in previous sets and Onslaught is known for being a slower set?
Title: Re: Trading Card Games - Touhou may or or may not be included
Post by: M. Burusu on May 03, 2009, 10:06:55 AM
DAD important cards been limited/banned so is not that great anymore

Heh. Tell that to the Synchro DAD deck I went up against recently. Armageddon Knights, Synchro Summoning, etc. all made for very quick DAD. And if it wasn't DAD, it was Goyo or Stardust (or worse, all three on the field for extra raep). Granted, my funky little Fiend Beatdown had its way with the wretched thing twice in a row after it slaughtered my Iron Chain Deck, so I was satisfied, but STILL. DAD's the only important card IN DAD, and even that doesn't stop people.

blackwing just swarm, not that broken,

Fez and the rest of the table would beg to differ. Consider: The Tuner can halve ATK and DEF, the Level 4 monster has piercing, they just released a guy who recruits when he kills (and has 1800 ATK), the Level 5 monster can be Summoned if your field is bare AND can pump up one Blackwing (coughBORAcough) by the ATK of all other Blackwings (and said Level 5 monster comes with 2000 ATK of its own) . . . yeah. BLACKWINGS ARE MORE BROKEN IN PRACTICE THAN THEY ARE ON PAPER.

the worst is all the synchro...those are practically free power up to ANY deck.

I don't think so. Synchros need Tuners, and if you just cut it off there there's no real threat -- there's only 2 broken Synchros, and they happen to be Goyo Guardian (who got limited FAST, thank god) and Stardust (who now has an even WORSE Assault Mode).

Why they haven't limited Stardust still escapes me, but I'm extremely glad that there's still enough out there to run a WATER, Batteryman, or Iron Chain Deck with little worries.

- WATER Decks are fairly easy to run, considering that they had that Structure Deck a while back with Levia-Dragon in it (sod Neo-Daedalus and his errata, give me the classic nuke!), A Legendary Ocean is a common in a pack with fairly good everything-else-in-it (i.e., you won't be disappointed if you don't pull Legendary), and the Field Searcher is 1) a regular Rare in TAEV, 2) 1900 ATK normally, and 3) a Level 4 monster and thus able to Gravity Bind with his Field Spell. Gagagigo or Familiar-Possessed Eria help as well, as does Nightmare Penguin and his double-duty effect. And fairly easy to get at your local hobby shop (or at least it is for me).

- Batteryman Decks are equally easy to run, what with how most of the monsters needed are Rare rarity and below (emphasis on needed -- Superelectromagnetic Voltech Dragon is about as required as his name is short, though he's damned fun to unleash and the ONLY reason to use a Batteryman C at all). Batteryman AA, Batteryman D, Batteryman Micro-Cell and Batteryman Charger are the only required monsters, really, and you should have 3 of each. Also, their break-everything card 'Short Circuit' is an enemy-field nuke that you can run three copies of and has a fairly easy prerequisite (you need 3 Batterymen on the field; not hard with Micro-Cell and Charger).

- Iron Chains are cheap (cost-wise, not gameplay-wise -- gameplay-wise they're tricky to work) and fun (when you get them running). Not much for tournament play, but they're still nice to throw around with your friends. My advice: use Warrior Toolbox support. And by that, I mean stock some Marauding Captains, The Warrior Returning Alive, Reinforcements of the Army, and whatever else you want considering that half the non-Synchro monsters in the archetype are Warriors (Repairman and Blaster, the two that you can use to break your opponent in half if you play them right) and that you won't always be attacking (Coil can select itself as much as it wants while you have it, and Poison Chains stack on each other -- think about that for a while) . . . so yeah, try it out, the highest-rarity card in the Chains is the Synchro (which isn't even mandatory, though it is a good idea considering it's an easy 2500 ATK), and they're all in Crossroads of Chaos.

So, yeah, I guess this is just my longwinded way of saying that . . . YGO is not just Stop Having Fun Guys -- there are [still] little old mavericks like moi who prefer to try out the unusual, oddball decks for the fun of it (and surprisingly/enjoyably enough, the most unlikely, way-off-cookie-cutter themes may turn out uncommonly good results).
Title: Re: Trading Card Games - Touhou may or or may not be included
Post by: shinyjam on May 03, 2009, 11:00:55 AM
Well I mean by them self, of course is damn powerful if you have those uber synchro and tuner, your blackwing example alone shown how the tuner alone make it deadly.

I know DAD still alive in other form, although is quite risky when you up against someone who know how to deal with it and have the cards for it. :p

I used batteryman and water deck too, those are fun...but still can't find a fast way to bring levia out fast enough. Although other variation works wonderfully.

Didn't play it for a while, so not too sure about the new cards.
Title: Re: Trading Card Games - Touhou may or or may not be included
Post by: Pesco on May 03, 2009, 11:22:57 AM
Akroma existed for reanimator decks. If she's getting hardcasted, you're doing it wrong.

Let's not forget rarities have a part in card pricings. An in demand uncommon will generally be cheaper than an eqally in demand rare. At the end of the day, it's just business for the company. They know exactly where the game is going and how the metagame will develop, the players determine the rate of movement only. Everything that becomes a chase card will be one at some stage.
Title: Re: Trading Card Games - Touhou may or or may not be included
Post by: Vile Lasagna on May 03, 2009, 11:24:26 AM


1. She is almost unkillable to Red and Black decks, when White is made of weenies.


Actually white is one of the strongest colours creature wise. I guess it only loses to green.



2. She is still vulnerable to blue cards, making her still manageable if foes are not ready for her.


Zomg! She is not "instant win regardless of ANY other circumstances" !!!



3. Double white 8 mana cost, of coz in onslaught block that's common but in extended, you're lucky to get even 6.


There are MANY ways of speeding up mana or, depending on how cheap you are, you might even not need to and just put her into play from the graveyard or whatever.


My point is not that "ZOMG! AKROMA IS BROKEN11!!!!!1oneoneone"

The thing is that it is ugly, stupid and lacks style and elegance. It's not like, say, a guy starts playing this weird game, controlling, poking and barely making it through. You just think he has a bad deck when suddenly he puts a Door to Nothingness on the table and you realise he was setting up for that.
That's way better, but, you want to REALLY go stylish, then you gotta take a look at things like Eater of Days, THEN you'll start to understand what's wrong with Akroma.
Title: Re: Trading Card Games - Touhou may or or may not be included
Post by: WRATHIE_Beatrice on May 03, 2009, 11:27:50 AM
Eater of days is rofl without Stifle, and if u let it resolve successfully, you're doing it wrong.

and pesco: u're right, reanimator decks ftw, pity there is limited choice in OnSlaught block and i'm talking about Onslaught block in general.

White has one of the strongest creatures yes, the chase rares yes...
Green is fat, pure fat but ironic the best is a weenie..

She is instant win in Onslaught block if u dun take care of her asap due to lack of alternatives to kill her easy.

