Seeing Toffel, as a Magic pro, apply his skills to another game system was so COOL! And what a great showcase of Lorcana, I would love to see more demos of other games and systems every so often
Taking the land mechanic from duel masters was probably the right chice for any new tcg. It not only fixes manaflood and screw, it also expands the decision space in what to play as land, and wat as itself.
I honestly couldn't imagine anyone more apt to introduce this card game. Carl and Jamin are so wholesome together, meshes really well with this cardgame.
it's very fun getting to see experience players get excited over simple things like good stats and keywords in this new game. this may have convinced me to give lorcana a try
You should :) it's really fun. The game is still simple with limited releases so I would not switch to it fully from magic, but it's definitely worth trying out for a few games!
Not a disney fan myself, but this game has neat mechanics. Character's being safe from challenges while ready makes it so that questing opens you up for challenges from your opponents, seems like a nice interaction. If there's a big board state. Basically you can go for the big score in a turn, but then your opponent may exile your board by challenging all of your characters...
It's not as interesting an interaction as you might think. If your character is sitting there ready, not questing, challenging, or adding any other ability, then it may as well not be there. It's not like Magic where any untapped creature can block or Yugioh where your opponent usually has to clear your monsters to hit your LP.
@@ShinAkuma2it’s pretty interesting. There are a lot of interesting plays to make. It has 204 cards right now and the complexity will grow with time. For being in its infancy, it’s interesting.
The combat mechanics may play well, but fyi the specific thing you're describing isn't new to Lorcana. It's at least as old as Duel Masters, which was released in 2002.
@@ShinAkuma2 But what about Threat of Activation? Characters can stay readied and quest en masse, limiting the opposition's ability to challenge effectively. YOU decide when the shields come down just like a control deck that never taps those counterspell-threatening islands. I'm sure you've seen more than a few games of Magic come down to a well-timed instant spell. Those untapped lands aren't doing anything... until they are!
I probably won't get into this game, but the mechanics look interesting and fun. You can tell the designers put a lot of thought into it. Thanks for introducing it!
The game seems to have a bit of the Keyforge vibe, albeit a bit simpler. An online version would be awesome too, so you can try the game and see if it holds up.
I've been hearing about this game for a while, and I was curious about what it was like. Don't think I'll play it, but it was interesting to learn, so thank you!
I love games because I love seeing how sets of rules mesh together and create a cohesive experience. I read the rules for Lorcana as soon as I could and it's nice to see it playing out as fun as I expected. Mechanical rigorousness and technical execution are one thing on paper, but integrating game functions with smooth, rememberable human actions is one of the cool feats in Lorcana's design. For instance, I intend to "borrow" the idea of 'Ready, Set, Draw' the next time I teach someone Magic, as everyone knows 'Ready, Set, Go' and using (most of) that phrase eases the difficulty of getting a new player to understand that there are actions that need to be taken BEFORE drawing a card on their turn. Great job, designers.
Stuff like "Charming Rogue" and "Friendly Snowman" are not the card's types - that's their title and is part of the card name. The "types" on Flynn Rider, Charming Rogue are Storyborn, Hero, and Prince; and there are cards that care about those types such as the Moana from the starter deck who can ready all of your other Princess characters when she quests, or the Mickey from the same starter deck who makes Broom characters cost 1 less to play.
Yeah, it's weird that they immediately defaulted to "the title is the creature type", when I am also coming at this from a Magic background and I saw "Storyborn, Hero, Prince" and thought "oh, those are like the card tags, like its types". Maybe it's because I also played a lot of anime-based licensed TCGs back in the day, which also frequently used a tag system rather than "creature types" (I believe Dragonball Super and Digimon in the modern day also use tags so I guess it's mostly an anime thing).
I played this for the first time the other night. The other guys and myself laughed more playing this Then any other game I've played in the past. Two games in and I love Lorcana, can't express enough how much I think folks should try this game out if you get a chance.
Been seeing so much content about Lorcana and nothing about how to functionally play the game! Well done on having a clear and concise way of describing your turns and plays!
The art and the characters are really nice, looking forward when it grows to be a full fledged card game. Currently the gameplay is quite dull, but i guess most card games were like that in their first sets.
I agree with your points. As someone who isn't a Disney fan, I'm interested as a gateway to introduce my son and his cousins - my nieces and nephews - to MtG via Lorcana. They all like Pokémon, and love collecting the cards, whereas I find Pokémon gameplay quite dull. But card quality is excellent, which isn't the case for MtG. A MtG lite with Disney characters, good card quality, some interesting card play, and potential draft appeal? Sign me up! My niece especially will love collecting Lorcana cards. Also, I get to troll people by singing 'Let it go' ..
The mechanic of building up to 20 is basically the same as bringing an opponent down to 0 until you add more than 2 players. In Magic, more players means more total life that any given player needs to work through. In Lorcana, no matter how many players you add, any of them only needs to get to 20.
@@Mr2hyper9 Yes, they actually stealth-fixed that a bit. The main reason people don't like commander, is that it takes way too much time for even a single game to finish. Also, stopping other players by challenging their characters, will slow down your own progress. So it will become more of a race, rather than a slogfest, as it is not in your own interests to use your cards to slow down others.
@pinobluevogel6458 I really like that added layer, where - do you attack the player who is close to winning but put yourself in a deeper hole and hope others will take the hit, and the like. The eventual meta that'll form seems like it'll be a lot more complex on the social level.
@@BlueRadium As with Commander, there will be a bit of political meddling that can influence all of that. Still, I appreciate having an in-game system that actively discourages players from increasing the length of the game, even if it is in a non-obvious way.
