NIFTY Options Quick Trade Setup#1 (20-4-2020) | Trading Mentor

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submitted by optionsdomination to optionsdomination [link] [comments]

A Quick Guide to Generic Link Monsters (for returning players)

Hey all, as someone who hadn't played Yu-Gi-Oh in years until Link Evolution came out for Switch; I had a bit of trouble figuring out how to adapt older decks I enjoyed to the Master Rule 4 format. Although many of those older decks aren't competitive online, most will suffice for offline play or casual matches; so I thought I'd write a quick guide to some of the best generic Link monsters that you can splash into your decks to adapt them to the Master Rule 4 format. Hopefully this helps some newer (or returning) players learn about how to utilize Links. This post will review some of the more splashable and generically useful Links; if you need a refresher on how Link monsters work or why you need them; play the first story mission of the VRAINS campaign or checkout the ingame tutorial.
Most of these cards are from the Playmaker pack, however some are spread into other packs as well (such as Grandpa Muto having all of the Attribute Link-2s). Check The Card Hub for specifics.
The Most Generic Link-2s - LANphorhynchus, Proxy Dragon
LANphorhynchus accepts any two monsters as the Link material in return for two diagonally downwards arrows. It has no effects and a pathetic attack value; however it is the most generic Link-2 available.
Proxy Dragon has left and right arrows instead of downward diagonal ones; so he is generally not going to be very helpful unless you already have a Link on the board and want to extend your arrows further. He requires any two monsters, but like LANphorhynchus, his attack is awful. Unlike LANphorhynchus, he has an actually good protection effect where he can destroy a linked monster to protect another monster of yours from destruction.
The Most Generic Link-3s - Traffic Ghost, "Gaia Saber, the Lightning Shadow", Powercode Talker
Similarly to LANphorhynchus, Traffic Ghost has no restrictions on the monsters it accepts as Link Material. Of course, as a Link-3, you will need to use one additional monster to summon this guy. He provides three downwards arrows; which is quite a lot of space to work with. This comes at a cost though; he has no effect, his attack is rather poor, and 3 materials is expensive.
Gaia Saber is a 2600 beatstick without any effects, with one downward arrow and arrows on the left and right. He's not really that great, but as a generic option he is available.
Powercode Talker has left/right as well as a diagonal down left arrow; which is a bit odd. It has a neat attack boosting effect as well. The requirements to make it are very generic; 2+ monsters; so it is another highly generic Link-3 option.
The Best Generic (Effect monster only) Link-3 - Decode Talker
Although he annoyingly has an entrance animation; Decode Talker is an extremely good Link-3 monster that pretty much every deck can make. It trades the direct downward pointing arrow of Traffic Ghost for an upward arrow; but in exchange gets a much more threatening attack value as well as a decent negate protection effect that works on all of your monsters and an attack boosting effect. You'll use this one quite a bit.
Attribute Link-2s - Greatfly, Wee Witch's Apprentice, Hip Hoshinigen, Duolittle Chimera, Mistar Boy, Missus Radiant
These all require 2 monsters of a particular attribute (WIND, WATER, EARTH, ect). They give a 500 ATK/DEF boost to that attribute; and a 400 ATK/DEF reduction to the "opposing" attribute. Additionally, they add a monster of their given attribute from the GY to hand upon any form of destruction. The link arrows are the two diagonal down arrows. These are some of the easiest Links to add into decks whose monsters share a common Attribute; and for many older decks simply using the two available link arrows is sufficient.
Type Link-2s - Fire Fighting Daruma Doll, Heavymetalfoes Electrumite, Inzektor Picofalena, "Isolde, Two Tales of the Noble Knights", Qliphort Genius, Some Summer Summoner, Subterror Behemoth Fiendess, Vampire Sucker
Each of these require 2 materials of a certain type; but are not archetype specific (despite what their names may indicate). They all have the standard 2 diagonal downward arrows. I won't go over their effects; as they are all quite different from each other. Their requirements are:
  • Fire Fighting Daruma Doll - 2 Beast, Beast-Warrior, and/or Winged Beasts
  • Heavymetalfoes Electrumite - 2 Pendulum monsters
  • Inzector Picofalena - 2 Insect monsters
  • Isolde, Two Tales of the Noble Knights - 2 Warrior monsters
  • Qliphort Genius - 2 Machine monsters
  • Some Summer Summoner - 2 Thunder monsters
  • Subterror Behemoth Fiendess - 2 Flip monsters
  • Vampire Sucker - 2 Zombie monsters
If your deck has cards fitting their requirements; give these a look.
Generic-ish Link-1s - Linkuriboh & Link Spider
These two have specific requirements for their Link Materials (as all Link-1s tend to), however it isn't rare for certain decks to be able to use them; so depending on your deck they may be good choice.
Linkuriboh requires a level 1 monster for a downward facing arrow, and has an effect where it can tribute itself to reduce an attacking monster's attack to 0. It can also special summon itself as a quick effect by tributing a level 1 monster. In decks that run level 1s, this card is nice to have.
Link Spider requires a normal monster for, again, a downward facing arrow. It also allows you to (once per turn) special summon a level 4 or lower normal monster to the zone it points to. Decks that utilize normal monsters can benefit from this one.
