Shadowverse: Like hearthstone but with better everything

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rembrandtqeinstein

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Sep 4, 2009
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Shadowverse is a f2p online collectible card game for android IOS and now steam [http://store.steampowered.com/app/453480/]

It shares lots of superficial similarities with Hearthstone. But if you play it a bit you will see that in depth the gameplay is quite different.

short gameplay trailer:
https://www.youtube.com/watch?v=y-PyNSe1in0

The gameplay basics are the same as Hearthstone. The goal is to reduce the opponent to 0 life from the starting 20. You start with a hand of 3 cards which can be individually mulliganed and the second player gets 2 draws. There are 7 classes each with unique mechanics. You get an increasing amount of mana every turn to play followers (minions), spells, and a new class of cards called amulets which are similar to MTG enchantments.

One highly unique mechanic is card evolution which I'll go into detail about later but it encourages fighting for the board and greatly increases the tactical depth of the midgame.

There is a constructed ladder and an arena/draft mode.

The art style is anime/manga with the class avatars and most cards have voice effects when they come into play, attack, and die. The interface and animations are a bit over the to with particle effects but you get used to it really fast and can turn off the excessive animations.

The game still has voice emotes like hearthstone (less trolly imo) but there is an autosquelch setting so you never have to hear them

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Evolution

At turn 4 for player 2 and turn 5 for player 1 you can activate card evolutions. An evolution typically gives a card +2/+2 and allows it to attack the turn it is summoned, but not attack face unless it was previously summoned or has storm (charge). Using an evolution costs no mana but each player gets a limited number, 2 for the first player and 3 for the second player.

Some cards have unique effects that fire when they are evolved, usually at the cost the increased stats. For example a lizardman clones himself when he evolves but he gets no stat bonus. This increases the complexity of deckbuilding because you need to take into consideration evolve effects that you may not get to fire during the game.

Evolves are one of those things that sound weird when you try to describe them but if you watch a few matches it will make total sense.
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Differences between Shadowverse and Hearthstone
  • no coin, second player gets 2 draws on first turn and 3 evolves compared to 2 and can evolve first (major arena advantage, about even in constructed)
  • almost no RNG (a couple of random target spells/effects but less than 1% of cards)
  • no secrets
  • lots of follower removal, almost no burn/direct face damage
  • 5 follower slots instead of 7 on the field so board space is a serious consideration
  • no fatigue, any failed draws automatically lose the game
  • powerful finishers mean games tend to end before or right around 10 mana
  • neutral spells
  • can't craft animated cards
  • 40 card decks, up to 3 of each card (including legendaries)

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Arena

After playing Shadowverse arena it is very difficult for me to go back to hearthstone because the setup is so much better.

Called Take Two because instead of picking one out of three cards you have two choices of two cards. This makes the choices both more interesting and helps maintain deck balance.

Also the arenas are strictly 5 matches win or lose. That means you aren't "rewarded" for doing well in arena by having the run take an hour longer than losing early.

You can only go "infinite" at 5 wins but at around a 3 win avg you will earn enough gold between rewards and daily quests to be able to play many arenas a day if you are so inclined.

I didn't see an arena stat tracker so I'm manually keeping track of my on-stream stats in a spreadsheet [https://goo.gl/gCnisB]

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My friend code is 386 187 505 feel free to add me

I'll attempt to follow this thread and answer any questions
 

Addendum_Forthcoming

Queen of the Edit
Feb 4, 2009
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I hate RNG for numerous reasons. A lot of RNG is kind of like the Ameritrash answer to providing tension. I like Ameritrash done well. Netrunner is my addiction and I love it. So scrapping nearly all of it is one big arse tick. That was my biggest gripe about Hearthstone (but nowhere near the only offensive thing about it). But how good is it at metagame crafting and control testing is another.

The reason why videogame makers suck at producing roleplaying or board games is because they try to inject videogame logic. Where it's okay if something is introduced and is broken ... just patch it ... while this problem exists in all traditional board and roleplaying games, the inability to simply patch cards means most BG development is purely playtesting and metagame analysis. Something companies like Blizzsrd do not understand (Diablo 3 as an example) ... there's zero discipline to get it right the first time, so why bother spending money or time on it!? Not only that VG companies commiting the cardinal sin of either nerfing too hard, or building cards to deal with slightly OP cards.

There's a reason why I ask... because I don't really want to invest time in a digital card game where they don't have proper quality control and merely rely on constant patches, constant nerfing, or ridiculous profiteering through controlling mitigating cards that exist solely to deal with one or two cards in play. Where it combines the very worst of videogame logic and player metagaming. Where it just becomes Hearthstone without RNG.

Secondly... the card evolution looks like it was more than a little ripped from Ashes: Rise of the Phoenixborn. Which is hands down the best mage vs. mage game out there. The whole deck building + dice crafting element is awesome and about the only example of 'RNG' done well (yeah, including you Warhammer *anything*) ... in Ashes you can focus spells on your spellboard with copies of the same spell and the associated action and mana dice cost.

When will card games learn... that hand draw mulligans should be swapped out for preselected hands? Ensures tighter strategy, yet more diverse deck builds ... and it cripples OP card builds. Cards that focus on cohesive tactical game play rather than simply an effect. Ashes, you have much to teach the world... I shall help you spread the word that decks should not be totally random in their delivery of cards... ditto why separate conjuration decks means you don't just have minion draws + cost ... but a real pool of strategic complexity with minimal bad draws where one cannot do anything. Allowing you to feel like a real badass responding to situations, turning your strategy 180 degress on a pin head rather than relying totally on randomly stumbling into monsters to point at the enemy and say; "Sic 'em."

I can forgive this though because, well, Netrunner. Plus it makes minimum card deck sizes even more intricate an accessory to the metagame. Totally random draws are good in certain games ... but not ones with fixed, yet random variable deck design rules.

Oh... and to help get the word across...

[vimeo=141257314]