Yea, agree on the mana accel point, 8 mana is not a big stumbling block if you plan ur deck well..

i'm talking casual and casual players normally don't get so far.

Tt said, Stifle was ahead of it's time
Title: Re: Trading Card Games - Touhou may or or may not be included
Post by: Pesco on May 03, 2009, 11:30:49 AM
Door to nothingness? Eater of days?

I like you.

Edit: Didn't play Onslaught, dunno what you're talking about.
Title: Re: Trading Card Games - Touhou may or or may not be included
Post by: Vile Lasagna on May 03, 2009, 08:43:18 PM
Stifle = U, instant, Counter target activated or TRIGGERED ability.

It's an awesome counter.

But although it is obviously tempting to stifle an Eater, that's not really the FUN way to do it. When you just throw it on the table and put that smile across your face, accepting that the enemy is going to play bloody three times in a row. You KNOW its a gamble, but you just keep the pressure on, play the mind game, huhuhu..... SO GOOD  8)
Title: Re: Trading Card Games - Touhou may or or may not be included
Post by: Pesco on May 03, 2009, 09:24:42 PM
Turn 1 double rite of flame then this (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=136137)
Title: Re: Trading Card Games - Touhou may or or may not be included
Post by: Vile Lasagna on May 03, 2009, 09:55:28 PM
That's evil and shiny. I'd use it for a "professional" deck, but a first turn combo wouldn't be enough for it to make it into one of my casual/official decks. For that I'd have to be saying : "Yes, PLEASE draw some cards!".
Title: Re: Trading Card Games - Touhou may or or may not be included
Post by: Pesco on May 03, 2009, 09:57:17 PM
Underworld Dreams should be good enough for your cut.
Title: Re: Trading Card Games - Touhou may or or may not be included
Post by: Vile Lasagna on May 03, 2009, 10:00:43 PM
I can't get too close to Magic any more... I can SEE the days and days spent just shuffling through cards, thinking up strategies, uses for cards... Days I certainly already don't have and my recent addiction to Touhou has already taken so much of... I mainly keep a "respectful distance" now...
Title: Re: Trading Card Games - Touhou may or or may not be included
Post by: M. Burusu on May 03, 2009, 10:58:45 PM
Well I mean by them self, of course is damn powerful if you have those uber synchro and tuner, your blackwing example alone shown how the tuner alone make it deadly.

Actually, I DID mean that they were broken by themselves -- I didn't even make a mention of the Blackwings' synchro monster, considering that the monsters alone are the main problem.

I know DAD still alive in other form, although is quite risky when you up against someone who know how to deal with it and have the cards for it. :p

The only way to stop DAD from being a threat is to A) run D.D., B) have an easy-to-summon, bigger monster (or D-Hero Plasma, if you so prefer), or C) run Stardust into the dirt. In my experience, when someone gets out a DAD things start to go downhill from there.

I used batteryman and water deck too, those are fun...but still can't find a fast way to bring levia out fast enough. Although other variation works wonderfully.

Well, if you play your cards right you don't quite need Levia except as a last resort (and even then, Yomi Ship is your best friend when they've got a beatstick you want gone) or an advantage-pusher -- Giga Gagagigo is a common-rarity Level 5 WATER Normal Monster w/ 2450 ATK. TAEV came out with a Rare rarity Spell card called 'Summoner's Art' which lets you add a Level 5 or higher Normal Monster to your hand. A Legendary Ocean only works on the monsters in your hand or on the field. By their powers combined, you have a 2650 Level 4 Beatstick 6 times out of 40.

Didn't play it for a while, so not too sure about the new cards.

Well, here's a small List of Good Things to give you some ideas about what new stuff there is to run. You can also use this list for a bit of threat assessment, if you so prefer, as these are all up-and-coming rising stars in the New Duel Order, shall we call it.

Crossroads of Chaos released plenty of Plant support (and monsters), making them viable even without Synchro support -- for example, Gigantic Cephalotus is Level 4, starts with 1850 ATK, and gets 200 ATK for each Plant that's sent to the Graveyard; Tytannial, Princess of Camellias is a Level 8 with decent ATK and the ability to stop targeting effects by tributing Plants; The World Tree gains counters for each Plant killed (not sent to the Graveyard, but actually killed) and can use them to pump up Plants' ATK, destroy cards, or Special Summon a Plant. And with two cards from Phantom Darkness -- the Yubel pack -- named Lonefire Blossom and Gigaplant, plants have immense swarm potential.

Psychic-type monsters, a new type released in The Duelist Genesis (the first 5D's pack), despite their use by the series' main Complete Monster (interestingly enough named Divine), are fairly interesting considering that they require some HEAVY micromanaging of your Life Points -- and you thought Archfiends were LP-cost-heavy, wait until you get a load of the Psychics! However, their effects are generally worth the cost -- if you can keep paying it, that is. Psychics are heavily dependent, as a result, on their Spell/Trap support and their Synchros -- for ALL of their Synchros involve gaining LP (Magical Android gives you 600 LP for ea. Psychic you control, Thought Ruler Archfiend gives you LP in the same way Flame Wingman burns, Psychic Lifetrancer gives you 1200 LP by removing a Psychic in your Graveyard, and Hyper Psychic Blaster [the latest one] combines LP gain with Wingman-style burning).

And last, but certainly not least, on the list of Good Things that have been released in 5D's would be the Morphtronics. Another theme for the micromanager, this one has you keeping track of what position your monsters are in (it also boasts the silliest censoring in the entire card game, of D-Former Zippon to Morphtronic Datatron -- that's right, they turned a lighter into a flash drive, and didn't even bother to censor it in the ANIME).

Each Morphtronic monster gets a different effect depending on the position it's in -- for example, Morphtronic Magnen can only attack the strongest monster if it's in Attack Position, but is the only monster the opponent can attack if it's in Defense Position (and thus two Defense-position Magnens = yet another Maruading Lock). The only problem with Morphtronics, however, is that as a general rule (to which there are 2 exceptions) they have pathetic ATK and DEF. However, they have a Field Spell that gains counters when a monster's battle position switches and gives them ATK for each counter on the Spell (which is a very Good Thing).

Recommended cards in the series are Morphtronic Radion (exception #1, as it gives a hefty boost to the stat of its current position -- 800 ATK and 1000 DEF), Morphtronic Boomboxen (can attack 2x in Attack Position, can negate 1 attack in Defense Position), Morphtronic Magnen (for the Magnen-lock), and Morphtronic Boardon (exception #2, with 1800 DEF, but that's not why it's important -- while in Attack position, it lets ALL Morphtronics attack directly, while in Defense Position it keeps all other Morphtronics from dying by battle). And, of course, there is some recommended support: Morphtronic Accelerator, for some easy draw-and-destroy power (return a Morphtronic card to your deck, shuffle, draw 1 card, kill 1 card on the field), the Field Spell (Morphtronic Map), and two Trap Cards that were introduced in Crimson Crisis (I forget the names, though; they're the only 2 Morphtronic traps in the pack, though, if memory serves me).
Title: Re: Trading Card Games - Touhou may or or may not be included
Post by: shinyjam on May 03, 2009, 11:20:42 PM
The only way to stop DAD from being a threat is to A) run D.D., B) have an easy-to-summon, bigger monster (or D-Hero Plasma, if you so prefer), or C) run Stardust into the dirt. In my experience, when someone gets out a DAD things start to go downhill from there.
There are few other ways too, like anti-Special summon, gravekeeper deck, anti dark deck, graveyard lock, RFG deck, negate summon, deck milling, what you said, and other cards. Once DAD is out of the way, the opponent are pretty screwed if they don't have backup strategy...well that how I usually deal with it anyway, unless my opponent suck at making one.

