Showing posts with label Overview. Show all posts
Showing posts with label Overview. Show all posts

Thursday, August 20, 2015

The Underappreciation of Typical Glasses-wearing Male Side Character (Overview)

This is relevant.

If you've ever thought that the archetypes you've played lacked support in any way, be it draw, gauge, removal, control, or otherwise pure gimmicks, don't forget that there's a complete extension of your dataset found here.

We're neglected, but it doesn't mean we're useless.


Saturday, August 1, 2015

The Hope of Campanella (Overview)

Star Dragon World
Bushiroad wants ALL the dragons, apparently, because not even two Dragon Worlds and three more Dragon-based archetypes was enough to sate that company's insane Dragon fetish. Behold, the stars are the limits for their zeal and lust for more and more winged reptilian creatures, because Star Dragon World is here.

Star Dragon World at its base seems to be similar to Dragon World, but the spell support is vastly different. For starters, they have quite an impressive hand engine in various forms while lacking in destruction effects. Instead, Star Dragon World seems to be more control and advantage based, relying on combo effects to retain field presence and power.

Star Dragon World relies on the Neodragons, supported by their Dragonarms, to defend the future of tomorrow.

Wednesday, June 10, 2015

The Pride of Ultraman (Overview)

The mark on his chest is a meteor
He beats down his foes proudly with his jet
From the Land of Light, he fights for us
Here he comes, our hero~

Hero World
Hero World is like that old children's show that you watched when you were young (if you were Asian enough). I'm not talking about stuff like Disney Channel or Spongebob or Sesame Street or My Little Pony or Ni Hao Kai Lan. I'm not even talking about stuff like Power Rangers, although that's getting closer. No, the real superhero of the youth of children around the world has to be Ultraman.

He's freaking scary.

But back to the analogy. Hero World is full of really weird and kinda crazy effects, with half of them not making any sense and the other half being ridiculously good (or bad). Just like those things you didn't understand as a kid, jumping into Hero World is an adventure in itself. From the strange men in skintight costumes to super badass robots to spells with simply the best names ever, Hero World is just a ball of nostalgia. They focus on the Ride/Transform mechanic that allows you to truly be a hero yourself. Justice time!

Fight alongside your Superheroes, or board a Brave Machine and let evil tremble. Or even join the dark side and share your cookies with the Darkheroes.

Monday, April 13, 2015

The Might of Hammurabi (Overview)

Go big or go home.

So like, Size 3's are a thing. They're the biggest monsters you can call to your field without doing something that just breaks the game's rules, and they can't be accompanied on the field by anything larger than a Size 0. Usually they're also pretty expensive and as a result have huge stats, tons of keywords like Penetrate and Double Attack, and some seriously interesting abilities that, regardless of whether or not it's good, makes you feel pretty good about playing that Size 3.

Ancient World is like that, except it's actually good.

If you just want to sit on this gigantic block for the entire game (and don't want to play Death Tallica), you've definitely come to the right place. In the current metagame of weapons and open centers, Ancient World stands strong as an archetype that totally disregards all of that. You take one of the eight or so Size 3 bosses in your deck and you plop it into your center and you ride it home to victory. If you like protecting a huge monster for basically the entire game and banking all your money into quality and consistency rather than diversity and versatility, you'll definitely like Ancient World.

Oh, if you like shouting. That too.

Between the Dragon Lords and the Wild Dragons, there'll be enough shouting to go around. But when it comes to pure guts and courage, Raging Spirits have got you covered.

Friday, November 14, 2014

The Shadow of Ouroboros (Overview)

Embrace the darkness...

Darkness Dragon World. DDW for short. Since the world has the world "Dragon" in it, we can expect Bushiroad to give it some pretty ridiculous support and a variety of strong options to use. Though it would be interesting to see how different they can make this from, well, regular Dragon World. I say that, but Darkness Dragon World has already started to differentiate itself quite well. The effects are always slightly underhanded and a bit sinister, usually involving self-damage or destroying your own monster. In exchange, DDW can deal a lot of widespread destruction and direct damage in return. Furthermore, on top of that, Darkness Dragon World has two specific keywords: Spectral Strike and Shadow Dive, both allowing a DDW player to bypass a game mechanic to deal unintended damage.

The darkness covers the realms of the Black Dragons and Death Rulers, extending Deep into the heart of the shadows where the Purgatory Knights reside.

