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tcgAcademia
Canada
Приєднався 9 лис 2019
Examines Trading Card Games (TCGs) of all shapes and sizes, including TCG design theory, game review and how-to-play, and occasional gushing over personal favourite card games.
Channel email: extraluckn@gmail.com
Channel email: extraluckn@gmail.com
Why to play Wixoss - What makes a great TCG?
Wixoss is not a particularly high-profile TCG on the EN side, but it's still one of my favourite tcgs. What does the game do well, and what would draw potential players towards this game, instead of any other tcg? While I don't expect to pull many new players to Wixoss with this video, I do think it's important to analyze what you enjoy in a tcg - not only will it help you appreciate your favourite game, but it's also helpful to understand for any games you're trying to design yourself.
Links:
How to plays:
Tamanon (short and concise) - ua-cam.com/video/kqoEYLITOiw/v-deo.html
The Assist Line (longer and more detailed) - ua-cam.com/video/HWrkTTfqDCA/v-deo.html
The Life Burst Podcast:
www.youtube.com/@UCBJqphQeeCwlrt5jOEvOqvA
Channels with gameplay:
Wixoss Batoru - www.youtube.com/@WixossBatoru
Fyre Pit TCGs - www.youtube.com/@fyrepittcgs
drunkcrunkfranken - www.youtube.com/@drunkcrunkfranken
Man, my pace of releases has really slowed down this summer :( I wish I could say it was because I was working on a big project, or because I was busy doing other important stuff, but it was mostly just me taking it easy enjoying the outdoors while the weather's nice. I bought one of those light-weight camping chairs you see in Yuru Camp, which has been a fantastic addition to my bike pannier. They're so light and pack up so small, it's honestly like magic. It's greatly expanded the number of spots I can read manga around the city. So that's been great. Hope everyone's had a fantastic summer (or is looking forward to a fantastic summer, if you're in the south)!
Also, I've completed another chapter in my Mirror World fiction. It's slow going, but I'm still enjoying building and exploring the world: wixossacademia.blogspot.com/2024/09/mirror-world-everyday-chapter-3.html
Links:
How to plays:
Tamanon (short and concise) - ua-cam.com/video/kqoEYLITOiw/v-deo.html
The Assist Line (longer and more detailed) - ua-cam.com/video/HWrkTTfqDCA/v-deo.html
The Life Burst Podcast:
www.youtube.com/@UCBJqphQeeCwlrt5jOEvOqvA
Channels with gameplay:
Wixoss Batoru - www.youtube.com/@WixossBatoru
Fyre Pit TCGs - www.youtube.com/@fyrepittcgs
drunkcrunkfranken - www.youtube.com/@drunkcrunkfranken
Man, my pace of releases has really slowed down this summer :( I wish I could say it was because I was working on a big project, or because I was busy doing other important stuff, but it was mostly just me taking it easy enjoying the outdoors while the weather's nice. I bought one of those light-weight camping chairs you see in Yuru Camp, which has been a fantastic addition to my bike pannier. They're so light and pack up so small, it's honestly like magic. It's greatly expanded the number of spots I can read manga around the city. So that's been great. Hope everyone's had a fantastic summer (or is looking forward to a fantastic summer, if you're in the south)!
Also, I've completed another chapter in my Mirror World fiction. It's slow going, but I'm still enjoying building and exploring the world: wixossacademia.blogspot.com/2024/09/mirror-world-everyday-chapter-3.html
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Відео
Duel Masters and Magic Part 2 - Continued Comparison
Переглядів 4,2 тис.6 місяців тому
Duel Masters was created as an evolution of Magic to appeal to the Japanese market and compete with Yugioh and Pokemon. Given that both are hugely influential games in their own right, it's worthwhile to investigate where they've done things differently, and why. Part 2 picks up from part 1 and looks at: 0:24 - The Faction System 1:43 - Effect Interaction 4:54 - Combat It has been a really slow...
Duel Masters and Magic - A Comparison of Differences in their Rules Systems
Переглядів 9 тис.7 місяців тому
Duel Masters was created as an evolution of Magic to appeal to the Japanese market and compete with Yugioh and Pokemon. Given that both are hugely influential games in their own right, it's worthwhile to investigate where they've done things differently, and why. I wish I could say the reason this video took so long was I was working on something big - but actually, heat and humidity just knock...
