What online TCGs are you currently playing, Veeky Forums?

What online TCGs are you currently playing, Veeky Forums?

Magic Duels.
Netrunner on Jinteki.net

Hearthstone. It's actually really good, if you're not a tryhard.

Well, Spellweaver is the best occg on the market. So I mainly play that. Still I have tried some others...

I want to like Faeria. The art is maximum cute, gameplay is super inovative... but it has harthstone randomness, and a tiny card pool. The novelty might bring me back.

Solforge was a clever game, but then rarity bullshit ruined it. Only mythics matter, and the rate you can get them at (with money or time) is beyond unacceptable.

Infinity wars is the closest to spellweaver, and was my game till I found spellweaver. Really intresting bluffing game, still the card gain is slow as molasses. Intresting, but spellweaver is better.

I have a friend who is really into Stormwars. Then again, he is a bit wierd. The lack of any player imput during play turned me off.

>lack of any player imput during play
Not OP, I loved MM: Battlechip Challenge as a kid, if it's like that i'll check it out

Netrunner
Probably Gwent when it gets running next month

I like Duelyst

wish it would come to the phone though

Duels. Turns out Magic is a really good game once you remove the extortionate price tag from it. F2P model is very generous to the point that I have a full collection despite not having spend a cent.

Stopped playing Hearthstone because frankly that game turned to unbearable shit and the people in charge aren't even trying to turn it into a good game. All they do is print more braindead LOLRNG cards, so many and so random that the game boils down to a fucking coin flip.

I really liked Hearthstone, before I realized in addicted to online gaming and went come turkey.

I like Solforge's card leveling and how it explores mechanics that aren't very feasible in physical CCGs, but then again I have all the legendaries I want. I tried Spellweaver for a while and while it's a solid game, the possibility of getting mana screwed and its general Slav-ishness turned me off on it.

Anybody playing Eternal?

It seems to be like copy&pasta magic with some new elements. Apparently you can keep the cards you draft.


I currently play Elder Scroll Legends. Its fairly fun, but the players are all pros. At least in the Arena. Voice acting is really nice.

ES:Legends, a little bit of duelyst and hearthstone.

Legends seems to be a zoo game, but it's new, it's ES and some of the cards are pretty lols.

Been dropping tcgs more and more as I play other games (rip netrunner/magic)

What's the deal with FoW?

why are you posting this weebshit
this is an american game general

>this is an american game general

It's neither of those things actually.

YGOpro

Used to play Might and Magic: Duel of Champions but it's dead now
Now Magic duels

>MM: Battlechip Challenge
on very cursory research, it is sorta like that. probably worth looking into for you.

You should look at Faeria. It takes the duelyst concept of a board for ccg combat to happen on, and goes even further with it.

I mean, given divine offering it is hard to get really screwed, but I will admit whiffing on an offering hurts real bad. Though I mean, in solforge you can get a full hand of unleveled cards if you are unlucky. Honestly this is were Infinity wars wins, as it is really, really hard to get utterlly screwed on draws like that.

Eternal makes me so angry. they tricked me into putting effort into getting into the closed beta, then it was another magic clone. Hate.

I took a look at the random land system, and the fucking annoying Japanese habit of multiplying all the values of a game by 100, and was out.

Every once in a while, I lose a few hours to playing exodia combo against the AI in this. Way more fun then it should be.

I started playing MaM:DoC about a week before it officially died, and I am still upset. It had such interesting mechanics. I had just gotten a stacks deck mostly together, and then all that work for not.

If only duels wasn't riddled with awful bus and retarded card restrictions

Shadowverse is my online CCG of choice right now. A new set is coming out just as the meta was getting stale, too.

The thing that baffles me the most about Eternal is just how brave they are to make an MtG clone after the Hex case. Apparently, copying not one, but two games at once makes it better.

Better than paying for Magic.

> It had such interesting mechanics
Yes, it has, in my opinion the best ressource system of all TCG I know. Also the introduction of a grid really add a layer of strategy to the game.
But Ubisoft decided to not advertise it and then let the game die because it couldn't compete with/ didn't earn them as much money as hearthstone.
They will close the game the 31st october.