Saturday, October 18, 2014

The League of Arthur (Overview)

This is where legends are born.

Legend WorldLegend World is by far the most versatile world created, being able to draw from a vast pool of myths and legends to base their cards on. From Greek to Norse, Roman and more, Legend World's most appealing aspect is the fact that who knows what archetypes they may have in the future. Chinese? Japanese? Indian? The possibilities are endless - and exciting. I mean, they debuted with 3 archetypes, which is one more than every other world thus far. Besides the amazing diversity and variety, Legend World also sports incredible gauge engines that fuel their heavy spell lineup - costly but powerful. They also have amazing weapon choices that are able to adapt to any situation.

There are many archetypes of Legend World, including Wydar Sarkal, Heroes, Asgard, Olympus, Star, and Fairy.

Friday, August 15, 2014

A General Word About Decks

There is a right and wrong way to build a deck.

I don't understand why people are consistently saying that "Oh, my deck is built differently than yours, but that doesn't mean it's worse" and then attempt to justify their weird, awkward jumble of cards using pathos-based logic and circumstantial evidence. Seriously? You do realize you're playing a card game, right? You're not trying to write a literary paper or attempt to sway an audience to believing what you're saying. You're trying to build a deck that maximizes efficiency and synergy while maintaining optimal performance in all situations. This isn't something you can casually BS your way out of.

Tuesday, August 12, 2014

The Oath of Merlin (Overview)

Welcome to the land of the skill and the home of the skilled.

Magic World When it comes down to it, Magic World is set at the junction between math and strategy. You first have to build a deck that maximizes the potential of the variety of cards that Magic World offers. Magic World features the most impressive array of spells of any world currently and possibly to come. This means a ratio of monsters, items, and spells unlike any other. But once you have the deck down, there's still the actual part of playing the deck. This is where Magic World truly begins to shine.

Magic World can do anything. We're talking about everything between drawing tons of cards and gaining lots of resources to bouncing monsters back to hand and dealing direct damage. Most importantly, Magic World uses their effects not to win a confrontation but to bypass one entirely, resulting in an opponent who stares emptily as their winning image gets transformed into your winning image.

Whether you're backed by 72 Pillars of demons or Wizards of all kinds, Magic World is just a blast to play.

Friday, August 8, 2014

Buddyfight Mechanics - Game Flow and Detailed Rules

I'm sure I'm not the only person who has found the Buddyfight gameplay mechanics to be a bit...well, a bit confusing. Unlike Vanguard and Weiss Schwarz, Buddyfight attempts to emulate the likes of Yugioh with the idea of "Play Timings", or periods of the game where certain events like using an ability or casting a spell can happen. Unfortunately, since Bushiroad as a company has no prior experience with this kind of a card game, their explanation and interpretation of this concept is vague at best. In short, while they do know what they're doing with the game, they just can't seem to put it to words quite well.
Tet - No Game No Life
Rule #10: Have fun!
Luckily, I am quite a verbose blogger and have some repertoire of playing a variety of card games that feature these "Play Timing"-like occurrences. After negotiating with Bushiroad SEA, Bushiroad JPN, Bushiroad NA, various Bushiroad judges and a host of experienced players, I have finally come to the point where I am more than comfortable with the way Buddyfight flows as a game from turn to turn. Of course, I would love to share this information and knowledge with the rest of us. Thus, I have actually created my own Buddyfight flowchart, complete with the correct timings for virtually everything in the game. And it's available for anyone to use and download. Enjoy.

Tuesday, August 5, 2014

The Gambit of Bismarck (Overview)

Do you like weapons? Do you like badass monsters with beefy stats? Do you like to make bold and daring plays with high-risk and high-reward situations? Welcome to Danger World.

Danger World is truly about full-frontal assaults and just doing everything possible to pile on the offensive, with pretty big monsters to cover its ass after the bloodbath. It is one of the few Worlds to support a Size 0 selection that more or less ensures a full field at all times, even with a Size 3. The monsters in Danger World all sport above average stats and can stand toe-to-toe against the best of all of the worlds. The World is also very big on Penetrate which is basically the blood and soul of Danger World. Though their spell selection is somewhat weak, their advantage engine decays very rapidly, and they lack the appropriate countermeasures to most metagame strategies, Danger World ensures that you'll be going down fighting full throttle.