Quote
A Legendary Ocean only works on the monsters in your hand or on the field.
A legendary ocean work on both players hand and field, but they usually don't have water monster or low enough level to make a difference.  ;D

Quote
Plant support
Yes, faced that before, not that great, but good for plant to finally getting the attentions.

Quote
Psychic-type monsters
Try those before, didn't work well with my style.

Quote
Morphtronics
To me their effect is not good enough to worth the trouble of switching, although would be fun to pack with cards that switch the heck out of every monster on the field to also screw with opponent attacking monster.  ;D

You still didn't mention Gradiator Beast...those are dangerous.....

Title: Re: Trading Card Games - Touhou may or or may not be included
Post by: M. Burusu on May 03, 2009, 11:43:48 PM
Yes, faced that before, not that great, but good for plant to finally getting the attentions.

They probably weren't abusing Giga enough. Consider the following: Lonefire lets you trib a plant to summon ANY plant with 1500 or less DEF, Giga is a 2400 ATK Gemini that has an effect that lets you summon ANY Plant from your hand or Graveyard . . . and can be summoned with Lonefire. From there, it's just taking it easy and using a few traps to trip people up.

Try those before, didn't work well with my style.

Eh, like I said -- Psychics require heavy micromanagement. Unless you abuse Telekinetic Charging Cell, Psychic Rejuvenation, that Hate Buster knockoff they have that heals you instead of burns them, and maybe the Synchros, you're not really going to be able to get the full force of your Psychics . . . or enjoy their benefits.

To me their effect is not good enough to worth the trouble of switching, although would be fun to pack with cards that switch the heck out of every monster on the field to also screw with opponent attacking monster.  ;D

Windstorm of Etaqua is the card you're looking for, AND it pumps Morphtronic Map full of counters (it should be noted that it doesn't limit itself to YOUR battle position changes). Also, you don't have to fiddle around with switching all the time -- a lone Radion has 1800 ATK, more ups it further, Boomboxen can attack twice and Boardon can let them all attack directly. A Morphtronic Beatdown Deck is theoretically possible, especially with a good 50% or so of them being machines (coughLimiterRemovalcough).

You still didn't mention Gradiator Beast...those are dangerous.....

And don't I know it (hell, I run it every now and again). Gyzarus is the Grade-A biggest threat the Gladiator Beasts can pump out, considering that 1) it's practically a Monarch Beast (summon it and kill 2 things) and 2) it lets you return it to the Extra Deck (aka the Fusion Deck) to special summon two Gladiator Beasts -- something that Heraklinos doesn't offer (yes, Heraklinos lacks the trademark Gladiator Beast effect).

But now for something completely marginally different.

I mentioned in the past that I'm working on a PatchCon card series. I've already made the Base Set (all the Spell cards needed for it), the Scarlet Devil Mansion set (the ESoD Set), the Hakurei Shrine set (Reimu, Alice, Marisa, Cirno, Suika), and 80% of the Perfect Cherry Blossom set, but that's where I've ground to a halt.

You see, I had originally intended for Ran to have this effect:

Quote
As long another "PatchCon" monster exists on the same side of the field as it or its controller's Graveyard, this card gains the following effect:
* The opponent takes all Battle Damage to this card's controller that he/she would have taken from a battle involving this card.

But then I had second thoughts -- there was a reason why Amazoness Swords Woman was an Ultra Rare, after all, and there WERE better ways to simulate the Ran doll's danmaku-reflection effect.

So, I'd like to ask you all for your opinions on her effect; I should give her/it:

A) Chthonian Soldier's effect, wherein BOTH players take the damage from the battle,

B) The original effect, wherein the ENEMY takes all the damage from the battle,

C) The original effect with a coin toss to make it either work or fail,

or D) A completely different effect, wherein any effect damage you would take with a Ran is either 1) reflected entirely, 2) halved and shared [that is, you take half the damage and your opponent takes half], or 3) done like 1 or 2, but with a coin toss to make it either work or fail.

Input is appreciated!
Title: Re: Trading Card Games - Touhou may or or may not be included
Post by: shinyjam on May 04, 2009, 12:15:32 AM
Not sure about what patchcon is, but for my card design I take advantage of shikigami system between Ran and yukari, where if Yukari is on the field, Ran's base atk, Hp, and damage double. Same for chen when Ran is on the field.
Title: Re: Trading Card Games - Touhou may or or may not be included
Post by: M. Burusu on May 04, 2009, 12:24:05 AM
Not sure about what patchcon is, but for my card design I take advantage of shikigami system between Ran and yukari, where if Yukari is on the field, Ran's base atk, Hp, and damage double. Same for chen when Ran is on the field.

PatchCon: Defend the Library is a Touhou fangame, Real Time Strategy genre, and basically involves you taking a set of 5 doll varieties based off of Touhou characters (and grouped, with the exception of the Hakurei Shrine set, by game), buying and upgrading quantities of them to defend a set (or sets) of bookshelves from wave after wave of enemy dolls. If too many books get stolen, you lose, but if you make it a full 12 (sped-up) hours, you'll have won.

There's even a pretty kickass fanfic of it (which seems to have stopped updating) that was apparently hosted here in the past but that was also uploaded to Fanfiction.net (which is where I found the fic after I got the game and fell in love with it).

It's easy to write cards for them because each doll has its own abilities inherently defined, and it's a simple matter of emulating those abilities.

Here's galleries for the Scarlet Devil and Base Set packs:

PCDL, 'PatchCon: Defend the Library' (http://img73.imageshack.us/gal.php?g=pcdl007.png)

PCSD, 'PatchCon: Scarlet Devil Mansion' (http://img7.imageshack.us/gal.php?g=pcsd001.png)

. . . And I would still like some input as to which effect to use, considering that I provided 4+ different possible effects and I was hoping to hear which one sounded like it would be the best idea out of them all for a balanced YGO card.
Title: Re: Trading Card Games - Touhou may or or may not be included
Post by: shinyjam on May 04, 2009, 12:32:24 AM
Oh...I was expecting something new...

I can't really help, non of the effect match Ran's profile. You might as well decide base on balancing between all cards instead.
Title: Re: Trading Card Games - Touhou may or or may not be included
Post by: M. Burusu on May 04, 2009, 12:36:55 AM
I can't really help, non of the effect match Ran's profile. You might as well decide base on balancing between all cards instead.