The card restrictions are the best thing in Duels. I legit wish people wouldn't be able to play more than one copy of a given planeswalker in paper Magic either. Would make the game so much less pay-to-win.

Man, I miss MMDoC. So much wasted potential but it had very unique feel to it, might/magic/destiny requirements, grid combat and outmaneuver, stacks.

>Would make the game so much less pay-to-win.
Yes, but the game become a bit too much of a "the first who draw his mythic win".

This is why LCGs are so good.

I mean, to be fair, the grid is kinda similar to the versus system. It was the resource system and factions/magic schools that blew me away. All the different faction heroes actually had legitimate verity.

>the grid is kinda similar to the versus system
Not sure what you wanted to say with that.
But the grid was really well used in the game. The naga were so fun to play with all their displacement abilities. Also I liked how you need to position your creature depending of what magic school your opponent had, if they have air you would prefer to group them because of the spells that could deal damage to all creature around an empty square or if they have fire you would spread them because of fire ball.
And yes the heroes really add variety to the game, I really liked deckbuilding in the game. You could either start with the deck you want then choose the heros or the opposite.Deckbuilding was really fun in the game.

But all that made the game not casual friendly enough, add with that the lack of advertising from ubisoft and you understand why the game is dead now.

PWs are not the problem of paper magic

actually looked this up. Is this just anime porn hearthstone? because that is what it looks like to me right now.

That and prepackaged sorts of games. Even if you dislike deckbuilders, Star Realms is great. Plus it's cheap as fuck.

Me and my friends also like treating Wiz Kid's "Dicemasters" like that. Act like the various starter sets are standalone expansions, and just play with drafted rosters out of those.

Yeah. Solforge was really neat, but they rarity raped the living hell out of that game.
Triggers that resolve in a random order also bother me.

I'm a big fan of Yomi on Steam

No, the mechanics are much better than in Hearthstone. The game was actually designed by strong Magic players.

>The thing that baffles me the most about Eternal is just how brave they are to make an MtG clone after the Hex case

Where's the bravery in that? Hasbro tried to sue them, and all they managed to make them do was change life totals and tweak some individual cards. That lawsuit basically showed that you can legally make a 99% copy of any card game and call it a new game.

Sirlin is a huge faggot.

Duelyst

Yeah. He's a pretty elitist prick.
But Yomi is still fun.

What bothers me is that anyone plays either. All Hex has over magic is basically a diffrent card pool. And all eternal has is... also a diffrent card pool. They still both aren't games optimized for online play. We live in a renisaunce of online card games, were you can probably find something that appeals specifically to you. Picking the overpriced magic clones over all the other options hurts my brain.

I have been quite enjoying Faeria. Running a budget yellow red burn list right now, working my way towards yellow archers

>le tumblr meme game

Duelyst, a little bit of Hearthstone and Faeria, but mostly Duelyst.

Used to play Infinity Wars but it's basically dead.

>annoying Japanese habit of multiplying all the values of a game by 100

Makes perfect sense when you look at Japanese money.

Alteil, Shadowverse and ygopro.

still adds false granularity, which makes the mental math of evaluation more of a pain. Honestly I would prefer if along with translating language games translated numeric values to be more comprehensible.

WEBXOSS

>translated numeric values to be more comprehensible.
it's intentional and purely a marketing ploy.

Because back in the day the biggest Dragon in Magic: The Gathering card was a 5/5 Shivean Dragon. Then pokemon came out and the idea was that a Charizard did 100 damage!!! and took 120hp!! That's sooooo much stronger than a Shivean Dragon. My Charizard could kill like 20 of your Magic cards. Then Yu-gi-oh came out and did the same thing. And my Blue Eye has 2500 attack and could kill 20 of your Charizards!!!!!!
So when a kid is in a store or on the playground talking about his favorite cards. He's not doing a power conversion in his head, he's looking at straight numbers. And the bigger number is better.

I want to fuck Piruruk

>blue-eyes has 2500 attack
Dude...

This shit is way too real.

