These intro videos are super helpful for people like me who are just starting out/thinking of jumping in. I'd love to see more of these for all sorts of card types
It's definitely a big help having videos like these that not only explain Counter Runes for newer players but also explain potential applications, such as pointing out the offensive pressure potential of Tsunami. Another Elestrals banger!
There is an app already. It is more Duelingbook style though so the cards are free but you gotta know what you are doing. (I hear the Discord is super nice to new players though).
I really dislike the 'this element is immune to this effect' design on a lot of cards. Reminds me of mtg's landwalk (swampwalk, islandwalk etc) that was just unfun to play for anyone, and the weird design space they gave black for the longest time of being unable to use their best-in-class removal on other black creatures or on artifact creatures for purely flavour reasons. It just meant your cards were arbitrarily different in power level when you sat down at the table, not REALLY for matchup reasons (it had nothing to do with the opponent's deck's playstyle, strategy, or even the stuff their cards DID, just what their cards happened to also BE as passive attributes unrelated to their actual function). I like a lot of design decisions in elestrals, but the early inclusion of generic negation (countermagic is... not something I would think to give everyone regardless of colour at the very start of the game) and the inclusion of these kinds of self-hate feels-bad mechanics, are the two that really rub me the wrong way.
The difference is, in Elestrals you can misenchant an Elestral or add spirits of the "wrong" type to an Elestral. Need an attack to go through but expecting a Tsunami? Misenchant your Fire guy with a Water spirit and it's immune. Misenchanting just turns an Elestral into a vanilla until the correct spirits are there (and it can have more than its Enchanting Cost!). So you can also just add a Water to an already existing 1-drop Fire that's properly enchanted and it's immune to Tsunami but still has its effect.
I think you're looking at it the wrong way. It's not that you're getting hosed for not playing a specific type of card. It's more like a specific removal type card that has built-in counter play. It's not like swamp walk or protection from black while you're playing mono black. It's more like choosing to play more colorless utility lands in your deck instead of just swamps. You're still getting mana, and occasionally will run into situations where you can't make enough black pips, but you can do more with your lands as a result.
@@doodimgood I understand where you're coming from, but my bigger issue is that if the opponent happens to be playing a water deck, for example, tsunami is arbitrarily useless in the same way as the mono black example. I get that you can run off colour spirits as tech cards to dodge it when you would otherwise be hit by it (although I don't agree that turning off the main abilities of your card to make it a statstick, in exchange for also making less able to be interacted with by the opponent, is a fun choice), but my main issue is that the person using the card just sometimes has their card turned off. Which again, could be a matchup thing if the card were a specific effect, or conditional, or narrower, but things like Tsunami are meant to be highly versatile effects that have a high floor for what they accomplish, and I don't think the intended release valve on it is a good solution (namely, letting it still be extremely powerful most of the time, but worthless some games). I don't agree that the miscasting mind game is worth that - especially because again, being against water doesn't change your decisions with the card because of what water DOES, it just arbitrarily means your card loses its ability to do its job permanently.
@@lost_pantheon There should always be counterplay to burn. So if you're playing a burn deck, you need a back-up win condition. I think that is balanced.
