Sunday, February 9, 2014

Spectacular Failures

These cards are the most limiting, useless piles of trash you could possibly find.  I'm not necessarily going to tell you that they are thoroughly unplayable (though one certainly is at the moment).  That's the beauty of well-done CCGs when there are so many possibilities that even the worst cards can have their place in the right deck.  In most cases though, you're probably better off avoiding them.  Keep in mind, this is assuming you have infinite resources at your disposal, so I'm accounting for all the rares, ultra-rares, fixed cards, and promos that are legal to play.

Berry Dreams
This is the one card that has effectively no reason to ever include in your deck.  I'm guessing this is a holdover from a point in game design where maybe you weren't able to pay tokens to draw cards.  In such games where you don't have easy access to cards, a card like this might be alright.  At the moment, you already have access to Flitter, High Spirits, and all the other off-color 1-for-1 friends.  With Berry Dreams, you're paying 1 token to draw a card, a thing you already can do within the rules.  Maybe as the game develops, we'll have more support for cards with 1 power.  Even then, you'd only have to run this if you need all the specifically pink 1-for-1 cards you can get (you'd already be likely to spend tokens to draw cards in such a case).  The only time this card has any potential whatsoever is if some cards in the future let you play 1-power friends for free or else have flicker effects (removing it from play and then quickly returning it), and even then it will be very limited.  I honestly want to take a huge pile of these cards and [redacted because... it's a very rude thing to do, and there may be children reading this].

Marvelous Chapeau
For those who are not already aware of the errata, this card is supposed to say -1, not 1.  Thats a HUGE difference!  Let's examine exactly what you get out of it in a vacuum here.  If you already have 2 white power in play, you can spend 1 action token to get 1 power you can only spend for meeting your opponent's problem requirement IF you have 3 white power currently in play.  I talked earlier about action token efficiency.  This is the least efficient formula you could possibly conceive.  Instead of paying 1 token for a character that grants 1 power and can move, you get all this:
* You must have 2 white power in play already.
* You must have 3 white power in play for the effect to apply.
* This applies only at your opponent's problem.
* You need 1 less power to confront it.  This is effectively the same as giving you +1 power, except you don't actually have power for your card requirements or faceoffs!
Here's the only situation I can consider where this actually becomes good.  You need Cherry Jubilee, because she gets more power for each resource on her.  As far as confronting the problem goes, you get +2 power for 1 token.  That's actually alright, assuming you're already playing a lot of white.  Considering there are already other events with the same kind of effect for one moment and this is permanent, that's actually pretty good.  If white ends up getting other good friend resources, this can make Cherry Jubilee actually pretty devastating for a white deck to play.  Right now though, this extremely limited fashion makes this card mostly unplayable.

Outshine Them All
Right now, most of the reports are very underwhelming.  The good news is that there are many more possibilities of reports for them to make.  This one is the messiest turd of the bunch.  Right away, I'll just say anything that works when you win a faceoff is going to be classified as a win-more card.  For those unaware of the term, a "win-more" card is something that gives you an advantage when you already have the advantage, allowing you to just win the game harder when you're already winning.  For a win-more card to be good, the effect it gives you has to be very effective so you can really lock the win.  If you're losing, you'll really want a card that can help you reverse that trend.
That said, let's go over what this actually does.  The best-case scenario for this card is that you play it on Monitor Everything for free and you encounter a lot of troublemakers.  For you to guarantee this to happen, you need to play villains.  That's not entirely terrible, but it obviously just fits well in a very specific kind of deck.  The deck already has to be well-suited for winning your troublemaker faceoffs and forcing those to happen.  You certainly can't count on your opponent to play many troublemakers.  When a problem faceoff inevitably occurs, Outshine Them All gets dismissed and you can get no more benefit from it.  You might be able to get it again if you're playing white regrowth (taking from the discard pile) or Silver Spanner.  Assuming you don't have any troublemaker faceoffs, you can only get 1 action token out of it, which you already paid in the first place if it wasn't on Monitor Everything.  This needs so much work to get really very small benefit, you're honestly better off playing Heart's Desire.  There's certainly no reason to include both of those cards in the same deck.