Magi-Nation TCG Summary - Life as a Resource
Переглядів 4,7 тис.8 місяців тому
Magi-Nation (2000-2002) had a Game Boy game, a TV series (52 episodes!), and a widely-released card game, but the card game never really caught on. The game has a lot of interesting features, such as an unconventional turn structure, and a resource system that also doubles as a life system. So how do you play the game, and more importantly, was the gameplay actually fun? I have a lot of nostalg...
Deck Size in TCG Design
Переглядів 67 тис.9 місяців тому
How big is too big? Does Commander bring too much 'big deck energy'? How big is your deck? Sorry, I kept all that out of the video, and had to get that out of my system somewhere. So yeah, this is a video about deck size, and what considerations there are when deciding what minimum deck size to use when designing a trading card game. Video suggested by @codenamexelda - thank you for the suggest...
WIXOSS Deck Tech - Mono-red MUZICA
Переглядів 1,4 тис.10 місяців тому
This is the deck I've been using the most in recent Wixoss Party tournaments I've been going to. It's a bit of a weird one that is basically a mono-red main deck with a black / blue focued LRIG deck, but it seems to work, and I've been having fun with it at least. Decklist: dexoss.app/deck/65469d78fc4e51d61fb94348 I've been avoiding ranting too much about the situation in Njisanji, but the coll...
Baseline Cards - TCG Theory
Переглядів 15 тис.10 місяців тому
Games release a lot of boring, unimpressive cards - how many 2/2s for 2 do we really need? Turns out these cards accomplish a few different things, and even if games don't need them, there's still reasons they keep popping up, beyond just padding our booster sets. (I'm basically just using the second paragraph of the description as a stealth blog at this point.) I bought tickets to visit Tokyo!...
One Piece TCG - How to play, and is it fun?
Переглядів 2,4 тис.11 місяців тому
One Piece is one of the most famous anime and manga series in existence. So how does its trading card game play out - and more importantly, is it actually fun? 0:00 Intro 0:43 Card types and deck construction 1:45 How to Play 17:45 Review and closing thoughts This came together faster than I expected! As you may have noticed, my camera quality is still balls, but I think the rest of this video ...
2024 Channel Review and Goals
Переглядів 70111 місяців тому
Time for my obligatory yearly self indulgence - looking over the channel goals and growth, and setting goals for the new year. As always, thanks to everyone who's subscribed, and to everyone who's stuck around in 2023! Somehow my new years videos keep coming in a month later than they should. Funny, that!
TCG Design - Why is 5 colours so common?
Переглядів 30 тис.Рік тому
There's plenty of possibilities when designing a colour system for a tcg. So why do so many games use the same 5 colours? There are some obvious and some not so obvious reasons this is such a common standard. Merry Christmas! Actually, the timing was a coincidence. This will probably be the last scripted video for the year, but I'm going to try getting a live stream going next weekend - hopeful...
TCG Design Theory - Is 0-cost card draw broken?
Переглядів 11 тис.Рік тому
In some games having a 0-cost effect that draws one card seems dangerously overpowered, and in some games it's nearly irrelevant. So what gives? Is this class of card fundamentally broken, or is it only powerful in very specific circumstances? Also, if the 0-cost draw is giving you more than one card, the answer is yes. I figured that bit wasn't especially controversial. I slightly changed my r...
TCG Design Log 4 - Final - Destruction, and Rebirth
Переглядів 9 тис.Рік тому
The end of the design journey to create the base rules of a tcg from scratch. From start to finish, this video series took me almost a year to finally finish, and it feels pretty great finally getting the finale out. I may have made this a little too self-indulgent, so apologies for the length. The gameplay section is interesting, but definitely skipable. If nothing else, though, I hope you che...
WIXOSS Nostalgia - Tales of the game before Diva Format
Переглядів 2,2 тис.Рік тому
Wixoss has been around for a while, and there were two formats EN players never got to see. This goes over a few notable cards from my memories of this early time in the game. Wake me up when September ends! I was originally going to jokingly call this Low Effort Content, but I ended up putting way too much time into it. September was a compete mess of a month, and October is flying by as well....