No, it's just that Elestrals and Counter Runes define the core gameplay loop. The other 3 definitely have their place. - Argo searches and equips an Artifact Rune - Demeter is a Divine Rune - Ambrosia, arguably the best card in the game, is an Invoke Rune
Game creator here! This video highlights Counter Runes but Invoke, Divine, Counter and Stadium runes all have their place in the game. The top deck for a long time ran all 5 (TNexus) and the deck that won the recent tournament also ran all 5 (Earth Beatdown.) Artifacts are probably the least used at the moment but Daybreak metagame expands on those Runes with cards like Argo mentioned in the video, Golden Fleece, Poisoned Tunic and more. Stadiums see play for various reasons like Thunder using Race to the Top. Wind using Island of Aeolia for power buff and nexus. Divines are a crucial part of the game that help enable combos and Nexus movement. All are relevant
Thank you for the added context aDrive. To touch on another popular card game for those who come from Yu-Gi-Oh, where there are only 3 card types. Magic has 8 card types: land, creature, enchantment, artifact, planeswalker, battle, Instant and sorcery. It is very common for an individual deck to only utilize 4-5 of those types. Yu-Gi-Oh realistically has 10+ card types. Continuous spells for example are somewhat analogous to magic's enchantment cards. Yu-Gi-Oh just handles the naming conversation of card types differently. Really an Elestrals deck not using artifact cards is akin to a Yu-Gi-Oh deck not using equip spells or a magic deck not using equipment artifacts. TLDR; This is a very normal phenomenon in card games. Especially in the early stages as developers analyze what card types are intrinsically stronger and which might need to be pushed to keep up. Equip style cards for instance are notorious for being intrinsically underpowered. Hope this is helpful.
I want to like this game but I have quite alot of problems with it. #1 cost Why are booster boxes 130$?!?!?! Who lost their mind when pricing those? This is a tcg in its infancy and you think I wanna shell out 130?! No thank you. The newest pokemon set is selling boxes on tcg for 100$. Shipping: it costed less to have Warhammer stuff shipped from a seller in China and I recently ordered 3 booster boxes of a tcg I'm interested in from Korea for $18. Total cost after tax was 85 if I'm not mistaken, FOR 3 BOOSTER BOXES PLUS SHIPPING. It would've cost me more than that for two starter decks and the subscription plus shipping for elestrals. Outrageous to say the least. #2 complexity plus rules There is wayyyyy too much to remember for a game that just came out. It feels like I'm trying to learn yugioh with all the different terms and little rules I have to keep in mind. The gameplay experience does not warrant the complexity. #3 this has been mentioned many a time but why even have the app? It's not even half baked, it's less than that. Work on it and get it to a good point, then release it. It's doing more harm than good ATM. #4 needs to be on tcgplayer ASAP. I have no idea why it's not, but it's not doing itself any favors. #5 counter runes In almost every game I played with my partner using chronodile and pharogeist, it came down to who had more counter runes, that's it. #6 stellar this and stellar that. Stop worrying about me pulling stellars and start worrying about getting the game into as many hands as possible at a better price. So to recap, prices need to drop, the app needs to be completed, there needs to be a catchup mechanic to get around counter runes ending your game on the spot, and the rules need to be simplified. I have no intentions of reading a novel everytime I wanna find something out in the rulebook. Stop worrying about special rarities and exclusive cards and worry about making the game known and getting it to players. Lastly, the game absolutely needs to be on tcgplayer ASAP. On a more positive note: I personally really enjoy the art of most of the cards, I like the different elements, the creator seems very Gung ho about the game which is very inspiring to see imo.
Check out Caster's Corner here:
►www.youtube.com/@CastersCorner
Will of the elestrel
I love how hard MBT is committing to the Elestrals grind. It's this kind of content that gets people to stick with a game
These intro videos are super helpful for people like me who are just starting out/thinking of jumping in. I'd love to see more of these for all sorts of card types
Amazing, I will be spending too much money on cardboard now
It's definitely a big help having videos like these that not only explain Counter Runes for newer players but also explain potential applications, such as pointing out the offensive pressure potential of Tsunami. Another Elestrals banger!
MBT: Shares a podcast.
Description/Pinned: Not sharing the mentioned podcast.
Petition to make MBT share mentioned individuals and/or platforms.
casters corner is in the description
You think people READ those?@@DustdeviIs
Love the fact that there's already Ash Blossom with a cost and it's bad.
Dominus Purge, *2*
Thanks! Would love more informative videos about how to play and stuff like this.
What's to think about, I will find a reason to play Pot of Greed
Looking forward to a digital app to play Elestrals, only reason I have yet to try it!
There is an app already. It is more Duelingbook style though so the cards are free but you gotta know what you are doing.
(I hear the Discord is super nice to new players though).
Nice! You should cover the other runes
Would absolutely love more stuff like this!