Actually, the effect was designed with the effect of the in-game doll in mind -- y'see, some dolls in the game have a chance of reflecting danmaku back at the user (there are 3 basic types of doll -- Melee, which are Exactly What It Says On The Tin, Danmaku, which are ranged attackers, and Flying, which can fire explosive shots a short distance; Ran is a Danmaku-type doll, BTW), and Ran happens to be the only one who has only defensive abilities to go with her danmaku -- hence, I intended to replicate the reflection effect.
Title: Re: Trading Card Games - Touhou may or or may not be included
Post by: Maid Xan~ on May 04, 2009, 12:37:31 AM
Is ANYONE else here familiar with Magi-nation? Probably my favorite TCG (before it died).
Title: Re: Trading Card Games - Touhou may or or may not be included
Post by: M. Burusu on May 04, 2009, 12:51:30 AM
Is ANYONE else here familiar with Magi-nation? Probably my favorite TCG (before it died).

Ugh. Yes, I am familiar with the Wall Banger of a TV show, but no, I did not bother to even consider that they had a TCG. Hopefully it was better than the show . . . Was it very good?

Meanwhile, the MapleStory iTCG seems to get a lot less love than I feel it should. It actually introduces a few fairly interesting mechanics (or at least, they're new to me), and provides a very nice little card game (with added benefits for those who actually play the online game). My advice: Start out with the base set and P3Ts, with a smattering of 'OMG Bosses' and 'NPC Heroes'. If, from there, you wish to specialize in Bosses, get some of the Zakum pack (Boogie = godly Boss support [ea. Boogie out lets you play a boss 20 Levels earlier; note that Levels are accumulated in groups of 10 whenever you stick a card under your character . . . but it adds up and makes a difference, believe me]).

And, not to railroad or anything, but I'm serious when I say that I need help on this:

I had originally intended for Ran to have this effect:

Quote
As long another "PatchCon" monster exists on the same side of the field as it or its controller's Graveyard, this card gains the following effect:
* The opponent takes all Battle Damage to this card's controller that he/she would have taken from a battle involving this card.

But then I had second thoughts -- there was a reason why Amazoness Swords Woman was an Ultra Rare, after all, and there WERE better ways to simulate the Ran doll's danmaku-reflection effect.

So, I'd like to ask you all for your opinions on her effect; I should give her/it:

A) Chthonian Soldier's effect, wherein BOTH players take the damage from the battle,

B) The original effect, wherein the ENEMY takes all the damage from the battle,

C) The original effect with a coin toss to make it either work or fail,

or D) A completely different effect, wherein any effect damage you would take with a Ran is either 1) reflected entirely, 2) halved and shared [that is, you take half the damage and your opponent takes half], or 3) done like 1 or 2, but with a coin toss to make it either work or fail.

Input is appreciated!
Title: Re: Trading Card Games - Touhou may or or may not be included
Post by: Edible on May 04, 2009, 12:55:24 AM
Is ANYONE else here familiar with Magi-nation? Probably my favorite TCG (before it died).

A friend of mine tried many times to get all of us into it, but failed miserably.  Game just didn't appeal to me.
Title: Re: Trading Card Games - Touhou may or or may not be included
Post by: Maid Xan~ on May 04, 2009, 01:07:02 AM
Ugh. Yes, I am familiar with the Wall Banger of a TV show, but no, I did not bother to even consider that they had a TCG. Hopefully it was better than the show . . . Was it very good?

Yes. The trading card game (and the original gameboy color game) was very good. Had different characters involved than the TV show. Also had really amazing art (I wish I could find an example, but I don't have a working scanner). The game play was VERY different from just about any other TCG I can think of, and was quite strategic. I'll go into more detail, if you want.
Title: Re: Trading Card Games - Touhou may or or may not be included
Post by: shinyjam on May 04, 2009, 01:09:32 AM
Quote
Input is appreciated!
D) Battle damage to you become 0.
Title: Re: Trading Card Games - Touhou may or or may not be included
Post by: Arcengal on May 04, 2009, 01:31:46 AM
anyways, Mirrodin was broken, hands down. Any deck can use any broken card in it's arsenal with SkullClamp being the meanest.

And not to mention indestructablity and screwing the mana curve with Tooth and Nail and ether vial......

Skullclamp wasn't really an issue because it was banned swiftly. Affinity was a far, FAR bigger issue; it was not uncommon for Standard RAffinity (Ravager Affinity) decks to win Extended Pro Tour Qualifiers, something which should not have been possible considering the comparitive power levels of those formats. Fully powered Raffinity pre-bannings was absolutely stupid: Aether Vial meant uncounterable Ravagers or Cranial Platings, or even more stupid was the play where you Vialed Disciple of the Vault in response to Wrath and the other player lost the game there and then. Disciple himself was stupid because he made Ravager better, which is like giving someone an M16 with a built-in rocket launcher.

There weren't any relevant indestructible artifacts for constructed. The only one I'd even consider playing is Darksteel Ingot, and that's because it's an awesome mana-fixer more than it being indestructible.

Tooth and Nail doesn't "screw the mana curve": an entwined Tooth and Nail costs NINE MANA. Yes, it won you the game (Kiki-Jiri/Sundering Titan or Mephidross Vampire/Treskilion), but you still had to get there off of Reap and Sow and such. Not easy to do with free 4/4 creatures beating you down, but someone managed it and won Worlds as a result.

Mirrodin blocks power level was really dumb, but it was full of good design. Thirst for Knowledge is still one of the most elegant card draw spells, Chrome Mox is permanent accel at a risk and a fairly heavy cost (an extra card), Mindslaver has a section in the comp. rules telling you how it works, etc. The Pulse cycle, the Bringers of the Dawn... Loads of good stuff.

Quote
I give props to Kamigawa for Arcane and that's when it stopped.

This doesn't make sense to me. With a few exceptions, Kamigawa block was low-power and generally considered to be one of the worse releases. Whilst the set was dripping with mythology references and the limited format was considered to be one of the most balanced (and therefore enjoyable), this was the set that showed the power gap between Meloku and Jitte vs. unplayable jank like the Baku cycle and Kami of the Crescent Moon. Splice was a fun mechanic, and it was a happy draft when you opened Glacial Ray, but other than that, it was really just an obvious "play these cards with these cards" style of mechanic.

Onslaught (the set) was a similar case, but with a higher power level. A bunch of cards refer to Elves (Timberwatch Elf, Wellwisher), so you put them together and you have a deck. Same with Goblins (wtf Piledriver/Warchief), Soldiers, Dragons etc. Legions was probably a mistake, but works well in limited. Scourge in contrast just had loads of good cards and even U/G Madness could do NOTHING against Tendrils of Agony for 20 to the face, or an Eternal Dragon who just doesn't go away, or a thousand slivers turning sideways. But as a block, there wasn't much synergy and it was difficult to work with.