TCG Design Log 3 - Life: The Little, Subtle Mistake
Переглядів 8 тис.Рік тому
TCG Design Log 3 - Life: The Little, Subtle Mistake
TCG Design Log 2 - Resources, the Big, Obvious Problem
Переглядів 11 тис.Рік тому
TCG Design Log 2 - Resources, the Big, Obvious Problem
TCG Design Log 1 - Concepting a new game
Переглядів 11 тис.Рік тому
TCG Design Log 1 - Concepting a new game
Dragoborne TCG - How to Play, and Why it Failed
Переглядів 8 тис.Рік тому
Dragoborne TCG - How to Play, and Why it Failed
Magic the Gathering's Secret Advantage - Multiplayer
Переглядів 4,8 тис.Рік тому
Magic the Gathering's Secret Advantage - Multiplayer
TCG Design: Combat - Part 2 - The Big 3 TCGs
Переглядів 25 тис.Рік тому
TCG Design: Combat - Part 2 - The Big 3 TCGs
TCG Design: Combat - Part 1 - Stalls in Magic the Gathering
Переглядів 15 тис.Рік тому
TCG Design: Combat - Part 1 - Stalls in Magic the Gathering
Wixoss Deck Tech and Ceremony Report - White-Black Virtuals
Переглядів 6122 роки тому
Wixoss Deck Tech and Ceremony Report - White-Black Virtuals
The Advantages and Disadvantages of the TCG Genre - Featuring Legacy's Allure
Переглядів 18 тис.2 роки тому
The Advantages and Disadvantages of the TCG Genre - Featuring Legacy's Allure
Wixoss Deck Tech - Nijisanji Update
Переглядів 1,4 тис.2 роки тому
Wixoss Deck Tech - Nijisanji Update
Wixoss Fundamentals for Gameplay and Deckbuilding: Defense
Переглядів 1,8 тис.2 роки тому
Wixoss Fundamentals for Gameplay and Deckbuilding: Defense
Wixoss Fundamentals for Gameplay and Deckbuilding: Aggro
Переглядів 1,5 тис.2 роки тому
Wixoss Fundamentals for Gameplay and Deckbuilding: Aggro
Precious Memories 101 - How to Play, and is it any good?
Переглядів 2,6 тис.2 роки тому
Precious Memories 101 - How to Play, and is it any good?
It's interesting how the field setup is similar to Pokémon TCG (speaking of entry area and member area). And now Pokémon TCG Pocket has identical setup in terms of the 3 slots in bench and 1 active Pokémon slot.
The digimon card game and Gundam are cool because they break this trend
Don´t worry, around 6 months we´ll have ARTS and MC LRIGs just like JAPAN, we will be able to play an "AllStars-like" WIXOSS.
Questions: Where can we Americans buy the singles/ cards to build decks? Where can we USA based players playing since this is a dead game over here in the US? Im having a hard time finding current decks being played in the game in Japan, where can we find meta decks? Where can we go to find card list for sets?
You should try playing Myrhik TCG. Its very fun.
I feel like jar of greed would be better if traps were much more of a key part of the game, and combos were less reliable. The way I see it is it’s a useful bluff when they want to interact with one of your several traps. They go to destroy it and you just cycle it into something else. That’s a two for one. Not to mention the deck thinning. However, maybe I’m too magic brained, thinking about two for one advantages in that way. 😅
Magi Nation is one game that I think would really benefit from a mobile revamp.
Also where the hell do i go to find a store with this tcg (living in ohio so.... yea may not be good time trying to find it)
most of the people I know order from a store and play remote duels. There is a fanmade online client that's still being worked on, but it's not at the best state yet.
@broww. i see... thats good to know and definitely would like to know when it's up
booba cards :]
I love the anime and they even have an official mobile game but japanese only. waiting for the English simulator to release there apparently is a fan made one being made
This TCG looks horrible compared to the million other waifu tcgs out there but the anime was really good atleast (the first one) maybe since it had nothing to do with the card game lol
Out of curiosity, where do you buy your wixoss cards? Trying to find a good site or place to buy 'em
god i wish they would bring duel masters back to america, such a fun game
Interesting. When I first was making my TCG and for a while it had 7 factions based of the regions of the planet the game took place in, and then one “universal” faction which included staple spells and support cards which could be used in any deck. Now that I’m rebooting my game, I’m thinking of cutting it down to 5-6 including the universal faction and making the factions based of emotions instead, having the regions be subtypes or something
I beta tested a game back in the day that had 6 colors and it was actually better. You could put them in pairs or 3s like similar or opposing types and that actually highlighted the basic color deck types a lot better. Why's nobody doing 6 colors? Because people are copycats. As for why 5-6 is the sweet spot for so many things (party size, number of stats, etc.) study the classic paper "The Magicat Number 7 plus minus 2".