This is great content for someone like me just starting out, thanks
Good Video 👍
I really dislike the 'this element is immune to this effect' design on a lot of cards. Reminds me of mtg's landwalk (swampwalk, islandwalk etc) that was just unfun to play for anyone, and the weird design space they gave black for the longest time of being unable to use their best-in-class removal on other black creatures or on artifact creatures for purely flavour reasons. It just meant your cards were arbitrarily different in power level when you sat down at the table, not REALLY for matchup reasons (it had nothing to do with the opponent's deck's playstyle, strategy, or even the stuff their cards DID, just what their cards happened to also BE as passive attributes unrelated to their actual function). I like a lot of design decisions in elestrals, but the early inclusion of generic negation (countermagic is... not something I would think to give everyone regardless of colour at the very start of the game) and the inclusion of these kinds of self-hate feels-bad mechanics, are the two that really rub me the wrong way.
The difference is, in Elestrals you can misenchant an Elestral or add spirits of the "wrong" type to an Elestral. Need an attack to go through but expecting a Tsunami? Misenchant your Fire guy with a Water spirit and it's immune.
Misenchanting just turns an Elestral into a vanilla until the correct spirits are there (and it can have more than its Enchanting Cost!). So you can also just add a Water to an already existing 1-drop Fire that's properly enchanted and it's immune to Tsunami but still has its effect.
I think you're looking at it the wrong way. It's not that you're getting hosed for not playing a specific type of card. It's more like a specific removal type card that has built-in counter play. It's not like swamp walk or protection from black while you're playing mono black. It's more like choosing to play more colorless utility lands in your deck instead of just swamps. You're still getting mana, and occasionally will run into situations where you can't make enough black pips, but you can do more with your lands as a result.
So if you're playing a burn deck with Eruption and go against a Fire deck you're just screwed for no reason. @@doodimgood
@@doodimgood I understand where you're coming from, but my bigger issue is that if the opponent happens to be playing a water deck, for example, tsunami is arbitrarily useless in the same way as the mono black example. I get that you can run off colour spirits as tech cards to dodge it when you would otherwise be hit by it (although I don't agree that turning off the main abilities of your card to make it a statstick, in exchange for also making less able to be interacted with by the opponent, is a fun choice), but my main issue is that the person using the card just sometimes has their card turned off. Which again, could be a matchup thing if the card were a specific effect, or conditional, or narrower, but things like Tsunami are meant to be highly versatile effects that have a high floor for what they accomplish, and I don't think the intended release valve on it is a good solution (namely, letting it still be extremely powerful most of the time, but worthless some games). I don't agree that the miscasting mind game is worth that - especially because again, being against water doesn't change your decisions with the card because of what water DOES, it just arbitrarily means your card loses its ability to do its job permanently.
@@lost_pantheon There should always be counterplay to burn. So if you're playing a burn deck, you need a back-up win condition. I think that is balanced.
M-B-T
Ok guys welcome back to this quirky video about our kinky back row!
UwU
i miss hydrake too
Mister BT could we please have a Chronodile ten minute testing
Backrow? More like Buss[Connection Terminated]
NO ! Back row is better
Does this game have an mobile app?😊
Yes but it's not vary user friendly from what I heard
Yes but it's still in development so it's a bit bare bones right now.
@@baldeagle713 We are working on an improved app experience, big announcement in the next 2 weeks
@@Dr.Barber We are working on an improved app experience, big announcement in the next 2 weeks
@@aDrive oh awesome!
There are like 5 different types of cards and only two of them are useful? I can’t say that that inspires a lot of confidence in the devs.
No, it's just that Elestrals and Counter Runes define the core gameplay loop. The other 3 definitely have their place.
- Argo searches and equips an Artifact Rune
- Demeter is a Divine Rune
- Ambrosia, arguably the best card in the game, is an Invoke Rune
Yu-Gi-Oh player detected
Game creator here! This video highlights Counter Runes but Invoke, Divine, Counter and Stadium runes all have their place in the game. The top deck for a long time ran all 5 (TNexus) and the deck that won the recent tournament also ran all 5 (Earth Beatdown.)