In contrast, Ravnica block (which followed Kamigawa) was one of the best sets EVER. I mean EVER. There were extremely few cards that no use in limited or constructed, the new mechanics were all well-thought out, and the variety of mana-fixing available at common/uncommon meant that even the most budget minded players now had cheap ways to fix their resources. The bounceland/karoo cycle. The signets. The awesome commons like Wee Dragonauts, Scab-Clan Mauler, Stinkweed Imp and the gorgeous rares like Dark Confidant, Simic Sky Swallower and Niv-Mizzet. It was just all good.

Every set since has had power similar to Ravnica, but without the same balance. Wizards seem to have messed up and print dumb rares that automatically win games, like Mirror Entity, Oona Queen of the Fae and Sigil of Distinction, but these rarely make an impact in constructed and just make for the occasional irritating draft/sealed tournament.
Title: Re: Trading Card Games - Touhou may or or may not be included
Post by: WRATHIE_Beatrice on May 04, 2009, 01:40:17 AM
I agree with most of your points there budd, esp about legions, legions was really a mistake but Scourge was good, Storm was evil till this day.

Skullclamp, thank goodness it was banned as the sheer speed i can churn out in turn 2 was broken with tandem with Storm
15 X Brain Freeze anyone?

Affinity was a big issue as u mentioned, Ravager was really the machine that made the deck tick, Discipline is broken in the right deck and it made Artifact hate hurt everyone,

The indestructible artifacts i played with DarkSteel Idol alot as it was a good card to dump counters on.

Mirrodin blocks power level vary from set to set but I think it's

Mirrodin>Darksteel>Fifth Dawn

Fifth dawn was sorta weird as Sunburst was not very widely used in my area, affinity was abused like mad.

Entwined Tooth and Nail cost Nine Mana yes but with the Mana advantage most decks can throw out in 3-4, it's more of a non issue.

Kamigawa block is low-power, more of recursive decks that tried to abuse the power.
pseudo buy back it isn't but there was a solid Red Sligh Deck there.

Onslaught block is what u said it is, it is just that though at the start of Onslaught it was Soldiers and Goblins.

Goblin Warchief made it that Solid Red Sligh was the way to go and it still has fight in the mirrodin block till Discipline + Ravager made it pale in terms of Speed.
Title: Re: Trading Card Games - Touhou may or or may not be included
Post by: M. Burusu on May 04, 2009, 05:14:03 AM
Yes. The trading card game (and the original gameboy color game) was very good.

You're brickin' kidding me. It was a GBC game before it was a blockheaded TV show? Huh. ONCE AGAIN, A SERIES GETS SCREWED OVER BY ITS ANIMATED ADAPTATION [DECAY].

Had different characters involved than the TV show. Also had really amazing art (I wish I could find an example, but I don't have a working scanner). The game play was VERY different from just about any other TCG I can think of, and was quite strategic. I'll go into more detail, if you want.

Hm. Do go into more detail. And as to the MapleStory card game, do you wish for me to go into detail? Like with your experience with Magi-Nation, I've found this iTCG to be different from any other TCG I've played.

D) Battle damage to you become 0.

And that was not one of the choices. D was to do with reflecting, halving-and-sharing, or reflecting/halving-and-sharing by a coin effect, effect damage. But still, your input is noted.
Title: Re: Trading Card Games - Touhou may or or may not be included
Post by: shinyjam on May 04, 2009, 05:21:17 AM
And that was not one of the choices. D was to do with reflecting, halving-and-sharing, or reflecting/halving-and-sharing by a coin effect, effect damage. But still, your input is noted.
I got that idea when I read "Ran is the only stage mid-boss in any Touhou game that is immune to bombs. "

So if you want to follow that logic, choice that involve you(or ran) getting hurt can be dropped.
Title: Re: Trading Card Games - Touhou may or or may not be included
Post by: M. Burusu on May 04, 2009, 05:52:02 AM
I got that idea when I read "Ran is the only stage mid-boss in any Touhou game that is immune to bombs. "

That explains it.

So if you want to follow that logic, choice that involve you(or ran) getting hurt can be dropped.

Of course, Ran dolls can get hurt. In fact, being Danmaku units, they get hurt pretty easily if a Melee doll goes after them. However, I think I might have a suitable effect for the doll now so that it's not broken but it suits my purposes.
Title: Re: Trading Card Games - Touhou may or or may not be included
Post by: Maid Xan~ on May 04, 2009, 05:58:47 AM
You're brickin' kidding me. It was a GBC game before it was a blockheaded TV show? Huh. ONCE AGAIN, A SERIES GETS SCREWED OVER BY ITS ANIMATED ADAPTATION [DECAY].

Hm. Do go into more detail. And as to the MapleStory card game, do you wish for me to go into detail? Like with your experience with Magi-Nation, I've found this iTCG to be different from any other TCG I've played.

http://tvtropes.org/pmwiki/pmwiki.php/Main/MagiNation

(http://www.dukenostalgia.com/mnd/PRimages/tony.jpg)

(http://www.dukenostalgia.com/mnd/TRimages/carilliontitan_nc_tr.jpg)


An example of the original art and cards.

Okay, the top one is a Magi. You have three of these. You can technically have more in your deck, but you choose three at the beginning of the game. They are your life. If all 3 of them are destroyed, you lose. You have one out at a time, in any order you like.

The circle/oval with a number on the top left corner is the Magi's starting energy. Energy is used for two things: 1. It's the Magi's life. If they run out, they die; 2. It's what you use to play stuff. Spells, creatures, and the powers of some relics are all payed for from it.

Okay, so how do you avoid running out really quickly? See that energize value? The Magi regains that much energy at the beginning of every turn (or in the case of a specific one of them, at the end of every turn)

The symbol on the upper right is the Magi's region. A magi pays one extra energy for all spells or creatures not of his region. The main exception is universal (what Tony there is), which has no penalties. There are other exceptions, but they're not all that important.

I don't entirely remember what the starting section refers to. If I remember correctly, if you have any of the things mentioned as starting in your hand, they're automatically put into play if it's your first magi. The other possibility is that if you have them in your deck you may put them directly into your hand when the magi comes into play. I don't recall.

The card on the bottom is obviously a creature. These require little explanation. It has life (and cost) equal to the number on the upper left. Note that the one extra energy you have to pay if it's out of region does not give it extra life. As long as you have a creature out, your opponent cannot directly attack your magi with their creatures (unless the creature has a power which allows them to circumvent this). Creatures pay for their powers directly out of their own energy rather than their magi's.

When a creature attacks, it deals damage equal to it's own energy and takes damage equal to its opponents energy. This means that a horde of small creatures can take down a very large creature. Creatures' energy IS NOT regained except through powers and effects.

Spells are equivalent to instants in Magic. I doubt they need to be explained.

Relics are similar to artifacts in Magic. They have the advantage over spells of not costing any energy to play (because they exist physically, unlike spells, or creatures, which must be dreamed into existance). However, their effects and powers are usually not as strong.