I'm kind of surprised that there isn't a format that literally restricts colors like this. Commander comes close, Brawl comes closer as it is sixty cards, but a sixty-card non-singleton format with color restrictions hasn't caught on yet. Perhaps such a thing needs an interesting positive hook as opposed to being solely defined by its restrictions.
@@jdonvance Star/Pentagram (and double star and allied-colour star like Lorcana) date back decades, it's just that no one plays them (same with Prismatic and Kaleidoscope). You can always try them if you want to see what it'd be like, new formats are fun
Thanks for this video! I’m a longtime MtG player, planning on trying Lorcana tomorrow along with a non-MtG-playing friend who loves Disney. This was a very nice primer on what to expect from gameplay
I played in the release event and it was a lot of fun! It feels like an interesting mix of Magic, Hearthstone, and Pokemon TCGs. Also bodyguard feels like a super powerful ability (works like taunt in HS), being able to build a board of creatures that can tap for big lore, and then drop a huge bodyguard to protect them was the strategy of most of the top decks in the event I played in. If you didn't have some targeted removal you were in for a rough time.
I got into Lorcana set 1. I love coming across this video a year later. Lorcana is now days away from set 6. It has gotten much faster, but so much fun.
I like how there is a difference between combat ability and "lore" ability, like if a creature in magic has when attacks or blocks get +x/+x on every card
This was really fun! It's cool to see you applying your Magic knowledge to another game, and there were some pretty neat mechanics here. I'd love to see you explore this a little bit more.
I've been interested in Lorcana for a bit and even had a whole conversation with someone about it yesterday. The timing of this is perfect. Lol, it definitely could use some further development, but it looks fun and with Disney backing it up... they can definitely afford to push the game further.
This is just the introductory set for the game. They will apparently add more mechanics and depth to the game with upcoming sets :) this one is seemingly simple to get people used to the rules
The playing cards as ink (mana) actually really reminds me of Duel Masters, it's another card game published by WotC, it has five colors of mana just like MTG, I don't think they print it anymore (at least not in english, don't quote me on that though), I played the PS2 game of it a lot with my brother. The mana types in Duel Masters are Light, Water, Darkness, Fire and Nature, which reflects WUBRG from MTG near perfectly, Duel Master actually has a manga and while I haven't read it the plot of it is apperently lossely based on MTG lore.
I started playing at gencon and can't get enough, thanks for playing and providing us with some high level content! I would love to see more matchups with everyone perhaps from some top placing decks in some tournements?
would love to see more of you all playing lorcana, even if i might not play it myself. awesome how you explain it in mtg terms, feels like 90s magic even more than pokemon does.
This was actually a SUPER helpful video. Especially seeing the MTG comparisons & the constant reference. It makes me a lot more confident in trying Lorcana
Because questing has to happen before a challenge (or another challenge but lets be real you're questing), you then are forced to tap your creature to attack their creature... but they tapped and got permanent benefit and all you did was deal with their creature... putting you behind. Aggro, as a result, is just a much stronger strategy as is. You get much more tempo.
Aggro creatures are usually pretty bad in combat though, but good in questing. That's a pretty strong equalizing factor, because creatures with stronger statlines will stick around after a fight and keep questing while your aggro dork quests once and dies to combat.
I've been playing the game for a couple of weeks now and have been really enjoying it so it's really cool to see you guys play it, especially when there hasn't been much paper Lorcana content yet. If you guys like the game, seeing some more content of it would be cool and I really enjoyed the background music that was going on in the video.
I enjoyed the structure of this video because of how closely it mimics just how new players 'learn' to play the game. (Additionally I appreciated how you related things to MTG mechanics). Can you guys do this with One Piece, Flesh and Blood, Yugioh, Pokémon TCG (et cetera)? I really liked your presentation of this as a 'trial by fire' instead of the 'tutorial' aspect in your Flesh and Blood and Pokémon video.
I think the base amount of desire I have for this game is more FOMO more than any real desire to play it. Maybe when more decks are brewed some singles might be acquired but I don't think the game has enough interaction, wincons, or combinations to make it worth anything more than a glance right now.
We have already done this with Pokémon and Flesh & Blood in the past. We can't do it too often (especially with more complicated games since we don't have as much time to learn the rules we'll and we wouldn't want to simply misinformation a bunch of people if we get it wrong 😅)
@@InuTrunks If the game isn't printed to demand (outside of promo's and specials), it is not going to succeed anyways. Scalpers shouldn't be able to affect pricing this much on a print to demand set. Though I have to say I don't know if it actually is a print to demand set, if it isn't .. its going to hard for the game to properly attract a playerbase.
@@pinobluevogel6458 Problem is, they never were going to meet demand, GenCon early release should have shown them that, they should have delayed the game to Jan 2024 when the second wave is available. But, they wouldn't do that either as they want that sweet sweet 2023 sales to happen. Once reports came out of that they were allocated less then what they ordered (to LGS), I knew prices were going to be insane. Just look at the One Piece TCG, and Flesh and Blood, same things happened with them. Scalpers and Resellers bought out most of the product and it was almost impossible to find product for the first few sets.
I'm down to watch more of this, I want to see tom Top Tier decks you guys can make. The drawing cards can seem to get kinda crazy here. Its clear there is some power unbalance but seems easy to play and quick games overall.
The base mechanic of 'gaining 20 points to win' gives me combo/solitaire vibes, hope they add more interaction in time. But the cards look cool and I like the name on flavor text. 3rd stat on creatures opens up more design space.
