Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I'm sure the deck is very complicated to keep track of in paper, but on a simulator it's click yes turbo and outside of the highest skill matchups, mill luck is far more important than player skill even in the mirror. And even at that highest level, there's only so much jesse kotton or some other YCS champion could do if they whiff a 5-mill and their opponent gets 3 names and a mudora out of it. A child mashing buttons still has a good chance of beating any competent rogue deck with it
I would award you but I don't spend money on this account and I'm waiting for some awards to cash in :(
Pretty much this. The hardest part of the deck is the Kit search/foolish and knowing the right time to activate your effects, but once you figure that out it's easy.
And then there's Flower Cardian players
Not saying that in a boomer sort of way, just...it looks like checkers vs chess outside of the mirror which then in turn looks like the rules are made up on the fly half the time.
There's probably a good reason why my brain turns into TV static when I try to understand Tears, something just doesn't look right watching it in action.
Only Flower Cardian players know how that deck works tbh. All 3 of them. it's an exclusive club.
The skill floor of the deck is indeed much lower than people want to make it seem, and sure, while it's not at the same level of Runick, Eldlich or Floo, the skill floor of the deck isn't close to something like D/D/D or pendulum piles either.
The skill ceiling however, I believe it's pretty high, as there's a lot of minute interactions and things you can do that can allow you to play through stuff like Dark Ruler No More, Forbidden Droplet, or even use your Abyss Dweller in the same chain as a Dark Ruler No More or Forbidden Droplet, proper chain order to achieve different things, such as ensuring the girls aren't at the bottom of the deck after a fusion, or chain blocking, etc.
If I were to put it on a scale, I'd say:
- Skill Floor: 5/10
- Skill Ceiling: 9/10
it's definitely an outlier. Some would argue it's the evolution the game needs and all future decks should play like it - there's a reason many people enjoyed the format after all. I can understand where they're coming from.
I think I can agree with that. It's an easy deck to play, tricky deck to master.
It feels like one of those sci-fi flicks where somebody tries to push human evolution way too far and creates an eldritch nightmare calling it progress.
Ok, but imagine this - you can play Elementsabers on your opponents turn. Wouldn't that be cool?
If anyone can do anything at any time, what is the point of turns in the first place?
What's the point of a deck and a draw phase when you're just milling everything and doing 12 chains off of that?
When you have everything available at almost all times and only the worst of the worst mills can screw you...what's even left? What's the point?
I know I may not be right and I'm not trying to say it can't or shouldn't be fun for people, but all I see is something so apathetic to any form of game structure that it might as well just be some homebrew rules thrown together without a care in the world.
its pretty easy to get into, you start just by clicking buttons. don't worry about winning loosing or making a good board. just spam until you get the feel for when your going to whiff a draw, and when your rolling the dice.
then start thinking about pure routes. End goal going first is to get light flare and lightshower out. while resolving boardfly's graveyard effect.
once you figure out that. its time to take off the training wheels, and branching into other extra deck plays. start with obvious lines like arc light, or link plays then you can think of the strange ones like trishula.
before you know it, you will have a mediocre pet deck that can do some really weird stuff!
It makes the game more of a battle. Every turn you're fighting to outwit and outplay your opponents. That's what made Tear 0 so fun for the people who enjoyed it.
You're not right or wrong - every opinion is valid! Personally I'm undecided on the issue. I see its merits but understand its flaws.