There's significantly more depth to it than this, but that's a good enough summary for now.
Title: Re: Trading Card Games - Touhou may or or may not be included
Post by: Pesco on May 04, 2009, 07:19:33 AM
Re MtG: Coldsnap was THE TECH (during its T2 ofc)
Title: Re: Trading Card Games - Touhou may or or may not be included
Post by: M. Burusu on May 04, 2009, 08:31:37 AM
Thanks for all the info on Magi-Nation. It actually does sound like an interesting card game, though there are a lot of things to keep track of.

Now, I shall share with you the details about the MapleStory iTCG -- if you don't mind.

(http://img25.imageshack.us/img25/6130/mistmoon.png)

The above is a Character card. You only have one per deck, and it stays seperate from the deck. As you can see, it has an HP value, a job (this one is a Rogue, aka a Thief), and three effects. However, these effects have numerical values, as you can see. This is the level your character needs to be to use that effect. You may, once per turn, put a card from your hand under your Character . . . a card like one of the ones below:

(http://img15.imageshack.us/img15/5663/soulsearcher.png)

^ This is an Item card. There's an ability, 'Equip', that lets you play Item cards; unless it says otherwise, an Item will stay on the field until it is destroyed by an effect -- sometimes including its own. See that little bar on the bottom of the card, underneath its main effect (in this card's case, that main effect prevents nullification of character action damage)? When a card gets put from your hand under your character, not only does it gain that many levels (10 is the usual and so far only quantity this goes up in), but it gains the ability listed in that bar -- in this case, a Think Fast / Equip 40, meaning that it lets you play a card of the Tactic or Item variety that's Level 40 or less -- the level of a card being put in the top left corner of the card -- see that number in the gold plaque? Yeah, that's it. Meanwhile, the box with the '50' and two symbols in it, just like those on the Character Card, tell you how high-level you need to be to use it. Also, if it has those symbols in there, it means you need other cards under your character with that class (as many as there are symbols) to use the ability.

(http://img17.imageshack.us/img17/2664/lightninga.png)

^ This is a Tactic card. The ability 'Think Fast' lets you play these. Like Normal Spells from YGO, these cards only stay on the field for the duration of their effect, which is usually a split-second deal. These cards can do anything from inflict damage to draw cards to forcibly level you up . . . pretty much anything. But different Classes, denoted by the color of the card (green = Bowman, red = Magician, blue = Warrior, black = Thief, light-grey = Jobless), have different tendencies for their cards. You may only play a card if you have a card of that class under your character.

(http://img9.imageshack.us/img9/1396/bubbling.png)

^ This is a Monster card. Like Items, they stay on the field. However, if you'll look at those two numbers under its level, you'll notice that it has stats, unlike other cards. Monsters, like characters, have HP -- this one has 30 HP -- which unlike Characters' will be recovered in full at the end of the turn (so if you're going to kill a monster, do it all in one go) unless they are a Boss monster (which look similar to Character cards and give no level-up abilities -- just the usual 10 levels -- but have their own abilities that can be used depending on the level of the character using it). It also has attack power, noted by the blue numbers. A monster can attack a character or monster and deal that much damage to them. Also, for each monster a player controls, that player takes 10 less damage from attacks -- hence, it's always a good idea to have monsters to throw about, no matter what class you are (though Warriors and Thieves make the most use of them).

Back on the note of the Character, and also onto turn progression, you gain 20 HP whenever you Level Up in a turn (including by effects). From there, you may scroll down through your abilities and use whichever ones you can and want to -- you may skip abilities if you choose, but once you do you can't go back up and use it unless an effect (such as the Bowmans' break-the-game Tactic 'Papa Pixie's Time Warp') says otherwise. It should be noted that you do not draw at the start of your turn -- instead, you use the ability 'Quest'. Once you finish all your actions, you can still attack with your monsters. After you've done everything you can during your turn, or everything you've wanted to, you end your turn.

You win when you reduce the HP of your opponent's character to 0.

This is the website for the card game, if you wish to learn more -- there's tons of stuff I haven't even covered, it's quite a game! (http://ww2.wizards.com/maplestory/)
Title: Re: Trading Card Games - Touhou may or or may not be included
Post by: Vile Lasagna on May 04, 2009, 09:59:04 AM
Fifth dawn was loaded with fun, but everything kinda tricky to use especially since it was a block based on "Insert colour, get bonus". I don't think there are many other people out there who have a five-colour deck for their standard one (although mine predates FD and has very very few cards of it, seeing I was already dropping out of sadness and my country's financial difficulties at the time)
Title: Re: Trading Card Games - Touhou may or or may not be included
Post by: WRATHIE_Beatrice on May 04, 2009, 01:25:33 PM
just cause i know i'll be commented on this.

http://smg.photobucket.com/albums/v416/dwrulez/Touhou%20Winter%20Symphony/

here's my touhou set that i created while i was bored a few weeks back

comment on it if u wanna, i'm not finished on that but I'm screwing the color wheel.

Guest password: TouhouWinter

case sensitive guys
Title: Re: Trading Card Games - Touhou may or or may not be included
Post by: shinyjam on May 04, 2009, 03:33:54 PM
here's my touhou set that i created while i was bored a few weeks back
Wow the picture actually match well with mtg design. But some questionable image like Dangerous fairy card...look like a bamboo...
Title: Re: Trading Card Games - Touhou may or or may not be included
Post by: Maid Xan~ on May 04, 2009, 03:36:57 PM
*Lengthy Maple Story explanation*

Reminds me a bit of Kongai...
Title: Re: Trading Card Games - Touhou may or or may not be included
Post by: shinyjam on May 04, 2009, 03:43:31 PM
Magination have all the stats jam into the box O_o

Maple story seem interesting, but looks like that's the only strategy of playing it without other variation. O_o
Title: Re: Trading Card Games - Touhou may or or may not be included
Post by: Vile Lasagna on May 04, 2009, 06:40:17 PM
Caution! Lilly appeared!!!

Also: WEIRD, WEIRD ideas you had in mind when you started making those, man....

Also Also: I liked your Yukari, but she's definetely Black and Blue and she needs some other drawback for her ability.

TriiiiipleeeEEEE ALSO: Jokes aside, I think Reimu actually should be red and white, she definitely IS the one who gets Wrath, though. Still on colours: Hakugyokurou is probably B/W and SDM is Black to its very core, if another colour would be added to it, that would be blue, actually, instead of red (manipulation of fate? Stop Time? Recluse anaemic wizards??!?!)


BLAAASTER ALSO: Come on mate? Marisa is OBVIOUSLY red. Just look at Master Spark...

HYPER ALSO: I sorta stopped looking about halfway through. Had to leave and then stuff happened and then I sorta was too lazy to go back and finish it....
Title: Re: Trading Card Games - Touhou may or or may not be included
Post by: shinyjam on May 04, 2009, 11:06:03 PM
Also Also: I liked your Yukari, but she's definetely Black and Blue and she needs some other drawback for her ability.
lol...you got it correctly for my card design though...

