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GameChildren- RPG Heroes and Villains!


Draconus297

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  • 2 weeks later...

I've been wanting to review this for a while, and tomorrow's the two-week deadline for old threads, so I figured might as well.

The main thing about this set is that it's either extremely slow, or extremely fast given the right circumstances. The Standby Phase build-up is really slow, but is really cool theme-wise, though. There're plenty of situational, but ridiculous combos: Black Mage + swarm to fill Monster Zones + Bonus Dungeon = no cost infinite burn of doom XD

Some cards completely outclass others, also. Like, why would you ever use Skeleton if Gardna can protect everything, and for a lower cost? Chain Attack costs 5 EXP Counters, and you have to flip a coin, compared to the instant Critical Hit. Hi-Potion is waaay better than Potion, and you probably won't use either one on non-Gamechilds in the first place.

Boulder Trap and Great Destruction Blast are sort of interesting.... On one hand, Boulder has a lower cost and can blow up face-downs, but has to destroy EXACTLY 4 cards with its current wording. Destruction costs a whopping 10, and will probably only pop monsters, and not that many. They both don't target, which makes them extremely powerful, but if they're activation is negated, you lose a lot of Counters.

Load-Bearing Boss is pretty over the top if your only GameChild gets destroyed. You can clear the field and deal a lot of damage with only two cards.

I might get to individual cards in a later post, but for now, I suggest balancing out card synergy and adding stuff like "Up to twice per turn" or "You can remove EXP Counters from this card to activate each of these effects, once per turn" to Black Mage and stuff.

Anyway, very nice theme-wise, but needs some more balance in terms of how cards in the set interact. Cool!

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Thanks for reviewing!

First and foremost, yeah, I admit it's a little slow, which is why Escort, Level Grinding, Slime, and Fetch Quest exist- to get some of the more expensive effects to go off without waiting forever.

Well, there is the thing- in regards to Chain Attack, it's a second attack, as a card ripoff of Swordsman's ability, whereas Critical Hit is a more-power card, like Archer's signature ability. In regards to Potion/Hi Potion and Ether/Hi Ether, the "Hi" version intentionally outclasses the regular- do you still use Potions late in an RPG if you can use Hi Potions already? With Gardna and Skeleton, there's two issues- the first being that Skeleton's higher ATK means that you won't take as much spillover damage if you can't trigger its effect, the second being that (hilariously enough) I forgot about Skeleton's existence when I wrote Gardna.

Yeah, I admit that Boulder Trap and GDB need tweaks, but I'm not sure entirely on what to fix.

It really depends on which GameChild you set up with Load-Bearing Boss- the only thing close to a OHK requires you to connect it to Legendary Hero or Ultimate Evil, which are a pain to bring out in the first place (given ghat you need 12 Counters on Arena, White Mage, or Summoner just to bring them out), so getting stung by its effect would really just be atrocious luck.

I guess some of those tweaks do need making. To be fair, I use most of the GameChildren as if their effects were OPT anyway.

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  • 2 weeks later...

Random strategies for GameChild use:

Use White and Black Mage side-by-side, as their abilities complement each other.

Swordsman and Legendary Hero LOVE Level Grinding, due to multi-attack capability.

Ultimate Evil and Black Mage are surprisingly good together.

If your opponent enjoys using Magic Cylinder, Yubel, or Honest, here's a strategy: make sure Ultimate Evil and Gardna have enough EXP Counters to use their effects, and use Gardna's big effect to make sure GameChild monsters you control can't be banished or destroyed. Attack with Evil, and await the inevitable reflecting of damage. Activate Inferno Tempest, banishing practically everything. Activate Evil's effect, and enjoy your instant win.

Two or more copies of Slime, in conjunction with EXP Transfer, will guarantee at least one extra draw per turn. In conjunction with Solemn Wishes, you'll have absurdly huge amounts of Life Points.

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  • 2 weeks later...

Well, to be honest, Pixie is actually ripping off classic JRPG tutorial fairies, and the design I currently have pitched to my art guy is closer to Yui's appearance from the ALfheim arc of Sword Art Online, with some yellowish undertones reminiscent of Tatl (I personally prefer Majora's Mask to Ocarina of Time).

It would be pretty funny, however.

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More suggestions on GameChild use:

 

Archer's ability to attack directly means that powering her up and activating her effect can drastically shorten the Duel. A few good ways to make sure she survives is to use Potion/Hi-Potion and/or Gardna's effect, and by having Thief and/or Trapper clear your opponent's backfield before you attack.

 

Thief is a great card to have in general, eespecially against Decks that require one or two specific Spells or Traps- just take them away. It's also a genius move against those few Decks that still run an Earthbound Immortal.

 

Try to side-deck Vespid. While its use is limited against most Decks, it still completely ruins four monster types, two of which pop up with occasional bite. If nothing else, more EXP Counters for Holy Light or Great Destruction Blast.

 

Holy Light and Great Destruction Blast can pull Counters off of any GameChild you control, which means that having EXP Counter-plus effects like Escort, Slime, and Fetch Quest will help you get them off sooner.

 

Legendary Hero has great multi-attack, which makes dealing with swarm decks a lot easier, but the backfield is his worst enemy. Try to pair him with Trapper and Thief to keep him safe, and give them all a Pixie to feed their need for EXP Counters.

 

A properly placed Pixie is a GODSEND in any GameChild deck. She feeds the effects of all your GameChild monsters, and boosts the ATK of Lancer, Swordsman, and Legendary Hero. The only thing that makes Pixie vulnerable is her status as a Union monster, which means she can be taken out by Spell-clearing cards. To really cheat with her effect, you can use EXP Transfer in an endless loop between her and whoever she's equipped to. In addition, her status as a Tuner means that this Deck can readily field Synchro monsters. Make of that what you will.

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You know, the Duel Portal activity is starting to increase now. I actually might try to make a Deck soon out of this

I have lots of things to say about the Deck, but I'm not sure where to start or what to say really. As an overall look, it seems a little slow, with a few things speeding it up and a few ways to build it. I wish these went through passing turns and not passing Standby Phases, because at least that would allow you to run triple Pyro Clock for additional speed. As it is, however, I will see what you can really do. I feel this is a Deck that requires testing to really know what you're doing with, and seeing as how the archetype I run already is one of those, it's worth a shot

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Alright, sounds good.
If you run a good Deck with this, give me some footage and I will give you some Points.

Yeah, it's slow, I'll give you that, but a lot of it runs on speeding itself up- Escort, Fetch Quest, and LIMIT BREAK especially. Then, once you load up the field with EXP Counters, EXP Transfer lets them continuously bounce around. It's all in the combos. For example, I just realized that Collected EXP can be used to end your opponent's turn, thanks to Dust Tornado's secondary ability to play a Spell from your hand.

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