Rumours that I have come to hear.

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I know I have not been seen around the Vs. area at all but I am popping in and out of the game. I have told people as a joke that i would join the game and become a full fledged player if a Spawn set or subset was created. A few of the people that play in my area have told me that Upperdeck has been talking to Tod McFarlane about it becoming a reality. But being a avid fan of the Spawn comic books and how McFarlane liscense his toys I highly doubt this. Even though the man creates incredible toys and Comics I know he can be...diffucult in allowing companies to use Spawn and his enemies in any means. So has anyone else heard about this or have any information about this as a possibilty?
 
I was under the impression a while back that Spawn and Hellboy were a definite set after the were done with Marvel and DCs major themes.
 
These are rumors if anything, there's no real backbone behind it as nothing has come from UDE about any of this as of yet. Although I'm sure that as soon as they exhaust almost every Marvel or DC Comic ever made they'll have to look elsewhere. A Hellboy or Spawn set isn't out of the future, it just stands that the only contracts that UDE has to work with right now are just Marvel and DC.

It's one of those "Never say never" type deals, you never now what will happen.

I do suggest though that if you ever think you'll want to play the game, that you may want to start learning how to play now. This game is a lot different then Yu-Gi-Oh! and a lot more difficult to learn unless you've got a prior background in other CCG's (like Magic). In fact, on scale, most people would tell you that competitively, with Yu-Gi-Oh! being like a 2 out of 5 on the difficulty scale, Magic being a 3 out of 5, VS ranks around a 4 out of 5.

Apply that with the fact that currently UDE has a trend of introducing a new game mechanic with every set that's released (meaning that the game changes every few months, also Magic does something similar every block) it'll be almost impossible for you to really learn and stay competitive before too long.
 
On the difficulty level, I put VS on the bottom rung. Sure it has more mechanical definitions, but Yu-Gi-Oh! si infinitly more complex simply becasue of its inconsistancy. I never played Magic. My first TCG was Yu-Gi. And the first thing I said when I stated playing VS was "Wow, this sure is simpler."

Thats not to say thier aren't some technical decks out thier, but the startegies overall are rather repetative and very few competitive decks don't do exactly the same thing over and over again.

I'm not saying the ATK/DEF comparisons aren't more difficult to calculate and that the game isn't a bit slower. I'm saying the game is more concise on how effect interact and how the chains resolve. The is no debate on most interaction. Yu-Gi-Oh! has way to many exceptions to the rule. So many that you have to frequent a forum like this just to keep up and stay educated on current issues. Not mention the many unresolved issues that plauge the game and continue to do so with no resolution in site. Meanwhile the VS System forums have to have the crickets sweped off the floor every couple of weeks.
 
O don't worry Helpoemer I know how to play the game. I just choose not to invest money into the game. I tend to mooch off people getting freebees left and right and trading some yugioh for some of the cards. I'm sure evntually I will get into the game. But for now I just sit back and watch and learn about new cards as they are released.
 
I think you both misunderstood me, there is a difference between casual and competitive play. Yeah, learning any game is simple, it's just a matter of taking the common mechanics of other games and recognizing them. Then anything new you just pick up as you go.

But comeptitive is a bit different. You have to be on top of your game, you have to know all the rules of the game, you have to know all the mechanics, what does what in what situations and you have to be prepared for all situations, no matter how uncommon they may be.

Since Yu-Gi-Oh! on the competitive level is dominated by a single deck type, it's fairly simple to play on the competitive level. It's just a matter of who gets the better draw with their deck. Meaning, that it's not a hard game to learn and master on a competitive level, giving it a 2 out of 5 on the scale.

Magic is a lot like VS to be honest. If it weren't for my Magic background when I learned how to play VS, I wouldn't have been able to pick up VS so quickly (I did so in five minutes basically). Chains in Magic and VS work completely different then YGO, Everyone will tell you that YGO is just an oddball game altogether, but that doesn't make it difficult to learn, YGO actually has the more simple mechanics. Anyways, to Magic. WOTC introduces a new mechanic every block of Magic, a block is normally every 3 sets and is like a VS season of Golden Age/Modern Age or the advanced/traditional of YGO. Basically it's just different sets are legal, etc.