Danger World is split between the two warring factions of Armorknights and Duel Dragons.

Tuesday, July 22, 2014

The War of Nobunaga (Overview)

Welcome to the Sengoku Era!

Katana World
It's hard to compare the totally differing styles of the two warring factions of Katana World, since it's based on the ancient longest-running clash in all of Japanese history. On one hand, the Ninjas (Shinobi) are focused on setting traps and anticipating your opponent's strategies only to counter it with flair. They aim at perfecting the skills of their arts and outmaneuvering their opponents in every possible way. On the other hand, the Skull Warriors (Samurai) are focused on fighting to the death, ready to charge into the face of battle and die honorably. You think they're gone, but they keep coming back. Truly, they are undefeatable.

While a shogun or a daimyo could only choose to support one side, as a Buddyfighter you can patron both factions into your Katana army. You can find the right balance between the traps of Ninja Arts and the ruthless assaults of Demon Way. Together, they form a powerful combination of strategy and power, force and cunning. Katana World has an answer for everything, and they've got the firepower to back it up.

Katana World revisits the everlasting feud between the Ninja and the Skull Warrior. If you're feeling wishy-washy about which side you favor, you can always go with the flow of Water.

Monday, July 14, 2014

Budgetfight - Money is your problem

We all know just how freaking expensive card games are. Future Card Buddyfight is no exception. You might think life's better since there aren't 4 Perfect Guards to run in every competitive deck. It isn't. Staples still exist, and with the market still unstable the prices are extremely volatile at the moment. Blue Shields go for $10. Dangerous Fuse is at $4. It's extremely difficult to get into the game and really budget your decisions.

We all have money issues
This article will go over the choices you as a budget player have. By choosing alternatives and avoiding high-maintenance decks, anybody can afford to play Buddyfight on a semi-competitive level. Trial Decks will be gone over in this other article, including their exclusive cards; I separated the two because it was getting too ridiculously long.

These two articles are probably the best articles to introduce newcomers to Buddyfight, so if you have any friends you want to get started on this game then send them over here.

Sunday, July 6, 2014

The Wit of Theseus (Overview)

Dungeon World
How would I describe such a wonderfully quirky world like Dungeon World? If anything, this world hearkens back to the earliest dungeon crawlers that hit the earliest arcades and consoles with a bang. I'm not talking about stuff like Diablo III and Dark Souls II. I'm talking about stuff like Dungeons & Dragons. I'm talking about the very first Zelda, the very first Etrian Odyssey, the very first Might and Magic. Ah, the good old days.

Combining the simplicity of role-playing games and the chance-based aspect of the adventure, Dungeon World focuses on creating your very own setup and executing it to the dot. The amount of tutoring and scavenging in the world is compounded with lucky gains to bring about impossible swings in the state of the game. Just like an RPG, you can have your own personal build to live, die, and win by. Every game with a Dungeon World deck feels like a new adventure, a new battle. The exhilaration factor of the deck and of the entire world's concept cannot be denied.

Like a classic RPG, Dungeon World is set in the never-ending war between the dungeon-diving Adventurers and the timely-respawning Dungeon Enemies.

Sunday, June 29, 2014

The Tyranny of Orochi (Overview)

You guys are all losers.

No, I'm just kidding. There's no issue with playing the default World that Bushiroad loves to hell. In fact, it's probably really smart to be playing the World that gets all the support.

Dragon World is basically everything that you could possibly want in a World. They have solid stats on their monsters, they have a lot of them, they have a variety of spells, they have solid weapon selection and the support to use them with, they have stellar impacts. I swear you can't go wrong with this World. There's so many damn options to choose from it's ridiculous. And they have a spring of support that will never, ever run dry. Bask in the love of Bushiroad.

Dragon World is divided into to main archetypes, Armordragons and Dragon Knights. You can read about each in their corresponding article.

Monday, June 23, 2014

What is Buddyfight?

Future Card Buddyfight Logo

Future Card Buddyfight is a trading card game created by Bushiroad. The game was released in the beginning of 2014 concurrently with an anime series (that's actually better than the Vanguard series) as one of the very first ever ventures Bushiroad has done in regards to SIMULTANEOUS INTERNATIONAL RELEASES. Holy crap. Japan and America on the same page? Is this heaven?