So a key but overlooked rule in this game, that I dont think you touch on but can be crucial to strategy, is that when you exile to your inkwell, you do have to prove it can be placed there, however, that "zone" is no longer public knowledge. To the extent where YOU as the owner cannot even reference it. This is doubly important when a card tells you to place the top card into your inkwell. You cannt look at it , it goes and you never know. The reason this is important is, if you forget what you place in yer inkwell, and you have random cards from the top of yer library placed there as well, you cannot refrence it to see waht you may have left in your deck. There hasnt been a ruling as to "note taking" (ie writing down what goes there) but i would imagine that it would not be allowed, as otherwise you might as well be able to look at the zone.
Being able to directly attack characters was one of the things I always loved about Shadowfist (where it made sense, being about HK action films) and Vampire (assuming rush cards). Nothing is more frustrating than seeing critical creatures drop on someone's board and know they are invulnerable until you can find removal, despite your slavering horde of monstrosities just itching to go and beat head. I like the additional strategy that comes with knowing your characters aren't safe as long as there are others around. I also like in this game that they are only at risk when they are out doing things. Apart from being flavourful (it is out in the world where threats arise), it does add another layer of tactics and board knowledge. It also explains the lack of instant speed in the game. If you could just exert all your characters in the end step of your opponents turn, they would never be able to challenge. It does suggest the Vampire issue for combat decks though - how do you win with a challenge deck. If all your characters keep rushing your opponent and everything dies, no one is getting lore. Without seeing other cards it is hard to comment, but it does suggest a risk of dead tables and draws.
I'm liking the "mana" system so far; how the ink source and playable cards are one and the same in the deck. Though, I wish it was a little more aesthetic than just a generic card sleeve back
This was a fantastic video as a Magic player looking at Lorcana to get my kids into cards games how it transfers over. I'll be getting some cards for sure and teaching them how to play and delving into Lorcana! Thanks for the highly entertaining video.
Been having a lot of fun with this game. Couldnt get into Magic no matter how hard i tried. Dont know if its my lack of brain space or focus but it is what it is
Playing with MTG terms made it translate well. Looks like a lot of fun. My younger kids can't grasp all the text and strategies in MTG. Lorcana looks like a great fit for them. Well done guys.
really cool to learn all the magic cards that lorcana copies!! also as an aggro lorcana player i recognize both the winning game and the losing game, overthinking some choice and not questing. when i hesitate i am lost.
This video was planned well to progressively show the rules of the game. I have no interest in the game but it was a great way to learn the rules and how lorcana works.
This was fun. Was curious how the game works and seeing the cardmarket boys demonstrating it was a real treat. Love the regular mtg stuff but this type of thing every now and again is much appreciated!
I'm a magic player my self. I teased my sons mom about wanted to play lorcana instead of magic and it made her buy the 3 starter decks from the first set. I ended up playing 3 games so far, with her, and I realized that it's actually kinda fun and will be great to get my kids into so I can teach them to play magic as they grow. Only thing is...I don't really know Like any of the songs except "let it go" because my daughters love "Frozen"
I love my lands deck in MTG, but this ink system seems so much better for competitive and fluent play in my opinion, basically just terminated mana floods/screws. On the other hand, designing a mana base is a cool challenge for deck building.
Exited to try this as a Disney and magic fan. Great video! It made it very simple to understand how the game works (at least for a magic player) and showcased a lot of cool cards to start thinking about as a new player.
The game didnt seem very interesting to me at first, but seeing you play it made it seem a lot more fun! would love to see a video on it every now and then, maybe a weekly or biweekly format where you play against eachother trying to build the best deck, and the last place gets to pick their colours for the next week? and the others have to pick between the remainin colours, to make sure the decks are always different? :P
I wish I had seen this video a year ago, I would have jumped into this game. I wasn't interested at first glance at it, but now that I've seen it played, it seems like a truly solid TCG.
Lorcana seems like a great game. But there are a few things that bother me. Why is color even a thing in this game? Yes, in Deck Building you are restricted to either one or two colors. But other than that hard rule, there's nothing in the game that rewards players for sticking to mono or dual colored decks. Ink isn't colored restricted, and because of how it works, it can't be. So, there's no concern over having resources of the correct color. Also, cards don't seem to have any synergy based on color. For example, in the Emerald/Ruby starter deck, there's an Emerald item card that gives a character +1 strength, or it gives a character named Aladdin +2 strength. That's all well and good. There are multiple flavors of Aladdin and he comes in either Ruby or Emerald. All get +2 from the item card. Aladdin's strongest version in the deck is Ruby. They could have worded the Emerald Item card, "Character gets +1 Strength. If the character is Emerald or Named Aladdin the character gets +2 strength. If the character is Emerald and named Aladdin, the character gets +3 strength." The strong Ruby Aladdin would still be stronger than an Emerald Aladdain getting +3 from this item. So, I don't really see that as game breaking, but it would make the Emerald Item card more widely useful, while still rewarding players for putting it on Aladdin characters. But nothing seems to interact with color. There aren't dedicated resources for specific colors. So, I just don't understand why the game has color identity, other than to prevent a rainbow deck approach. But again, Mag8c Achieves people not playing rainbow decks without making it an arbitrary rule. I like that there are colors in Lorcana, it's a nice familiar element from Magic. It just seems like it's there because colors exist in other card games, not because it's a meaningful addition to the strategy. My other issue is the way Ink works. I like that most cards can be resources. That's a neat mechanic. I'm just not sure it's implemented well here. The fact that once a card is played as Ink it's stuck as Ink for the duration of the game has issues. It basically means people going to load up their decks with one drop characters with no abilities that they won't regret losing access to when turned into Ink. So, even though Lorcana doesn't have dedicated resource cards (which is a concept I like) it does have dedicated resource cards. At which point, why not just have dedicated resource cards? It would then like you have color specific resource cards, which would make the color restriction for deck building feel less arbitrary. Again, I like the way Lorcana does resources, I don't want them to move to dedicated resource cards. But they way I. Which the implemented Ink, creates dedicated resource cards anyway, even though the intent was the opposite. But maybe I'm missing something. It seems like a good game, but these issues make it feel not that well thought out, even though from my understanding it spent a year in development.