YGO doesn't introduce new mechanics with every set or block. It simply just adds onto the current game that has been around for years. Meaning that it's fairly simple for anyone to either leave the game and return at anytime and stay competitive (with little practice on the return) and for anyone to just in as a newbie and begin to work into a competitive stretch.

VS on the competitive level has proven to be the most complex. Not only is there no real definite "best deck" unlike YGO and in some blocks, Magic, but a mechanic is introduced to the game every month and a half to two months (literally). The game becomes more complex and more difficult to master with every set that comes out. Now, I know some of you looked at my "no real definite 'best deck'" comment and said "Well there's Curve Sentinels and Teen Titans and such." That's the thing, there is no 1 real best deck, there are only an abundance of good decks. And anything can be the next best thing in a game where originality continues to reign supreme over the old school favorites on a constant basis.

I'm more then positive that you'll see some new deck type come out of Avengers that will continually place in top 8's in 10K events along with the current look of Teen Titans, Curve Sentinels, GLEE, Kiwi, occasional Xavier's Dream, occasional New School, The New Brotherhood, The new Marvel Knights/Concealed deck that came out in the post Overload ban era, etc. See the complex nature of the game on the competitive level? You have to not prepare for just one deck type, but you have to prepare for many many many deck types. Giving the game on the competitive level the higher rating of 4 out of 5.

Yeah, once you break it all down, you have to keep in mind that any game is easy to learn, it's mastering it on a competitive level of where YGO is SJC/Regionals, VS is PCQ/10Ks/PCs, and MTG is PTQ/PTs/etc.
 
[ycard="DR1-EN006" said:
Helpoemer[/ycard]316]
YGO doesn't introduce new mechanics with every set or block. It simply just adds onto the current game that has been around for years. Meaning that it's fairly simple for anyone to either leave the game and return at anytime and stay competitive (with little practice on the return) and for anyone to just in as a newbie and begin to work into a competitive stretch.

New mechanics like:
(using the TCG sets for simplicity sake)


LOD = Effect that doesn't reset ever (Twin-Headed Behemoth)
Optional Trigger effects now Miss their timing.
PGD = Effects that don't reset when flipped face-down.
MFC = Nomi Monsters
DCR = Vampire Lord, and defining what is really the opponent
Archfiends: a trigger effect that does not use the chain.
IOC = Still cleaning up the summon priority mess"¦ technically not new, but it didn't seem to come up before then.
AST = Burst Steam of Destruction's effect remaining on the field after resolving, (i.e. it can be negated by Imperial Order afterwards)
SOD = Ignition effects in the Standby phase and endphase of either players turn. Null and Void in the damage step... And i suppose now Inferno Fire Blast has to have its own mechanics (to explain why it only does 2400 damage even if Red-Eyes B-Dragon's original ATK is modified)
RDS = Tributing face-down monster for its own effect (repealed)
FET = Fusion Substitutes for a non-fusion summon.
TLM = Original Attack can now be modified.
CRV = Drillroid activating at a different part of the damage step then other cards with essentially the same effect.
 
It's not that I missunderstood you Helpeomer, its just that I disagree with you. My assesment of the two games respective difficulty levels was based on all mode of gameplay, competitive and casual. Cookkie Cutter decks are admittadly easier to play, but only against a cookie cutter deck. An anti deck would blow a new player playing CCC out of the water.

VS. on the other hand seems to have a lot of the simplicity that Yu-Gi-Oh! is lacking. And it's gameplay once learned is seldom questioned afterwards.
 
DaGuyWitBluGlasses said:
LOD = Effect that doesn't reset ever (Twin-Headed Behemoth)

I fail to see how this qualifies as a mechanic... It's a simple matter of wording of the effect text, if it was a true mechanic, it'd be something that effected more then just one monster in the set/game.
DaGuyWitBluGlasses said:
Optional Trigger effects now Miss their timing.

