The combo in the Red GT Goku is working fairly well, essentially enabling me to draw more cards when I need to to boost the critical attacks. In contrast, Android 13 discards any characters in his opponent's Battle Zone, so that deck can win with weight of numbers. Because I've never really been much of a card gamer, I prefer it when my decks have a straightforward strategy, rather than needing a undergraduate course to play properly.
What's keeping me interested at this stage is that there really seems to be no such thing as a "dead" card in this game; meaning that, no matter what's in my hand, I have a way to use it, even if it's just to play it as a resource or combo with it. In most other card games that I've played, cards can accumulate in a player's hand that really have no use, because the opportunity to use them has past, usually. I know some card-gamers will dispute that, but I've run events, I've seen top-tier players not get the cards they need, no matter how good their deck is; two of my Pokemon League regulars, back in the day, were national champions at one time. Android 13 is struggling with that a little at the moment, but I've ordered some cards and that deck will transition to Goku Black at some stage soon.
Many miniature wargamers that I know resist playing collectable, blind-packaged games like DBSCG, because the cost can blow out quickly, leading to the player willing to spend the most winning more games. Thankfully, I'm winning more games at the moment and, since being reduced back to casual work, I'm buying maybe 2-4 packs after playing a few games with each deck, which I get to do perhaps once a fortnight. Of course, I'm not playing in tournaments or other events, though I've had a look at a couple, and whilst the community seems pretty neat, there is a constant complaint that all of the newer cards supersede the old ones and I'm not keen to go down that rabbit hole.
No comments:
Post a Comment