Generic Big Boss Link-4s - Borrelguard Dragon, Borreload Dragon, Borrelsword Dragon, Saryuja Skull Dread, Topological Bomber Dragon, Topological Gumblar Dragon
I won't go over their individual effects in great detail; but these are your best picks for a generic Link-4. You generally don't need to run multiple (or any, depending on deck) of these, but if you need a big boss for your deck; give one of these a shot. The Borrel-Dragon series all have a different type of built in protection as well as a strong effect. Saryuja Skull Dread gets stronger effects depending on the number of differently-named monsters used to summon it, including a once-per-turn special summon and the ability to draw 4 cards then return 3 to the deck when it is Link Summoned. The Topological Dragons are a bit weirder than the other four; but they each have an effect that triggers when a monster is Special Summoned to a zone they point to and generally blow up a bunch of cards.
The Knightmares - Knightmare Mermaid, Knightmare Cerberus, Knightmare Phoenix, Knightmare Unicorn, Knightmare Gryphon
This is a series of strong generic Links that all share a similar effect: "When Link summoned, you may discard a card, do [INDIVIDUAL EFFECT], then if this card is co-linked you may draw a card.". The individual effect differs from card to card. They also each provide an additional effect to your co-linked monsters. The material required for all but Mermaid is simply monsters with different names. Mermaid requires another Knightmare monster for link material.
Here are their individual effects:
  • Cerberus - Link-2, Left/Up arrows - Destroy a Special Summoned monster in the opponent's Main Monster Zone. Colinked monsters can't be destroyed by card effects.
  • Phoenix - Link-2, Right/Up arrows - Destroy a Spell/Trap your opponent controls. Colinked monsters can't be destroyed by battle.
  • Unicorn - Link-3, Left/Right/Down arrows - Bounce a card on the field back to the deck. During your draw phase, you may draw 1 card per co-linked Knightmare you control instead of just 1 card.
  • Gryphon - Link-4 , Left/Right/Up/Down arrows - Target a Spell/Trap in your grave; set it to your field; but it can't be activated this turn. Special Summoned monsters cannot activate their effects unless they are Linked.
  • Mermaid - Link-1, Down arrow - Special Summon a maindeck Knightmare monster. Monsters which are not co-linked lose 1000 ATK/DEF
These cards can be great to fill remaining extra deck space. You can even consider just running a copy of Cerberus, Phoenix, or Unicorn individually for their useful destruction effects in a pinch. They don't have great arrows for being the first link you summon, however.
Honorable Mentions - Everything else
These are cards that were a bit too specific or otherwise not terribly noteworthy, however they can be quite good depending on your deck.
  • Clara & Rushka, the Ventriloduo - Link-1, Upward Arrow - 1 Normal Summoned/Set monster - can only be link summoned during main phase 2
  • Akashic Magician - Link-2, Up/Down Arrows - 2 monsters with the same Type, except Tokens - has a nifty excavation effect that works better the more co-linked monsters you have.
  • Ib the World Chalice Priestess - Link-2, Left/Right Arrows - 2 monsters with different Types and Attributes - has some nice protection for itself and other linked monsters. A Proxy Dragon alternative.
  • Binary Sorceress - Link-2, Left/Right Arrows - 2 monsters, except Tokens - Gains nice effects based on the number of monsters co-linked to it. If nothing is co-linked to it; it's kinda a worse Proxy Dragon with slightly better attack.
  • Reprodocus - Link-2, Up/Down Arrows - 2 monsters - can change the type and attribute of monsters it points to. A bit of an oddball.
  • Underclock Taker - Link-2, Left/Down Arrows - 2 Effect monsters - can reduce the ATK of an opponent's monster by the ATK of a monster it points to you control. Interesting arrows.
  • Pentestag - Link-2, Up/Down Arrows - 2 Effect monsters - gives piercing to linked monsters.
  • Aleister the Invoker of Madness - Link-2, Downward Diagonal arrows - 2 monsters with different Types and different Attributes - When a monster is Fusion Summoned while you control this; you can discard a card to add a "Invocation" or "The Book of the Law" from Deck to Hand. When destroyed by an opponent's card effect, you can add an "Omega Summon" from your deck to hand. It requires an Invoked engine if you want all of the nice effects; but it can be interesting in Fusion focused decks.
  • Junk Connector - Link-2, Downward Diagonal arrows - 2 Effect Monsters (Warrior and/or Machine), including a Tuner - Allows you to Synchro Summon as a quick effect using monsters it points to. It floats into a "Junk" Synchro monster upon destruction. While it is pretty specific; it technically isn't entirely archetype specific so I included it here.
  • Twin Triangle Dragon - Link-2, Down/Right arrows - 2 level 4 or lower Dragons, except tokens - When Link Summoned, you may pay 500 LP to summon a level 5 or higher monster in your Graveyard and summon it to a zone this points to; however its effects are negated and it cannot attack this turn. Can be good if you have Dragons.
  • Salamangreat Heatleo - Link-3, Diagonal Downwards arrows, Upward arrow - 2+ FIRE Effect monsters - When Link Summoned, you can shuffle 1 Spell/Trap in your opponent's Spell/Trap zone into their deck. If Link Summoned using another Salamangreat Heatleo as material, once per turn you may target 1 monster on the field and one in your GY; the monster on the field's ATK becomes equal to the monster in the GY. An interesting Decode Talker alternative in FIRE attribute decks.