Not a mechanic, this is something that's been around since the start of the game. It's a simple ruling issue, not a mechanic. YGO is a game of rulings, not mechanics in general anyways, keep that mind.

DaGuyWitBluGlasses said:
PGD = Effects that don't reset when flipped face-down.

Not too sure what you mean here, but this isn't a mechanic either...

DaGuyWitBluGlasses said:
MFC = Nomi Monsters

Not a Mechanic, a simple issue of effect text, if any monster at all reads "It cannot be Special Summoned except by" in it's effect text then it's "nomi". Although this would be the closest thing to a "Mechanic" that you've got posted here since it does have a name assigned to it with "nomi". I'll give you this one.

DaGuyWitBluGlasses said:
DCR = Vampire Lord, and defining what is really the opponent
Archfiends: a trigger effect that does not use the chain.

The Vampire Lord issue listed is another ruling issue, not mechanic. Anytime something has to be clarified it's been because of a ruling. Priority required to be clarified after MFC because of cards like Tribe-Infecting Virus, but that doesn't mean it never existed in the game, it was always a part of the game, just never clarified.

The Archfiends remark is more of a theme of characters, although I can give it the mechanic issue since it is a theme that continues through other sets. But the majority of other sets that it continued through were previous sets that were errataed to be "Archfiends" meaning that it probably was a mechanic that was set in motion by a specific set.

DaGuyWitBluGlasses said:
IOC = Still cleaning up the summon priority mess"¦ technically not new, but it didn't seem to come up before then.

Like I said before, Priority was always around in the game. Priority has to do with the chain itself, not a mechanic.

DaGuyWitBluGlasses said:
AST = Burst Steam of Destruction's effect remaining on the field after resolving, (i.e. it can be negated by Imperial Order afterwards)

Burst Stream of Destruction reads "You can only activate this card when there is a face-up "Blue-Eyes White Dragon" on your side of the field. Destroy all monsters on your opponent's side of the field. "Blue-Eyes White Dragon" cannot attack during the turn you activate this card."

Burst Stream of Destruction isn't a mechanic by itself, it's actually just an oddball card (which YGO is full of), it works off the simple chain mechanics that have always been part of the game that create a game state after the card is activated, however for some reason, unlike other cards that create similar states (ie: Last Will) this one can be negated by Imperial Order later in the turn. An oddball card, but not a mechanic.

DaGuyWitBluGlasses said:
SOD = Ignition effects in the Standby phase and endphase of either players turn. Null and Void in the damage step... And i suppose now Inferno Fire Blast has to have its own mechanics (to explain why it only does 2400 damage even if Red-Eyes B-Dragon's original ATK is modified)

I fail to see how any of this is a mechanic either. I'll mention this again later, I'm sure I will. But Null and Void is another example of an odd ball card. If you asked all of UDE's R&D team and even Kevin Tewart himself and he wouldn't be able to explain to you why Null and Void can be activated during the Damage Step, it just can for some reason.

Ignition Effects during the standby phase and endphases of other turns isn't uncommon either. It's just another example of spell speed 2 Ignition effects, which have been around for the longest time (Injection Fairy Lily, Strike Ninja, etc.). It's not a new mechanic.

Inferno Fire Blast isn't a mechanic of it's own, it's just another oddball card that makes no sense with the rules of the game, that may warrant a mechanic of it's own, but a mechanic is only truly a mechanic if it's something utilized by more then just 1 card (and more then a few for that matter).

DaGuyWitBluGlasses said:
RDS = Tributing face-down monster for its own effect (repealed)

This was a rules issue, not mechanic.

DaGuyWitBluGlasses said:
FET = Fusion Substitutes for a non-fusion summon.