10:05. thanks for showing the card. wish you would have done that for the other parts of the video. this video is fantastic!! i played magic back in 4th edition, you took me back there 😢
Please do more Lorcana content. I really love the game. I played Magic since 1996 (and still do today) but I honestly think that Lorcana is the better game...
Great video! I've built an Amber/Emerald deck that's more aggressive than that one. It's great as long as your opponent isn't playing Steel xD Glad you are supplying singles. Here in the UK it was rough until now for singles.
Many, many TCGs use a similar mechanic of "play a card facedown to get resources". It's an interesting idea, but it has its own upsides and downsides compared to the land mechanic from Magic. Lorcana has an interesting twist on it in that only some cards can be inked, but as a result it actually _does_ mean becoming "mana-screwed" is actually entirely possible (while most cards can be inked, if you open up your hand and draw all of your un-inkable cards, well, good luck playing). It basically _does_ have lands, it's just that your lands are your other cards and only some of them are lands.
We did a FaB video once :) but it was a year and a half ago. We almost even started a FaB channel but could not find hosts so we started a Yu-Gi-Oh channel instead
the concepts of "haste" and "flying" being flipped into evasive being a good way to gain lore and rush being a good way to stop your opponent from gaining lore is a wacky way to start thinking of this in ways beyond the structures of magic
deck lists are here: bit.ly/47NMsPj
Seeing Toffel, as a Magic pro, apply his skills to another game system was so COOL! And what a great showcase of Lorcana, I would love to see more demos of other games and systems every so often
They'd do a great demo of Mitos y Leyendas
uhh too bad lorcana is dumb as hell!!! grown men playing with kid's cartoon characters...sus
Taking the land mechanic from duel masters was probably the right chice for any new tcg. It not only fixes manaflood and screw, it also expands the decision space in what to play as land, and wat as itself.
I'm glad I'm not the only one who remembers Duel Masters
@@AirknightTails Its stilla round, and pretty big in asia.
@@egoalter1276 Oh Nice.
Its just the bakugan system isnt it
@@sven966 Probably? You can play any card, one per turn, as a land of its colour.
I honestly couldn't imagine anyone more apt to introduce this card game. Carl and Jamin are so wholesome together, meshes really well with this cardgame.
it's very fun getting to see experience players get excited over simple things like good stats and keywords in this new game. this may have convinced me to give lorcana a try
You should :) it's really fun. The game is still simple with limited releases so I would not switch to it fully from magic, but it's definitely worth trying out for a few games!
Not a disney fan myself, but this game has neat mechanics. Character's being safe from challenges while ready makes it so that questing opens you up for challenges from your opponents, seems like a nice interaction. If there's a big board state. Basically you can go for the big score in a turn, but then your opponent may exile your board by challenging all of your characters...
It's not as interesting an interaction as you might think. If your character is sitting there ready, not questing, challenging, or adding any other ability, then it may as well not be there. It's not like Magic where any untapped creature can block or Yugioh where your opponent usually has to clear your monsters to hit your LP.
@@ShinAkuma2it’s pretty interesting. There are a lot of interesting plays to make. It has 204 cards right now and the complexity will grow with time. For being in its infancy, it’s interesting.
The combat mechanics may play well, but fyi the specific thing you're describing isn't new to Lorcana. It's at least as old as Duel Masters, which was released in 2002.
@@ShinAkuma2 But what about Threat of Activation? Characters can stay readied and quest en masse, limiting the opposition's ability to challenge effectively. YOU decide when the shields come down just like a control deck that never taps those counterspell-threatening islands. I'm sure you've seen more than a few games of Magic come down to a well-timed instant spell. Those untapped lands aren't doing anything... until they are!
@@jdonvance Questing requires exertion (tapping), so no, that's not a possibility.
It was great to see you guys play this and explain it in MTG terms. Thank you!
I'm happy you enjoyed it :)
I probably won't get into this game, but the mechanics look interesting and fun. You can tell the designers put a lot of thought into it. Thanks for introducing it!
I think I would try the game out if it wasnt tabletop only and came out with online version
@@likagan727check out pixelborn it's a digital unofficial Lorcana game.
@@likagan727 I'd probably try it if it had an online client or if one of my friends bought into it.
the mechanics look like simplified mtg. I'm sure you could make more interesting cards yourself.
The game seems to have a bit of the Keyforge vibe, albeit a bit simpler. An online version would be awesome too, so you can try the game and see if it holds up.
I've been hearing about this game for a while, and I was curious about what it was like. Don't think I'll play it, but it was interesting to learn, so thank you!
I love games because I love seeing how sets of rules mesh together and create a cohesive experience. I read the rules for Lorcana as soon as I could and it's nice to see it playing out as fun as I expected. Mechanical rigorousness and technical execution are one thing on paper, but integrating game functions with smooth, rememberable human actions is one of the cool feats in Lorcana's design.