  • The Phantom Knights of Rusty Bardiche - Link-3, Diagonal Downwards arrows, Right arrow - 2+ DARK monsters - a Phantom Knights specific effect (which you could theoretically splash some Phantom Knights stuff into your deck for), and additionally if a Dark XYZ is summoned to a zone this card points to, destroy 1 card. Fairly specific, but maybe in a XYZ deck using DARK monsters this could be an option over Decode Talker.
  • Topologic Trisbaena - Link-2, Diagonal Downwards Arrows, Up Arrow - 2+ Effect Monsters - another member of the Topological series. Similarly; when a monster is Special Summoned to a zone this points to; banish it and as many Spell/Traps on the field as possible; then deal 500 points of damage to your opponent for each of their cards banished by this effect. Interesting enough to consider over Decode Talker, perhaps if you get annoyed by Decode's animation. Nice 2500 ATK value too.
  • Arcana Extra Joker - Link-3, Diagonal Downwards Arrows, Up Arrow - 3 Warriors with different names - Once per turn, when a Spell/Trap is activated that targets this card or a card this card points to; you can discard that type of card from your hand to negate it. When destroyed by battle and send to the grave; special summon a level 4 Warrior Normal monster from your hand; then search 1 level 4 Warrior from your Deck. An option in Warrior decks.
  • Curious, the Lightsworn Dominion - Link-3, Diagonal Downward Arrows, Up Arrow - 3 monsters with the same Attribute but different Types - When it is destroyed by battle or otherwise leaves the field; you can add a card from your GY to your hand. Once per turn, if this card is Link Summoned, you can send a card from your deck to your graveyard. Once per turn, if a card is sent from the deck to GY by an effect; send the top 3 cards of your deck to the GY. Obviously a lightsworn focused card, but the summoning condition is technically generic and the GY search is helpful for any deck. The summoning materials are a bit strict though.
  • Tri-Gate Wizard - Link-3, Up/Left/Right arrows - 2+ monsters, except tokens - Gains increasingly powerful effects depending on the number of monsters co-linked to it, including a once-per turn banish of any card and a quick effect once-per turn negate and banish of anything. If you can get this card co-linked with a bunch of monsters, it'll win you the game.
  • Agave Dragon - Link-4, Left/Right and Diagonal Downwards arrows - 2+ monsters, except Tokens - When this card is Link Summoned; apply each of these effects in sequence depending on the types of monsters in the GY: Inflict 100 burn damage to your opponent for each Dragon, this card gains 200 ATK for each Dinosaur, All monsters your opponent control lose 300 ATK for each Sea Serpent, you gain 400 LP for each Wyrm. It's also a 3000 ATK beater. A neat option in decks that use Dragons, Dinosaurs, Sea Serpents, Wyrms, or a combination of those 4 types.
And that's pretty much every single non-archetype specific Link included in Link Evolution. Hopefully this is helpful to somebody. As always, adapting old decks to Link format will require some experimentation with the different options you have available, but this guide should possibly give you an idea of the Link monsters available to your chosen archetype. For instance; if you want to play Heroes, try to grab a copy of Isolde. If you're using the original (Normal) E-Heroes, check out Link Spider. If you don't know what to use just toss Decode Talker into literally anything; he's that generic. Of course, Heroes have their own specific Links as well to look into. Have fun!
PS: If we're also considering banned cards, Summon Sorceress, Knightmare Goblin, and Firewall Dragon are also great generic links.
submitted by Soul_Turtle to YGOLegacyOfTheDuelist [link] [comments]

bones' word wall - "it's called word wall for a reason" edition

greetings, i'm bones, the aggro/midrange player of TESL and i have a few things i wanna talk about. They directly correspond to, like, practically every complaint i hear recently, especially in relation to gameplay. It's worth noting that some of these can't be blamed on our current developers, Sparkypants, because they come from darker times of neglected client, so don't go shopping for pitchforks for the amount of stuff that'll be covered in this post, but with that said, let's go through this stuff, one by one.
I want to divide this post into 3 sections:
  1. Client design (where i'll also put UI related nitpicks because there's a few of them)
  2. Core mechanics design
  3. Card design
i'll make the subsection names pretty bold so if you're interested in only one specific part feel free to scroll down to the section of your choice
starting with

1. CLIENT DESIGN

I can't say anything objective about aesthetics - to each their own. Personally, the game looks much better now than it did in the old client. Loading times have been overall much shorter and that applies both to transitions between menus and switching pages in collection. Clickables on the board, while completely unnecesary, are a nice addition to the overall "feel" the game gives. The way cards look now in comparison to the old client are, again, a subjective matter, but I've grown to like them quite much, especially things like Premium Legendary Guards, they look stunning on the board. Long story short, the game LOOKS damn fine, at the very least for me. That includes the animations that cards have.
However, the speed of these animations, not all of them - mostly ones that occur multiple times per turn, depending on the deck, like Fifth Legion TraineBruma Armorer buffs on creatures played in quick succession, Bruma ProfiteeNecromancer's Amulet in similar instances, Galyn/Ungolim/Therana shuffling cards to the deck, Relentless Raider dagger (in Wispraider), cost reduction animation (for abomination scout and leafwater OTKs), Piercing Twilight banish (control decks), even something as recent as multiple instances of Training Grounds - is abysmally slow, they make the whole game feel like it's covered in some gluey substance or, in case of the new playmat, that the action takes place underwater. I know that devs are aware of it, because it's been pointed at several (dozen) times already and in Patch 2.7 they have taken a step towards fixing it - namely buffs/heals happening for cards that summon multiple creatures occur at the same time. Baby step in what to us feels like an easy solution (just replicate what was happening on direwolf's client), however i can't discredit a step being taken. Some of the decks are practically unplayable on the ranked ladder because of the animation speed, like the old terror called Nix-ox Telvanni. Figured I'd put it here mostly to keep everything I hold against the game altogether contained in one spot.
