Interview with a Dinosaur and a Child [08/12/2024]

This is a transcribed and modified interview done with two players who started the game at two very different points in the game’s history. The focus of this interview is to observe the opinions and ideas of players who have observed the game at different parts of the game’s lifespan and how they feel about the game both in its past and its current state.

As an introduction, we have Yuiko and Sukiyaki.

Shoyu: I remember facing Rewrite back in the day with 2/2 Chihaya walls.

Yuiko: Yes, that combined with the Sakuya Pina profile was also quite strong, finishing you off with telephone pole Chihaya.

Shoyu: Just before I joined the game, I remember seeing and learning about one of the strongest combos at the time which was Rin from Little Busters because she had the ability to gain advantage without having to reverse or pay cost. It wasn’t the best combo because the combo was restrictive in what you could gain for advantage.

LB/WE21-03SP-SP ステージ・オン! 恭介

Shoyu: I also remember Kyousuke on the guitar being one of the stronger finishers back then too.

Shoyu: I started around when Nisekoi came out, 2014? My first set was Bakemonogatari. I didn’t know what I was really doing, but I remember my first deck was the R/G/B deck with the 2soul Lovers combo. I also remember buying the 3/2 Hitagis from the U.S. and selling the deck two months later. And then, I bought Illya.

There was also Marika.

NK/W30-052SP-SP 乙女心 万里花

Shoyu: When I started, the game was going through dramatic changes. The game became a lot less vanilla and a more firm structure for deck designs started to become formed. Core profiles were getting introduced. Decks also started becoming more homogenized as well with the same deck cores with one or two slight differences. Everything felt like Shimakaze and friends.

Shoyu: I consider Mushoku Tensei to have been the peak of standby. Mushoku forcibly raised the power requirements on many combos, ushering a change in game design to accommodate standby. A short time ago, I made an article about the transition of the game towards a more Kanata-esque format, where the focus is more about getting a snowballing advantage during the mid game with strong early play profiles. What do you think?

Shoyu: Speaking of which, I spoke with a friend earlier about flavour in the card game. One example I use is that of the eight wind Ayakashi deck where Matsuri uses his wind ninja powers alongside his friends. I mean, the thematic piece of that deck being that it is eight wind is cute.

Shoyu: Well, the current Icy Tail format has a couple of issues compared to the original from Saekano. Firstly, damage isn’t a single instance. Damage is dealt for each individual climax milled rather than the combined total of climaxes milled per instance. Secondly, the reach for these combos have expanded much more as these combos mill more cards. Lastly, the number of instances that these combos deal have become rather egregious. It’s kind of insane how some of these combos can straight up kill you with a single card.

ISC/S81-071WIR-WIR サンセットスカイパッセージ 八宮めぐる

I do think Bushiroad is making some changes. Some of these more niche interactive cards are getting some better abilities. For instance, flicker cards may be getting some other filtering abilities as well. Take, for instance, Shiny Colours’ Meguru counter which is an anti-change counter. Traditionally, anti-change counters are expensive with good reason, but Meguru does something different. Her costs are reduced, but in exchange, you grant your opponent an advantage while still removing a different point of advantage.

HBR/W103-017U ドロレスの魅惑 菅原 千恵

Sukiyaki: My set of choice would have to be Heaven Burns Red. My favourite card is the 2/1 Chie bodyguard that I run in my eight wind deck. It synergizes nicely with the wind combo and forces interaction without being too overly oppressive, which is something I like.

DCT/S86-006R “夢見る人” ありや

Yuiko: My favourite series is D_Cide Traumerei due to the connection between the story in the mobile game and the translation of concepts into mechanics in Weiss. My favourite card is the 1/1 Ariya “Adachi” because the card effect is very versatile in removing board pieces with its change package.

Yuiko: I think a potential limitation for Project Sekai with Touya and Tsukasa is pretty fair.

Sukiyaki: Maybe keep Mai as a one/two-of?

Shoyu: What about the 2/1 choice combo?

Sukiyaki: As an avid Uma Musume player and fan, I think the most popular and successful deck with Satono and Curren is quite fair. The only problematic card you can point fingers at is Satono. It’s a one-card solution for everything. It mills the deck, gets advantage, and acts as a standard beater.

UMA/W106-035S-SR 学園理事長 秋川やよい

Shoyu: I think the irony of removing the 2/0 event actually makes the deck better. You increase the odds of Satono hitting targets and also reduces the need for an additional colour. I think it’s best to compare Satono’s role to that of Tsukasa’s from Project Sekai.

Yuiko: Hololive has been quite the point of contention for a while. The 3/2 Kanata and 3/2 Luna have been key points of discussion.

HOL/W91-T100TD 爆弾処理班 天音かなた

Sukiyaki: I feel that removing the helmet for Kanata is the key approach for that deck to feel less oppressive.

HOL/W104-035C この世のものは脆すぎる 天音かなた

Shoyu: I do think restricting both the 2/1 Kanata and 3/2 Luna being played together will help make the deck more fair. But there are far more key issues that need to be discussed. The series offers far too many small filter cards that act as enablers. The utility is just too strong and too universal.

I will say that I’m very happy with the new summer collection for Hololive. The set provides additional support for finishers and other cards in the original set. But once again, they’ve added more problems to the utility pool as well. For instance, there is the new 0/0 Koyuri which is essentially a 0/0 Aqua clone. I think they should have made it that 0/0 Koyuri would add characters from her specific generation only.

Sukiyaki: I think that banning the changer for 3/2 Yotsuyu will definitely make this deck more fair to play into.

SAO/S100-011U 真っ直ぐな道 アリス

Yuiko: I agree. I think that maybe Yotsuyu should carry the Alice treatment in the ban list like the 1/0 brainstorm.