Quote
Jokes aside, I think Reimu actually should be red and white,
Somehow I have a painful debate on weather to give her red, white, white & dark, red & white, or dark and red.

Shine Maiden is not exactly holy like priest or monk though.

Quote
BLAAASTER ALSO: Come on mate? Marisa is OBVIOUSLY red. Just look at Master Spark...
Is Red + Yellow because it's officially stated Marisa's specialty is light and heat magic. She says "It's not magic if it's not flashy."

...and Master Spark is stolen spell.
Title: Re: Trading Card Games - Touhou may or or may not be included
Post by: Vile Lasagna on May 04, 2009, 11:24:03 PM

...and Master Spark is stolen spell.


So what then? You're going to try and sell a blue Marisa? Stolen or not, why did she steal that and not, let's say, any of Yuyuko's spells?

Marisa's a BLASTER, push butan, get damage.
Title: Re: Trading Card Games - Touhou may or or may not be included
Post by: shinyjam on May 04, 2009, 11:26:47 PM
So what then?
Nevermind not trying to prove something with that statement.

Quote
Marisa's a BLASTER, push butan, get damage.
I gave that 400 damages.
Title: Re: Trading Card Games - Touhou may or or may not be included
Post by: Vile Lasagna on May 04, 2009, 11:30:02 PM
I gave that 400 damages.

So you're basically killing your opponent 20 times? Some awesome card you have there
Title: Re: Trading Card Games - Touhou may or or may not be included
Post by: shinyjam on May 04, 2009, 11:33:40 PM
Not really, the max 950 hp, speed system, and hospital system make either way balance.
Title: Re: Trading Card Games - Touhou may or or may not be included
Post by: Vile Lasagna on May 04, 2009, 11:44:19 PM
I do realise I'm not very "straight thinking", but YOU, my kind sir, are clearly and completely deranged.
Title: Re: Trading Card Games - Touhou may or or may not be included
Post by: shinyjam on May 04, 2009, 11:45:32 PM
I know, just screwing with you thinking I am talking about MTG.
Title: Re: Trading Card Games - Touhou may or or may not be included
Post by: Vile Lasagna on May 04, 2009, 11:50:43 PM
I know, just screwing with you thinking I am talking about MTG.

Quote from: Captain Obvious

The fact that you're not is exactly what I said

Title: Re: Trading Card Games - Touhou may or or may not be included
Post by: M. Burusu on May 05, 2009, 04:47:42 AM
Maple story seem interesting, but looks like that's the only strategy of playing it without other variation. O_o

Oh, but there's plenty of variation within it!

Each class has all sorts of different ways they can focus their deck.

Warriors excell with Monsters, sure, but they get all sorts of killer Items, too, like Doombringer (which is epic either played or put under your character) and Battle Shield (which, while it's just giving monsters more HP, can get pretty damn annoying for your opponent when you have monsters like that Bubbling out)

Bowmen normally abuse their Character Actions to knock out monsters as if they were ducks at Coney Island, but recent packs have begun to introduce another side to Bowmen -- Zerg Rush. Basically, a lot of Tactics (and even a Character, Moby) have been released lately making use/abuse of Level 30 and lower monsters (which, thank the stars, fits Boogie to a 'T'), allowing for some easy defenses and rushing offense (add the fact that they get the best Shield monster, Wooden Target Dummy [protects you for 100 damage!], as a Lv5X Monster and they're pretty hot stuff).

Magicians are, with only one exception, Tactic Abuse Central -- as you could gather from the Thunder Bolt, these guys make heavy use of heavy-hitting Tactics, but they also have a lot of drawing power behind them (hell, almost every Magician character has had Quest available at Level 10), not to mention they boast two of the most tenacious/deadly Bosses the game has to offer -- Elliza (recently released) who heals herself for as much damage as she deals (which is good considering that Bosses don't heal naturally), and Ergoth, a Level 115 Boss that has two epic skills: the first lets you look at the top 3 cards of your deck and play ANY Tactics revealed, and the second ends your turn but DROPS YOUR OPPONENT TO 10 HP.

Thieves . . . wow. These guys have the MOST options out of the entire four classes. They get Tough monsters (which are effectively Character-, and therefore Bowman-proofed), they get milling (hand-discarding effects, ahoy), Item abuse (usually for damage), disruption (Poison Mushroom: Item that kills itself and the next monster played), glass-cannon beatsticks (including Tough monster Lorang [a crab]), and card-destruction (like you wouldn't believe). They also have surprising utility, especially with an ability that only appears on their cards, Crafty (which lets you play 1 Thief card your level or less -- very useful for ANY Thief deck under the sun, especially seeing as it tends to be a Level Up ability listed on several really sweet cards).

So yeah, there's lots of ways you can choose to play the game. And once again, I've actually not even touched on multi-classing (basically the iTCG equivalent of playing with more than one color in your deck), which lets you combine the best of two (or more) worlds (hint: Thief cards, being so widely spread across the board with equally-good Monsters, Items, and Tactics, combo well with any of the other classes)!
Title: Re: Trading Card Games - Touhou may or or may not be included
Post by: WRATHIE_Beatrice on May 05, 2009, 06:13:46 AM
About the multi colored Reimu and Marisa, yea i get tt lots but i was lazy to add it in and sch is propping out like mad as of the moment...

will add that in later.

I get flack for Youmu being green, she should be white so i'll add in white Youmu and etc when I have the time.
Title: Re: Trading Card Games - Touhou may or or may not be included
Post by: Vile Lasagna on May 05, 2009, 09:06:09 AM
I actually like Youmu as Green. She's a power-whore AND a gardener. As for Marisa, I'd make her pure red,
Title: Re: Trading Card Games - Touhou may or or may not be included
Post by: WRATHIE_Beatrice on May 05, 2009, 10:00:49 AM
She is the Heroine after all, well u guys have sparked more life into me for those cards...

This set is basically about PCB Solely so more cards in the way.

I personally am quite happy with the Red Card of the wheel and Modular works with Alice nicely
Title: Re: Trading Card Games - Touhou may or or may not be included
Post by: shinyjam on May 05, 2009, 02:29:36 PM
Awesome explanation.
Thanks for the explanation. If they ever add those job change class, it probably would become more interesting and complex. ;D

Quote from: Wrathie
She is the Heroine after all, well u guys have sparked more life into me for those cards...
keep up the good work. :P
Title: Re: Trading Card Games - Touhou may or or may not be included
Post by: WRATHIE_Beatrice on May 05, 2009, 02:50:42 PM
i'll add new designs when i finish doing the awesome amount of stuff that i piled up.
yay.

anyways regarding Yukari's DrawBack: you can only have one Yukari, 1 of the two ignores the legend rule so screw that one, which is different from all the other cards as they have multiple versions that can exist at the same time.