Then there comes the issue of when a card becomes interactible (for a lack of better word). By which I don't mean how good the card is, but rather the timing in between what occurs in the game. Here are two examples that I know of to illustrate the issue better:
In first case the problem is minimal, but there is a tiny chance to screw you over. In second case, it's actually pretty big, because that and animation speed makes this OTK (and many others) much slower.
Amongst other things that devs know is the issue of not being able to check your discard with a selection box present (like the one Mudcrab Merchant, Merchant's Camel, Indoril Mastermind, etc. give) which is pretty important for control decks, especially considering deck tracker is still absent. But while we're at clicking discard pile icons... How about being able to click the Deck icon to see what's in your deck? An option to view your deck is already there in Laaneth, so I can't imagine there's too much coding that needs to be done to actually implement being able to view your deck's contents.
Halfway through Heroes of Skyrim, for some reason we got buttons to remove and copy a deck in the collection menu... while simuntaneously the same options were taken away from the specific deck's menu. It's a very tiny thing, but I reckon it'd be nifty to have deck code, copying and removing deck button somewhere on the deck screen as well. By no means a high priority thing, but i thought i'd mention it nevertheless.
There have been personal issues with TESL i've been facing on both Steam and Mobile clients. On steam the game slows down a LOT just before the game starts, while server registers i'm in a game. This causes me to, often, miss mulligans. It's more likely to be on my end, but no clue what causes it. On mobile, when building a deck, clicking on an attribute once only highlights said attribute for some reason. Again, nitpicks, but I want everything gathered in one spot.
This is something that I'd call more of a wishful thinking than an actual complaint - Something as simple as being able to highlight (just to keep tabs on it) a card in opponent's hand, without revealing it obviously. This would be helpful with things like remembering Galyn target, a card that Thieves Guild Shadowfoot stole or just keeping a tabs on Tome from Daggerfall Mage or Dagger from Crown Quartermaster. With this inclusion, an option to sort cards in your hand would become available. Necessary? Nah. Priority? Fuck no. Would it be welcome? Maybe? Idk, that's more like a personal suggestion.
I feel like there should be more options for friendly matches. Since there's no reward for winning or losing them (at least not in any internal way), these would be very welcome for customization - Picking lane effects, who gets the ring when challenging, some sort of toggle for an option that allows you to draw specific cards to make testing interactions or bugs far easier, something that lets a player (or both players) see both hands to make coaching/explaining much less of a hassle in a stress-free environment - just to name a few things that come to mind.
Last, but not least, very undertalked issue. Logs. They are very uninformative. I don't think I've ever seen worse logs, sorry guys. Being limited to only 8 last events, which includes minor things like a buff happening is seriously terrible. Not only does it keep information away from each player, it comes with incredibly small amount of information. For example, when your opponent plays an item, you don't get the information whether it's from their deck or was it an item obtained via Gardener's Harvest. Another example is the card Shadowfoot stole - because it's not a copy generated by anything, logs leave no indication about the card's origin. But that's not all the issues this uninformative log causes - bug reports are much harder to actually verify! We're not ideal, we sometimes misremember things. Or sometimes things can't be logically explained. Take this for example - I somehow kept the ward on a creature after attacking with it. I have no bloody idea how did that happened and logs only tell you as much as you can see - Ordinator was placed down and opponent passed the turn, then I equipped Battlemace on Wardcrafter, swung into the Ordinator and was left with a 6/1 with Ward.
Keep in mind, I don't even wanna mention things like Decktracker and such. They'll be there when they'll be there. However, there's something that rubs me the wrong way about... Tournament Mode. You know, this thing. It's been 9 months since we've seen these two teasers, but ever since that it's been radio silence about Tournament Mode. I can understand priorities like honing the client and stabilizing expansion releases, but to tease something that community has anticipated for a good while and not have anything to show to us other than "we're working on it" is really a big let down that is worth pointing out. On a similar note, we really could use Gauntlets and Chaos Arena. Not only because they add tons of variety to the gameplay, but... um, i'll mention why a bit later.
I know I pointed fingers at plenty of issues, but this is still tons better than what direwolf offered, because we see improvements to the client done at a much faster rate, so kudos to the team and here's to hoping that whatever problems we have with the game right now are going to get solved relatively fast. So far I can't say the quality of the client has disappointed me. In contrary to...

2. CORE MECHANICS DESIGN

TESL's main stand-out mechanics are rather easy to spot. Let's go over them one by one:
One a field line, the other's covered in shadows. At the point of me writing this, there are only three (soon to be four HOPEFULLY) means for someone to actually play around with more lane conditions than the default two. These being Solo Arena, Story Mode and recently added Syl, Duchess of Dementia and Thadon, Duke of Mania. With how fresh in our collection these two cards are, I'm fairly certain Sparkypants will start slowly introducing more intricate lane conditions or maybe possibly using some of the existing ones. Here you can find all the conditions available in game, in case you're curious.