Artifacts are probably the least used at the moment but Daybreak metagame expands on those Runes with cards like Argo mentioned in the video, Golden Fleece, Poisoned Tunic and more.
Stadiums see play for various reasons like Thunder using Race to the Top. Wind using Island of Aeolia for power buff and nexus.
Divines are a crucial part of the game that help enable combos and Nexus movement.
All are relevant
this is a video ABOUT counter runes ofc im only talking about counter runes
Thank you for the added context aDrive. To touch on another popular card game for those who come from Yu-Gi-Oh, where there are only 3 card types. Magic has 8 card types: land, creature, enchantment, artifact, planeswalker, battle, Instant and sorcery. It is very common for an individual deck to only utilize 4-5 of those types.
Yu-Gi-Oh realistically has 10+ card types. Continuous spells for example are somewhat analogous to magic's enchantment cards. Yu-Gi-Oh just handles the naming conversation of card types differently. Really an Elestrals deck not using artifact cards is akin to a Yu-Gi-Oh deck not using equip spells or a magic deck not using equipment artifacts.
TLDR; This is a very normal phenomenon in card games. Especially in the early stages as developers analyze what card types are intrinsically stronger and which might need to be pushed to keep up. Equip style cards for instance are notorious for being intrinsically underpowered.
Hope this is helpful.
I want to like this game but I have quite alot of problems with it.
#1 cost
Why are booster boxes 130$?!?!?! Who lost their mind when pricing those? This is a tcg in its infancy and you think I wanna shell out 130?! No thank you. The newest pokemon set is selling boxes on tcg for 100$.
Shipping: it costed less to have Warhammer stuff shipped from a seller in China and I recently ordered 3 booster boxes of a tcg I'm interested in from Korea for $18. Total cost after tax was 85 if I'm not mistaken, FOR 3 BOOSTER BOXES PLUS SHIPPING. It would've cost me more than that for two starter decks and the subscription plus shipping for elestrals. Outrageous to say the least.
#2 complexity plus rules
There is wayyyyy too much to remember for a game that just came out. It feels like I'm trying to learn yugioh with all the different terms and little rules I have to keep in mind. The gameplay experience does not warrant the complexity.
#3 this has been mentioned many a time but why even have the app? It's not even half baked, it's less than that. Work on it and get it to a good point, then release it. It's doing more harm than good ATM.
#4 needs to be on tcgplayer ASAP. I have no idea why it's not, but it's not doing itself any favors.
#5 counter runes
In almost every game I played with my partner using chronodile and pharogeist, it came down to who had more counter runes, that's it.
#6 stellar this and stellar that.
Stop worrying about me pulling stellars and start worrying about getting the game into as many hands as possible at a better price.
So to recap, prices need to drop, the app needs to be completed, there needs to be a catchup mechanic to get around counter runes ending your game on the spot, and the rules need to be simplified. I have no intentions of reading a novel everytime I wanna find something out in the rulebook. Stop worrying about special rarities and exclusive cards and worry about making the game known and getting it to players. Lastly, the game absolutely needs to be on tcgplayer ASAP.
On a more positive note: I personally really enjoy the art of most of the cards, I like the different elements, the creator seems very Gung ho about the game which is very inspiring to see imo.
Argo should have been anytime in the turn and only cost 1, right now as it is artifacts suck and I really wish they were playable
Also this is good for those new to the game 👍👍
What you said about vypiro kinda sus ngl
With invoke, you also have earthquakes with the ambrosia
First
Sharon's obol, really? Glad to see that mispronouncing cards is a continuing MBT tradition even in a new card game.
I tried to get into this through the app and it was so impossible to use i just lost all interest... which is lame as hell honestly
We are working on an improved app experience, big announcement in the next 2 weeks
Argo is just worse Hephaestus, change my mind. Costs more and isnt proactive.