Card Advantage is Key for Yukari but since u haf to dump cards to get the key cards, it's hard to use her anyway.

tt hints how rare tutor cards are in this set.
Title: Re: Trading Card Games - Touhou may or or may not be included
Post by: M. Burusu on May 06, 2009, 03:08:26 AM
Thanks for the explanation. If they ever add those job change class, it probably would become more interesting and complex. ;D

'job change class'? Do you mean the 2nd and 3rd (and now 4th) Jobs? Well, you know how Mistmoon had 'Rogue' up in the corner? Some of the characters available are in their 2nd or 3rd jobs (like Bruno, a Berserker). However, that's the barest extent of it -- it doesn't go further than that, as there're no cards that expound upon or require specific jobs (e.g., Avenger, a Level 90 Tactic that is best summed up as 'kill things and draw a card', doesn't require your character to be an Assassin to use it -- you just need to have an ability that lets you play the darned thing, even if it's a Lv70 'Think Fast 90', and have at least one Thief card under your character).

However, that's not to say that there's no reason to think long and hard about which character you use. The main allure of playing as different characters is that the skills they start out with (which differ from character to character) pander to different styles of play -- for example, the base set had Sherman, a Warrior with a Level 40 'Spawn X', which lets you play any monster whose level is equal to or less than yours, which made him ideal for decks that abused monster summoning, while a set or two later Kiri Viva (another Warrior) came out and had a decidedly different style of play -- she had the ability (called 'Gear Up') to play a Weapon, Armor, or Shield of your level or less, plus a Spawn 50 later at Level 40. This lent itself to some Warrior-style item abuse. Remember the Battle Shield I mentioned earlier, and the Bubbling I showed? Yeah. My Warrior Deck has her as the character, and I have four of each of those cards to throw around, making for some hard-to-kill-off monsters.

Also, characters of a given class will invariably have skills supporting the mechanics that the class tends towards -- the sort of stuff I mentioned in that 'awesome explanation'. This includes the Magician-class 'Felix', a Set 2 character who comes with 'Spellshape' (play 1 Tactic your level or less, then draw a card and discard a card from your hand), the Bowman-class 'Skyhawk', a base-set character who has an ability that lets him hit two times for 20 damage each, and the Thief-class 'Ivan', another Set 1 character who has 'Equip X' (which lets you play an Item your level or less).

Of course, as would be expected, some of it can be tailored to suit multiclassing. For example, you remember Mistmoon, whose card I posted earlier? That Sneak 40 of hers is one of the most versatile things you'll find on a character (hence why it's being found on a Thief) -- provided you're able to level her up with cards from other classes, you're able to use Sneak 40 on ANY Level 40 or lower card, including those from other classes. Hence, you'll be able to deck stuff like Beginner's Bolt (Lv20 Magician Tactic, deal 60 damage to a character or monster), Brown Woodsman Boots (Lv15 Bowman Item, lets you select an ability each turn and use that ability twice in that turn), or Street Slime (Lv19 Warrior Monster, gets 10 HP and attack power for every other slime monster you've played) -- all useful cards in their own right (though that last one kind of necessitates a Slime deck, but that's still a decent theme considering just what Street Slime's capable of) -- when you play as her.

Again, MapleStory iTCG has a lot of possiblities.
Title: Re: Trading Card Games - Touhou may or or may not be included
Post by: shinyjam on May 06, 2009, 03:18:14 AM
WHAT HAVE YOU DONE!!! I am force to read everything again with such interesting description! Damn you!!!!!! >:(
Title: Re: Trading Card Games - Touhou may or or may not be included
Post by: M. Burusu on May 06, 2009, 05:43:51 AM
WHAT HAVE YOU DONE!!! I am force to read everything again with such interesting description! Damn you!!!!!! >:(

I'm not sure whether to take that as a complement or a curse.

EDIT: Oh, well, at least you're taking the time and effort to read it, unlike some people I know.
Title: Re: Trading Card Games - Touhou may or or may not be included
Post by: shinyjam on May 06, 2009, 01:19:44 PM
Just feel like giving a insult thanks since I gave a complement thanks last time  :P
Title: Re: Trading Card Games - Touhou may or or may not be included
Post by: hyorinryu on May 10, 2009, 03:08:03 AM
Just wondering why are all card games crammed into one topic?
Title: Re: Trading Card Games - Touhou may or or may not be included
Post by: shinyjam on May 10, 2009, 03:28:08 AM
Just wondering why are all card games crammed into one topic?
Did not expect everyone to have so much to said about it.
Title: Re: Trading Card Games - Touhou may or or may not be included
Post by: Vile Lasagna on May 10, 2009, 10:41:42 AM
I duuno, why not? It's not like this thread is going fast enough to justify some 5 or 6 threads. Also, if we DO split this up in some 6 threads, instead of promoting socialising, we will have 90% of the already few people that come here just go to the one or two games they actually play, diminishing the potential for pointless discussion
Title: Re: Trading Card Games - Touhou may or or may not be included
Post by: WRATHIE_Beatrice on May 18, 2009, 03:15:03 AM
Revamping the Touhou Winter Set.. will put it up eventually, made it more balanced in terms of colorwheel and etc
Title: Re: Trading Card Games - Touhou may or or may not be included
Post by: WRATHIE_Beatrice on May 19, 2009, 02:19:43 PM
Hey guys, an update of the Set i am doing.

As the exporter is an ass and refuses to export in card number, the number is scrambled.


http://www.mediafire.com/?sharekey=8990d44190700d5e8c9e7c56ba37815f80b41fa1715c11f7


Compiled in the Rar folder is all the cards, 212 in fact, nearing a full set of a targeted 260+

Any tips and comments and reviews will be welcome

Basic Color Wheel:

White:
Characters included: Reimu and Lily White
Emphasis: Persist, Prevention, Lifelink, Weenie Built
Creature types: Elemental, Human, Shaman

Blue:
Characters included: Cirno, Letty, Daiyousei
Emphasis: Counter, Misdirecting, Shroud, Temporary Removal
Creature Types: Fairy

Black:
Characters Included: Prismriver Sisters, Yuyuko, Marisa
Emphasis: Suicide-Black, Haunt, Death Touch, Creature Horde, Discard
Creature Types: Ghost

Red:
Characters Included: Alice, Ran
Emphasis: Modular, Burn, Creature Horde, Unpreventable Damage
Creature Types: Magician, Doll


Green:
Characters Included: Youmu, Chen (Not included)
Emphasis: Buffs, Mana Acceleration, Trample, First Strike, Combat
Creature Types: Soldier

Cycle cards: A Bringer of Each Color, a Power card of each Color

New Rules:
Reminder: When ever this card resolves, add an additional copy of the card for each card of the same name that is played previously during the game
Spellcard: Cycle of cards that is an enchantment and will only trigger if they leave play or is sent to the graveyard

Title: Re: Trading Card Games - Touhou may or or may not be included
Post by: trancehime on May 19, 2009, 02:21:26 PM
Ohay I have here a special edition Weiss Schwarz card or something. :3

(Kuusenmadousi Takamachi Nanoha 25y.o)