With two lanes come options to move between them. This, I'd say, is one thing that TESL nails. Moving is a strong mechanic and cards that enable the move are similarly potent. If a moving card isn't utilized, it's most likely due to the card itself, not because of it having means to move - Riverhold Escort, for example, isn't played because you want your guards, for the most part, to protect the lane they're in. Cliff Strider's problem is its text that prevents it from ever going face, etc. If there was one problem someone could point out with moving mechanic, it'd probably be a very small pool of cards (a total of 1!) that lets you move opponent's cards. That, however, is probably even stronger in a vacuum and should be made extremely carefully. So yeah, overall, kudos to design team, past and current (Mad Dash is very, very good as a 1-of surprise card).
Strictly attacking between lanes seems to be kept to minimum, which is fine - the lanes are there for a reason, elevating in-between lane combat to a much higher power level is a cool idea. However, there's also... idk how do I put it better, attacking creatures not strictly? This exists in two forms. Since this part is about mechanics, i'm going to focus on only one of these here - Battle. Battle allows the creature with it to trade blows with any single one of the enemy creatures on the board. Until very recently, Battle was... actually kept in a rather nice state - cards with it saw either very limited play in some decks (Ashlander Zealot in Doomcrag, Fighters Guild Steward in Rage Warrior shortly before Isle of Madness) or were solid arena picks (Cliff Hunter, Skyborn Dragon). Some were incredibly unique, like Dragon Aspect, where you battle with your face! Had we kept it that way, no one would probably notice an issue with this mechanic - it allows a creature that has just been placed on the board to instantly attack. This includes the health it gains from its Drain, any Slay effects, Breakthrough damage, and so forth. Until Isle Battle was strong, but its strength was kept on cards that required plenty of work put in to dish out results or weren't strong in a vacuum.
Then Squish the Wimpy happened.
That card is what happens when you don't realize how powerful giving any card Charge and Bushwhack effect is. And, let's be honest, it's not exactly it - you can't battle your opponent's face - but even that has workarounds nowadays, like Flesh Atronach OTK. Between Flesh Atronach OTK (cards needed in it aren't necessarily always useful, but Squish is never really bad and Flesh Atronach can be brought back from Discard Pile with Odirniran Necromancer if need be) and the amount of ways you can use Squish in Rage/Ramp Warrior (from just removing creatures, to ramping while removing creatures, to healing and stealing creatures, just healing, dishing out insane damage with breakthrough, etc.) this card elevated Battle onto godlike status. However, if you take a gander at how good Battle was prior to Isle and how good it is now, it's easy to figure out that the culprit is one very strong and flexible card that gives interaction to a class with no interaction prior to this. Because of how much power this action carries, I don't think keeping its text the way it is and just fiddling with cost is going to make it any less powerful - even Duel Atop the World, which costs 5 magicka more and its only difference is +3/+3 to the target of the action, has seen some fringe play, mostly in decks that also ran Morag Tong Nightblade.
There's one more big thing that happens between lanes that, at least I, didn't put too much attention in when looking at mechanics. Summon effects. We don't have too many cards whose summon effects affecting opponent's cards are limited to the lane they're played in (Skaven, Tiny Dragon, Cradlecrush Giant, Knight of Order, Giant Snake, Sanctuary Pet, Belligerent Giant, Mantikora... total comes to maybe 20 cards at best) and... I'd say that's not really a good thing. I think more creatures should have its summon effects limited to the lane they're played in, both positively and negatively, however, quite frankly, I have no idea how to approach that kind of balance change for all of the cards in the game, so I'm going to refrain from in depth means of changing this. My only idea was changing Camonna Tong Heavy's Plot effect to affect the whole board, given how little play he sees. But yeah, Summon effects have gotten sort of problematic, with their instant value that's only stoppable by "silver bullet" cards. More on these later.
If utilizing two lanes in card design would get a B- from me, then utilizing Runes would get an E-. Sure, there are some interesting cards that even to this day some of the best players can't quite agree on (Wilds Incarnate being the best one), for the most part anything that isn't a Prophecy and does something with Runes themselves was very mediocre. Morokei in Singleton decks is a great card, but... it's also a Singleton card. That's not gonna bring you tons of playability. He's gonna be an auto-include in Singleton decks, but Singleton decks aren't going to top the tierlist because of built in increased variance and an unsufficient reward for gimping your deck (only three singleton cards). Mechanical Heart is the other card that brings back a rune, but it's also relatively easy to deal with, a huge tempo loss on play and unique legendary, meaning only a singular card in 50 or 75 of them in your deck. The fact that Runes have been this unexplored for the longest time is a sin, especially because coming up with things to do with them is actually very simple and straightforward.
The list really does go on. Even on this list alone you could probably make a split for offensive and defensive options.
The reason I gave Rune-related mechanics E- and not F is completely on the cards that reward you for breaking a rune - These I find for the most part very well done. Simply put, high risk, high reward cards that present a fair deckbuilding challenge to the ones willing to take it. Playing with these cards is also handled really well - they are prime targets for removal with their low health or other vulnerabilities, so it's quite easy to punish playing, for example Haafingar Marauder or Relentless Raider at a wrong moment.