For instance, I intend to "borrow" the idea of 'Ready, Set, Draw' the next time I teach someone Magic, as everyone knows 'Ready, Set, Go' and using (most of) that phrase eases the difficulty of getting a new player to understand that there are actions that need to be taken BEFORE drawing a card on their turn. Great job, designers.
Stuff like "Charming Rogue" and "Friendly Snowman" are not the card's types - that's their title and is part of the card name. The "types" on Flynn Rider, Charming Rogue are Storyborn, Hero, and Prince; and there are cards that care about those types such as the Moana from the starter deck who can ready all of your other Princess characters when she quests, or the Mickey from the same starter deck who makes Broom characters cost 1 less to play.
Yeah, it's weird that they immediately defaulted to "the title is the creature type", when I am also coming at this from a Magic background and I saw "Storyborn, Hero, Prince" and thought "oh, those are like the card tags, like its types". Maybe it's because I also played a lot of anime-based licensed TCGs back in the day, which also frequently used a tag system rather than "creature types" (I believe Dragonball Super and Digimon in the modern day also use tags so I guess it's mostly an anime thing).
26:25 "Makes sense for an archer" WOTC take notes, giving an archer reach makes sense
there's tons of archers with reach though
I played this for the first time the other night. The other guys and myself laughed more playing this Then any other game I've played in the past. Two games in and I love Lorcana, can't express enough how much I think folks should try this game out if you get a chance.
Lorcana looks like a way to get my non-nerdy friends into card games. Very intuitive and they will already be familiar with the characters
Been seeing so much content about Lorcana and nothing about how to functionally play the game!
Well done on having a clear and concise way of describing your turns and plays!
The art and the characters are really nice, looking forward when it grows to be a full fledged card game. Currently the gameplay is quite dull, but i guess most card games were like that in their first sets.
I agree with your points.
As someone who isn't a Disney fan, I'm interested as a gateway to introduce my son and his cousins - my nieces and nephews - to MtG via Lorcana.
They all like Pokémon, and love collecting the cards, whereas I find Pokémon gameplay quite dull. But card quality is excellent, which isn't the case for MtG.
A MtG lite with Disney characters, good card quality, some interesting card play, and potential draft appeal? Sign me up!
My niece especially will love collecting Lorcana cards.
Also, I get to troll people by singing 'Let it go' ..
Well I found Homelands exciting.
Magic wasn’t dull, it was magical
I REALLY appreciate this video
Such an accessible way to figure out if you want to pick up an entirely new game
Very well made as always
The mechanic of building up to 20 is basically the same as bringing an opponent down to 0 until you add more than 2 players. In Magic, more players means more total life that any given player needs to work through. In Lorcana, no matter how many players you add, any of them only needs to get to 20.
It’s great that means multiplayer games won’t take two hours like commander
@@Mr2hyper9 Yes, they actually stealth-fixed that a bit. The main reason people don't like commander, is that it takes way too much time for even a single game to finish.
Also, stopping other players by challenging their characters, will slow down your own progress. So it will become more of a race, rather than a slogfest, as it is not in your own interests to use your cards to slow down others.
@pinobluevogel6458 I really like that added layer, where - do you attack the player who is close to winning but put yourself in a deeper hole and hope others will take the hit, and the like. The eventual meta that'll form seems like it'll be a lot more complex on the social level.
@@BlueRadium As with Commander, there will be a bit of political meddling that can influence all of that. Still, I appreciate having an in-game system that actively discourages players from increasing the length of the game, even if it is in a non-obvious way.
Lorcana needs more interaction. I have a feeling instants will be coming soon for more removal
This was awesome! I love the concept of explaining games from a magicplayers perspective. Helped me explaining this to my kids so much faster !
This was the exact video I needed to figure out Lorcana. The others all started from scratch, relating it to Magic made sense to me.
been playing this game since the early release in mid-August, I've been really having a lot of fun with it and my Lilo and Stitch deck does WORK
Despite being an avid Disney fan, I wasn’t too keen on this game, but it definitely looks fun! I hope to see more Lorcana videos from y’all!
I do like the color restriction.
Land base in magic made running 3-5 easier than it should be.
this
I'm kind of surprised that there isn't a format that literally restricts colors like this. Commander comes close, Brawl comes closer as it is sixty cards, but a sixty-card non-singleton format with color restrictions hasn't caught on yet. Perhaps such a thing needs an interesting positive hook as opposed to being solely defined by its restrictions.
Sure but you can miss Land drops.
@@jdonvance Star/Pentagram (and double star and allied-colour star like Lorcana) date back decades, it's just that no one plays them (same with Prismatic and Kaleidoscope). You can always try them if you want to see what it'd be like, new formats are fun
I still think it's just Magic with wonky flavor, but I couldn't help loving that it has a distinct callout of Ready, Set, Draw. It's like Beyblade.
Mechanically 70%MtG, 10% Hearthstone, 20% reskin to align with family friendly Disney IP?
Let it RIP!
Honestly my favorite card game channel, i would love to see more about this game from yall
Thanks for this video! I’m a longtime MtG player, planning on trying Lorcana tomorrow along with a non-MtG-playing friend who loves Disney. This was a very nice primer on what to expect from gameplay
I played in the release event and it was a lot of fun! It feels like an interesting mix of Magic, Hearthstone, and Pokemon TCGs.
Also bodyguard feels like a super powerful ability (works like taunt in HS), being able to build a board of creatures that can tap for big lore, and then drop a huge bodyguard to protect them was the strategy of most of the top decks in the event I played in. If you didn't have some targeted removal you were in for a rough time.