Just new cards working off the current rules of the game, not a mechanic. I take it you're talking about Metamorphasis here... or something *Shrugs*... be more specific next time. Fusion Substitutes would be monsters that are used in substitute of other monsters in a Fusion Summon... but you have here "non-fusion summon" Yeah... confusing.

But these have existed since before FET. For some reason there's a vague memory of a monster in an early TP set that I believe was a fusion substitute.

DaGuyWitBluGlasses said:
TLM = Original Attack can now be modified.

Not a new mechanic, a rulings clarification of what "original ATK" really means.

DaGuyWitBluGlasses said:
CRV = Drillroid activating at a different part of the damage step then other cards with essentially the same effect.

I don't know much about CRV, haven't taken the time to look over it much (which I may want to do since I am scheduled to judge on of the previews for Star City). This is another case of oddball wordings for YGO, there would have to be more then a few monsters with these effects (and even than, it's more of a theme then a mechanic).

All right, I went over a lot here. But you have to understand one thing about YGO...

And this is probably the only thing that makes VS more simple then YGO.

YGO is an international game that was imported into the United States. It's originally from Japan and therefore features several translation problems when translated into English. Most everything you listed above isn't a mechanic, but something that was fixed or clarified after a mistake was originally made when translating the card in the first place.

VS doesn't have this problem because it's not an imported game, it's created by the UDE R&D team and distributed from the United States to other countries. Therefore, there are fewer problems with the state of the game.

Mechanics in VS would be stuff such as Evasion, Cosmic, Concealed (which dramatically changed the way the game was played, it was the introduction of something completely new, a "Hidden Area" which didn't exist before Marvel Knights), Willpower (which by itself does nothing really, but also is something that exists now and in other previous sets with the ruling that all characters without a printed "willpower" have a willpower of 0), Concealed - Optional (allows you to optionally play the character in the visable area or hidden area), Leader (Very new to the game from Avengers), Reservist (Will change the game as much as the hidden area did).

Those are mechanics that are introduced to the game, not rules changes, not clarifications, not themes, they are mechanics, some are effects that are represented by a single word (which is why I gave you "nomi" in YGO), and others are completely new additions to the game that previously did not exist.
 
Well, I only think that DaGuy meant to say that there is just as change in Yu-Gi as in VS. I could counter point, though, that Yu-Gi's mechanic, ruling, effect interaction changes, whatever you want to call them are erratic and unpredictable. VS mechanic changes come out almost every set. They fundimentally do not change the game other then giving you new options to choose from and most importantly, you could put the new mechanic changes on a sheet of paper with a defintiton of each one. You can' do that in Yu-Gi. Ergo:Simplicity.
 
In the end it's also not about the number of mechanics that are in a game but the straightforward game play. YGO is basically a straight forward game, all you need to tell someone who's new to the game is:

"You start with 8000 Life Points. Give them the layout of a turn (Phases and steps). 4 star or lower monsters require no tribute, 5-6 require 1, 7 and up require 2. During your battle phase, to battle, just simply declare an attack, if the opponent has no response to the attack (Mirror Force, etc.) then you go into the damage step of the battle phase. If your opponent has no monsters and you attack you subtract the amount that you deal them from their Life Points directly. Normal Spell cards are speed 1 effects, quickplay are speed 2 (chainable to speed 1 and 2), normal traps are speed 2 (see quickplay and can only be played while set on the field for at least 1 turn), counter trap cards are speed 3 (chainable to all 1, 2, and 3 speed follow the same set rules as normal trap cards). First player to 0 loses. Decks may contain 3 of every card (unless they are restricted via the restriction list or banned by the advanced list).

Keep in mind that's just for someone starting, no need to explain summon priority, etc. right off the bat, take baby steps, that's all a person needs to know just to play 1 game.

VS looks like this...