This sentiment doesn't quite extend to Beast Form. By themselves, most of these cards are alright, similarly to how "rune break" cards perform. However, with Companion Harbringer and Skyforge, there was a clear attempt at introducing something ala' a Werewolf deck or a Beast Form deck. Without alternative means of destroying opponent's runes, there's not much reason to go full werewolf, sadly, and without Beast Form these cards are nothing more than understatted creatures with no weight on them. Similarly to other very fringe and not played mechanics, only the most swingy of representants see play, like Circle Initiate (for very average statline at its cost and Prophecy tag), Aela's Huntmate (draw) and Whiterun Protector (just a solid body in a midrange deck post-Beast Form). Still, probably more blame lies on underutilizing means of breaking runes rather than Companions themselves.
So let's talk Prophecies... However, not in the way people would probably think about them. Instead of trying to describe in my own words how do they feel, I'll try and draw links between them and mechanics in two other, seemingly completely different games - Team Fortress 2 and Wargroove, starting with the former Between Prophecies and Critical Hits, there's plenty of similarities.
So in TF2 Critical Hits are Random. Matter of fact, they are very similar in its randomness to Prophecies in TESL in that you can technically influence the percentage (in TF2 by dishing out damage, in TESL by... adding more Prophecy cards to your deck), but regardless of percentage, you can go several seconds with nothing but crits or you can never see a critical hit in the round. Random critical hits remove a lot of decision making from the player, as this little tidbit styled after Pokemon battle explains really well, lasts about 3 minutes tops. Now, TESL doesn't have it quite as terrible, because the "critical hit" that happens does actually end up teaching you the essentials of when to play your cards, the ordering of your actions and whatnot, however what holds true in both cases is that it feels just as bad to die to a random critical hit as it is to losing to a random Prophecy that stops your lethal. I think these Prophecies in particular are the biggest offenders - things that create insane swings capable of changing not only the way you play out the remainder of your turn, but flip the entire game upside down essentially. Your Cloudrest Illusionists, Mystic Dragons (at least early game), Lightning Bolts, Piercing Javelins, Shrieking Harpies, Golden Initiates (to an extent) and many others all affect the game state significantly the moment they are played. Again, you can (and you should) play with a possibility of these cards popping in on your turn in the back of your head, and admittedly aren't executed in the worst way because you are capable of playing around them, however losing to one of the big prophecies from first rune or dying to a prophecy lightning bolt don't feel fun, matter of fact they're pretty frustrating to lose to.
Then there's Wargroove, one of the recent games, turn based strategy (if you liked Advance Wars I highly recommend you pick Wargroove up!). The reason I'm mentioning this game is its way of handling critical hits. Instead of bigger and smaller random percentages, which no doubt would end up being frustrating to deal with, the game has conditional critical hits. For example, your cheapest infantry unit only does critical hit when the army's general is standing on a tile next to that unit. This adds a lot of depth to the gameplay and feels very rewarding to pull off successfully. As for TESL, I don't know how could you introduce something that gives you similar feeling - whether introducing conditions that one must meet in order to be able to play the card for free or just making it so that when the conditions are met that one card is guaranteed to appear during the breaking of your next rune. Maybe there's a way to somehow utilize leftover magicka from your last turn during opponent's turn. I want to just present how other games handled something that's widely considered frustrating. The details of execution I'd rather leave to card designers.
I'll explain my last pet peeve with rune-related mechanics in next sub-chapter. Conveniently, we're done with what TESL does differently to other card games, so let's move on to:
First of all, I have nothing against your Treasure Hunts, Exalts, Betrays, Assembles and the like, however I can't help but feel that all of the "new mechanics" are only here to make expansions sound better. Whenever a big release was coming to TESL, be it a story or a new set, one of the main advertising points were new mechanics. They were one of the first things we heard about the set as well, for example in case of Houses of Morrowind, for which the very first announcement covered Rally, Plot, Exalt, Betray and "5 power or more" condition. Then there was nothing new that came for these mechanics. The reason this makes me miffed a bit is twofold:
  1. We could've gotten mechanics that no other game but TESL can pull, especially anything involving Runes.
  2. If the mechanics I mentioned in the first point are too complicated to just introduce, then at least take proper care of the things you do introduce.
Things like Factotums, Beast Form, Shouts, Exalt all are probably around a card or two away from being very much viable. I don't see much reason to keep them hanging. Treasure Hunts and Rally desperately crave for more, at least from Constructed point of view. Ironically, I think the most recent monthly card, Training Grounds, together with Ring of Lordship, are... perhaps not viable, but definitely a step in the right direction, especially compared to Singleton. These two present specific deckbuilding challenges that grant you plenty of cool perks and flashy plays should you overcome them. Not only that, playing against decks built with these two cards doesn't feel unfair, because you can see the synergy coming if you're observant enough.
I'm not sure, however, what to think about Supports and Support Removal. This interaction feels very binary and, similarly to prophecies, not really fun for either side of the interaction. You're going to feel just as bad when your opponent has a few supports on their side of the board that you can't deal with as you'd feel when your freshly played support you didn't quite reap benefits from gets instantly removed by Dushnikh Yal Archer, Shadowfen Priest or Edict of Azura. I'm not sure how can this be designed in a better, more fair for both sides, way - perhaps make it so that supports have health, but can be targetted with creatures to deal 1 damage to them if guards aren't on the way, while reducing the support's cost all around, dunno really.
