@ Larry_Xu
In response to Magic: I'm not sure, but I'm fairly certain Magic's card pool is obtainable by anyone, whereas Eredan has Trophies and other events, which, after about a month, can never be obtained again. (Few exceptions in champions hall)
Most "Top players" have one or more of the following:
Can anyone that doesn't have these cards get them? Not that I've witnessed(they took most of the trophies out of the store)
Are there any cards in the game that have an affect to that degree? Not really, anything similar needs 2-3 cards to consolidate for the effect.
You claimed your self that your Magic deck is overpowered because it can drop a win in 2 turns. In magic, YGO, and any other irl card game, you have to join a real tournament to play against people who are obviously all as willing to compete as you, you aren't forced to play against the best decks in the game the first time you register, unless you're the card game prodigy, it's pretty much guaranteed you won't.
In magic, when you buy cards, you own them, can sell/trade them at your discretion.
In Eredan, no matter how much money you've spent, if the game goes out of business, that's it for all of your cards and all of the money you've thrown into it.
In irl, you can discuss which format's rules you're going to be using before a casual game.
In Eredan, you have a room where anyone can play all the cards, a joke of a tournament called basic, a standard tournament dominated by the sap hearts, and a room where the creme de la Creme of things that should not be are banned, and everything else is considered fair.
In irl, when you play casually you're limited to whatever outlets/people are near you.
In Eredan, when you -try- to play casually you're lobbed into a big room filled with boss characters, and decks that were banned from tournaments.
In other card games, your characters are in the deck, can die without you(as a player) losing, and have costs to be placed on the field/activated.
In Eredan, you only have three characters, if they die the game ends, most have effects activate before any of the other cards are played, and many have passives that are applied so long as they are alive.
In response to altering your deck to counter other decks:
Can anyone that doesn't have these cards get them? Not that I've witnessed(they took most of the trophies out of the store)
Are there any cards in the game that have an affect to that degree? Not really, anything similar needs 2-3 cards to consolidate for the effect.(shameless copypaste)
As for the following, I've bolded the problem areas.
Larry_Xu a écrit :
Just to use a comparison, D-breath x2 with my deck (Exhien, Blanche, Pilkim) would net a nice 10+10 first turn. Disintegration buffs the damage from 2~8 on average (6+6+16=28 at the luckiest with Pilkim unbuffed, 5+4+13=22 unluckiest), and Rain of Death by comparison with a D-Breath nets (4+3+10=17 unluckiest, 4+7+10=21 luckiest). The huge advantage with Disintegration is that it is easier to play the disintegration+D-breath and a double D-breath. Pulling a double disintegration isnt bad either (5+4+6+4=19 unluckiest, 6+6+8+6=26 luckiest). So really, Disintegration helps consistency in damage for Noz blasts, and I really appreciate that. It helps a whole lot esp against Nomads who always manage to heal from an unlucky Rain of Death. Besides, Noz Blasts could not compete in damage with other burst decks (Lightning Pirates, Crows, Zils, Linkers) for some time. I think that the addition of Disintegration plays a positive role.
Noz Vs Lightning pirates: 100 000 volts, thunderstroke, otherwise they're no threat.
Noz Vs Crows: I missed where Noz has a hard problem with them aside their ability to prevent chain.
Noz vs Zils: Unless they 1 hit, Noz still has the advantage. The only card they have that can really Roll Noz is the Spooker, and that's only if they get priority
Linkers= Tornado spam.
Your unreduced damage at worst for all of your examples was 17. Most characters have 2-3 spirit base, most characters have 14 hp. Not counting the opposing cards, the chance to nuke something turn 1 were already pretty high.
How many characters/cards allow that in other ways that aren't the discussion of the power creep?
The reason the decks "At the Top" even have room for multiple counters is because their base deck is full of cards that have multiple effects that trump other cards of their caliber.