Shadowverse's problem as a card game and Cygames' inexperience

Chiming in here as a different player, but there's a reason why Cygames decided to create Dimension Shift as a card.

From what I've seen, they have two(?) primary goals involving balancing the game.

  1. Maintaining a healthy balance between four types of decks. Because of the way Shadowverse works, decks can usually be categorized into these types depending on their playstyle. I'm pretty sure you already know this, but they're aggro (goal is to kill enemy as fast as possible), control (stall the enemy until they achieve win condition or overwhelm enemy), combo (deck that relies on winning through a specific set of synergistic cards or a win condition), and mid range (deck designed to counter anything opponent throws and overwhelm enemy). There are other archetypes, but they’re not the focus here, as their playstyle may contain similarities or is separate from the above. (Ex. Mill, Ramp, Tempo)

Generally, Cygames balances their metagame by maintaining a rock-paper-scissors kind of meta, where Aggro beats Combo (Combo can't maintain resources against Aggro), Combo beats Control (Early win condition kills Control before control can set up its pieces), and Control beats Aggro (Control's counters against Aggro cause it to run out of “steam” due to losing cards in hand), with Midrange being neutral. Because control could possibly dominate the metagame easily, Cygames created Dimension Shift, a card generally contained in slightly control-ish combo decks that destroys any control deck.

(An extra note that I wasn't sure where to place, but have you seen the statistics for the win rate most decks have? It's usually around 50%, the highest being 58% for a turn 2 Roach deck)

  1. Creating cards that do stupid(ly overpowered, when used right) things.

I mean, almost every Legendary in the game can be powerful in its own right. even the most unused ones have situations where they would excel. Jeanne can serve as a counter towards Sword and Forestcraft with her AoE assuming the opponent somehow amassed an army of fairies/officer when she is placed. Skullfane, Eidolon of Madness, (and Bahamut, though not exactly unused) work really well in amulet Haven, a rare and unused yet actually viable deck. And they also balance these cards (though some may be outdated) or give them some sort of indirect counter. Jeanne costs 9, Sun Maiden Pascale only affects allies and can easily be eliminated without wards, and Seraph requires a turn 8 where board control favors the player or is on equal footing. Otherwise, the Seraph player could get Aggroed

Dimension Shift follows their line of thinking where cards can be stupidly overpowered. However, they still balance it by giving it a whooping cost of 18, which makes it impossible to play without utilizing Spellboost. It might seem like a boring playstyle, to rely on whether you draw Dimension Shift on the first few turns or not, but it’s still there.

Besides, this game’s goal isn’t to counter win conditions- it’s to get your win condition out first. The crazy stuff isn’t meant to be countered, you’re meant to counter it by pulling out your own crazy stuff first. Preventing your enemy from achieving their win condition is usually a secondary goal, unless you’re running an Earth Rite deck without Pascale/Olivia/Bahamut for some reason.

As for your dislike towards Storm, it’s countered by Ward, which is already an ingame mechanic.

Overall, I don’t think Shadowverse is as bad as say, Hearthstone, as what you mentioned above. I won’t deny that there are boring, overpowered cards like Levi (who was a possible unintended result from the previous meta) and Daria, but to go so far as to say that the decks are “self-touching, there’s no “interaction” and Cygames is inexperienced and has done many terrible mistakes and game designs is one big, fat lie.

Card games (including Shadowverse) aren’t games where interaction with cards are what’s important. Sure, Shadowverse could have a amulet card with “if opponent is Officer/something, banish them from the game, the subtract one from this amulet” that counters a specific class or card or something, to promote “interaction.”

But what’s the fun in that? That’s literally the basis of what makes control decks not fun.

Card games are psychological warfare games with resource management, in my opinion. It’s not the cards that interact, it’s the user and when (or how) they utilize their cards against a specific opponent, or deckbuild with the appropriate resources.

Shadowverse allows me to think about both my resources and my enemies. “Should I send out this fairy now or save it for roach? Should I use my Clarke to speed up Daria or my Craig + Witchette + Angelic Snipe? Pompous Princess or Novice Trooper? Maybe I shouldn’t send out Bahamut, he might have a hard removal… Should I use Forte instead? Maybe I can bait her into doing Themis with my fairies...”

These kinds of choices, analyses of the enemy’s playstyle and responses to suit your needs, are far more important than card counters that could possibly ruin a game’s meta. And eventually, when you succeed in achieving your win con, you are rewarded with glory and pleasure for your efforts. Alternatively, if you lose, you think about what you can do to counter the enemy or do better next time.

And I believe, that is what makes Shadowverse a good game. Far better than a certain Pirate meta or a certain game involving spamming high numbers with waifus and husbandos. You may not agree with me, or anybody here for that matter, and I respect that. But this is what I believe in.

/r/Shadowverse Thread Parent