"Both players start off with 50 endurance (the word for life points in VS). Turns are shared, which means that no one player has a turn while the other sits back and waits for the completion, both players share the turn and one player will have the initiative to act first on that turn (based on die roll or whatever). Explain the phases and steps in a single turn. A turn starts with both players drawing 2 cards during the draw phase, the player with the initiative that turn will have the build phase first, they will set a resource, recruit a character(s), so on turn 1 you'll have only 1 set resource, if you have a "1-drop" in your hand (a character with a cost of 1), then you're allowed to play it onto the field. Characters come into the visable area or hidden area. If a character is concealed it goes to the hidden area, if a character is concealed-optional you can choose which area it goes into, and if a character is neither then it comes into the visable area. You have a front row and a support row, these come in handy with your formation and such later in the game. A character in the support row can only attack if they have range (indicated by the scope on the card), if it does not have range then for that character to attack it must be in the front row. Characters in the front row that have a character behind it in the support row are considered to be "protecting" that character. A protected character can in turn "reinforce" the character in front of it if that character is defending and has the same team affiliation as the protected character. Characters also side by side in the support row can reinforce each other if they have the same team affiliation. Reinforcement means that a character who has it will not take breakthrough endurance loss, breakthrough is caused when the attacking characters attack is subtracted from the defenders defense. All characters cause breakthrough (unless an effect says they don't) and reinforcing eliminates that breakthrough. Characters that are attacked, if the attackers attack is greater that the defenders defense then the defender is "stunned". Stunned characters are flipped f/d onto the field and the controller of that character takes endurance loss equal to that characters cost. A character with "Invulnerability" means that when that character is stunned, the controller doesn't take that stun edurance loss, just like Reinforcement means they don't take breakthrough loss. A protected character cannot be attacked unless the character attacking has "flight" which is indicated by the wings on the card. Any card can be played into your resource row as a resource. Characters and Equipments however cannot be played from the resource row (unless they are a reservist character, which can be recruited from the resource row, or an effect allows the character to come into play from the resource row). Plot Twists and Locations can be flipped up from the resource row but have "Threshold Costs". Threshold means that you must at least control an equal number of resources to the cost of the plot or location. Locations are unique, unique means you cannot have a location of the same name flipped up in your resource row at the same time. If you flip a location up and already have one f/u, the one already f/u is sent to the KO pile. The KO pile is where all the cards are sent once they're removed from the field by an effect (not removed from game, that is somewhere different). Characters are also unique, that means that once again, you cannot have two characters of the same name on the field at the same time (unless an effect allows you to) the only exception to this rule is "Army" characters, "Army" characters are non-unique and have the "Army" subname written on them. After a player builds, it passes to the other player and it's their turn to build, after that's done then it's the combat phase and it's the initiative player's attack step. In the attack step a player may first declare an attacker and defender. The controller of the defender then has a chance to make the proposed attack "illegal", if they do not, then the attacker exhaust and the attacking player has the priority to start the chain. They may pass on the empty chain to the opponent, the opponent then has the ability to start the chain. If they don't, then the attack resolves (look above to check how characters are stunned, etc.), in addition to above, if the defender has an attack higher then the attackers defense, the attacker may also be stunned, defenders do not cause breakthrough. During an attack (after it's become legal) when a player has the priority of the chain they can discard a character with the same name as their attacker or defender as a "power-up". That means that the character gets +1/+1 for just that attack. This is a way for attackers or defenders to beef up their stats during an attack. After the combat phase is the recovery phase. Effects that would be played during the recovery phase are activated at this time. Then it comes to the wrap-up. During the wrap-up a player may recover a stunned character that they control (this means that they can flip it back face up and re-ready it). Ready means that the attacker is verticle, exhausted means a character is horizontal. Exhausted characters are also re-readied. A player may only recover one character a turn during the wrap-up. The characters they choose not to recover are sent to the KO pile. A winner is not declared as soon as a player reaches 0, unlike some other games, you may go into negative endurance. Endurance is checked during the wrap-up of a recovery phase. If a player is at or under 0 and the other player is not, then the player at or under 0 loses the game. If it is a tie and they're both at or below 0 then the game goes another turn. No game can end in a tie, the game continues until one person is in lesser negatives then the other. Decks may contain 4 of any card, Army not only effects the Uniqueness of that character but also the amount you can play, you can an unlimited amount of Army characters in your deck."