What’s your thoughts on the battle spirits saga mechanic and resource system if I may ask?
Very great video explain wixoss for me as yugioh player
What’re your thoughts on a renewable resource system where every/most “creature” card could be played as “lands”? Where instead of being put onto the battlefield as blockers/attackers, they could be placed to generate 1-2 resources to tap as a land. Then, should that card be restricted to land usage the rest of the game, or be transformed into creature for its cost when needed?
I do generally like systems that work like that, and I was thinking of it here, but the problem was that the board was already really busy, so I wanted the resources to take as little space on the field as possible. I think it could work with using creatures as lands, but I'm also happy with the solution I ended up with as well.
@ thanks for the insight, I really like this style. I was planning on using this resource system for a creature heavy interaction system. I don’t know if player would enjoy essentially discarding a card for lands
@@soxssocks Definitely a good point - people have definitely complained about 'discarding for lands'. There's a few ways around that - you can tell players to just live with it (like Duel Masters), or you can let them swap cards out of their resources once they hit a certain threshold (Luck & Logic lets you do this). Either way, this kind of system has a lot of advantages, like making mana-screw or flood nearly impossible, so it's 100% worth it if it fits in a game.
@@tcgacademia this would cut into the mechanical space of a card, unless I made them flip cards, but then that would require sleeves to even play the game. I was thinking a 3-5 resource/faction system so designing this wouldn’t be too difficult. Would it be better for the small cards to ramp to the big cards, or give the powerful cards good resource gain to justify the trade off for discarding them?
@@soxssocks Most variations I've seen have them all have the same resources - generally they'll self-correct, as you want to trade high-cost cards early, then early-cost cards late. There are a few that have some produce 2, some only 1, like Union Arena, but even then high-resource cards aren't siloed into only early or only late. I'm sure there's lots of variations that are worth trying, but these are what I've seen work in other games.
i remember picking up the cards from walmart, i had a blast, shame it just didnt stick in american markets
Wile high defense yugioh cards can create stalls in theory, there is the running joke in the time wizard Edison format summoning a 3k defense monster ftk's the formats popular dragon deck, the very first boost packs included incredibly powerful spell and trap cards that remove monsters for free like fissure, raigeki, trap hole, dark hole so one could build decks that punish over extensions of investing too much into a big def monster by getting a clean 2/3 for 1. This also works nicely for the conundrum of how to you beat the opponents tribute summon monster if you can't tribute summon yourself due to your normal summons getting attacked over. Spend spell/traps to clear out problem cards. Now, in the early yugioh sets removal is at a higher rarity than comparable monsters so just playing with junk out of packs is pretty miserable, but that is mostly because there is little decision making in general when all you can do is slam monsters and pray. The powerful cheep removal as well as targeting and attacking over opponents monsters leading to unstable game states makes sense when considering yugioh was designed as a native tool first and a game second. Trap cards classically being added with the express purpose providing the story avenues of dramatic reversals being a good example of this, something that panned out pretty well considering how iconic "you've activated my trap card!" has become. When viewing the early with this lens a lot of design choices make a lot of sense. The easy come easy go nature of monsters was very intentional as the goal was for the game to be a dynamic back and forth were the person in the drivers seat is constantly changing. That was.... less successful in early yugioh in paper but the vibe is still there.
Yeah, the defence mode problem was definitely more theoretical than something that ever actually happened in games. The design of yugioh is super interesting, and it's actually one of the scripts I'm working on right now - I'll be diving into it a lot more in 2025!
I'm creating 2 different Homemade Card Games. The first one's called "D3" and the second is "D5". D3 is based on Cardfight Vanguard and D5 is a combination of Pokemon & FGO Duel. D5 is super simple, no card effects, just "rock paper scissors", Water beats Fire. Your videos inspired me to do so
I blame the anime not as entertaining as yu hi oh that the game flopped in the US.