Other mechanics that we had since the dawn of TESL time, namely Pilfer, Slay and Last Gasp, have been for the most part kept safely tame. Last Gasp has maybe two problematic cards at best (Haunting Spirit and Balmora Spymaster, for different reasons), but at the same time I can't help but feel that the whole Last Gasp bundle is being really overlooked by all of us. Pilfer is kept at VERY safe levels, probably because of how dedicated Tier 1 Pilfer deck would negatively affect newer players - they'd feel cheated by the Master of Thieves combo, which to them would have no counterplay what so ever, especially if another card that gives any creature pilfer gets printed for Monk. Finally, Slay in a vacuum is also more or less fine, but in tandem with Squish the Wimpy and battle tricks like Sword of the Inferno, Archer's Gambit and Crusader's Crossbow starts raising a few issues, the last three specifically with creatures that have both a Slay effect and Lethal. I also think that Slay and Drain shouldn't affect your own creatures if you end up killing them with Unstoppable Rage or any of the pings mentioned above. The possibility to turn one lane with one big creature in it into almost 30 health or an OTK in one turn is rather disgusting, especially the latter, since you can just place Child of Hircine in shadow lane against an empty board and use your next turn to add a Brotherhood Sanctuary and a bunch of Firebrands, Rage and attack a total of 7 times.
There's also this elephant in the room... you know, Tricolors. What initially was perceived as a fun little gimmick (after all, why give up consistency for increased variance?) turned out to be the most viable way of building your decks. The results speak for themselves. Turns out that increased variance isn't really an issue for the tricolor player, because of several things:
Practically every possible group of people, Timmys, Johnnys, Spikes and everyone in between, have at least a few people admitting that the introduction of tricolor decks changed the game for worse for various reasons. The stats we have are definitely in favor of their strength. But at the same time there's a group of people who consider tricolor fun and different enough, which is perfectly fair. There isn't a lot i can think of in terms of solutions - rotating tricolors out first would need to happen, because honestly the design itself requires plenty of tweaking to make the games with it fun and that's not really something i know how to achieve. All of different solutions i've heard haven't really been elegant. But yeah, following rotating out the tricolor I'd either make an expanded queue for ranked/casual or run some tricolor gauntlets, should they make a comeback.
don't think there's tons of things to say about specific cards that I feel like should be adjusted or cards whose design philosophy ought to be changed, but i still feel like giving 'em a section of their own.

3. CARD DESIGN

Starting off with something that was already talked to death by other people, most notably mr Ian Bits in his video here, namely heavy RNG cards. Now, it's understandable why are they made - giving fun to Timmys and some Johnnys, but i don't think power level of some of them is in the right spot. Biggest offenders of course being Suran Pawnbroker, Mudcrab Merchant and Manic Jack/Mutation (although i feel like Barilzar's Tinkering and Desperate Conjuring are also worth looking at). Still, this issue is explained in the video I linked far better than I would be ever able to explain it. There is, however, other type of rng cards that i feel like wasn't mentioned and is arguably a problem of similar size - Ring cards. By that I mean cards that are extraordinarily good on curve, but only with ring. When played without ring on curve, these cards have a lot more answers than with ring. Pre-nerf Goblin Skulk was very much a ring card, but even currently we have Cornerclub Gambler, Fifth Legion Trainer, Mournhold Traitor, Withered Hand Cultist to an extend belongs there too, East Empire Crafter has potential to land in this spot soon, although on a much smaller scale. Granted, when playing against control decks a lot of these become non-issues, as they have sufficient amount of early game removal to be able to deal with them swiftly, but for aggro mirrors these may as well be winrate swings.
For all the things bad about Mudcrab Merchant there's one positive - Crabo has let us play more than one 1 drop that still holds its value during mid-game. I'd say this is worth looking at closer, because if there's something to fix the issue of Ring of Magicka in Aggro mirrors, it's decently powered 1 magicka creatures. Currently 1 drops fall into one of these categories:
Even in the last category, only some decks really want these cards over others at a different point of the curve. Giving people a tad more incentive to go for Scroll Seeker or Karthspire Scout could potentially improve the means of fighting in Aggro mirrors or maybe bring back Midrange out of the sorry state it's been in.
Endurance in its current state from aggressive point of view is an ideal color - comes with a lot of overstatted creatures, perfectly pairing up with other colors, either with enabling plenty of trades or supplementing big bodies with smaller, but Warded bodies (Willpower and Intelligence) or with buffing these creatures even further and abusing movement (Strength and Agility). At this point of time we're like 99% sure that Catapult will receive a nerf, if anything then because of community issues with the big body, now made much harder to punish with Skinned Hound, but to ignore Haunting Spirit, Young Mammoth, Dragontail Savior, Corrupted Shade and Bleakcoast Troll would be similarly unwise. The problem is, I suppose, in the fact that it's really hard to balance something out regarding these 5 cards without wrecking Endurance. I have faith that our card designers will be able to overcome the difficulties currently caused by this attribute.
On the other side of the board we have cyclers and recyclers. Granted, it's safe to say that in a vacuum cards like Merchant's Camel or Indoril Mastermind are, for the most part, fine as is. Enter houses and Odirniran Necromancer, however, and we end up with cards that absolutely neglect the negatives of tricolors (reducing the increased variance) and, because of constant milling, allow these decks to find an answer to opponent's gameplan much more reliably while simuntaneously progressing forward with the board state. Don't get me wrong, it's not a problem that's only restricted to control - cards like pre-nerf Ash Berserker and Cornerclub Gambler should land here just as well. The amount of milling we have is one of the likely reasons the meta is in its extremes - it's either extreme aggro, extreme control or extreme swings/cycle. The solution sort of comes naturally - slow down! Less mill makes for a smarter game to play for both players.