All right, that's really abreviated to be honest... I didn't explain any of the following, which just about any player needs to know since it effects more then a few characters, but several dozen characters in the game:

Evasion
Cosmic
Leader
Loyalty
Boost
Willpower

I also didn't go into depth about team attacking and what happens in those.

As you can see, overall, VS is a more complex game, sure, the fact that it doesn't change often means that once you learn the mechanic you don't have to worry so much about it changing, but overall turns are more complex, their a lot longer, games are at least 4 times as long as YGO games (and go fewer turns to boot). It's not hard to look at it and realize why the game is more complex to play, there's just so much to learn and know before you really start to sit down and play.
 
LOL. Thats unfair! You simplified the explanation for Yu-Gi and gave all the minutea for VS. Both games are summed up simply in their respective rulebooks. Vs could just as easily be described as simply. And Yu-Gi could have included all the minutea of a Battle Phase and the Damage Step, all the exceptions to the rules and the new chain starting after the current one resolves, the events that dont use the chain and so forth.
 
Yu-Gi-Oh! has simple mechanics, but a lot of rulings that are individual to certain cards.

VS System has some fairly complicated mechanics, but once you get those taken care of, everything else is pretty straight forward.

In the end, both are a challenge to master.
 
Another thing you might want to do is compare the YGO FAQ's about gameplay and such to the Comprehensive Rules FAQ for VS. The VS Comprehensive rules is considerably longer for a reason, but everything is explained as well in great detail.

All I did was take the simplest things about both YGO and VS that any newbie would need to know to complete a single game and posted them in the previous post I posted. It just happens that in VS for a newbie to play their first game that they kinda need to know more information then they would if they were just starting YGO.

Another interesting thing I thought I might remark on, YGO and VS do have two things that are extremely different about each other, but do make them a challenge.

YGO is a challenge to judge more so then play, the gameplay is fairly simple, it's the responsibility of a judge to know most if not all of the current rulings and keep up with the updates that's a challenge.

VS is actually the exact opposite. It's a pain in the neck to play sometimes as it requires way more thinking and strategy behind it all, but it's a breeze to judge as in most cases you're not going to get a lot of questions as it's pretty much as simple as reading the card in VS (due to the fact that there are no interpretation problems like there are in YGO) and judging VS is just overall much much easier.

Yeah... I'll give into the fact that YGO is a pain to judge, I know that just as well as anyone else, but I also judge VS on a constant basis (and play just as much) and I can tell you, I've never left a YGO game with a headache (but I have judged and gotten a headahce), I've left plenty of VS games with a headache because I just thought way too much during it, but when I judged it was just all a breeze, just a few easy questions about specific cards, I kept up with recent erratas, etc., knowing how everything already works and you're done. Most VS questions don't require a long explanation on why or why not they don't work. Just as long as people can realize that in VS there is no such thing as optional effects that can just be skipped. Any effect has to resolve, if it's optional the player controlling must say that they wish to not resolve it.
 
[ycard="DR1-EN006" said:
Helpoemer[/ycard]316]All I did was take the simplest things about both YGO and VS that any newbie would need to know to complete a single game and posted them in the previous post I posted. It just happens that in VS for a newbie to play their first game that they kinda need to know more information then they would if they were just starting YGO.

Very true. Watching four episodes of YuGiOh was enough for me to begin that game. VS wasn't that hard either, but when I saw the FAQ and how extensive the game was, I knew it would be a very rough start in comparison to YuGiOh (from a player [not judge] standpoint).
 