6:42 They changed that to be all inclusive in an april 2024 update
Definitely an important update! As much as I liked the decision-making around which colours to include, I'm also glad they made the rules in Diva consistent with the other formats.
This game sounds heavily inspired by the breakpoint system in Smash Up!
There's actually a few games that people have mentioned use a similar system - I haven't played any of them, but I'm not surprised other, similar systems exist!
@ it’s a great system. Definitely a good one to build onto. Great minds think alike :)
Putting the lack of instants aside, I don't get why the amount of mana each card in Duel Masters gives you doesn't scale with its utility. While the system it has stops you from not being able to play anything, it seems as though the deckbuilding process would be quite similar except that each of your lands has morph, essentially.
The YGO memes were fire
Yeahh~Show up for supporting wixoss!
I honestly wish I could do more, but my video pipeline isn't as efficient as it could be. Thanks for stopping by, and giving me another Wixoss channel to keep an eye on!
If the rules distinguish between placing a front face-down under another front and the adding of a front that the "Blood-winger Reaper" can do, you could lorewise make it that the front is in the other world and potentially trapped.
I use colours in my tcg as a colour mechanic Like where exactly on the playmat the deck manipulates
The digital TCG I'm developing (it's more of a segue into actual printing after testing as our printer has critically failed) has faction locks in the form of the sets themselves, and a set of generic cards everyone can use to change parts of how their theorycrafting plays out. For example, Mr. Gumshoe, on spawn, reveals the top card of an opponent's deck, which, in my rules, leaves it open to effects since it's no longer face-down, and face-down cards are immune to effects. That would also be how taking cards out of play is done in said rules since they won't be involved anymore.
I really wish there was an official "Duel Masters" format for MTG.
This feels like old Yu Gi Oh when quick effects and being able to play a card straight from the hand wasn't a thing yet
If I remember right the only cards (well, creature cards) in Duel Master that costed 1 mana were blockers of a power level of 2000, and a card that had to attack each turn if able with 1000 power. I just don't see it as a problem, since most of the cards are purely defensive, while the one aggressive card gets completely destroyed by all the defensive one, and you don't have the option to not attack while it is on the field.
I like how you use Kamen Rider.
I always like getting comments from people who appreciate how I use Kamen Rider. There's a lot of really great series there!
I've been thinking about this issue myself, and I don't even play TCGs.
really cool video about TCG making with good description. Huge thanks. You can also get some ideas from deckbuliding board game like Dominion, and other online card game (but keep in mind there's huge difference between offline and online one)
Absolutely! Deckbuilders have a lot of neat ideas, and the more different types of games you play, there more ideas you'll have to bring over. The same works in reverse as well - I've made some fun stand-alone games using mechanics I first ran into in TCGs.
I remember playing the initial OG starter decks way back when on an event, then I brought the japanese tama and iona starter decks, still have them, I think this game took the best lessons from vanguard, and was just SO elegant to play, with the combination of resources and triggers.
It was really neat playing Vanguard after getting into Wixoss - it really took a lot of lessons from it. Elegance is definitely what I took away from it, everything just fits and flows together so well.
I had to travel to another state for a few weeks, no one to play yugioh here so watching videos like this to pass the time until I get back home lol
Glad you're enjoying them. Travelling just to play is rough - there's a lot of games I'd play way more often if there was a local scene near me.
lol we played this game wrong "THE WHOLE TIME". Ofc I am talking about sth that we played 15 years ago. Wish Duel Masters had stayed famous.
Looking 👍, thinking of Self-Publishing, GameCrafter, of signing to a Publisher?
Looking at my options - ideally I'd love to self-publish, but that gets very expensive, so I definitely need some more experience releasing games before going that route.
@tcgacademia Indeed, keep at it. Go to these conventions too & do publisher speed dating in the interim.
