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But unfortunately, it seems like the brain dead meta decks aren’t going anywhere. Japandicap which requires just simply playing cheap cards and letting them die to inflict damage aka zero skill, Jagro and the all the other quick rush decks, that’s how you get to the single digit levels but from what I’ve seen, the experienced players use those guys as stepping stones. It’s just boring dealing with the same meta crap over and over, but at least it’s predictable.
I just have no fun with those strange mechanics that you can't really fight. I mean, I can't play other card games because they are even worse with the "I-Win-Without-A-Counter"-Mechanism, but this game had such a good balance in actual Unit-Variation, giving some great battles as if you would fight a real battle, not a magic simulation where "Every Thing is possible" and you win in the end even if you just pounded yourself. So strange...
These days it's really common to lose to aggro on turn 4 if you don't play with many guard units.
The Retribution mechanic (what you call Rage), has been quite polarizing. Some people like it, many play the cards because of their potencial, but many loathe the concept and/or execution. I personally did not like it from the beginning, at least in its current form. Had the cards been more thematic or less powerful it might have been an interesting machanic. As it stands, I find it over-the-top. But 1939 Games went with it for the summer expansion and so we are stuck with it for at least another 6 months. Maybe they listened to the criticism and will change something or leave it as is, because other strategies become more meta. We'll have to see.
Jaggro on the other hand has been a thing since the beginning of the game. The risk of beeing rushed early on is the reason why guard units and cheap removals exist. There will always be a nation that has the best chances for an early rush victory and people will use it for that reason. Take away the rush tools from Japan and two months after that people will be complaining that they face boring no-brain German rush all the time. Or boring no-brain Soviet rush. Or boring no-brain USA rush. Or boring no-brain Britain rush...
The Rage/Retribution system is mostly stupid because of the high outcome plus the replicating process. But other mechanism like duplicating some gold cards that wipe the entire field, the US-Nuke in general or like I said the russian perversion of hitting their own HQ to destroy the opponents... Where in history is that founded? Or other mechanism depending on how many cards have been played on each side and the opponent gets the damage, which leads to a turn where all of the sudden the opponent drops a bunch of cards and you have no way to counter it because you are dead.
I think the nuke itself is okay, since you need time to get there. Also, the soviet self-damage theme makes sense, in my opinion. Think about scorched earth tactics or soviet officers shooting their own soldiers to "motivate" others.
I like it that the game has certain themes going with all nations; it differenciates them in a good way. That's why I don't like the Retribution cards. They are too generic and all over the place, with one artwork for 12 completely different cards.
If such mechanism like Retribution rule a field that hard because of the high output, then you can be assure that it will be abused by some players and create an environment that people don't have fun to play in.
So if those cards are in the main cycle, people start to stay away.
And that's the last problem: Decks like Jaggro aren't actually good and you see them less and less the higher you climb. Ironically they are the best way to beat greedy ramp decks before they get rolling.
To sum it up: We are way past the point where nerfs to retribution would change anything about that. These decks do not have any single problem card, it's a structural problem and the heart of it is ramp. But since ramp is one of the defining characteristics of the US you just can't nerf them into the ground or take them away entirely because the US would then become unplayable outside supporting aggro decks with some weenies. It's a very VERY difficult task to properly balance ramp in any CCG and devs notoriously underestimate the problem or worse often fail to realize that it's ramp. It took Hearthstone forever to recognize and admit this until they finally and reluctantly raised the cost of Wild Growth to 3. And 1 or 2 years later they were back business as usual and even created a ramp card that also drew you an extra card for just 2 mana (you needed a dragon in hand to get both but that wasn't a problem). And it took Magic about a decade to get it right. At least, they got it (unlike Hearthstone) even though Magic's mana system is way more complex and despite being the first CCG.
So, I am eager to see when Kards realizes that it has a problem here. The big advantage: That one weired japanese combo deck aside It's only a single nation (colour in Magic, class in Hearthstone) that has ramp, so it's a local problem and not a general one.
- Your opponent cannot gain additional Kredit slots through card effects
- Your opponent's Kredit slots cannot go beyond X
- Gain an additional Kredit slot unless your Kredit slots are 3 or more above your opponent's
- Gain two additional Kredit slots if this is the first [insert card name] you play, otherwise gain 2 Kredits
- etc.