VS, has mechanics yugi has single card rulings.

which makes both "why people fight which is more complex"

the complexity of yugi isnt big, Draw, stanby, main 1, battle, main 2, end.

done. and now its your opponents turn.

vs. if you look at the stuff for it is more. draw, build etc...

and there are sub steps and all that mess. its like waoh, but we all get the hang of it becuase its simple you do it once you will remember it.

there hasnt been a set were there wasnt a new mechanic introduced. beyond the already built in mechanics. of Uniqueness vs. Ununique. what is unique etc...

yugi has no uniqueness to worry about,heck not even when it comes down to continous effect unlike in vs. if the card is army then its not unique and now, if the card is a KANG card itll say that its not unique, is it an army no. but it wont lead to problems were were like, but thats the same name as another character well, just read the card.

i like vs. because its understandable its not something far out, yea we have to learn new tricks every new set but beyond that. Its much better than yugi.

in VS you have to strategies, it doesnt say that in yugi you dont but a game in Vs is determined by the strategy and not the top deck.

I have yet to see anybody win a VS match that came down to a top deck.

but if we look at yugi, its very much about the top deck, lets see who gets the bigger monster out first.

of course there are decks out there that have strategy, ben kai, solitude, Rescue Cat, etc...

decks that actually work. but not many run becuase of lack of intelligence, not saying their dumb, just they dont want to work for their win, they just want to get the godly top deck and just okay i won.

VS you wont ever see that happen.

yea you can change the tide of the game, but you dont change it to the point were out of 1 top deck you start to pumble your opponent to the ground.
 
Personally I have to say VS is a harder game to play/master than Yugioh.

Deck building
I can build a deck in Yugioh in about 10-15 minutes and go win with it. I could do this even when I first started playing. I have yet to build a deck in Vs that took me less than 30 minutes and then it did horrible. Exception being sealed events. I went 4-2 yesterday.:)

Set up/Playing
When playing Yugioh you can set your field up/attack/and finish your turn in about 1-2 minutes most times. In VS it can take that long just to recuit a charcter and set your field the way you want to. IMO this is the critical point in the game. You mess up you will lose most of the time.

Rulings
Yugioh wins here. VS tells you what to do on the card then you figure out what to do. In Yugioh you have to remember what does what and how it will resolve. This is what seperates good players from average players IMO.

Yugioh is only a hard game because the cards themselves don't explain everything. If they had more explaination on them it would make the game easier. Also the constant rule changing doesn't help.

Vs is a simple game to learn how to play but to get good at it will take time. I'm still learning myself.
 
Wait... you were at Greensboro yesterday? Blah! I missed you!... I was wearing my Pro Circuit shirt so I doubt I was easy to miss.

I did horrible with a 3-3 record... but then again, I drew horribly as well and relied more on strategizing a few cards and such, basically I ended up with a killer Avenger/Thunderbolt beatdown deck... except I didn't have Earth's Mightist Heroes, but it still worked pretty well, two of the games I lost were due to my opponent's 4-drop Thor dealing Breakthrough and then turning over the top card and dealing me like an additional 7 endurnace loss... (Yes it happened twice that someone turned over their 7-drop).

Anyways, would have been nice to talk at least....
 
Actually we did talk but I didn't introduce myself. Thought you knew who I was. I think it was after round one when I was back there with Justin Foley and you came up while we were looking at our pulls. I was wearing the grey shirt with black Nike hat.

I had a great deck going. My losses was to a guy that had an almost identical build and another when I missed my 4 5 and 6 drops. I got both Earth's Mightist Heroes and Marvel's Most Wanted. I had 3 team ups running Tbolts and Avengers. The only flaw in it was I only had one 5 drop and a Master of Evils 7 drop. I did get the big 4 drop iron man that I could boost on 5 for a 14 attacker. Pulled another Earth's Mightist Heroes out of packs I got so I have one EA, Foiled, and Regular.
 
LoL, nah to be honest with you I've got the worst memory of anyone on the planet when it comes to faces and names, so it helps sometimes to remind me who you are. It could have been one of those cases where I recognized the face, and just didn't remember the name as well. Oh well, yeah, you got a much better pull then I did.

If you want to see what deck I built go here: http://www.starcitygames.com/phpBB2/viewtopic.php?t=280428 just look at the reply I posted.
 
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