The most trash RNG i would say is in Bandai game with garbage Shield rng. The biggest problem with rng is the type of it, drawing rng is in every games it is ok. But the uncontrollable rng is where it is unfair and most frustrated For example: in MTG, land is a bad rng (old game mechanic), but it still doesn't give you advantage or change the outcome uncontrollably. You decide how many lands in the deck and you know how many lands in the deck , land itself is a mana and help you cast stuff. Doesn't do anything on its own in normal case Now let's look at Vanguard or bandai games using deck cards as life. You start drawing X cards, and then you draw X amount of cards from your deck put into your Shield area. Right away, there is a big problem. You don't know what cards you draw to put into shield area as a Life mechanic. Also there is a gimmick to that like the new Gundam TCG or other like one piece your shield area if hitting the right cards, they will trigger an effect depend on the cards. Maybe it bounce a unit, maybe i create token, maybe it kills a minion etc. The point is, you have 0 control over it, you dont know X cards in the shield and if you play 1 copy of something. Suddenly if that card is in the shield area-> you can't play the card just like that. So whether you or opponent get lucky, doesnt change the fact that is uncontrollable rng and it is garbage
I will never forgive WOTC for abandoning this game. They knew it was becoming a competitor to Magic and they couldn’t accept it.
i think i'm handling 6 factions well tl;dr: separate them by what part of the board they care most for, like deck, discard, hand, etc) i wanted to make a really simple sorta "introductory" tcg, and eventually decided to use playing card iconography and terminology where reasonable so, i made the factions 6 suits (the standard ♦♣♥♠ + black grails and red shields, from James Watson's deck6 design) the rules are heavily based on duel masters, though with Star Wars: unlimited's resource system mixed with EDH's commander system so, my solution to make the 6 suits unique was with what part of the board they're _most focused_ on: diamonds - resource cards clubs - face cards (units) hearts - decks spades - discard piles grails - hands shields - guards and these infer mechanics like MtG black's GY tricks, blue's draw and scry, etc
Nice! I like the suit approach - it lets you do some interesting things such as allying colours or building archetypes that care about opposing colours, both of which let you mix and match suits in different ways. And yeah, 6 definitely works and honestly lately it's almost more common than 5, but 5 was super-common for a long time, so that's where I focused for this video. Might need a follow up for 6 colours, though!
For 2 cards obviously the only answers are eithe 1 card activation or 1 card activation + 10 cards from the top of your deck removed from play and there effects negated until removed
Yugioh players built different.
Otherside Picnic mention!!
One of my favourite manga! I really need to get back and finish the anime.
@@tcgacademia the first half of the anime is definitely better than the second half imo. the animation becomes less consistent as it goes and they move around when some things happen which leaves some annoying plot holes. The anime definitely starts good but finishing it is not a necessity imo.
@@alicepow260 Good to know :( For the first few episodes, at least, the anime grabbed me well enough, so it's a little sad to hear it sounds like they fumbled the ending.
This game seems great! Now just need a video of how to make friends to play with
That would be a very high-level, super-technical video. It's also the kind of game I'm really bad at, so not sure how well it would go 😅
I hope one day ya make review on JP Battle Spirits(also eldora is cute😭)
I've played the game already, so it's on the short list. And yeah, Eldora's great - her charm point is definitely her big hammer. 😭🔨
@@tcgacademia nice,also I need to get hit by it 😭
Is there a way to make a game with no factions that isn't just goodstuff piles
Kind of, but actually no. You can have different archetypes without really having true factions (cards that draw cards and cards that reward you for drawing extra cards, for example), but even these end up acting like soft factions. So while you can avoid hard factions, you still end up with soft factions and you're still in a position where if you mess up the balance at all you still just end up with a good stuff deck at the end of it. So while you can make a game with archetypes rather than factions, it's a lot easier and safer to build in factions from the start.
For the same reason people play gatcha games: waifus
There is also the issue of how the abilities themselves are valued. Creating a token, gaining card advantage, giving buffs both temporary and permanant, having keywords like flying, haste, or prowess, etc. These all need to be properly valued on how cards are made. Monestary Swiftspear is a key example for why this is a problem. Can't be killed in a 1v1 with a basic 1 drop unless that card has upside. Instantly able to be capatilized on because of haste, and stays until late game being able to compete with 4-5 drops easily because of Prowess. It easily wins games by turn 5 if your opponent doesn't take care of it quick. But THAT is the problem itself. One drops have gotten so powerful that there is basically no downside to only using them. Before, you actually needed to get something like Craterhoof out in order to make 1 drops matter but now they compete 1 on 1 with creatures like Craterhoof by themselves.