I got into Lorcana set 1. I love coming across this video a year later. Lorcana is now days away from set 6. It has gotten much faster, but so much fun.
I like how there is a difference between combat ability and "lore" ability, like if a creature in magic has when attacks or blocks get +x/+x on every card
This was really fun! It's cool to see you applying your Magic knowledge to another game, and there were some pretty neat mechanics here. I'd love to see you explore this a little bit more.
Watching this truly made me realize I need to give lorcana a try . It’s incredible watching them play
I've been interested in Lorcana for a bit and even had a whole conversation with someone about it yesterday. The timing of this is perfect. Lol, it definitely could use some further development, but it looks fun and with Disney backing it up... they can definitely afford to push the game further.
This is just the introductory set for the game. They will apparently add more mechanics and depth to the game with upcoming sets :) this one is seemingly simple to get people used to the rules
The playing cards as ink (mana) actually really reminds me of Duel Masters, it's another card game published by WotC, it has five colors of mana just like MTG, I don't think they print it anymore (at least not in english, don't quote me on that though), I played the PS2 game of it a lot with my brother. The mana types in Duel Masters are Light, Water, Darkness, Fire and Nature, which reflects WUBRG from MTG near perfectly, Duel Master actually has a manga and while I haven't read it the plot of it is apperently lossely based on MTG lore.
Honestly cheered out loud for toralf entering at the halfway mark. The vibes continue 😘👌
I started playing at gencon and can't get enough, thanks for playing and providing us with some high level content! I would love to see more matchups with everyone perhaps from some top placing decks in some tournements?
would love to see more of you all playing lorcana, even if i might not play it myself. awesome how you explain it in mtg terms, feels like 90s magic even more than pokemon does.
We are actually considering launching a Lorcana channel :)
That'd be wonderful!
This was actually a SUPER helpful video. Especially seeing the MTG comparisons & the constant reference. It makes me a lot more confident in trying Lorcana
I'm happy it helped :) Lorcana is a wonderfully fun game
Because questing has to happen before a challenge (or another challenge but lets be real you're questing), you then are forced to tap your creature to attack their creature... but they tapped and got permanent benefit and all you did was deal with their creature... putting you behind. Aggro, as a result, is just a much stronger strategy as is. You get much more tempo.
Aggro creatures are usually pretty bad in combat though, but good in questing. That's a pretty strong equalizing factor, because creatures with stronger statlines will stick around after a fight and keep questing while your aggro dork quests once and dies to combat.
@@Fazzer623 that's true, I posted my comment before watching game 2.
This was both very entertaining and probably the best way to learn Lorcana I've seen so far.
I've been playing the game for a couple of weeks now and have been really enjoying it so it's really cool to see you guys play it, especially when there hasn't been much paper Lorcana content yet. If you guys like the game, seeing some more content of it would be cool and I really enjoyed the background music that was going on in the video.
We're considering starting a Lorcana channel. If it happens, I hope you enjoy it :)
I enjoyed the structure of this video because of how closely it mimics just how new players 'learn' to play the game. (Additionally I appreciated how you related things to MTG mechanics). Can you guys do this with One Piece, Flesh and Blood, Yugioh, Pokémon TCG (et cetera)? I really liked your presentation of this as a 'trial by fire' instead of the 'tutorial' aspect in your Flesh and Blood and Pokémon video.
I think the base amount of desire I have for this game is more FOMO more than any real desire to play it. Maybe when more decks are brewed some singles might be acquired but I don't think the game has enough interaction, wincons, or combinations to make it worth anything more than a glance right now.
We have already done this with Pokémon and Flesh & Blood in the past. We can't do it too often (especially with more complicated games since we don't have as much time to learn the rules we'll and we wouldn't want to simply misinformation a bunch of people if we get it wrong 😅)
Game has lots of potential and I can't wait to try it out. It will be cool to see what they do in the next couple sets.
Good luck finding any product at an acceptable price point, scalpers have bought out LGS and retailers.
@@InuTrunks If the game isn't printed to demand (outside of promo's and specials), it is not going to succeed anyways. Scalpers shouldn't be able to affect pricing this much on a print to demand set. Though I have to say I don't know if it actually is a print to demand set, if it isn't .. its going to hard for the game to properly attract a playerbase.
@@pinobluevogel6458 Problem is, they never were going to meet demand, GenCon early release should have shown them that, they should have delayed the game to Jan 2024 when the second wave is available. But, they wouldn't do that either as they want that sweet sweet 2023 sales to happen. Once reports came out of that they were allocated less then what they ordered (to LGS), I knew prices were going to be insane. Just look at the One Piece TCG, and Flesh and Blood, same things happened with them. Scalpers and Resellers bought out most of the product and it was almost impossible to find product for the first few sets.
You explained the rules so well, i would like to see a flesh and blood version of this video
I second this.
We did one almost 2 years ago when the game came out :)
ua-cam.com/video/2QbRNikX08M/v-deo.htmlsi=VqpqF9xQ69gMOBBc
@@CardmarketMagicvideo comes up Private?
I'm down to watch more of this, I want to see tom Top Tier decks you guys can make. The drawing cards can seem to get kinda crazy here. Its clear there is some power unbalance but seems easy to play and quick games overall.
The base mechanic of 'gaining 20 points to win' gives me combo/solitaire vibes, hope they add more interaction in time. But the cards look cool and I like the name on flavor text. 3rd stat on creatures opens up more design space.