The second part of "Indirect card combat" that we call pings, also belongs here. However, by that I don't necessarily mean actions that just deal damage, like Firebolt, Rapid Shot, etc. These are necessary, fair and harmless. The only problematic cards are Archer's Gambit, Sword of the Inferno, Crusader's Crossbow and Unstoppable Rage. The first two, even at their low cost of 2 magicka, are almost always used on lethal creatures to act as a hard removal with benefits - in case of Archer's Gambit it's the ability to trade the lethal creature into an enemy creature on the same lane and potentially reap benefits from Astrid's effect, for Sword it's proccing Slay twice (on enemy creature and on itself), especially on lethal creatures, on top of just being able to remove two creatures with one so long as the wielder has 3 or more health. Crossbow feels the least problematic of all of these, mostly due to its cost, but also due to lane limitations - in Shadow Lane you can't quite always deal with two creatures at the same time, due to cover. It also doesn't give Guard to the wielder, so it doesn't force 2 for 1s with benefits. Unstoppable Rage is a whole different story. It's perfectly fine as a lane clear, but becomes unfun to play against when paired with a Drain creature or a creature with Slay effect, mostly due to these two things proccing off your own creatures too. This results in even 50+ health swings on top of the lane clear. Of course, there's a difference between feeling bad and being badly designed - I don't think the card itself is problematic, you can play smart to deal with Rage for the most part, but I can't deny its demotivating effect.
Finally, there's silver bullet cards. You know, ones that are useless for all but one matchups - Grummite Magus, Memory Wraith, Piercing Twilight and Cast into Time (sort of, they're helpful everywhere to an extent), Garnag, Bedeviling Scamp and Withered Hand Cultist. These ones are probably the things I hate the most about card design. We're playing a Card Game. You can eliminate the problems by tweaking cards or card interactions in order to help players make punishing certain plays easier. Printing a card that answers the problem for you is an insult to card player's intelligence. It's the equivalent of giving a worse of two chess players an extra handicap piece that can move on any tile of the chessboard - why improve your play, when you can just play an easier game? If your goal is to welcome more casual players easily with these cards, then consider making something along the lines of an advanced tutorial. These could be a series of puzzles for free that any player can partake that would teach them the most important essentials of playing smart and playing to win. Not only that, these would play well into a marketing strategy - you can then direct someone done with advanced tutorial to the store, where he can find more puzzle bundles. It's really worth putting more effort into the game than just creating an easy answer for a card - it makes for a more compelling card game, a more satisfying esperience when you do overcome this one strategy you had troubles with in the past. Don't take this joy away from new players by giving them the middle finger card. Please. And if you're truly set on introducing hate cards to the game, at least split them into several smaller cards that affect different aspects of an archetype. Cultist, for example, should probably receive a big nerf in tandem with introducing cards that affect Summon effects, ability to be shackled, damaged by lethal creatures, affected by actions, etc.
The very last thing I wanted to mention, more as a closing note, is the speed of making changes. Hearthstone recently went on to create drastic changes to the card game, mostly in the amount of nerfs/buffs but also in changing the base set. I mentioned a lot of things in this word wall of mine and I believe introducing even half of them from section 2 and 3 would greatly increase the quality of gameplay TESL definitely deserves. But in order to get there, serious changes need to be made, for we've kinda dwelled a bit too far into some of these problems. For an example of a game that undergoes gigantic changes with every patch to keep the experience fresh and enjoyable, look no further than Dota 2. The game has balance patches which are about as long as half of this article of mine, affecting various little tidbits of gameplay. While TESL by no means has as many gameplay intricacies, it still has cost, attack, health, card text, starting hand, interactions, etc. This game has tons of potential for really compelling games across all kinds of players and between all kinds of players, but a serious amount of effort and dedication needs to be put in in order for us to get there. Passion is what got us some of the all-time great games in the past, like Chrono Trigger, for example.
But I direct this not only to design team and developers at Sparkypants, but to each of you reading this. First of all, thanks for making it to the end. I hope I didn't cause ya to fall asleep. I also hope that what you read helped you understand that not all of the enjoyable things are really good for the game and that, vice versa, there are still tons more enjoyable things to TESL that we haven't gotten yet. I don't expect for you to agree with all that I have written here - we're all humans (hopefully) and we're going to have our different points of view and different preferences. I encourage you to discuss things in the comments, for fruitful conversations help immensely in more means than one. If you come up with an idea to fix things better - post it! Sparkypants devs have been reading our feedback much more often than Direwolf devs and we should seize the opportunity to hopefully change the game for the better. In the end, if you've made it to the end, I'm rather certain that you do love this game. If a piece that takes almost the entirety of symbols on reddit is any indication, so do I. Regardless of how cheesy it sounds, this love for the game and this passion is what will make the game a better experience, and, eventually, us - better players. Whether you're a fun-loving person who cherishes all of the huge flashy plays above everything else (Timmy), a guy/gal whose primary interests lie in deconstructing the game's interactions and trying to discover more of the interesting combinations, treating the game like a box of Legos (Johnny) or you want to be the very best at everything the game offers and for your game sense and game knowledge to thrive (Spike), in the end we're all a part of this big family.
thanks and goodbye
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