Flim
It was a hard choice between Flim and Brown Parasprite, and I just have to conclude that Flim is definitely weaker right now.  Anything that does something negative to a type of card requires the opponent to be likely to play them (hence why anti-friend cards are really good), that those cards themselves are good (resources aren't played much right now), and that this will actually do something meaningful to them.  There are incredibly few cards that this will affect, although to be fair, those cards are somewhat likely to be played.  The problem is that those cards are all played late in the game (examples include Tricksy Hat and Sweet Apple Acres), when the opponent can easily handle his... wait, he has 3 power!  He's actually measurably the weakest troublemaker in the game?!  Why would you waste an action token on him?  His power won't slow the opponent down much in the early game, his effect only works well late-game, he's basically all the possible negatives you could get in a troublemaker!  There are going to have to be some good early-game resources that need exhausting to use in later games for Flim to have any merit whatsoever.

 Monster of a Minotaur
Here's a great example of everything going wrong.  Yellow is used to having to work hard at its problems, but that's because yellow is capable of generating very large amounts of power very quickly.  For that reason, a 4/3 problem for 1 bonus point with the opponent only needing 4 is not entirely unfair, but the effect had better make up for it.  Both players frighten an opponent's friend when it's played.  Both players choose which opponent's friend gets frightened.  You've got a lot of little critters when playing yellow.  You like swarms.  You don't mind quite so much.  They probably will still hit something like Falcon or Forest Owl.  You'll also be able to hit something like Full Steam or Rarity, Truly Outrageous.  This is still a bit of a metagame card, because you have to anticipate your opponent is going to have few, powerful characters for this to be at its most effective.  For the amount of work you have to do to confront it though, and you already get a mostly balanced effect, it's just not worth it.  There's so much better you could throw in your yellow deck.  You could even just throw in some completely unattainable problem and get its bonus when the inevitable double-problem faceoff occurs.

Lilac Links
I went looking through my rares for a bit, because I felt I was being unduly harsh on commons.  That's a problem with CCGs.  Rarity often equates to power.  Well, that's certainly not the case with Lilac Links.  Again, this is basically because of the current metagame.  As more good friend resources develop, both Lilac Links and Cherry Jubilee will get significantly better.  At the moment, we get 1 power for 2 action tokens at 1 yellow requirement.  That's clearly inefficient, so the effect had better be worth it.  If the opponent is playing Ridiculous Outfit or Rubber Chicken, you get to effectively nullify that card's power for the problem faceoff.  Oh yeah, and it's only problem faceoffs, not troublemaker faceoffs, so you can't even nullify the benefit of the Rubber Chicken.  Most of the good friend resources punish your opponent's friends.  However, there is one combo you can force that's particularly devastating.  When you play Tangled Coiffure, it's probably going to be on a character already at a problem, because you don't want to deal with it in the future.  With that in mind, you can not only destroy its future, but pretty much make it irrelevant for that faceoff.  That would certainly make a big help when playing against one of yellow's biggest rivals, Spring Forward.  Side note: one of the biggest faceoffs I've ever seen involved my Spring Forward against an opponent's yellow deck.  I won at 32 power to 31.  That should give you an impression on just how hard yellow wants to deal with it.

If the card requires this much effort to work, maybe consider a different card.
The running theme with all this: token inefficiency, lack of good targets, and restrictive deck requirements.  The best cards can work well in any deck against any deck at low cost.  Cards like that end up becoming staples that any deck should use.  Fortunately there seem to be very few of those.  Some will argue that Cloudchaser, Flitter, and Lady Justice are staples that literally every deck should run.  These are all very good, but I'll contend that not necessarily all decks need to run them, possibly at length in a future article because why not?  I do know from good experience that too many staples in a game absolutely ruins the creativity that is unique to CCGs, and ends up making decks look totally bland.  I played Dragon Ball Z for a long time, and the decks I saw ended up being about half identical at any given time.  That was very unhealthy, and I do hope it never happens here.

One thing I want to establish before I go: I've decided to abandon my rules section in favor of supporting a far better place.  My Little Pony CCG Rules is a very good Facebook group where the designers will directly answer any rules questions you guys have.  I can give my reasoning, but only they can give you the best possible rulings.  You'd better believe that I will make the comprehensive rules available to view once they are released to the public.  Until then, check with these guys.  I do.

No comments:

Post a Comment