So a key but overlooked rule in this game, that I dont think you touch on but can be crucial to strategy, is that when you exile to your inkwell, you do have to prove it can be placed there, however, that "zone" is no longer public knowledge. To the extent where YOU as the owner cannot even reference it. This is doubly important when a card tells you to place the top card into your inkwell. You cannt look at it , it goes and you never know.
The reason this is important is, if you forget what you place in yer inkwell, and you have random cards from the top of yer library placed there as well, you cannot refrence it to see waht you may have left in your deck. There hasnt been a ruling as to "note taking" (ie writing down what goes there) but i would imagine that it would not be allowed, as otherwise you might as well be able to look at the zone.
Being able to directly attack characters was one of the things I always loved about Shadowfist (where it made sense, being about HK action films) and Vampire (assuming rush cards). Nothing is more frustrating than seeing critical creatures drop on someone's board and know they are invulnerable until you can find removal, despite your slavering horde of monstrosities just itching to go and beat head.
I like the additional strategy that comes with knowing your characters aren't safe as long as there are others around. I also like in this game that they are only at risk when they are out doing things. Apart from being flavourful (it is out in the world where threats arise), it does add another layer of tactics and board knowledge. It also explains the lack of instant speed in the game. If you could just exert all your characters in the end step of your opponents turn, they would never be able to challenge. It does suggest the Vampire issue for combat decks though - how do you win with a challenge deck. If all your characters keep rushing your opponent and everything dies, no one is getting lore. Without seeing other cards it is hard to comment, but it does suggest a risk of dead tables and draws.
never seen this page before. this is legit one of the coolest and best tutorial videos i have seen; for any card game! great job!
I'm liking the "mana" system so far; how the ink source and playable cards are one and the same in the deck. Though, I wish it was a little more aesthetic than just a generic card sleeve back
The "mana" system in Flesh and Blood is the same, the resource source and playable cards are the one and the same.
This was a fantastic video as a Magic player looking at Lorcana to get my kids into cards games how it transfers over. I'll be getting some cards for sure and teaching them how to play and delving into Lorcana! Thanks for the highly entertaining video.
Been having a lot of fun with this game. Couldnt get into Magic no matter how hard i tried. Dont know if its my lack of brain space or focus but it is what it is
MAGIC V. LORCANA WE NEED THIS VIDEO
It’s exciting to see new games get released, and seeing the vast amount of potential they have
I actually would love to see more gameplay of Lorcana on this channel! :)
We won't do much more on the magic channel, but we are considering the possibility of opening a separate lorcana channel :)
I love you guys. What a bright spark of joy. Next time, I think you guys should cosplay as a Disney character in your decks.
I can't believe that Toffel plays Tron even in a totaly different game.
Lorcana is such a fun game to play. I can't wait to see where they go with the next sets.
Damn, I might have to try this game out! I had no intention to, but seeing y’all play it makes it look very fun and interesting
I genuinely love the content you guys put out. Straight up makes my day thank you guys!
I'm happy you enjoy it :) we put a lot of effort into our content. Thank you for your kind comment! :D
Playing with MTG terms made it translate well. Looks like a lot of fun. My younger kids can't grasp all the text and strategies in MTG. Lorcana looks like a great fit for them. Well done guys.
really cool to learn all the magic cards that lorcana copies!! also as an aggro lorcana player i recognize both the winning game and the losing game, overthinking some choice and not questing. when i hesitate i am lost.
This video was planned well to progressively show the rules of the game. I have no interest in the game but it was a great way to learn the rules and how lorcana works.
Someone should make a animation of this game. “i summon tinkerbell. tinker bell, KILL OLAF!” where it shifts the artstyle when the tone shifts.
Thank you guys! Have been enjoying watching you play magic, and was interested in lorcanna, that was a super easy explanation for how the game works!
I think it would be fun video to do a rule adaptation both for Lorcana and Magic to see a match between them, similar to the Yugi-oh video :)
This was fun. Was curious how the game works and seeing the cardmarket boys demonstrating it was a real treat. Love the regular mtg stuff but this type of thing every now and again is much appreciated!
I'm happy you enjoyed it :) we found lorcana to be lots of fun!
I'm a magic player my self. I teased my sons mom about wanted to play lorcana instead of magic and it made her buy the 3 starter decks from the first set. I ended up playing 3 games so far, with her, and I realized that it's actually kinda fun and will be great to get my kids into so I can teach them to play magic as they grow.
Only thing is...I don't really know Like any of the songs except "let it go" because my daughters love "Frozen"
I love my lands deck in MTG, but this ink system seems so much better for competitive and fluent play in my opinion, basically just terminated mana floods/screws. On the other hand, designing a mana base is a cool challenge for deck building.
Exited to try this as a Disney and magic fan. Great video! It made it very simple to understand how the game works (at least for a magic player) and showcased a lot of cool cards to start thinking about as a new player.
The more card games the better. Love competition.
More of this please! New game good to start playing! Plus great profit with time!
I see the dice budget for Lorcana isn't quiet on the level of the Magic dice budget 😂
The game didnt seem very interesting to me at first, but seeing you play it made it seem a lot more fun!
would love to see a video on it every now and then,
maybe a weekly or biweekly format where you play against eachother trying to build the best deck, and the last place gets to pick their colours for the next week?
and the others have to pick between the remainin colours, to make sure the decks are always different? :P
Best and most fun Lorcana video I’ve seen so far (this is only the second one I’ve watched)
I wish I had seen this video a year ago, I would have jumped into this game. I wasn't interested at first glance at it, but now that I've seen it played, it seems like a truly solid TCG.
