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6/14/2025, 4:36:22 AM
>>527342110
If you're still here, here are my thoughts from playing the first game:
The part I liked the most is that the rotation format had 5 latest expansions available to play, but they usually didn't print new archetypes entirely in one expansion, they gave you a few cards supporting it and eventually a deck would be at its peak when it had all the synergy cards from multiple expacs. Well, it wasn't always the case, but still. And when cards rotated out, it didn't always mean that deck archetypes died, sometimes they'd still last for one or two more expansions and substitute what they lost, and sometimes they'd just keep getting support and never truly disappear.
Also it was extremely f2p friendly, playing long enough you could have every card in the game easily and still have tons of gold to spare.
The games were usually pretty fast too unless a control deck was in the meta, usually 8 turns at most, so around 5-7 minutes per game. I tried to like MtG but that game feels way too sluggish with all its phases.
As for powercreep, yeah it was a thing obviously, which card game doesn't have it? Rotation usually kept the powerlevel at a reasonable ceiling though, with few exceptions. So you could feel the powercreep, but it was more like a slow climb, and eventually they'd also print some expansions to reduce it if it got too ridiculous.
The things that weren't great imo was that the player going first had a generally 10% higher winrate despite all the boosts they gave to the 2nd player, the abundance of uninteractive combo decks that played solitaire, and the unlimited format was a joke. But generally, rotation format was a great time (unless Haven was meta, fuck that class, I wish they didn't bring it back in 2)
Granblue Fantasy Charlotta Game Charlotta General Rising General
If you're still here, here are my thoughts from playing the first game:
The part I liked the most is that the rotation format had 5 latest expansions available to play, but they usually didn't print new archetypes entirely in one expansion, they gave you a few cards supporting it and eventually a deck would be at its peak when it had all the synergy cards from multiple expacs. Well, it wasn't always the case, but still. And when cards rotated out, it didn't always mean that deck archetypes died, sometimes they'd still last for one or two more expansions and substitute what they lost, and sometimes they'd just keep getting support and never truly disappear.
Also it was extremely f2p friendly, playing long enough you could have every card in the game easily and still have tons of gold to spare.
The games were usually pretty fast too unless a control deck was in the meta, usually 8 turns at most, so around 5-7 minutes per game. I tried to like MtG but that game feels way too sluggish with all its phases.
As for powercreep, yeah it was a thing obviously, which card game doesn't have it? Rotation usually kept the powerlevel at a reasonable ceiling though, with few exceptions. So you could feel the powercreep, but it was more like a slow climb, and eventually they'd also print some expansions to reduce it if it got too ridiculous.
The things that weren't great imo was that the player going first had a generally 10% higher winrate despite all the boosts they gave to the 2nd player, the abundance of uninteractive combo decks that played solitaire, and the unlimited format was a joke. But generally, rotation format was a great time (unless Haven was meta, fuck that class, I wish they didn't bring it back in 2)
Granblue Fantasy Charlotta Game Charlotta General Rising General
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