>tfw some kid shit talking me about how his Kuriboh could sweep my team

Elder Scrolls Legends. Been pretty solid so far, really enjoy it. I wonder about the deck size being so big and opening hand only being three cards, but that's just me.

>all the "girls" have the same face

Dropped

>All Hex has over magic is basically a diffrent card pool
The card mechanics are completely different due to it being digital only

agree entirely, it's like playing with 2 seperate decks

Dosen't stop me ignoring games that do it. Like, if as a marketing ploy, a game sharpend the edge of cards so they could cut you, I wouldn't play that game. You could explain that it is a ploy (our game is cutting edge!), but that dosen't make it any more comfortable to shuffle razor cards.

Most of the destinct mechanics are lul random, or utterly pointless. Like that card. You could translate that mostly into magic(landfall) except for the random shit. Which always makes card games worse. I will admit the PVE os fine, actually kinda intresting.

>They still both aren't games optimized for online play. We live in a Renaissance of online card games
Holy shit this. Magic is a fine paper game, but in terms of mechanics I'm convinced it's more the development team and the game's momentum (especially irl playerbase) that keep it relevant, not the initial rules design. It's atrocious as an online tcg, especially considering its absurd number of priority checks. It was the original, and has a great team working on it (yes, actually), but it's shows its age when compared to newer tcgs.

My brother of exceptionally fine taste. Wixoss to me has become the platonic ideal of what a tcg should be.

I wouldn't say that magic had poor initial design. Comparing it to modern games is like noting a model T is shit when alongside a modern car. MTG revolutionized the industry, and is the TCG that made the genre... but now twenty three years on, it is showing its age. People learned from its example, and we can pick the solution we like. Yet magic can't, as they are integral parts of the games design. Just like they have to keep DeckMaster on the back, they have to keep all sorts of little problems.

I like faeria, havent played battle yet but i spend all the time playing pandoras. I like the art and that is fast paced, but i miss things like instant from mtg.

Any good advice for pandora?, besides picking cards that work well alone, I never know when to choose a second color.

Instants are one of the biggest issues with online CGs. The obviously bad idea is to replicate magic, with priority passing a munimum of nine times between players. Due to the fact we are playing online, and most people have to think for at least a few seconds before responding, this breaks game flow. So, we could reduce the number of times priority passing between players. Spellweaver does this, with the other player getting priority on your turn, once at declare blockers(combined with the choice to declare blockers) and once at end of turn. This still breaks game flow, but to a much smaller degree. On the other hand, it greatly reduces design space for instants. Another option is the simultaneous turns of Infinity wars. You both plan out your turns, then they go off at the same time.

Yeah, that was what I was trying to get across. It's not so much a dig at magic, it's just saying that they're still (basically) running on a 20 year old system, and a lot of new, and I would argue, better systems have come out since.

A good development team is more important overall than a good system, though, and I think that is one area where mtg is still very well positioned. Rotation and multiple formats are also a huge advantage born of mtg's age that most tcgs can only dream of implementing.

>it greatly reduces design space for instants
Haven't played the game, admittedly, but having played other games with restricted priority, I'd argue that the design space lost is actually really damn small. You -kind of- lose counterspells (because you can just change it to instants that destroy a creature that came into play this turn for a similar effect), but most instants are either combat related, or just a way of cheating things in at eot (which I'd argue is also irrelevant, but it is explorable design space, especially with mana-system based tcgs).

Shadowverse is really fun.

I mean counter spells are kinda fucking big part of the instant design space. Though mainly what you lose is reactive instants. I can't go "oh, you play that buff on that guy? Sorry, I bolt in response." so instant speed burn loses a lot of its importance. You can't counter spell specific spells, or counter other peoples counters. I mean, you can argue preset traps like in hearthstone are a thing, but those don't allow a player to manage when to use them, thus killing a chunk of potential player skill.

The main counter to this argument, is removing these things is a good thing. It speeds up gameplay by letting people do things with a lot less fear. Also people would argue removing hardline permission from a game is a positive development. You can still have effective permission with a good active control deck, but the opponent at least resolves spells.

You still lose something, the real answer is that you don't really mind what you lose.

I want to marry Iona