Lorcana seems like a great game. But there are a few things that bother me.
Why is color even a thing in this game? Yes, in Deck Building you are restricted to either one or two colors. But other than that hard rule, there's nothing in the game that rewards players for sticking to mono or dual colored decks. Ink isn't colored restricted, and because of how it works, it can't be. So, there's no concern over having resources of the correct color. Also, cards don't seem to have any synergy based on color.
For example, in the Emerald/Ruby starter deck, there's an Emerald item card that gives a character +1 strength, or it gives a character named Aladdin +2 strength. That's all well and good. There are multiple flavors of Aladdin and he comes in either Ruby or Emerald. All get +2 from the item card. Aladdin's strongest version in the deck is Ruby.
They could have worded the Emerald Item card, "Character gets +1 Strength. If the character is Emerald or Named Aladdin the character gets +2 strength. If the character is Emerald and named Aladdin, the character gets +3 strength." The strong Ruby Aladdin would still be stronger than an Emerald Aladdain getting +3 from this item. So, I don't really see that as game breaking, but it would make the Emerald Item card more widely useful, while still rewarding players for putting it on Aladdin characters.
But nothing seems to interact with color. There aren't dedicated resources for specific colors. So, I just don't understand why the game has color identity, other than to prevent a rainbow deck approach. But again, Mag8c Achieves people not playing rainbow decks without making it an arbitrary rule.
I like that there are colors in Lorcana, it's a nice familiar element from Magic. It just seems like it's there because colors exist in other card games, not because it's a meaningful addition to the strategy.
My other issue is the way Ink works. I like that most cards can be resources. That's a neat mechanic. I'm just not sure it's implemented well here. The fact that once a card is played as Ink it's stuck as Ink for the duration of the game has issues. It basically means people going to load up their decks with one drop characters with no abilities that they won't regret losing access to when turned into Ink. So, even though Lorcana doesn't have dedicated resource cards (which is a concept I like) it does have dedicated resource cards. At which point, why not just have dedicated resource cards?
It would then like you have color specific resource cards, which would make the color restriction for deck building feel less arbitrary.
Again, I like the way Lorcana does resources, I don't want them to move to dedicated resource cards. But they way I. Which the implemented Ink, creates dedicated resource cards anyway, even though the intent was the opposite.
But maybe I'm missing something. It seems like a good game, but these issues make it feel not that well thought out, even though from my understanding it spent a year in development.
Your content it's actually the best of the trading card games multiverse.
And now we wait for carl to build a Lorcana deck that can win in Magic. Great showcase guys :)
10:05. thanks for showing the card. wish you would have done that for the other parts of the video. this video is fantastic!! i played magic back in 4th edition, you took me back there 😢
Pretty excited for Lorcana....very unexpected actually.
Please do more Lorcana content. I really love the game. I played Magic since 1996 (and still do today) but I honestly think that Lorcana is the better game...
Game seems decent but honestly , I could watch a video of you 3 watching paint dry and would still enjoy it. You guys are great.
Great video! I've built an Amber/Emerald deck that's more aggressive than that one. It's great as long as your opponent isn't playing Steel xD Glad you are supplying singles. Here in the UK it was rough until now for singles.
YESSSSSSS I’d love watching more lorcana videos from you guys keep ‘em comin!
This game is mega fun. Loved playing it at my LGS's Launch event
The land/ink mechanic of playing your cards facedown is genius! I imagine getting manascrewed won't happen very often
Many, many TCGs use a similar mechanic of "play a card facedown to get resources". It's an interesting idea, but it has its own upsides and downsides compared to the land mechanic from Magic. Lorcana has an interesting twist on it in that only some cards can be inked, but as a result it actually _does_ mean becoming "mana-screwed" is actually entirely possible (while most cards can be inked, if you open up your hand and draw all of your un-inkable cards, well, good luck playing). It basically _does_ have lands, it's just that your lands are your other cards and only some of them are lands.
Bought 2 of the starters, likely pickup the 3rd one at some point when its convenient. Game seems like 4th Edition MTG which is fine by me.
I’d love to see either more Lorcana or maybe even some FaB
We did a FaB video once :) but it was a year and a half ago. We almost even started a FaB channel but could not find hosts so we started a Yu-Gi-Oh channel instead
Perhaps time for a revisit....?@@CardmarketMagic 😄
I wanna play lorcana with all 3 of you! 😃
It Looks Like a Lot of fun! 😃
I’d love to see the team revisit Lorcana after the new set! It’s a pretty neat game
This look actually really cool. I would totally play an online version of this one (I prefer online over in person, just due to where I am lol)
It was insane at GenCon. People started to wait in line the day before just to get some cards... oO
Does look like a fun game. Doesn't seem balanced for the player going first since they always have lore tempo
Like a combination of bones into energy for inscryption ressources equivalent
the concepts of "haste" and "flying" being flipped into evasive being a good way to gain lore and rush being a good way to stop your opponent from gaining lore is a wacky way to start thinking of this in ways beyond the structures of magic
The mechanics seem well-designed. Thanks for showing off Lorcana!
Wasn't familiar at all with Lorcana before this video, now I feel I can play. I know there are some local leagues, I might check it out.
Really would love to see more Lorcana content! Very excited for my starter decks to show up so i can give it a try! Great video!
very interesting! I find the concept of "colours" (stones?) in this game a little bit vague but some of the gameplay elements are appealing
Really enjoyed this. Bought my first 2 decks tonight.